My First GC3 Ragequit. Li'l Help?

Well, I got about an hour-and-a-half into the tutorial before the oblique elements of the game convinced me I ought to take a break. Of course, I probably just need to know the right way to do things, so maybe this is the place to get some enlightenment.

First, is there a way to get ships out of the shipyard faster? 20 turns for a constructor seems a little unreasonable when constructors when starbasess seem to be vital for xeno-biology labs and mining. Of course, on top of that, I'm going to want to build ships for my fleet (which I can't build without certain elements, which means waiting on constructors).

Second, where is the actual fleet management? I lost track of a ship, and nothing in the interface would help me find it. Later still, I moved a fleet of two ships into a hex with two ships, and they did not form up into a four ship fleet. I have no idea why the heck not. Stacking limit, maybe?

Thanks!

 

 

 

 

 

 

 

 

 

 

 

 

37,662 views 14 replies
Reply #1 Top

In general, the more manufacturing ability your planets have, the faster you will produce from your shipyard.  There is also a stat for military production which can be effected by some techs.  For me, the best way is to have enough factories on planets which are sponsoring your shipyard as well as increase the population of those planets.  Limited population means limited overall production.

For ship management, on the side of the screen, there should be a tab which allows you to see all the ships you have flying around.  As for how ships stack, this is dependent on a stat called "Logistics".  Your faction can only manage fleets of a certain size, depending on how big they are (their logistics) and your capacity (your logistics cap).  You increase your logistic ability through research in certain technologies, such as Interstellar Logistics or Fleet Logistics.  These techs will enable you to form larger fleets.

 

 

 

Reply #2 Top

There is an option to "Govern" a planet you can set production to Civil or military.

you can speed up production and research rates in the new game setup.

 

You can build more factories, have moral that is 100% and use clustering to get bonuses. You can also increase your population.

Reply #3 Top

A. To get more production going to your shipyards you can assign up to 5 planets in the shipyard management screen to send their military construction there, also go over the govern planet screen for each of those assigned planets to make sure they actually have their spending sliders towards manufacturing and military.

Another problem with constructors and settlers in particular is that the auto-designed ones are often far more costly then need be after a few techs, by removing excess life supports and deleting the sensors they become more reasonably priced.

With a few production specialized planets you'll soon need more shipyards instead since they can't put out more than one vessel a turn.

 

B. There is a fleet cap called Logistics, don't have the game open but believe the base cap is 10 before any modifiers, a tiny hull vessel like a scout or early fighter takes 3 each if memory serves, a medium hull one like the surveyor is 5. The cap I think is shown in the top-right of the fleet panel when you have one selected.

Reply #4 Top

build all factories and population improvements on your home planet, and set it to build 100%.

Reply #5 Top

Thanks, guys.

Like I said, I was playing the tutorial, and it doesn't actually give you much in the way of planets to settle.

Reply #6 Top

Yeah, the tutorial is limiting in a number of ways, mainly to get your feet wet and understand the mechanics.  Perhaps it would be good for the tutorial to set the game pace differently. Don't know how that would impact other parts of the tutorial  But conceptually, I'd think a tutorial is designed to just help a player understand the mechanics of the game, rather than make a player play an actual mini-game.  

Reply #7 Top

The QA guys (might) have tried speed running the tutorial.

I won't say what the lowest number of turns is (unless asked) but one of the infrastructure guys got to 600+ turns before he quit.  (I think he had fun during most of those turns though. 

:|

Reply #8 Top

Quoting ZubaZ, reply 7

The QA guys (might) have tried speed running the tutorial.

I won't say what the lowest number of turns is (unless asked) but one of the infrastructure guys got to 600+ turns before he quit.  (I think he had fun during most of those turns though. 

:|
End of ZubaZ's quote

 

Good Lord!

Reply #9 Top

So, is it easy to colonize in this game (assuming basic galaxy-building)? Last 4X I tried was Distant Worlds, and even with tinkering with the galaxy settings, I would still play for hours without finding another planet to colonize.

Reply #10 Top


Well, I got about an hour-and-a-half into the tutorial before the oblique elements of the game convinced me I ought to take a break. Of course, I probably just need to know the right way to do things, so maybe this is the place to get some enlightenment.

First, is there a way to get ships out of the shipyard faster? 20 turns for a constructor seems a little unreasonable when constructors when starbasess seem to be vital for xeno-biology labs and mining. Of course, on top of that, I'm going to want to build ships for my fleet (which I can't build without certain elements, which means waiting on constructors).

Second, where is the actual fleet management? I lost track of a ship, and nothing in the interface would help me find it. Later still, I moved a fleet of two ships into a hex with two ships, and they did not form up into a four ship fleet. I have no idea why the heck not. Stacking limit, maybe?

Thanks!
End of quote

 

I know you have already received some assistance here but I wanted to chime in. Hopefully I can add something helpful for you.

The tutorial is intended to show you how to do some basic management, but it does not elaborate on everything. Your shipyard production is a result of what your planet can produce and send it. You can increase production on planets that sponsor a shipyard to increase the shipyards production rate. In addition to that you can also adjust what a planet(s) populace are working on by using the govern button in the upper right. If you desire you can reduce the focus on wealth and/or research to have them increase manufacturing. There is also a slider bar to determine what percentage of manufacturing is provided to social or military(shipyards). Playing with all of these features will allow you to better control the way your citizens spend their time working.

Ships have logistic points. The bigger the ship the more points it is... in general anyways. Fleets can only be as big as X logistics. so if your logistics is 10, then you could have 2 ships if their logistics are 5, or 3 ships if their logistics are 3. You can increase your logistics through tech. The stacked fleets are probably just to many points for 1 fleet. It might also be possible that since they are assigned the fleet status that they might not bunch up. I'm not certain on that. When there are stacked ships, which is noted by the little icon on them you can click the top one and manage the stacks using the ui in the lower left. You will see arrows next to manage.

 

Hopefully this has helped some.

Reply #11 Top

 

Depends on the settings you use you can choose how common planets are and how common habitable planets are, how big the galaxy is, how the stars are arranged, etc. with the right settings you can build empires with hundreds of planets.

 

Reply #12 Top

How many turns did they get it down to?

 

Reply #13 Top

Quoting Jugurtha, reply 12

How many turns did they get it down to?

 
End of Jugurtha's quote

41 is the record for the tutorial.   :grin:

And yes, it was me.

I haven't tried recently but I think I can get it down to 35/36. 

Reply #14 Top

Can I get some help with the basics on the tutorial and the first campaign mission? I've tried both and they are tremendously non-fun and non-helpful.

I basically lost the tutorial when myfrigate died andit would be hundreds of turns to research anywhere near the techs needed to attack the drengin panet and they had hordes of of starbases all over and I was being swallowed up by iconian influence. Restarted and needed something bordering on a thousand turns to get a fleet strong enough to beat the drengin homeworld defenders. I tried the first campaign, but got my starting fleet chiseled down to nothing by pirates on all the anomalies, the drengin fleets, all their dozens of starbases etc. Eventually I had only the one uber ship and my anomaly scouter by itself and that's when they invaded my worlds and I lost.

 

Yes I followed the advice to build all factories on the homeworld. Yes I know about assigning multiple worlds to a starbase. Yes I know about clustering buildings of the same type for a higher bonus. It's really hard when on every world the capital has no adjacent tiles (been true on 13 out of 15 worlds so far). And I'll echo the sentiment about constructors being hugely unhelpful to new players. If the default designs suck, can we get better defaults added in a future patch? Or can someone who has a better design please post your design so I can at least try it. Just saying "a few techs" isn't too helpful... which ones? Please remember, I don't know which techs do what yet.

 

So ZubaZ, if you can do it that fast, can you give me a step-by-step summary so I can try to reproduce it and thus learn what does and doesn't work? Because I'm really not having fun. Like what is the best use for teh duranium build a ship or one of those upgraded factories? Which resource clusters are worth mining and which are better to ignore? What does it take to be able to defeat one of the 200-hp starbases? The 150hp ones have a 50/50 chance to defeat the frigate, the 200hp ones will always kill it plus up to 2 other ships. In the Arcea campaign mission the one super ship can take a 200hp station, but not if it has a fleet of guards. And any escorts you send with the uber ship just die off and are nearly irreplaceable at my level of production and cash-income.

 

Anyone have screenshots of the worlds from the tutorials that you used to beat it so I can at least see "factories here, research there, food over thataways" etc? How about government slider advice? Again, please be specific by turns/objectives, don't just say what the slider does, I got that, but when to set it at what levels.

 

Those are the biggest issues I'm having. Any specific help would be appreciated. Thanks in advance.