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Accueil » news » forums » Space Empires V » Space Empires V FAQs

Managing big empires - tips and tricks sought

Soumis par bahzeel le Lun, 2008-01-07 14:04 Space Empires V FAQs

I'm wondering what others think of this idea: I propose adding a section to the Space Empires Wiki designed to capture ideas for managing "big" empires. I think of this as the next phase of new player help beyond Inigma's Endturnitis Guide.

My qualifications for doing this are that I am new to the game and feel that I know nothing! However I am willing to gather the ideas, suggestions, comments from others, organize/compile them, and see that they get posted to the wiki for everybody's use.

Despite being new to the game over the last month, I have already encountered difficulties with completing turns efficiently and keeping track of all the different activities underway within my empire; that was in a small empire of about 25 spaceyards. I have no idea (now) how I would take care of an empire that can build a 100 cruiser fleet in 3-4 months, how I would get those 100 cruisers together efficiently to make them useful, and on and on. At least, do that and get more than 1 turn an hour finished, and remember turn to turn where every ship was going / what mission it was on.

Would you find something like this useful? Do you have your own contributions you would make? I'm looking for the ideas that help me act more like the emperor of my big empire, and less like all 10,000 logistics managers in my big empire Laughing out loud

Some examples of issues I was having in my small empire:
- building ships in the rear and moving them to the front; is there something more efficient/effective than giving each individual ship its own move order to get it there? Is there a notes function on ships so I can add a note regarding its "mission", or do I need to write it down on paper as a reminder? I guess I could time system level builds so they finish roughly at the same time, and then gather the output together into a fleet to move up as one group - this still sounds like a 10-20 turn process to get one build cycle from one system into productive use (if the front is several systems away).

- "fill in" colonization - Inigma has some ideas to help this process along. Should I just not worry about colony ships "criss crossing" each other as they go to colonize planets as I identify source planets to build ships on, and target planets to colonize?

- is there a way to fill all shipyard queues in a given system with a "build ship X" type of order? or fill all empty shipyard queues with "build ship X"? etc..

- Units in general. I bypassed them almost completely in my last game due to micromanagement issues. Build one sensor sat and 1 or 2 weapons platforms per planet and that was it. Ideas for managing large numbers of troops and fighters in a big empire, without bogging down in micromanagement hell.

Many more ideas will show up I'm sure too Smiling

Thanks!
--Bahzeel

‹ Optimal conditions The Problem in 1.66Patch ›
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Re: Managing big empires - tips and tricks sought

Soumis par Vince278 le Lun, 2008-01-07 16:10

I break up large empires into operational areas, provinces, or fronts that have their own goals and fleets. The main problem though with a game with really large empires is how it greatly slows the game's processing time. Smiling

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Re: Managing big empires - tips and tricks sought

Soumis par bahzeel le Lun, 2008-01-07 17:06

I like the idea of mentally divvying up a big empire into areas / provinces / fronts Vince. That will help with managing the big picture for sure.

Any guidelines on how many systems in a provincea? For my own part, I would assume 1-5 systems would be a good increment, but larger than that it might be time to split (and might not - probably depends on whether you have 2 strategic goals for the 1 province or not). I'm thinking mostly of travel time from one end of the province to the other.

I imagine back line province(s) might have goals that contribute more to the empire totals (research, intelligence, min/org/rad extraction), and very little to do with units/ships creation or fighting. This leads to a question (I'll go manual reading) - is there a way to mothball facilities? Those back line provinces will have a pile of spaceyards built, and I won't want to scrap them in case I need some emergency ship building done. On the other hand, I hardly want to pay to maintain an empty spaceyard month after month, year after year. Assuming yes on mothballing facilities, is there a nice many-planets-at-once type of approach to mothballing facilities?

I'm also looking for ideas for the micro side of empire management. For instance,

a) in a front line province that is building out a big fleet, how do you handle those logistics?

b) Do you manage each build queue at each planet one by one, each ship one by one?

c) How do you keep track of the plan for each build queue so it stops when its supposed to, or doesn't waste time building unnecessary stuff?

d) How do you concentrate the units and ships into the desired fleets? (move them individually!?!)

As my contribution to this thread, I plan to reread the manual over the coming days and weeks and try to prise out some ideas for managing and automating big empires. I'll add whatever I come up with there. I'll also be trying them out on what I hope turn into big empire games so I can see how well or badly I can get things running.

As a newcomer to the game, thse sorts of questions are some of the main stopping points I have before diving into the PBW gaming (something else I'm looking forward to soon).

Thank you in advance,
--Bahzeel

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Re: Managing big empires - tips and tricks sought

Soumis par Khyron le Lun, 2008-01-07 19:45

Concentrating ships is handled pretty easily by assigning the space yards move to orders for completed ships. You can have up to nine staging areas, ideally these would be training centers so you can get some ship/fleet experience.

Units requires a little more work. Create a ship based on your largest freighter hull, fill it with mostly cargo bays and one launcher (fighter,satellite, mine, drone) that you'll be transporting (you can use a single multi-purpose ship with as many different launchers as you want). Make sure to only put one of each different type on, this isn't a combat ship it designed for storage, with provisions for supplies if it will be outside supply depots for a while. Build enough so that they can be ordered (with repeat orders turned on) to move to where the units are pick up (recover/load cargo) and deliver them to the staging area. You may need/want to break up the routes into stages, have ship A recover all fighters from the planets in a couple of systems and launch them just on the other side of the warp point in the next system closer to the ultimate staging area. Have ship B pick up these gathered fighters and drop them at the end of the line. Depending on how long it takes ship A to complete it's loop, ship B may be able to pick up fighters left by 2 or 3 other ships. Then when your carriers get to the staging area (which if you did step one above should be automatic) they can recover as many fighters as they can hold and head out with the rest of the fleet.

As for keeping the queues stoked, I set up a custom layout that shows the build rate (only one since they are the same), what is being built, time remaining, Can build ships, and the move to orders (so I don't miss any). Sort it as follows: time remaining (ascending), can build ships (Yes's to the top) and Build rate (descending). Then all you have to do is select multiple queues and add to all the empty queues and all the queues that have 1 turn left on the build.

Khyron

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Re: Managing big empires - tips and tricks sought

Soumis par bahzeel le Mar, 2008-01-08 11:04

So I looked last night at assigning a move to order for a space yard, and I couldn't figure out how to do that. I didn't find it in the Construction Queue screen, and I didn't find it on the list of planet / colony commands.

Any help here? I'll also go poking through the manual.

End result I would like to create... ships built at planet X automatically take flight for location/planet Y as they are built (no need for me to issue the Move To command to get them there).

EDIT: I think I figured it out. I can use CTRL-# (1,2,3, ..9) to define up to 9 waypoints of interest to me. THen when a new ship is built, I can just hit # when a given ship is selected, and its off. So the giving of the Move To order is simplified, but not fully automated. Is that about it?

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Re: Managing big empires - tips and tricks sought

Soumis par Khyron le Mar, 2008-01-08 11:26

I don't have access to the game right now. But the automatic move to for space yards is an option when you are in that particular construction queue, you will have to set each one individually. You can only select to go to a pre-defined waypoint like you set up using CTRL-#. Another good thing about waypoints is that you can move them and any ship enroute will automatically follow that numbered waypoint. So if your front moves up you can move your rally point closer to the action and it only takes one action on your part.

The queue menu is on the main tool bar at the top of the screen (I think Control-Q will take you there also), once in there you can set up your layout (or use an existing one) and use any filters you like.

If no one else answers by the time I get home this evening I will get the specifics on how to set up the move to orders for the space yards.

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Mod Designer

Re: Managing big empires - tips and tricks sought

Soumis par Captain Kwok le Mar, 2008-01-08 12:04

In the construction queue screen, choose queue settings. Scroll done the list and you can select one of your waypoints to automatically send ships to when they are built at that space yard. No manual move order required.


Space Empires Depot | SE:V Balance Mod

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Re: Managing big empires - tips and tricks sought

Soumis par bahzeel le Mar, 2008-01-08 13:13

That's the key right there Capt. Kwok - I've only seen 3 queue settings in that dialog before (never noticed a scroll bar to get to more of them).

Little things like this - they can make a budding Emperor's life hell if they don't know how to do them Smiling

Thanks!

Please keep those tips and tricks for managing big empires coming. I'll keep asking questions, and I'll also see about getting the Wiki page started.

--Bahzeel

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Mod Designer

Re: Managing big empires - tips and tricks sought

Soumis par Romulus68 le Mar, 2008-01-08 15:25

Use the Way point Move Q in conjunction with staging fleet names and the Join Fleet command.

1. I set a Way Point at XYZ location and name the fleet there something like "Amagosa Attack" or anything to remind me where its at and what its doing.

2. Change your build Q to send the ships to the way point.

3. I'll check ships enroute and add the Join Fleet command to their orders. Thats a bit tedious, but it ensures they join the fleet automatically, when they arrive at the way point. In PBW/simultaneous games you must make sure they join the fleet or they could end up fighting in seperate groups/battles versus all together.

Look at the ships from the fleet window (shows where they are going) then just update their orders....its not to tedious.

Construction Q: Click on the Wrench then choose what planets you want selected on the left with the buttons. Then choose "Mulitiple Q's" then choose what all the selected planets will build and what Q settings they will have....ie Emergency, Hold or Move to orders. It will do them in blocks based on what you selected.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Re: Managing big empires - tips and tricks sought

Soumis par inigma le Mar, 2008-01-08 16:52

Yes, provincial management is best.

Inigma's Fleet Management Guide - Draft:

1. Set waypoints:
Waypoint 0 - Homeworld (If you've followed my other guides, you've got 2-5 spaceyard stations built there remember?) - useful for new colonizers to auto-move for use later.
Waypoints 1-6 - Fleet HQs to mass newly constructed ships, repair, and retrofit
Waypoints 7,8,9 - movable waypoints for massing an attack

Fleet HQs move as you expand.

2. Fleet HQs
Are planets with at least one spaceyard somewhere, but realistically a lot more - preferably can repair/retrofit 10%-33% of your entire fleet at once depending on peace or wartime. In order of priority: closest planet to warp point(s), breathable, worthless, small or larger (to store units). The best Fleet HQ is a breathable Huge, fairly worthless (in terms of min/org/rad) planet only a few sectors away from border warp points. These make great locations for training centers.

3. Fleet Composition
Compose your optimal fleet at http://www.bubbl.us/ an example can be found here: http://bubbl.us/view.php?sid=58402&pw=yaehWeVeqivoIMzdlc2ZJQzdFTXpITQ

4. Fleet Construction Management
Assign system-wide dedicated construction queues to construct and launch ships headed for the nearest Fleet HQ waypoint. Waypoints have to be set first before they are available in the construction queue's "queue orders"(or whatever its called) list button.

Inigma's Unit Logistics Management Guide:

Definitions:
System Capital: Planet in system that is considered the single point of load/unload for all units constructed in a system for use elsewhere.

Border System: System that has one or more unsecured neighboring systems.

Support System: System that dedicates construction for a Border System.

Drop Target: The location where units are dropped.

0. Provinces
Make note of which system will support which border system. Then dedicate their queues and units to supporting their border system. Use waypoints to mark out Fleet HQs in each border system, using a clockwise (if starting in the middle or left of the quadrant) or counterclockwise (if starting on the right of the quadrant) method to keep track of which wayponts are where. The best empire defense is 2 or 3 border systems. When expanding, concentrate on taking entire areas so as to secure defensible choke points.

1. Assign System Capitals
Assign a planet to be the capital planet of each Support System. Designate the colony type if necessary, or use system notes to conceal such info from human players. Typically the best capital is one that is large enough to store units and also be equidistant between entry and exit warp points for passing cargofreighters.

2. Construct workbees (frigate, all-unit-in-one cargo ships) and set their orders to repeat load all units at all system planets, and drop all units at the system capital. For large systems construct multiple workbees and set them to repeat load and unload. Use workbees for emergency intrasystem transport when cargofreighters are not around. The best workbee is in balance mod, as fighter bays, drone launchers, satellite layers, and mine layers all can carry cargo, including troops, making for a very nice compact unit work horse).

3. Construct one dedicated cargofreighter per Support System and repeat order them to load and drop units on a Support System - Fleet HQ run. If distance greater than 6 turns round trip, setup transport relays (you know, workbee brings it to capital A, caroship1 loads capital A units and transport them to capital C (skipping B if possible), cargoship 2 loads capital C units and transport them to Border Captial1 or Fleet HQ1. Change up your relay and drop targets as necessary, and use

4. Construct two dedicated population transports (supercargofreighters) per full 5000M pop planet and repeat-order them to fill up the nearest huge breathable, or Border System breathable.

The point is for both of these strats, is to set your queues to construct to waypoint, so that all you have to do is move the waypoint as you expand; and for cargo ships and workbees to use repeat orders liberally so as to minimize the amout of time and concentration on moving material to the front.

I may incorporate this into the wiki.

Space Empires Wiki

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Re: Managing big empires - tips and tricks sought

Soumis par bahzeel le Mar, 2008-01-08 17:27

Yumm! More good stuff, and more details I'll put to use myself and see how it goes.

One immediate question - for those larger routes where you end up with 2 or more freighters making the loop and delivery, is there a way to copy the orders for one freighter to the others? Based on your description, it looks like some of the loops are going to be reasonably complex to configure, and it would be helpful to issue a single "do the same order list as that one" kind of order.

Thanks Inigma! That's great stuff!

--Bahzeel

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Re: Managing big empires - tips and tricks sought

Soumis par inigma le Mar, 2008-01-08 18:09

Unfortunately, I don't think you can copy orders. That would be a neat idea though. The best management strat is one that is simple. The fewer the cargo ships, the easier it is to manage changes. That is why I simply "deal" with one workbee per Support System, one cargofreighter per Support System, and then relay them to them to the neighbor system who does the same to the next, until units are shuttled up to the front.

But neither have I had a need to have a cargo fleet of more than 10 workbees, 10 freighters, or 6 superfreighters in even a large game. I usually manage with just one workbee per border warpoint to lay units, and just one Support System per Border System with a dedicated workbee and cargofreighter for that task. Backyard planets just sit and do nothing, since I usually don't need gobs of units at the frontline and most of my unit construction needs can be met by just the Border System planets alone, and maybe just one Support System in a defensive crunch.

Space Empires Wiki

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Re: Managing big empires - tips and tricks sought

Soumis par bahzeel le Mer, 2008-01-09 12:46

Wow! Tons of good stuff from many - I appreciate all of the help and ideas; my new and very small empire is already running better, and I'm putting more decision making time into strategic empire level stuff, and less logistics manager activities.

Big shout out to Inigma who wrote up such a detailed response, and has also cross posted his answer above to the Space Empires Wiki along with some additional details. Thanks Inigma!

I have one little bitty idea for brand new folks who are reading this thread, mostly because I pulled it off and I'm still glowing at the success Smiling

Whilst exploring the universe during the early game rush, my Rock/Oxygen race encountered an Ice/Methane race. I'm playing Balance Mod where the Colonization techs are 500k research points, so I'm looking at 50 years or so to research Ice Colonization. I immediately proposed a Rock Colonization for Ice Colonization swap with that newly encountered race (figuring the 2 were reasonably equal value), and they took me up on it. My first successful bit of diplomacy with an AI race.

I think that initial trade also made them feel more favorable towards me, making it easier to get a trade, migration, and other agreements later.

For the time being, I'm running out of questions or comments regarding where big empire management is running inefficiently. It's time for my baby empire to grow up (a lot) so I can find those questions Smiling I believe that the ideas that have shown up in the thread are well captured in Inigma's additions to the Wiki, so I'm not making any further updates over there yet.

Thanks,
--Bahzeel

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Re: Managing big empires - tips and tricks sought

Soumis par Astorax le Mer, 2008-01-09 14:16

Yeah, I love encountering one of those Races that seem to want to stay in just one solar system yet have some unique/racial tech. Thats when I bust out my patented "Tech Rape before Extermination" treaty. You would figure the name would give me away but no! They fall for it alot. You don't need to be proficient with their tech to beat them, only your own. Build to your Race's strengths (in tech) and then string along the AI with increasing trade treaties till you start putting in tech shares and finally do the "share all tech unique and racial". Once they ok that, implement Plan A. Plan A is immediately invade and glass their planets. The grand result of which you get all their tech AND all their planets which you can now even colonize because you have the colinazation tech.

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Re: Managing big empires - tips and tricks sought

Soumis par inigma le Mer, 2008-01-09 15:25

I have made all my final additions on this request for strategies, in the wiki's SEV Strategy Guide.

Space Empires Wiki

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Re: Managing big empires - tips and tricks sought

Soumis par bahzeel le Mer, 2008-01-09 17:53

After talking with a friend who is also new to the game, I'm back with a tip that the old hands will know well, but I hope will prove valuable to a few.

How to Undome a Planet? (Or colonize as breathable, an unbreathable planet).

The basic problem here is that you need population that breathes that planets atmosphere natively. There are 2 sources that I know of for that population
- you can capture it by capturing enemy planets with troops (and thereby capturing the pop)
- sign a migration agreement with a neighbor that breathes a desirable atmosphere

To Undome the planet, you need a population on the planet that is exclusively made up of a race that breathes that planet's atmosphere. Therefore, once you have native breathers present, take off the other pop. You can do that with Jettison Cargo (not very nice, but its fast and I haven't seen game repercusions beyond the loss of pop), or bring a freighter by and pick them all up. The instant the planet has nothing but native breathers, it will be undomed, and you will have additional facility / cargo / storage space.

The population can be brought to the planet via a migration agreement, via migration after conquering some appropriate enemy planets, or by loading the right kind of breather onto a freighter and bringing them over.

Recent example:
I'm Rock/Oxygen, and I meet an Ice/Methane race. After an exchange of colonization tech, I can colonize Ice planets. I have several Ice/Oxygen available, so that makes me very happy.

Later, I am able to sign a migration agreement, and the Methane breathers start showing up on my Methane planets. Once I see they are present, I remove the Oxygen breathers from the planets, instantly upgrading existing colonies facility space (5k to 20k in some cases). Very handy, very productive.

In an ideal empire, I think you would eventually want to have all 5 kinds of breathers in your empire. In that case, every colony would eventually be a breathable one, and correspondingly more productive.

Note: You can see what population is present on a given planet by right clicking on the planet and looking at the Races tab.

Caveat Emptor: I'm pretty sure there are some Tech solutions available to help with this later in the game - I haven't been that deep into the game to know what they are. I've also got 1 meaningful game worth of experience, about 45 turns, so I'm sure there are nuances and details I haven't learned yet Laughing out loud

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Re: Managing big empires - tips and tricks sought

Soumis par Brad le Mer, 2008-01-09 18:35

Followup hint: once you have breathers on one planet, you can use empty colonisers on the other end of your empire and within a turn or two some breathers will have migrated to your new colonies. NOTE: when doing this, make sure the automatic colony population is set to zero in settings.txt, otherwise you'll end up with 1M of your native population whether you want them or not.

As for technology, research Planetary Engineering to unlock Planet Utilization, then research that to level 20 or so to get atmospheric converters. Note: that's for stock, I dunno about BM or other mods.

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Re: Managing big empires - tips and tricks sought

Soumis par Blubel le Jeu, 2008-01-10 09:38

It is the same for BM, only that it is level 10.

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Re: Managing big empires - tips and tricks sought

Soumis par apw2 le Jeu, 2008-01-10 11:12

What i sometimes do when i my empire gets big is to isolate a system completely once i've fully colonised it, then i pretty much leave that system alone, allowing it just to produce income. Don't need any ships/units there as its isolated from the computer, can always build one of thosefacilities (i forget the name) to prevent anyone from opening a warp hole to it - only need to do that against other players really.
The only systems you really need to keep connected are your ship building planets. I once had 350 planets and only used to 5 different systems to manage my empire.

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Re: Managing big empires - tips and tricks sought

Soumis par bahzeel le Jeu, 2008-01-10 11:34

One additional followup - if your only native breathers come from a conquered people who are still a bit unfriendly towards your benevolent wishes for them, leave some troops behind. The extra security will help them be happier (or at least not revolt). I found that leaving 10 troops behind on newish planets seemed to be plenty of security, so that I wasn't worrying about a revolt by the conquered people.

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