I guess a better question would be this: how hard does the Minister look for a planet with a spare WP before it gives up and decides to head out without one? How many hexes away does it search? What's the criteria the Minister uses to make the decision of WP or no WP? Back to top
Joined: Apr 16, 2007 Location: here occasionally, but mostly somewhere else
Posted: Wed Jan 30, 2008 2:07 am Post subject:
CaptainKwok wrote:
I don't think it's the position of the LS/CQ in the design that is making your Crystalline conquest better. It takes a complete loss of either component to trigger the movement penalty and by that time, the ship is more or less dead already.
Not to be contrary, but the very first thing to be destroyed on most of the defective designs is LS/CQ, while the rest of the ship isn't yet damaged. If at least one LS and one CQ were inside components I think it would solve the problem.
Typically, they have all CQ inside, and all LS outside (as far outside as they can get them). Or vice versa - no exact pattern that I can find. So once past the armour, the first thing to take damage is a vital component.
About a third of the designs are not defective and have all LS and all CQ inside. I confuse myself when I try to figure it out, so I suspect I should give up. Back to top
Send SY ship to known system.
Build one-turn colony+engine frigates for each planet in the system.
Repeat.
My remote mining system:
Send SY ship to known asteroid field.
Build space station with mining and SY/RB on it. (excess room is filled with cargo, mine/fighter/probe launchers depending on race, maybe cloaking device)
Repeat.
Does anyone else do this? This works great for mid to late game system/resource capture.
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