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-- Some questions (http://cosmicsupremacy.com/forum//thread.php?threadid=9310)


Posted by ArtemK on 29.08.2018 at08:31:

  Some questions

Hello, i'm newbie and i'll ask in this thread. Sorry for my bad English



Posted by ArtemK on 29.08.2018 at08:39:

  RE: Some questions

Why the cost of Stationed Military increases and decreases during a game? When I researched "Colonization", cost is decreased as stated in the description. But after is increased to 350, after that decreased to 280.



Posted by War_Cross on 29.08.2018 at14:06:

  RE: Some questions

Your English is very good. And you can ask as many questions here as you wish.

Many things effect military growth. Maybe someone else will list them for you.

Each colony ship that you build costs more then the one before it. When you colonizing a planet, that colony ship disappears so the next colony ship costs less to build.



Posted by NickVanran on 29.08.2018 at14:26:

  RE: Some questions

If you have three production planets, With Ship yards, and you start production of a colony ship on each, on the same turn. Then they will each cost the same. This is a little quirt of the game.

Welcome to CS, Hope to see more of you in the game.

NickVanran



Posted by Sygor on 29.08.2018 at15:30:

  RE: Some questions

quote:
Originally posted by ArtemK
Why the cost of Stationed Military increases and decreases during a game? When I researched "Colonization", cost is decreased as stated in the description. But after is increased to 350, after that decreased to 280.


The cost of Military depends on your population.

quote:
Originally posted by Powers
Its 300 till you have equal troop as population. After that price grows another 300 for every 50% military more then your population. So 600 if you have 750 military and 500 pop.


In the early stages of the game when you are colonizing a lot and your troop strength is low, it is very possible to see the cost of military fluctuate every turn.
Edit: Noticed you researched Doc Colonization. The above holds true, only difference is Military food cost is now 15% less, or the first military will cost 255 instead of 300

Example
You have 10 citizens with 11 Military (both station and ship crew). The next military will cost 360.....If you Colonize a planet, 2 of your military (Colony ship Crew) will be converted to citizens. This will drop your military down to 9 and also decrease the cost of the next military to 300.


quote:
Originally posted by War_Cross
Each colony ship that you build costs more then the one before it. When you colonizing a planet, that colony ship disappears so the next colony ship costs less to build.


Not right..The cost of a Colony module will never go down unless someone else conquers your planets or you dismantle your already built Colony Ships.

Basic way to think of is the first Colony Module cost 150 Credits, If the Colony-Module Multiplier is 100, then the next Colony Module will cost 250 Credits, then 350 credits etc. It is a bit more complicated then this, but the above example will get you in the ball park. The formula for Colony Module cost;

Extra-Cost = (Number-Of-Your-Planets + Number-Of-Your-Colony-Ships - 1) x 100

quote:
Originally posted by NickVanran
If you have three production planets, With Ship yards, and you start production of a colony ship on each, on the same turn. Then they will each cost the same. This is a little quirt of the game.
NickVanran


You sure? I thought each ship had to finish on the same turn for this to work.



Posted by War_Cross on 29.08.2018 at19:58:

  RE: Some questions

I think Nick assumed the ships would be completed on the same turn.

When you set a ship to be built, you must have the resources on hand. However the cost for building a ship or anything will take workers X amount of turns unless you have enough reserves.



Posted by chrisadamley on 30.08.2018 at09:14:

  RE: Some questions

quote:
Originally posted by NickVanran
If you have three production planets, With Ship yards, and you start production of a colony ship on each, on the same turn. Then they will each cost the same. This is a little quirt of the game.

Welcome to CS, Hope to see more of you in the game.

NickVanran


Interesting, not sure i knew that. Or if i did never made a point to take advantage of that. Is the difference in resources large?



Posted by Sygor on 30.08.2018 at14:18:

 

Depends on what the colony Module multiplier is. With a multiplier of 100, the cost of a standard shuttle colony ship starts at 835, and goes up 100 for each ship built.
Extra-Cost = (Number-Of-Your-Planets + Number-Of-Your-Colony-Ships - 1) x 100

So if you build 3 Colony ships at the same time (they need to be completed on the same turn...construction can start on different turns.) you would save 300 production points.

The next Colony ship after that would cost 400 more production points.



Posted by War_Cross on 30.08.2018 at14:51:

  colony ship building

yea that makes sense. So even though you bypassed the algorithm for the 3 colony-ship build, unless you don't build any more for the rest of the game, you will have to make up the difference in cost on the next build. It's like taking out a loan to build the 3 ships but having to pay it back later. Cool Wink



Posted by War_Cross on 12.09.2018 at01:54:

  Quick start

Question: Does the quick start time usage get subtracted from the 6 hr tic time ?



Posted by Sygor on 14.09.2018 at21:02:

  RE: Quick start

Unknown.
1 of 2 things will happen.



1. Assuming the Tick time aligns with the start time (It does if you use Prime Time), then you will have one turn that is 4 hours. Again going off my experience with Prime Time, this will happen the turn after the quick start. So you have the quick start, then a 4 hour turn, then the rest will be 6 hours.

2. Quick start will happen (for 2 hours) then the remaining turns will be 6 hour turns.

I think option 1 will happen.



Posted by War_Cross on 15.09.2018 at01:12:

  RE: Quick start

I hope your right. I remember playing in a game Tingling created a couple of years ago and the 24 hr timing got messed up. I don't remember setting the quick start 2 hours early. That would be messed up. Guess we'll find out on the 29th.



Posted by ArtemK on 15.09.2018 at08:58:

 

If i'll mix "fighters" and "bombers" and send this fleet attack a planet - what ships will destroy first? In battle calc planet defense fired to "fighters", "bombers" is not damage. It's really?



Posted by War_Cross on 15.09.2018 at13:22:

  Units & battles

Everything is measured in units. Distance to a planet, your speed and hit points are all measured in units. If you have enough speed, your fleet ( containing fighters and bombers ) will reach the planet in one turn and the battle will start on the same turn.

If the defending planet has fighters in orbit or turrets, they need to be destroyed before your troops can invade. If there are no turrets, your bombers won't bomb the planet. Turrets will attack both fighters and bombers randomly according to unit size with larger ships taking more hits and turrets being selective as to small or big.

Battles are divided into 100 mini-tics and will divide attacks randomly at ships hit points. Fleets attacking planets can bomb and attack fighters in orbit at the same time.

Don't know why the calculator turrets did not attack the bombers.



Posted by Sygor on 15.09.2018 at15:49:

 

If I run this thru the battle calculator


90% of the time, I will get results similar to this. The bombers are not touched.

-------------------------------------------------------------------

If I run this thru the battle calculator


The Bombers will take damage every time.



The Difference between the 2 examples above is how I added ships to the Calculator.

In the first example I added the fighters first. In the second example I added the Bombers first.

Here is a Link that talks about it in greater detail



Posted by War_Cross on 15.09.2018 at23:16:

  Interesting

I find the part about small fleets vs large fleets interesting, in that the small fleet will hone in on a small portion of the large fleet, which accounts for some losses in the larger fleet. it's a shame that the said quirk in the randomness was never revealed in the post. let me know if the unknown variation ever gets found or answered. Thanks



Posted by War_Cross on 19.09.2018 at14:02:

  Just to clarify

Weapons state that they MAINLY target heavy or light ships. While attacking a fleet containing both class's of ships. Will heavy fire power target ONLY heavy ships until all heavy ships are destroyed before shooting at light ships ? I'm sure this is the case, and I know weapons lose 50% strength when shooting out of class.
If the battle ends after all heavy ships are destroyed ... will the light ships be unscathed. Will the light ships have any damage ?



Posted by War_Cross on 15.10.2018 at01:26:

  bio-bombing/reputation

Question: If you set the reputation factor higher, Does it increase the loss of rep when you bio-bomb ?
Question 2: When a ship starts building a wormhole, does it become invisible to other players ?



Posted by War Lord on 15.10.2018 at16:18:

  RE: bio-bombing/reputation

quote:
Originally posted by War_Cross
Question: If you set the reputation factor higher, Does it increase the loss of rep when you bio-bomb ?
Question 2: When a ship starts building a wormhole, does it become invisible to other players ?


Q 1 Yes

Q 2 No



Posted by War_Cross on 15.10.2018 at18:52:

  RE: bio-bombing/reputation

Interesting ... So I know that if the reputation number is 2 instead of 1, you will receive more positive rep for the first initial attack on a larger empire. But your saying that you will also loose more rep for bio bombing ? And do you loose more rep for bio-bombing a smaller empire then bio-bombing a larger one ? This is in war-only galaxies I'm talking about. I realize it might be different in diplomacy galaxies. If your not sure what the rep setting effect is in war only galaxies, please let me know and I will ask Erwin to be sure, and post his here for all to see. Thanks


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