Translations of this page:
NonGolf's Guide UN's Guide Licho's Guide Old Manuals

This guide was originally the section ‘Governor Examples’ in the manual. It was put here because the specifics of the governors are no longer accurate, yet the principles are still applicable and you may still gain important insights from these examples.

Disclaimer: This guide may not be exact. The game is under constant development and these guides, therefore, grow more and more obsolete with time. At this point, this guide can still provide you with very valuable information on the more general subjects, but examples and values given are likely to be outdated.

We hope to provide up-to-date guides as soon as possible, and don’t hesitate to visit the forum to clear up any questions you may have.

Basic Starting Governor

This is a good governor for starting out. As you become more familiar with the game you will probably want to customize this to suit your tastes but this governor is battle-tested and will work.

  1. If Base Science-Output per Scientist is equal to 4 and if currently no production
    • Switch Production-Queue of this Planet to Queue Science
  2. If Base Science-Output per Scientist is lower than 4 and if currently no production
    • Switch Production-Queue of this Planet to Queue Production
  3. If number of Citizens is equal to 100% of Population Limit
    • Always
      • Run Governor Max Population
    • Always
      • Assign Governor Max Population to this planet
    • Stop processing rules
  4. Always
    • Convert Citizens to Worker
  5. Always
    • Convert Stationed Military to Worker
  6. If number of Citizens is Lower than 6
    • Convert Workers to Farmer
  7. If number of Farmers is lower than 60% of Population Count
    • Convert Workers to Farmers
  8. If Base Science-Output per Scientist is equal to 4 and If currently no production
    • Convert Workers to Scientists
  9. Make sure enough Farmers are assigned to sustain it planets population




Rules #1 and #2 assign production queues to your planets. It is up to you to set these queues up. Rule #3 is actually a group of rules. This rule will automatically switch over to a Max Population governor once it has achieved its maximum population. It also stops processing the rules so that no more of this governor is processed. Rule #4 has already been explained, it forms a homogenized population base to make the following rules perform in a predictable manner. Rule #5 does the same but for stationed military. Rule #6 makes your planet all farmers until it reaches it’s 6th citizen. This gives your planet a nice boost in the beginning. Rule #7 makes sure you have enough farmers assigned to keep your planet growing. Rule #8 makes sure your base 4 science planets are researching when they are not building. Rule #9 is your safety net to make sure your planet does not starve.

Max Population Governor

A governor for a planet that has reached maximum population will need to start concentrating on maximum production since population growth is no longer an issue.

  1. Always
    • Convert Citizens to Workers
  2. Always
    • Convert Stationed Military to Worker
  3. Make sure enough farmers are assigned to sustain its planets population
  4. If number of Citizens is equal to 100% of population limit and if food-surplus is higher than 0 and if Population Growth Progress is higher than 33%
    • Convert Farmers to Workers
  5. If Base Science-Output per Scientist is equal to 4 and If currently no production
    • Convert Workers to Scientists




As you can see this is a pretty simple rule set. Rules #1 and #2 are to create a homogenized population. Rule #2 may seem strange since the planet has already reached its maximum population so there should be no more need to convert military to citizens. Adding this rule allows you to manually switch planets that are receiving population from a starter gov to this governor so that they will build their infrastructure more efficiently. Rule #3 is self-explanatory. Rule #4 maximizes production(and research) by using Controlled Starving. Rule #5 makes sure your base 4 science planets are researching when they are not building.

Breeding Planet Governor

This is a somewhat complicated governor that will automatically build all facilities necessary for a breeder planet. It is a good demonstration of how to automatically build facilities with a governor.

  1. Always
    • Convert stationed military to farmer
  2. Always
    • Convert citizens to farmer
  3. If number of farmers is higher than 2
    • Convert farmers to military
  4. If food-output is higher than 13 and if number of light turrets is higher than 0
    • make sure enough farmers are assigned to sustain its planets population
    • stop processing rules
  5. if food-output is higher than 13 and if number of light turrets is lower than 1 and if currently no production
    • build light turret
  6. Always
    • convert stationed military to worker
  7. Always
    • convert citizens to worker
  8. If number of citizens is higher than 7
    • draft stationed military from citizens to fully man any-ship design in orbit
  9. If number of farms is lower than 2 and if currently no production
    • build farm
  10. If production-output per worker is lower than 4 and if currently no production
    • build factory
  11. If number of farms is lower than 4 and if currently no production
    • build farm
  12. If production-output per worker is lower than 5 and currently no production
    • build factory
  13. If number of farms is lower than 6 and if currently no production
    • build farm
  14. Make sure enough farmers are assigned to sustain its planets population



Note: Rule #4 is a group of rules. You can find more details on the Governors Page of the manual. Grouping is specifically covered here.

NonGolf's Guide UN's Guide Licho's Guide Old Manuals
 
guides\datedexamples.txt · Last modified: 2012/02/26 22:17 by jackjack
 
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