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Masters of orion mods
Masters of orion mods












masters of orion mods

To avoid such crazy bias in 1.31 MP-games the following rule was formulated:ġ1. Using this bug is the so called CREDIT CHEAT. No, even the surplus production is saved. However, I think that you lose all surplus production, so it can be bad early game." When it is finished, you get that turns production converted into money, and you can still use this production to build with.

masters of orion mods

"When your build queue reaches the end, your planet will default to 'trade goods' once production is complete. This is not a good plan if you have an aggressive race close to you.

masters of orion mods

The saved maint and addition gold can be very handy. In a real special case, some will sell the star base, if they are a Unitol as the production can rebuild it quickly later. Later (if not a tele) you can rebuild the barracks for those troops. If you are a uni race, sell your barracks at the first turn. Now for a legit ploy, well known I am sure. The research gambit, exploit, cheat, whatever you want to call it is not worth doing after about turn 100 or there abouts anyway. Then you can reload and alter the out come by doing something, such as adding another spy to stop a thieft. You can't know you need to adjust unless the out come was one you do not want. Same for the RNG for say a battle or a spy event. The only way to get the best of both worlds is to reload until finding the min values to get the tech. If you have 60% and move scientist to soemthing else and fail to get the tech when it would have otherwise been learn, it is bad. The research trick is probably only used by reloading players, same as the RNG. But if you are trying to build a colony ship to expand, and the tech you are researching is something which is not as pressing, then keep this tip in mind. Now this is a judgement call, you do not have to do this everytime. So if you have a scenerio where your tech is at 50%, and you still have 10 rounds until a building (or ship) is completed, it makes sense to move a few scientists over to production. Production can only complete when all the production points are produced never before (unless you purchase it). However, with production, it is a different story. I've had tech at 30% being discovered the very next round, and some remaining undiscovered untill 100%. So you have a chance every round of discovering it. The percentage is simply "the odds that next round you will 'discover this tech". With Research labs, or other buildings which produce research points every round, your % of tech goes up. It's a trade off with the tech points that you loose. Production gets completed 2 or 3 rounds quicker. I have found it useful when you have a low production/high tech race. In multiplayer, aka competitive games, every turn you lose out on production also counts.














Masters of orion mods