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Home » news » forums » Space Empires V » Space Empires V General

Minister usage

Submitted by Gusset on Fri, 2006-11-24 13:10. Space Empires V General

I'm new to SE.

The depth of this game is something else. I'm trying to learn how to use the game's features to speed things up, at least in the beginning of the game. I've gotten through about 25 turns in the ~3 hours I've played in my first game (only 3 AI empires, so between turn time is minimal).

I turned on a few select ministers, for instance the one that makes ships head back to resuppply depots when needed. Unfortunately, though, the manual is pretty vague about how they "think".

Is there a way to know specifics of how ministers will behave if I turn them on, and/or to specify some of their decision processes? For instance, I'd like to have a minister that will upgrade facilities as tech advances occur, but who won't add other items to production queues.

Finally, does anyone have any tips on how to make use of SE5 features to speed up progress, at least in the early phases of the game?

Thanks for any help!

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se5a's picture
Mod Designer

use the upgrade facilities

Submitted by se5a on Sat, 2006-11-25 00:18.

use the upgrade facilities button in the construction queues window.

-----
an se5a is a ww1 fighter, it is also a car.

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Ministers = Suck

Submitted by Fishman on Sat, 2006-11-25 05:03.

Gusset wrote:
I turned on a few select ministers, for instance the one that makes ships head back to resuppply depots when needed.
I don't think I've ever used a resupply depot return. If I didn't equip the fleet with the emergency resupply/repair combo (because I haven't developed it yet), then the ship is so badly obsolete by the end of its voyage that it can't even be retrofitted anymore, so it tends its life by ramming into an enemy ship or planet.

Gusset wrote:
Unfortunately, though, the manual is pretty vague about how they "think".
Yeah, that's pretty much what makes me distrust "ministers" also: I have no idea what the hell they're going to do, and I'm pretty certain it's going to be wrong. Because let's face it, the AI uses them. Everything I pry from him has all its ministers on...and we all saw how well that worked out. I am convinced that the minister will choose the most asinine possible action out of the potential choices available.

Gusset wrote:
Finally, does anyone have any tips on how to make use of SE5 features to speed up progress, at least in the early phases of the game?
You think the early phases need speeding up? Pssh. Wait until you get about 15 years in. Forget about speeding up, say hello to 15 minute turn processing times.

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