To each their own.
I think I would have used screenshots to begin with. It's much easier to tell the structure of the groups, and easier to tell if 'my' version of the governor matches yours.
xmer i looked at your govs and found a nice improvement for my old govs.
whenever possible you use 0 farmers and put all workers to make farms or other stuff.
other than that it was pretty similar to what i use, though your govs looked cleaner and nicer : )
mine are from 2009 and ive been adding on top of them ever since, like a messy drawer.
__________________ This post has been edited 4.8E30 time(s), it was last edited by inerz: Today, 18:55.
these are basic constructions:> I've tried to keep them at minimum rules
there were some rules I've added through galaxy.
for example rule:
if (planer is growing) & pop growth > 50% then convert all to farmer
this speed up planet growing quite a lot and delay building effort when you can grow pop by 1 in one turn.
Registration Date: 13.05.2011
Posts: 1,025
Location: USA
quote:
Originally posted by mizzihood
mizzi - strega - fleet & panic & indecision
basicaly what went wrong is that we did PD too early. I panicked and wen after HK with research (got 110K pretty fast but then panicked again an started building bicycles). Others lagged behind in tech and that was it.
lol--we noticed those bicycles, and wondered why you were making frigs when tech scans showed you had destroyers.
I was amused by the great efforts you went to in order to cap my pathetic little colonies that I got for one colony ship each. Meantime, I went to great efforts to get a good planet from Stabby that helped win the game, and my next planet was Lessa's best exo. I never wanted my crappy colonies back, when you had such yummy replacements.
I did see how key it is to be the first heavy fleet player to Cruisers or Destroyers. That is what actually wins the game, and score before that point in the game is merely a clue.