04-03-2014, 05:22 PM
Submitting orders again...
Moving ALL food from the orbiter to the home world, to make room. The people are fully stocked, and their farms are making more than they need, so no worries.
Finally researching Beamers up to tech-5. This gets me competitive, an also leaves me enough research to boost Assault Weapons up to tech-6. These will be needed to deliver the estimated 10m combat factors on the alien colony.
Each ASW-6 is worth 72 combat factors, so I will need about 140k of them. It so happens that I have a batch of shiny new Factory-7s ready to go, of which it will take a measly 12k to build all 140k assault weapons in 4 turns. This will be my SMALLEST factory group by far, which is encouraging. I have 5.5 MILLION new Factory-7s.
Last turn I started a production line to build all the newly-researched Energy Shields I will need to fully protect my missile cruiser. This turn the same with ground forces. Looks like my military production capabilities are good. Up to now I have focused my production power on the economy. Assuming I can keep my raw materials pumping, I have the capacity to produce military quantities that can absolutely crush these pesky aliens.
Other PLAYERS, however, will be another story...
I also have 4.3m Lab-8s to assemble. I don't have enough professionals to run them all unless I shut down the 3m old Lab-1s. The net boost to my research is 7.2m, bumping me up to around 33m research per turn. NOW we're cooking with gas. It looks like I have the capacity to run around 22m labs. If I built a new batch of Lab-8 -- enough to replace around 12m Lab-4/5, then I'd be up to 44m research/turn. This might be the way to go, since I am not ready to put more research into better Labs yet.
13m Lab-8s will take 3.2m Factory-7 to build. Good thing I have them! But it means shutting down the older factory groups. With another 3m Factory-7 coming off the line next turn, I am shutting down all Factory-1 and Factory-4 groups (letting them complete work-in-progress).
Were I to pump all the rest of my new Factory-7s into making Beamer-5s, I would have enough Beamers to teleport the equivalent of my entire home colony each turn. This is probably excessive, so I will go with half. The other half will build military robots, transports, and just for giggles a batch of heavy Structure-1. Most people put research into Light Structure and build copious quantities in their orbiters. But the old-fashioned ground-built Structure-1s can absorb more of the combat damage my ships will take.
As for my colonizer, I am adding lots of fuel and food. I have no Consumer Goods to add, because my home population is sucking it all out of my factories! Same problem I had with Food some turns back. So I'm sending them off without any -- I'll get rebels, but I don't want to delay colonization any further. In 4 turns I'll have a big batch of Beamers and a bigger batch of Consumer Goods to beam out there.
Missile cruiser and other ships will wait as I build more ship-making stuff.
Moving ALL food from the orbiter to the home world, to make room. The people are fully stocked, and their farms are making more than they need, so no worries.
Finally researching Beamers up to tech-5. This gets me competitive, an also leaves me enough research to boost Assault Weapons up to tech-6. These will be needed to deliver the estimated 10m combat factors on the alien colony.
Each ASW-6 is worth 72 combat factors, so I will need about 140k of them. It so happens that I have a batch of shiny new Factory-7s ready to go, of which it will take a measly 12k to build all 140k assault weapons in 4 turns. This will be my SMALLEST factory group by far, which is encouraging. I have 5.5 MILLION new Factory-7s.
Last turn I started a production line to build all the newly-researched Energy Shields I will need to fully protect my missile cruiser. This turn the same with ground forces. Looks like my military production capabilities are good. Up to now I have focused my production power on the economy. Assuming I can keep my raw materials pumping, I have the capacity to produce military quantities that can absolutely crush these pesky aliens.
Other PLAYERS, however, will be another story...
I also have 4.3m Lab-8s to assemble. I don't have enough professionals to run them all unless I shut down the 3m old Lab-1s. The net boost to my research is 7.2m, bumping me up to around 33m research per turn. NOW we're cooking with gas. It looks like I have the capacity to run around 22m labs. If I built a new batch of Lab-8 -- enough to replace around 12m Lab-4/5, then I'd be up to 44m research/turn. This might be the way to go, since I am not ready to put more research into better Labs yet.
13m Lab-8s will take 3.2m Factory-7 to build. Good thing I have them! But it means shutting down the older factory groups. With another 3m Factory-7 coming off the line next turn, I am shutting down all Factory-1 and Factory-4 groups (letting them complete work-in-progress).
Were I to pump all the rest of my new Factory-7s into making Beamer-5s, I would have enough Beamers to teleport the equivalent of my entire home colony each turn. This is probably excessive, so I will go with half. The other half will build military robots, transports, and just for giggles a batch of heavy Structure-1. Most people put research into Light Structure and build copious quantities in their orbiters. But the old-fashioned ground-built Structure-1s can absorb more of the combat damage my ships will take.
As for my colonizer, I am adding lots of fuel and food. I have no Consumer Goods to add, because my home population is sucking it all out of my factories! Same problem I had with Food some turns back. So I'm sending them off without any -- I'll get rebels, but I don't want to delay colonization any further. In 4 turns I'll have a big batch of Beamers and a bigger batch of Consumer Goods to beam out there.
Missile cruiser and other ships will wait as I build more ship-making stuff.