 |
|
Ankh
|
|
Sweden
Sep 2001 time: 05:26
|
|
Uberkrux: Actually I did the same first but later figured out that is wasnt such a great idea to set "Production, Minerals, Bioharvesting".
Becuase with this setting AI will build Factories FIRST then mines.
To get production on a planet a priority, set them like this:
Classification 1: Priority: Manufacturing
Classification 2: Priority: Mining
Now you'll get the planet going faster. Since Factories and Mines are being constructed at the same time.
|
|
|  |
 |
|
Ianpolaris
|
|
Guys,
I hate to break it to you but there is literally no point in Dev-planning because:
1. The AI ignores you anyway.
2. In order to devplan correctly and change those plans as the game progresses correctly requires just as much work as altering the individual planets by hand. Just micromanage the planets and preplan all the DEAs when you first colonize the planet. You will get much better results in the long run.
And yes, I think MOO III is a wretched game, but that is another topic.
-Polaris
|
|
|  |
 |
|
Ianpolaris
|
|
Guys,
I know precisely what Dev Planning is. I played games with them on and changing and with them off. I found no real difference.....I STILL had to build a lot of my DEAs manually and I certainly had to readjust my ques...especially the military ones....manually (unless you think 10,000 troop ships are actually useful....and you can't obsolete it because you *do* need a few).
The problem is that you have about a dozen different types of planets and each requires (for max efficiency) a different Dev Plan. A yellow frontier world is not the same as a green one....and is certainly not the same as a red one. By the time your frontier world is developed, it likely is no longer a frontier world which means you have to relabel the planet (something that is NOT explained well in the manual).
Even worse, the AI is completely confused if you have a DEV plan for a general Green world, mineral rich world, and a frontier world, and your world happens to fit into each category. Having to label each planet as I discover them and relabel them frequently as I expand (and occasionally retract) is not macromanagement. It is just a pain.
Worse, when you have conflicting Dev plans (or even just one), the computer does often simply ignore you.
The point is that I know perfectly well what Dev plans are. Just preplann all your DEAs on colonization and save yourself a ton of grief. You will be much more efficient in the long run. Better yet, uninstall the game and fob it off to others (who have fobbed it off to yet other friends) and save yourself the grief.
I predict that MooIII will be in the bargin basement bin in a month or two (at the longest).
-Polaris
|
|
|  |
 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:26
|
|
quote: Originally posted by Ianpolaris
1. The AI ignores you anyway.
|
Wrong
How do I know?
I seriously screwed my core system once by using a bad plan.
Try it, its the system you will see the most obvious effects on. I can't remember what the plan was, but the effect was that I had to manually adjust the military spending all the time. no warhips were being built at all.
Very annoying, that I would have to check them all the time to make sure they wre building properly.
|
|
|  |
 |
|
Ianpolaris
|
|
Asleepathewheel,
You have to readjust your military spending and queus anyway at almost after every turn (and this is *not* my idea of macromanagement) because of the inane priorities the AI has even when it *does* go for military spending.
In short, no difference so the Dev Plans are a good idea that are effectively useless.
-Polaris
|
|
|  |
 |
|
aiin
|
|
Iceland
Sep 2001 time: 05:26
|
|
Dev plan is worthless for military stuff. It's best never put military in the priority list if you don't want worthless ships and troops. It's best to focus on a few(5-10) planets and micro the military queu while trusting the AI to do the rest. Trust me, you'll want to toss your computer out the window when all of a sudden you get 50 recon ships in the reserves.
|
|
|  |
 |
|
stesergio
|
|
Ok, first let me say I am not a hater or basher of MOOIII but I do think it is a major disapointment and I plan to exchange it tomorrow.
On the subject of DEV plans, you absolutely do not have to use them at all. I have played through several games and never even looked at them. When I settle a colony, the planet gets labeled but since I have not set any priorites in those plans they are blank. The AI does a fine job of developing the planet with absolutely no input from Dev plans. On the empire screen you also have do decide how you want the viceroy to build, "natural", "balanced," or "specialize." I think that has more to do than anything else.
Bottom line, I never even open the dev plan screen and my colonies develop just fine.
|
|
|  |
 |
|
Lotharun
|
|
The AI doesn't ignore you, but I read somewhere(manual or online help) where if the Sitrep sees an overwhelming need for something, it will build that first.
A few simple ones:
Starving
Primary: food
Unrest
Primary: Government
Secondary: Entertainment
Ter: Moral
If you see something across your Empire in the red...say you lack suficient minerals to keep up with demmand then:
All
Primary
Mining
|
|
|  |
 |
|
vmxa1
|
 |
Oviedo, Fl
Nov 2001 time: 21:26
|
|
This brings me to anther question that I should be able to find a answer for in the doc.
What does Core and Mineral Rich plans mean exactly?
I want to have the plans for all of the defaults.
I look at the planet and it has Core and Min Rich, I pull them up and they have no definitions, so what will the vicerory be building? I may want to slightly change it, but I want to know what it was first. I may want to go back to it or something.
Last edited by vmxa1 on 03-03-2003 at 04:19
|
|
|  |
 |
|
Grumbold
|
 |
London, UK
Mar 2000 time: 05:26
|
|
quote: Originally posted by Ianpolaris
Asleepathewheel,
You have to readjust your military spending and queus anyway at almost after every turn (and this is *not* my idea of macromanagement) because of the inane priorities the AI has even when it *does* go for military spending.
In short, no difference so the Dev Plans are a good idea that are effectively useless.
-Polaris |
The dev plans have no influence on your military spending or what items get placed in the military queue. You clearly do not understand this part of the game.
Dev plans affect what DEA's and DEA enhancements get built and in what order they are prioritised, nothing else. Most of the time each planet will be working on two separate plans, eg New and mineral Rich. The exceptions are when emergency conditions apply, like unrest or starvation. You can put terraforming and planetary defence into the queue if you really want to overemphasis those, but its unlikely to be efficient to terraform or build a missile base before you have factories to create local production points to build them with. Don't forget that your macro level choice of specialised, natural or diverse colony construction will also impact on how the Ai chooses to build.
To adjust how much emphasis the AI places on the military queue, adjust your empire wide military spending priority (Peace and prosperity -> Total War). If you adjust a planet's spending on military outside the parameters in the spending priority you are causing unrest in your own empire, leading to massive financial penalties to lower it again. Thats why the AI adjusts it back. Your meddling on the micro level is directly contradicting you macro level settings, is inefficient and needs to be corrected.
To adjust what gets placed in the military queue you can manage that part personally for your important manufacturing worlds, adjust the military AI .txt (see separate thread for details) and selectively make certain models obsolete if they become too popular. Its ridiculously easy to make models obsolete and then just reactivate them, ask two planets to make 1x 5x or 10x of them at need and hide them again.
Should you still plan the position of every DEA on your primary worlds? Well duh, of course. Even there the DEA plans will still influence which order they get built in out of the ones you have preplaced and then the order DEA enhancements get added in.
In summary, development plans are not useless or broken. Nor are they the universal panacea to all your colony needs. They are one tool in your arsenal to allow you a more hands off approach to managing your empire. Properly set up and in combination with the other tools they'll allow you to manage a 100 planet empire as easily as you managed a 15 planet empire in MoO2.
|
|
|  |
 |
|  |
 |
|  |
All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|