Right Im new around here so Ill get to the point - How on earth do you make money playing as the Yor - Ive looked everywhere for strategies - Ive found all sorts of things but no guide on how to play as the Yor.
I Have played custom games as the Terran and the Korath I won't claim to be awesome but I am competent I am playing at a level or two above normal, and I seem to do quite well.
But the Yor vex me they don't have economic structures - they have economic techs but no equivalent to the Markets - I could of course trade for them - but that does not strike me as efficient because I can't build economy worlds
Any ideas?
You're right. I completely forgot that the size-modifier doesn't take miniaturization into account. Only the base-size of the Hull is used.
80 turns??? that seems quite long to me
and actually the L2 fac will only reduce the maint from 15-->10 it doens't add any MP at all, if you can support it then you can be fine with L1. And as you cant build any farms you should go for market centers naturally so you will be able to support it.
Problems I see with Thalans is when you don't have a strong initial planet, because the Colony Rush can only really be driven by their Hyperion Matrix. So the option is find one where you can build a slow small hull colony every turn or a fast cargo hull colony every other turn right immediately and then you can be pretty competitive.
If not you *have* to research these L1 facs which will delay everything (in some setups waiting 8 turns will mean you won't get any additional planets at all)
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Thank you for the responses. I'm learning a bit.
But:
How do you manage your early game economy? Do you do it like me, where I crash my econ as quickly as possible, setting up the fastest number of colonies possible, and then setting the spending and tax slider as low as possible (for 100% approval in the newer colonies) and wait for pop to recover?
Or do you do it another way?
Given the way I play, Torian tech and Super-breeder is probably the best combo. Harvesters bring a +4 bil pop to econ from 8 to 12 (though yes, they do cost 2 bcs in maintenance- wrong about that) and central mines and temples of memory boost morale and production for your new colonies. The fact that you get these buildings without having to research anything means that you don't have to focus much on research in the early game. You also don't need farming until much, much later in the game.
But if your playstyle is different, then I can see why the other tech trees are good. But... when I try the same strat with another races' tech paths (even with super-breeder), it doesn't work as well in part because I can't get to 12 bil pop/good production quickly in all my new colonies.
What do you do in the early game? Also, what map sizes do you play? I prefer larger maps with abundant numbers of systems and planets.
Many people, including me, at least choose some bonuses to economy and/or population growth and/or a related super ability.
Besides that, it helps enormously to just colonize other planets but not build on them yet, with the exception of a few planets, say your homeworld, 1 research planet, 1 production planet to build more colony ships. For larger maps you may need to go up to 4-5 planets being developed, in particular one "colony ship builder" closer to the outskirts of your territory.You can also choose not to colonize some small secondary planets (classic example though valid for any race: it's not worth colonizing Mars when you have Earth. Let an AI colonize it and spend money developing its infrastructure and growing the population; use influence to convert the planet to become yours later on)
Also: trade less important technologies for cash or other technologies early on, especially with minor races as those never pose a big threat (but keep in mind they will also trade those technologies with major races). Never trade important military technology or anything that provides diplomatic bonuses as the latter will hinder further negotiations.
Last resort, though cheesy: trade up to 999 influence points for cash or technology. You can repeat this within the same trade screen.
Also important: some early trade ships as soon as you don't urgently need more colony ships. A few survey vessels also help as they occasionally come across cash bonuses. I always set my first survey ship to the according surveying setting (forgot its name)
Oh, and grab any economical, population growth, morale, ... resources you can!
What I'm going to say about torian tech tree is that at the start of the game it is well balanced. The Terrans R also well balanced the one thing I have to say about the Central mine is this U can only build one per planet. So if your the Yor for instance U can build more factories at the beginning and have a bigger industrial base. There R other races with more factory capability at the beginning. The Temple of memories is not worth it build Entertaunment network instead and research Healing pools more resanoble quick and upgrade to Healing pools is a better move. I almost want to make the Super breeder as the number one personality of the game. The reason I would not play the Torians is they R the only race that compete against the Thalans unless U know how to modify the Korath clan. Its hard to keep a competive Ai. One of the things people forget is that the Yor R the Silons or the Darlecks tha is the important part I'm actually glad the tech trees R not just renamed knock offs of each other like sins of a solar empire each tech tree is different that is what U have to take into account I'm not going to recap the good stratedgies of everyone else I would like to say instead of having empty spaces U could just lower production lets not forget about economy starbases influence affects tourism which brings in money so influence starbases R a good idea population growth is the best answer I'm going to add a freighter stratedgy after the colony rush research trade build constructors send them to the nearest planet thats not yours this will quickly build U a little income after that U can re search more trade techs after U fill all the routs design new constructors with better range fast ships will help U also if U need to research the techs do that send the freighters as far away as possible when they get there the game will tell U that U cant have more trade routs discontinue the least profitable route I recommend that U should look at only the second number then trade with the far away planet do this for all the routs this is not to compete with the other stradegies but to add to what is being said. These R good stratedgies I cant give better advice instead of comparing techtrees enjoy the different races the one thing I would say if U pick this race U would not hinder how good the Ai is. Also remember U will do good to have a population up to 20 billion per planet after this more population will actually hinder U . I've had my races total population above 2 trillion. So the cap is higher
It really depends on the game settings/map and the way how you build up your planets (mixed, all lab or all facs) but here are some tips.
Convert your homesystem into a great productive facility buying buildings on the longest term lease. In all fac you then can use the remaining 2000bcs to pump out a colony cheap every turn.
In an all lab setting only produce hulls with focus from research and upgrade these to Colony Ship. In is utmost important that you research the first tiers of Miniaturization very early on so you can use tiny hulls for colony ships and else.
You can also techbroker, with techbrokering turned on you want to maximize this by selling a branch of technology to *all* AIs in a single turn to make the most out of it. Furthermore, the order to sell techs to the AI has a specific order, you want always to sell one-by-one, beginning from the most advanced tech in a branch. It is perfect when you have researched the branch completely to the end which is very hard initially so actually you don't want to throw around with the techs you have. Just sell so much that you can support your game.
Research Sensors early and rely alot on surveying-income. You can also easily trade for enemy scouts and turn them into surveyors once you have the miniaturization. This way you can also get some fast Freighters off.
There's some trick with this (which might be also a bug exploit but whatever...): Scouts usually have a boatload of range so what you can do is trade for some that are far away deep in enemy terrain so what you do is target them onto a possible planet in range, then upgrade them to a basic freighter. This way he will still follow his course although he doesn't really have sufficient range after the upgrade^^
Don't build anything on new planets beside Starport, Recruiting Center & Fertiliy Clinics.
Initially keep taxes so high that your planets are in yellow and then ship around the pop of your starting planet to the lesser planets until approval is kinda equal. Once you have enough planets colonized keep taxes at 100% this is utmost important to get enough pop because pop alone will be able to support your economy.
There are some techs which you really want to disseminate vs the AI bvecause in the end it will mean more money for you and this is eg Trade techs or Econ techs. There are also those that will mean the opposite and this is everything about production.
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