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I was still able to recruit another scientist for a third science ship. That's what I went with and it worked quite well.
Remember: It's literally my first time playing and it's not my ambition to min-max (and probably never will)
The current game I'm playing, my empire started with a 8 Leader Cap. I think 4 or 5 were already used leaving me with the ability to create the rest. It definitely impacts a lot of things ... number of planet governors, admirals for fleets, scientists for science ships. They all are drawing from this very low pool of people.
But aren't Governors applying their boni to the whole sector they govern?
When I click a planet without a governor it displays a smaller picture with my sector governor.
2) Science ships could be used to explore without leaders after you have at least +1 to your sensors (civics, Gravitic Sensor tech, Crystalline sensors edict).
3) Even using basic science ships - you can have many of them doing exploration job. Just order them to move to unknown jump-point and transfer a leader on it for a jump itself only.
It's useful and important as exploration >>> survey. You should find all nearby habitable planets, nice chokepoints and neighbors first (of course you're also have a high priority on surveying systems with habitable planets or leading to those chokepoints - everything else could wait).
4) Admirals could do exploration job too (leading military fleet of course).
Sector governor apply only his own level bonus to planets inside sector, so PER LEVEL:
Governor trait bonuses applied ONLY to planet they're govern.
P.S. It still provide a lot more gain from governors then it was before.
P.P.S. Best governors are Alloy/CG making one >> Science one >> everything else so turn best planets into sectors and spread them around in mid- and late- game. Visionary governors (empire-wide traits) could be used on Unity / Basic resource planets.
End up with leader, admiral, governor, 3 scientist for my 6 leaders.
There is no way you can spam scientists until late game when you are so wealthy the penalty doesn't matter, but early game those penalties for over the leader cap will crush you and put you behind on development.
Well if you want to use the ship for anything other than drydock space taker.
You can produce 600 of them if you want but you can only use those that you put a leader into.
Yes, but by having a bit of extra science ships - you could teleport leader around, saving time on moverment between systems.
I personally froze my game at 3.7 using the beta feature in steam
If you don't know - you need scientist to present on board of space ship only during a jump to unknow system, so exploration is not affected at all (as you also could send Admiral on exploration).
Yes, I have produced an extra or 2 to stage them in far reaches etc. for exactly that reason.
I have never been able to use an unmanned science ship to do anything but move it around, but I am a newbie so I will take your word for it.
How do you get this +1 sensor for science ships? Are you talking about upgrading the sensor in ship design? I didn't even know science ship was in there. I will have to look next time in game. Thanks.
Unmanned science ships are NOT allowed to survey in vanila game.
Civilian ships are upgraded automatically and instantly (starbases automatically too but could be not instantly if you're having a deficit of advanced resources).
So you need to get +1 sensor range. A few ways to do it:
Otherwise you need an edict, trait, or some other source to boost sensors - namely the crystal sensor edict enabled by the lithoid crystal production trait.
Or get lucky with anomalies and get the scientist that comes with sensor tech (if this event still exists).
Even if you're revealing systems by sensors you still need to survey in order to take a system.
And sensors don't go through nebulae, so you'd have to divert a scientist to the ship anyways to get through those.
It sounds like a PITA to micromanage that.