Building progression and energy requirements
Verfasst: Mittwoch 8. April 2020, 17:16
It's turn #270 and the Klingons having encountered the Cardassians to their north, realize that battle is inevitable unless a diplomatic solution is reached that is favorable such that they can continue building unhindered.
Playing BotE as an English speaker in 2020 on an Android is a far different experience than say a German playing a Windows version in 2007. The English speakers have little understanding of the German community discussing the game in lieu of proper documentation of game functions. And it can't just be modded on the Android as by now I would have done if using the Windows version to make it easier.
Easier is not my goal but canonically correctness in the Star Trek milieu.
Playing BotE is like crash landing on an extraterrestrial world. The hapless explorer finds technology that does useful things but everything learned is by trial and error as he/she has no guide as a Rosetta stone.
Obviously in a 4X game you build infrastructure through buildings upon learning better technology. But always you have Maslow's Hierarchy of Needs.
Human development and motivations and prioritization for survival versus reward is largely based on Maslow's paradigm of hierachy of needs.
Thus you need food first. Then you need the capacity to build things so foundaries in the game. Otherwise it's inefficient and takes too long. Then you need knowledge to accelerate what buildings get unlocked. And these require basic titanium as raw materials so mining structures at many levels of development.
Often there is insufficient titanium so you set up a resource route to send critical raw materials from elsewhere. See the trade topic where I discussed trade routes versus resource routes at length.
Then security buildings have to built all along especially due to sabotage becoming crucial to the mechanics of the game about turn #230 onward.
These buildings all require energy to power them. But at first this concept is abstract as you don't know how much power will be required, so haphazardly build utilities.
Then you look at the structures and guesstimate what seems logical based on how many structures. And then in later turns say post turn #150, then some colonized planets just have existing structures on them, but likely have insufficient energy utilities.
You then click on the the empire menu on the left,then click on system on the bottom menu, then I sort based upon industrial number, so those will likely have the highest energy demands.
Playing BotE as an English speaker in 2020 on an Android is a far different experience than say a German playing a Windows version in 2007. The English speakers have little understanding of the German community discussing the game in lieu of proper documentation of game functions. And it can't just be modded on the Android as by now I would have done if using the Windows version to make it easier.
Easier is not my goal but canonically correctness in the Star Trek milieu.
Playing BotE is like crash landing on an extraterrestrial world. The hapless explorer finds technology that does useful things but everything learned is by trial and error as he/she has no guide as a Rosetta stone.
Obviously in a 4X game you build infrastructure through buildings upon learning better technology. But always you have Maslow's Hierarchy of Needs.
Human development and motivations and prioritization for survival versus reward is largely based on Maslow's paradigm of hierachy of needs.
Thus you need food first. Then you need the capacity to build things so foundaries in the game. Otherwise it's inefficient and takes too long. Then you need knowledge to accelerate what buildings get unlocked. And these require basic titanium as raw materials so mining structures at many levels of development.
Often there is insufficient titanium so you set up a resource route to send critical raw materials from elsewhere. See the trade topic where I discussed trade routes versus resource routes at length.
Then security buildings have to built all along especially due to sabotage becoming crucial to the mechanics of the game about turn #230 onward.
These buildings all require energy to power them. But at first this concept is abstract as you don't know how much power will be required, so haphazardly build utilities.
Then you look at the structures and guesstimate what seems logical based on how many structures. And then in later turns say post turn #150, then some colonized planets just have existing structures on them, but likely have insufficient energy utilities.
You then click on the the empire menu on the left,then click on system on the bottom menu, then I sort based upon industrial number, so those will likely have the highest energy demands.