Colonization froim Scratch

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Colonization froim Scratch

Postby Dubhspiriag » Mon Sep 08, 2014 11:59 pm

Hello all,

Having a little problem w/how to colonize.

Assuming....
a. 2 Unowned worlds
b. Planet A has Size of 2 and
c. Planet B has Size of 4 and
d. No ships built
e. Funds are available.

Does this make sense or can it be shortened in # of orders.

1. Build 6 Colony Base Ships into Fleet 1 (187 for the Ship Code)
2. Build 4 Cutter Ships into Fleet 1 (66 for Ship Code)
3. Transfer 2 Colony Base Ships into Fleet 2
4. Transfer 2 Cutter Ships into Fleet 2
5. Move Fleet 1 to ABC22212 (example only)
6. Move Fleet 2 to DEF11121 (again, example)
7. Issue Order 8 - Colonize ABC22212
8. Issue Order 8 - Colonize DEF11121

If I understand correctly, at that point, I would have 2 new Planets. There would be? enough CBS left in orbit t9o raise
the total CBs on each planet to their max (4 and 2 respectively.) as well as 2 Cutters at each planet

Or in the case of the CBs, build 1 for each planet and then issue the action code at each Colony (281) for each extra
CB for the planets.

Thanks in advance!

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Re: Colonization froim Scratch

Postby Soelien-Twa » Tue Sep 09, 2014 11:03 am

To establish colonizes you only need Colony ships and Colony base ships... sorta... you don't even need colony base ships unless you want income or to build something on the colony... which most players do.

So with your example...
Colony ships Build code 146
Colony Base Ships Build Code 187

Build 4 Cutters Fleet 1
Build 2 Colony ships Fleet 1
Build 2 Colony base ships Fleet 1
Colonize ABC22212 (Action code 8) Fleet 1
Install Colony Base Ship ABC22212 (Action code 16) Fleet 1
Build 1 Colony base on ABC22212 (Build code 281)
Transfer 2 Cutter Ships into Fleet 2 ABC22212
Colonize DEF11121 (Action Code 8) Fleet 1
Install Colony Base Ship DEF11121 (Action Code 16) Fleet 1
Build 3 Colony Bases on DEF11121 (Build Code 281)

That uses efficiency of actions to do what you want to do. Two new colonies with a fleet of two cutters at each world, with the maximum number of colony bases. Although if it were me I would leave out building Cutters. Questions email me at james_mackinlay@hotmail.com


You have to colonize the world before installing the colony base ship, you have to install the colony base ship before building the remaining colony bases.
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Re: Colonization froim Scratch

Postby Dubhspiriag » Tue Sep 09, 2014 10:28 pm

Thanks Scratch,

That does make easier sense and more effecient~~~

Respects...

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Re: Colonization froim Scratch

Postby REPTIMALIEN » Wed Sep 10, 2014 12:09 am

Don't forget colony ships or the colony base ships do no good must install colony first then colony base then build additional colony bases AC 8,AC 16,then AC 3
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Re: Colonization froim Scratch

Postby Knights Of Rancor » Sun Oct 12, 2014 2:54 pm

#1. build COL ship(s) to Fleet X
#2. second build BCS ship(s) in same fleet, fleet X
#3. colonize planet (a move and do action if not too far away with fleet X)
#4. install BCS on planet from fleet X
#5. Build colony bases (same number as size of planet minus one)
#6-#8 redo #4-#6 for a second Colony planet
#9-#11 redo #4-#6 for third Colony planet

If you want to keep most positions from looking at your Colony you could leave a fleet in orbit like Soelien Twa said but they would see who owns the fleet unless masked. I prefer to leave behind FORTS and FTR(s)

#1 build FORT ships(s) in fleet Y (optional)
#2. Install Fort on colony (a move and do action Must install each fort using 1 FORT ship and 1 action for each fort to be installed) using Fleet Y
#3 Install Fort on colony etc.

So building 10 FORTIFICATION SHIP(s) you could install 10 forts in any combination on the colonies you own and it would only cost you 5000 RU(s) for the 10 FORTIFICATION SHIP(s) and 11 actions. If you have 2+ SY where being built one to build and 10 to install

If your Tec is Higher than 10 then building and dropping a military Base built at your highest Tec Ship Yard on the colony will increase the Fire Power of the Fort and any other military unit you may have on the planet.

so with any size planet it will take you 5 actions to have a colony with maxed out colony bases for the first one 3 actions for every one after that until you run out of ships in the fleet.

If you want to trade with that colony and a terraformed world you would need to drop POP off there also Note: if the POP are not an A&H match with the colony some will die the bigger the deference between the Colony A&H and the POP A&H the higher the mortality rate is.
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Re: Colonization froim Scratch

Postby exeter » Fri Apr 24, 2015 2:15 pm

I pick a planet I have with 5 SYs and build 25 colony ships and 25 colony base ships, usually there
is already a fleet with a heavy scout present to act as an escort/scout as well as a couple of freighters
loaded with crated fighters.. This fleet will bop around for a long while dropping colonies and a couple
of fighters on each world. The fighters aren't really a defense. Merely to discourage the nosy.

Since the fleet already has a HSC and Freighters in it, that means it still has standing orders and a
lowered combat loss directive that I did ages ago, so no new orders need to be entered. Less actions
are wasted. Thus WAY more efficient. Fighters are also better than stationing fleets at every colony...

With 25 CS and CBS each it only has to come home every 10-15 turns to reload on new ships and can
stay out waiting for more orders to colonize. Wouldn't suggest more ships, that's just asking for trouble..

the actions look like this:
AC 8 Land Colony Ship
AC 16 Land Colony Base Ship
AC 76 Land fighters (I do 4 each)
AC 3 build colony bases. (Always build 10 as 10 is the max and the computer will drop as
many as the planet will allow). [Skip this action if the planet is size 0 or 1].

It's four actions, but the world is fully functional and has a modicum of defenses to discourage the nosy.
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