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Stairmaster posted:what do the council settings at game start do? Council unlocks various function in your government. For example, without economic council you can't discover and research economic related tech tech. Without model design council you can't create new unit model. Most councils have multiple functions though, like economic also handles finding resource deposits in your zone. I think the bigger problem with the manual is that after 16 pages you are still reading the developer's fanfic. pedro0930 fucked around with this message at 01:07 on Jun 5, 2020 |
# ¿ Jun 5, 2020 01:05 |
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# ¿ Apr 26, 2024 05:35 |
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Do I need to build replacement troops to reinforce losses? Are milita spawned for free from zone militancy or does it takes up resources that can otherwise go into private economy?
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# ¿ Jun 5, 2020 06:30 |
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Not having any metal deposit sucks. I've captured 3 zones and can't find a single metal deposit. You need it to make unit, you need it to build building. Right now metal cost over 5cr per unit. Oh and some raider keep crossing this huge wasteland to raid my PoI every few turns and it's rear end to hook up the area with supply so I can post units there without starving to death.
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# ¿ Jun 6, 2020 04:28 |
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Anyone found that force march and blitzkrieg posture don't really work? For force march your unit will suffer readiness penalty which more than eliminate the AP bonus (actually looking at the tooltip I can't even find the AP bonus in the AP breakdown). Same thing for blitzkrieg, it doesn't seem to give any AP bonus.
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# ¿ Jun 8, 2020 00:25 |
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On the other hand, do put 1cr in public funding to get 1 civilian happiness boost per turn for cheap.
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# ¿ Jun 9, 2020 02:09 |
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I've gotten the low tech no army start down pretty well. Immediately nationalize the scavenger into recycler. You'll get more resource income, especially rare metal which you can't really utilize yet , so you can sell it for money. Explore with the militia, build 1 recon battalion once a neutral you want to annex is found. Check to see if there's any rainfall in the first two turn, if not, start a ice/water mine by turn 2-4, then a farming dome. Nationalize transport hub into a truck station if the town you want to conquer is too far (remember, you can put traffic sign on your city going the opposite direction to almost double your supply range). As for credit income, as far as I can tell the main source of credit income is income tax which I find usually just go up on its own after 20 turns or so. (Based on zone report income tax is generated from population selling to trader, but the number never really match up with the report so I don't really) pedro0930 fucked around with this message at 07:40 on Jun 9, 2020 |
# ¿ Jun 9, 2020 04:27 |
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Bold Robot posted:Where can I find a list of promises that I made? I'm pretty sure I saw a list like that in Saros' LP but can't find it. I promised to take over some little town and but now I'm not sure where it is. Go to report, there's a demand report in the first tab.
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# ¿ Jun 9, 2020 15:48 |
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As far as I can tell BG is mostly so you can attach more units to an existing formation than otherwise possible so you can benefit from posture and OHQ bonus. They loses their TOE so they don't get reinforced automatically. Also according to the manual they suffer attack penalty, and I think they also lose all their feat when the BG is formed.
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# ¿ Jun 9, 2020 16:06 |
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Terrifying Effigies posted:Isn't Economic Council necessary to prospect for resources, or will your governors do that regardless? I know there's a funding slider in EC for prospecting but not sure if there are other ways to find metal quickly early on. Milita size quickly goes down when your regular army size increase, civilization leve increase, and as time goes on. Your milita size limit will very quickly become lower than your fielded milita, so they stop getting replacement.
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# ¿ Jun 11, 2020 00:32 |
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Compare to Distance World I feel this game is pretty easy to grasp. I think another similar game would be Dominion or Conquest of Elyisum. This game has more complex dice roll and more system but if you really have to understand most of it beyond basic war gamey unit interaction and supply line.
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# ¿ Jun 11, 2020 03:31 |
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Lawman 0 posted:I don't understand why I should use helicopters. Can park anywhere with only small readiness penalty. Airport, as an on map asset can be easily found and bombed. Also helicopter is cool.
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# ¿ Dec 13, 2020 17:56 |
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Nvm, disregard
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# ¿ Dec 17, 2020 03:00 |
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If you go to the bottleneck overlay, the gray box with number in them are pull points request. The black stretches ARE the bottleneck. Improve the supply flow in the black part should resolve supply issue.
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# ¿ Dec 17, 2020 03:07 |
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Nektu posted:Is there a way to find out how many factions exist on my map without spoiling myself too much`? The game tells you during world gen. You can also find all faction on the victory overview.
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# ¿ Dec 17, 2020 11:47 |
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Is APC considered mechanized unit? If so mechanized artillery might be able to benefit from different posture bonus than motorized artillery.
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# ¿ Dec 17, 2020 14:16 |
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As long as they have good enough operation stat it's fine. Some tanks is better than no tank. It doesn't matter if you have the worst designed tank, if the enemy has no AT weapon, regular infantry will be hard pressed to damage vehicle with 25mm of armor.
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# ¿ Dec 18, 2020 06:28 |
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15% is nothing in the grand scheme of thing. If without using BG your unit won't get OHQ bonus then you are losing out more.
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# ¿ Dec 19, 2020 08:47 |
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Grevlek posted:I guess I haven't built enough roads through terrible terrain, do you get reduced movement penalties on roads? Road has fixed AP cost regardless of terrain, but building road through high mountain costs thousands of IP so it's often impractical.
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# ¿ Dec 22, 2020 02:38 |
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Danaru posted:Can I do anything with lava seas or rivers? Like can I plop a thermal powerplant on the tile next to it and get some juice? Yes, there's such a tech and building.
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# ¿ Mar 29, 2021 17:09 |
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The more regular units you have, the higher your militancy decline. Even with fairly high militancy by the time you conquered your first city militia growth will often already be slowed to the point where it can't even keep up with reinforcing existing ones. Militia is extremely weak anyways. They have worse everything, and lacking OHQ bonus weakens them even further. Just form some regular infantry battalions to sit around and train is much better. You are already paying their salary while they sit around in your depot anyways.
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# ¿ Apr 14, 2021 01:05 |
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Your private economy will usually build some light industry as one of the first few buildings. Barring that you just have to bite the bullet and build the industry yourself (remember to buy the raw material so it gets finished on time).
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# ¿ May 19, 2021 14:05 |
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Jinnigan posted:How can I see specifically how much resource income I have coming in from private industry each turn? For individual building, there should be two numbers on the building icon. One of the number is private income going to you as taxes. I don't know if there's a way to see total private resource going to you though.
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# ¿ May 19, 2021 15:40 |
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Waroduce posted:I've been eyeing this game for some time and saw the last update seems to be Q1 2021. I was waiting for the UI to tighten up a bit and maybe smooth over some of the games rougher edges. Is this still in development? I haven't seen any updates in some time and I just finished Saraos very excellent screenshot heavy LP which I appreciated and now I'm all excited. There is a beta build that added a few things that's pretty stable (Fortification, sentient alien minor, and a few fixes). The dev went on summer vacation for awhile but has since returned. There's plan to greatly improve AI processing speed, new UI for model development, and navy with oceanic world mentioned in the latest dev blog. Though the developer also has another Decisive Campaign game that's coming out next month so I imagine he's mostly working on that at the moment. pedro0930 fucked around with this message at 15:38 on Oct 10, 2021 |
# ¿ Oct 10, 2021 15:33 |
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Ihmemies posted:Yes. That worked first time. I guess I need a better speech guy there, but I'm surrounded by imbeciles. Fielding a whole brigade of light tanks is probably out of reach early anyways. What you need to do is to create an independent light tank battalion.
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# ¿ Dec 28, 2021 13:20 |
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Ihmemies posted:I had regular murderbots in my 2nd game with some gauss guns, they were really good against soft targets, or at least a lot better than infantry. Infantry doesn't kill the enemy infantry fast enough, it takes ages and so many attacks to thin down the ranks. Some firepower is needed and walkers provide it better I think. Maybe I should try buggies with some armor, are they any good? What is the fastest way to kill thousands of low tech infantry? Light tanks with howitzer is probably your best bet. If your enemy has no AT weapon you can use minimal armor. Also you want to fight with your tanks a lot to train up their design score so lots of cheap tanks is good. All regime profiles also have easy access to blitzkrieg posture which gives massive attack and AP bonus, allowing you to encircle infantry formation easily.
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# ¿ Jan 3, 2022 13:27 |
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I recommend using advanced start so you have some basic industry and research completed. With normal start you are extremely weak in the beginning and have little room for mistake.
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# ¿ Apr 21, 2023 21:19 |
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Stairmaster posted:if i got ai moves turned off how do I check where the enemy is attacking me? There's a turn replay button you can use. It's the "HIS" button near the top left.
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# ¿ Apr 24, 2023 18:22 |
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Not much honestly. I don't think there's been any major change except the introduction of more diverse native fauna, possibility of sentinent alien faction, airplane, ocean stuff since release.
pedro0930 fucked around with this message at 20:31 on Apr 24, 2023 |
# ¿ Apr 24, 2023 20:28 |
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Tias posted:Okay, going to try that. You need industry (point) to build road, which is different from what supply bases and truck stops provide. You get industry point from building and upgrading factories. Things like supply base and truck stops are for propagating your supply network, which is needed to keep your units supplied and transfer resources in and out of your SHQ (to another city, for example). Your SHQ is the source of your supply and where you store all your resources, usually going to be your capital, but can be changed, and you can even have multiple SHQs. Tias posted:Just started this and wowzers is there a lot to get my baby casual brain around. 1) Your nation automatically attempt to recruit a set amount of your population into your manpower pool every turn. This is a policy you can change. Your units are created and reinforced with this manpower pool automatically. If your units are not being reinforced back to full strength (automatically, you shouldn't have to use any command to get reinforcements) it's probably because there's not enough supply capacity to get to them. Or perhaps you are trying to reinforce a militia unit? Militia units have their own reinforce pool. Short answer is don't worry about reinforcing militia. 2) see above discussion. 3)It will take forever to build your first unit if you are using your very meager default industry income for something else already. It's actually very cheap to arm a brigade of soldiers with basic weapons, but if you are also attempting to upgrade your factory or scavenge operation at the same time then the default industrial capacity will be overwhelmed. pedro0930 fucked around with this message at 20:44 on Jun 30, 2023 |
# ¿ Jun 30, 2023 16:49 |
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# ¿ Apr 26, 2024 05:35 |
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Yes, resources can only flow if there is road connection, including the resources you need to construct the building in the first place.
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# ¿ Jun 30, 2023 20:47 |