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How to micromanage

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  • How to micromanage

    Now that I know this game a little better I can say that it isn't that bad... Unfortunately with all the spying going around, the makers of MoO3 sabotaged their own project It would be so simple to tell us how counter offer works, how can you store production using the starting/ending bank how you make fleets etc etc.

    Well, anyway on the subject of micromanagement my idea is to use the Economy AI to your own benefit in other words turn it off, but not always and not everywhere. A newly colonized planet or a newly conquered one has many buildings etc to build therefore it's good to leave it on. Also, when you give grants to planets the AI prefers to boost planets that it controls. Another thing I do in new planets is I put some of the DEAs myself, bioharvest on alluvial plains for instance. Btw I didn't know that alluvial is better than fertile

    The problem of course is the military queue and I wish they make it possible that we can handle that ourselves. Until then I choose either mobilization center or basic systems module or a troop that I will need. I put military production to zero, of course. The AI will build the planetary improvements and at some point I will look at the planet again to make changes.

    When a planet is developed I turn Ec AI off. It is very important to have the planet building nothing for some time to fill it's banks. This you can do when the initial colonization period is over. When a planet has a starting bank of say 30k it can build anything in a few turns. If you have nothing to build and your banks all filled you can allocate some % to research.

    Of course when you make a new discovery that gives you a new building to build, you have to go to all those darn planets and do it manually. Agrrr

    Btw the AI is bad even when building DEAs. I saw it building industry DEAs on a rare metals region. (Research is the right choice there).

    That's all for now, I hope I helped someone.

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  • #2
    What I do is set up almost all but 1 or 2 DEAs on the new planet just after I colonize it. I leave the buildings to the AI since it basically only improves what I have already built.

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    • #3
      It appears that if you build too many DEAs too early the planet will have low productivity. There won't be enough people to run them. Meanwhile you pay maintainance...

      Also, at some point when you have too much food or minerals an idea is to go to each planet and remove some of them. This is very tedious. I wish they had a command like "Destroy mines with less than "amount" of minerals"

      Another stupid thing is that you cannot set the DEA you want after you remove one. I have no words to describe how stupid this is.

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      • #4
        If you assign all the DEAs that dont mean the AI will build them all. I have noticed that although I assign all the DEAs, the AI sometimes waits before building. Why? Dunno. Maybe because of population needed to operate them.

        Correct me if I am wrong, but, dont Mines and Bioharvesting increase the amount of money generated on a planet?

        If that is the case, why remove them if you have surplus minerals or food?

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        • #5
          If you need a practise session in DEA management, try Silicoids. This species requires early micro lest the viceroy AI will destroy your empire by starving your planets.

          Every DEA and building requires an amount of people to operate. It's all in the DEATables.txt file. Operating industry requires 1000 people per DEA.
          Every surplus mineral and food is sold but the empire doesn't need this money (like scrapping old ships). An exactly balanced production line is still profitable.

          Silicoids play like an insecta species, but prefer high G (hurray) and don't need food early on. At the start of the game, don't forget to sacrifice homeworld fertility for more minerals .

          While your empire is small, you must keep track of the balancing of industry/mining DEA's. An industry DEA consumes more minerals than a mining DEA can produce. Having too much production makes your people starve.
          This still can happen in mid-game, when your size 12 production planet (24 industry DEAs) becomes fully deployed.

          Magnates and subjugated races are a pain. These aliens seem to consume some sort of plants and Silicoids dunno bout green stuff and alike. Dropping your first colony ship onto a magnate planet will kill the magnates... just pray for a magnate species with low food consumption.

          Silicoids like high G. Thus moderate G worlds of about size 8 make poor production planets. Production on low G worlds is truely awkward (very unlike insects). These smaller planets come in handy for research, farming and stuff like gov DEAs. When the population becomes large enough, you even may remove every industry DEA.

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