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Re: Too time consuming? Fri, 06 October 2006 06:47 Go to previous messageGo to previous message
ravanrooke is currently offline ravanrooke

 
Crewman 3rd Class

Messages: 6
Registered: February 2004
Playing an aggressive SD in a large universe as part of the winning team some years back, I first dug into automating as much as possible. Automation does have the drawback that once you've set it up, it's harder to respond to change. For instance a freighter fleet in the middle of a mineral transport chain gets blown up. What were its orders again and how did it fit into the bigger plan? Confused

Besides automation there are a few things that helped greatly:

1. fleet naming: make some rules for naming fleets depending on purpose, and stick to them. Using the fleet report, you can then at a glance know which fleets can have idle status and which fleets need constant attention (and thematic names can make the MM more enjoyable).

2. shifting MM focus each turn: I would only take care of one (or two, occasionally) aspects of MM each turn, ensuring that each aspect of MM would get a _thorough_ review every four turns or so. This turned out to be MUCH better than a casual glance every turn! By MM aspect I mean: mining/transport fleet orders, production queues and routes, planetary queues and starbase upgrades, research and ship design, bundling of reinforcements and designating garrison fleets... I would also alternate between different fronts/battle theaters for an in-depth view if I was strapped for time.

I find this helped much more than less frequent turns (2 per week or so), since it's too easy to lose the picture and/or interest if the game doesn't flow (and takes four seasons, including your favourite outdoor season, to finish).

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