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dev planning, anyone done it?

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  • #91
    Anglophile, maybe it's me who missed word 'planetary', but now i can't remember.

    But, in this case, i want to say that computer tends to set Mass Synthesizer/Gravitational Focus Array on 3 or 4 place in planetary queue if another buildings present. On +/-1 gravity it gives *1,33=1/0,75 bonus to DEA manufacturing (building cost 100), which is more in most cases than Astro University (building cost 200, CemprPop *=1,4, TTperPop *=1,4, BioprPop *= 1,4, MinprPop *= 1,4) - *1,4 Manuf from population.

    I know how critical can be every little thing. So, i don't like than someone tells something like 'this is not important'. If you can do every little thing even slightly better, it gives you huge advantage. Then you say 'this is not important', you deny himself of ability to increase your overall perfomance. Most good players realize importance of *important* things (say, general strategy etc.), but almost noone realize importance of *unimportant* things.
    Because of this, it's much easier to win using *unimportant* things than *important* things. I like to win, so for me there is only important things.

    There is a difficulty with MoO3 - you can't do *unimportant* things well in reasonable amounts of time (AI can't do it by default) and this is not the case in other games.
    Knowledge is Power

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    • #92
      Ellestar, I have never played far enough into a game (108 turns is my record) to get to a point where the choice in the Planetary Build Queue is important; when I get to that point, I will undoubtedly micromanage, at least to the point where I check to ensure that the Viceroy's choice is the same as mine. I recognize the importance of what is essentially compounding interest on optimum selection on key decisions and in no way was disagreeing with your statements; your experience with the game is clearly deeper than mine and I bow to your superior experience on this matter. However, I have not yet started micromanaging that part of the game nor, I expect, will I ever except for those advances/improvements that I want ASAP. And I do believe that it is a strength of the game design that I can choose to micromanage or not as my preferences determine; nor am i trying to milk every fractional percent out of my development - I am intent on having fun (which for some would be getting that final fractional percent).

      And as a final note, I find that I am enjoying the game.
      wbe

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      • #93
        Originally posted by Ianpolaris
        Vmxa1,

        I am not saying that it isn't possible. All I am saying is this:

        Can you deny that it is just as easy to develope all planetary DEAs by hand (when you first colonize)?

        Furthermore, isn't it obvious that you will always get more efficient results by so doing?

        Given those two things above, is it any wonder why many of us regard DevPlans as pretty pointless?

        -Polaris
        Ok I can agree with this point.

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        • #94
          Anglophile I like to start some MM immediately. If I do not the AI will build things I do not want, such as too many troops, too many scouts and too many colony ships. I want lots of the last two items, but not exactly when they want to give them to me. It will also make far too many system ships for defense, if you let it.
          I also do care for the ratio of capitols ships it builds ( how many picket/carriers/escorts).

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