Re: Polaris Sector
Posted: Sat Sep 26, 2020 4:51 am
This game has more or less left in its current state since the last patch came out almost 2 years ago now. There are rumors about more 'activity' on a separate Russian language forum - I haven't bothered to check this since I don't read Russian.
Research... it depends if you are playing the original game or have the Lumens add-on. Assuming you are playing the original game with 1.06g patch... you are going to have to 'fiddle' around with the research tree a bit. You should start off by moving the top slider to 75% 'Applied Sciences' and make sure you select the only available option at game start. It will take time, but you will eventually get 'Floating Platforms' (whatever they are called - necessary for Oceanic colonization), then a bit later you will get 'Domes' to allow colonization of Desert and Frozen planets. At this point, the 'Fundamental Sciences' (what you have left at 25%) will have brought in options for other fields and you will need to switch to one of those (un-select Complex Design, then select one of the newly available fields). This will start to bring in some weapons, turret and armor options you will NEED pronto.
As you expand grabbing every 'Earth-like' planet you can get a colony ship to, you will need to get those planets working fast to develop 2 initial factories and a couple of mines. On thing you can do to kick start development is to create what I call a 'Passenger Ship' that has a passenger module, range of at least 12,000 units, and maxed out with engines (should be speed of about 3.3). Use this to shuttle the extra population from your start planet to the newly found worlds to get population to fill all those facilities you will be building.... including RESEARCH facilities (those 5000 population will REALLY help to 'kickstart' development. You MUST start building a research building on the earth-like planets once they have population of about 12,000 or so and having 3 factories (start with one research facility). Once the planet has about 18,000 population, I build a 4th factory (later on once the planet reaches near full capacity it will be scrapped); then once a population of 25-30,000 is reached, build an orbital shipyard (that 4th factory helps reduce the construction time for this monster)... BUT ONLY if you have reasonable protection from pirates. Having a shipyard go up only to have a pirate fleet move in and destroy it is a huge waste of resources. Once you have a shipyard in, start filling up the earth and oceanic worlds with research facilities until you hit 10 facilities built (balance this with farms to keep the planet self-sufficient and to provide a surplus to feed the domed worlds). You will need to build 2-4 mines on the earth worlds and 2 organic mines on oceanic worlds to help keep your mineral situation from going into serious deficit (these will later be dismantled once domed worlds come up to speed with mining).
To defend against pirates, you need a fleet of three corvettes, minimum - two that have one hanger each and another that is what I call a 'Gunboat' (no hanger, but equipped with 2-4 ion guns). Initially the range of this ships will be limited (4,000 units if human), but you will be able to kick it up to about 5,500 units before you gain Frigate construction. The corvettes with a single hanger each (along with 10 fighters in each of them) are used to deal with pirate fighters and hopefully be able to deal with the pirate 'Gunboat' (equipped with a large number of ion guns) - by using torpedoes... have one 4x4 turret with torpedoes on the upper deck (gives you 6 torps) and make sure you have the 'overkill' selection for missile firing - to get those 6 torpedoes fired quick against the pirate Gunboat. Then YOUR Gunboat will deal with the pirate hanger equipped vessels (they are armed with lasers and plasma missiles). If it has 2-4 ion guns, it can stay out of range of the pirate missile boats and pick them off easy.
In the 'hangered' corvette, I have a scanner in the upper 6x6 turret slot (no room 'inside' for it), a hanger in the bow of the corvette, and 2 4x4 turrets with double lasers, one 4x4 with torpedoes and one 4x4 with plasma missiles (to deal with pirate fighters that get through yours). Put plasma missiles in the wing 3x3 turrets (remember to orient your ship so that one of these side turrets are facing the pirate fighters should they blow through your own fighters). The 'Gunboat' has a reactor replacing the hanger, then twin ion guns replacing the 4x4 torpedo turret. Having lasers in your ships makes sure they can deal with pirate missile and torpedo attacks, and be able to deal with pirate fighters that get in close enough (repeated laser hits).
Initially your corvette designs will have a single engine in them (making for speed 3.3 or so), Once you get some better fuel tanks, you can get two engines into your corvettes (assuming you are playing 'human'), and get their speed up to about 5.5. This is CRITICAL to enable you to control the battle by staying out of range of pirate missiles or QUICKLY getting into torpedo range of the pirate Gunboats then getting back out of range - hopefully the torpedoes will have all hit and the pirate gunboat is destroyed. You MUST ALWAYS strive to have faster ships than your opponent - you can engage and disengage at will this way. If your ships are slower, they can be overwhelmed individually and you will pay a dear price as a result.
As far a 'different techs compare'... there isn't really what I'd call 'alternative' tech pathways... you merely build as many research facilities as you can, as fast as you can and then switch back and forth between the applied sciences to obtain the next 'cheapest' tech available to grab. You don't want to focus on obtaining a tech that has expense of 4000 research, when there are a dozen or so scattered across the applied sciences that can be had for the same expense.
There are some spreadsheets on the forum that cover the space available in each of the different species vessels, but focusing on that is a waste of time in my opinion. The program AI CHEATS and does so bad - the AI is very poorly designed, so there are many cheats the computer player uses to try to stay competitive against the human player. One of the cheats is that the computer players don't need food for their population, so that gives them a slight edge in planet development (the computer doesn't have to allocate space to farms). However, should you invade a planet, you must feed all of that population... just one way the program AI is poorly written to try to deal with the human player.
This program had a lot of promise, but the underlying design flaws really hold it back. I was hoping that the economy would've been massively redone, and the AI improved to enable many of the computer sides 'cheats' to be removed - but this never happened. The ground combat model was clearly 'layered over' as an after thought and is frankly pathetic (no technologies to change ground forces). If some of the concepts from Distant Worlds would've been implemented, this would've been a better product. Another MAJOR flaw is the hydroponic facility as implemented is a complete waste of time to construct - it produced NO NET FOOD. I did a edit to the info file for this facility to change its productivity to 1750 up from the stock 1000 (I think that is what is stock game). There is also a bug with saving the game with research facilities in the build queue. Have a research facility in the queue, make note of the amount of work needed to complete it and then save the game and exit the program. Reload the saved game and look at the queue for the planet in question - the work needed for completion has been cut by half. You can repeat this save and reload process and each time the work needed for facility completion will be cut in half each time... Now.... I did do an edit to another data file (regarding the expense for speeding construction on a planet), this may have created this issue - so if you can replicate it with stock game, then it is a flaw in the game and not caused by my editing a file.
This program had a lot of promise, but has been left more or less dead by the developer for the last 2 years (cutting his losses regarding poor sales maybe????). Why Slitherine charges $39.99 USD for this product is a mystery to me - it is only worth about $10 in my opinion. Have some fun with it, but you will be left disappointed in the end.
Research... it depends if you are playing the original game or have the Lumens add-on. Assuming you are playing the original game with 1.06g patch... you are going to have to 'fiddle' around with the research tree a bit. You should start off by moving the top slider to 75% 'Applied Sciences' and make sure you select the only available option at game start. It will take time, but you will eventually get 'Floating Platforms' (whatever they are called - necessary for Oceanic colonization), then a bit later you will get 'Domes' to allow colonization of Desert and Frozen planets. At this point, the 'Fundamental Sciences' (what you have left at 25%) will have brought in options for other fields and you will need to switch to one of those (un-select Complex Design, then select one of the newly available fields). This will start to bring in some weapons, turret and armor options you will NEED pronto.
As you expand grabbing every 'Earth-like' planet you can get a colony ship to, you will need to get those planets working fast to develop 2 initial factories and a couple of mines. On thing you can do to kick start development is to create what I call a 'Passenger Ship' that has a passenger module, range of at least 12,000 units, and maxed out with engines (should be speed of about 3.3). Use this to shuttle the extra population from your start planet to the newly found worlds to get population to fill all those facilities you will be building.... including RESEARCH facilities (those 5000 population will REALLY help to 'kickstart' development. You MUST start building a research building on the earth-like planets once they have population of about 12,000 or so and having 3 factories (start with one research facility). Once the planet has about 18,000 population, I build a 4th factory (later on once the planet reaches near full capacity it will be scrapped); then once a population of 25-30,000 is reached, build an orbital shipyard (that 4th factory helps reduce the construction time for this monster)... BUT ONLY if you have reasonable protection from pirates. Having a shipyard go up only to have a pirate fleet move in and destroy it is a huge waste of resources. Once you have a shipyard in, start filling up the earth and oceanic worlds with research facilities until you hit 10 facilities built (balance this with farms to keep the planet self-sufficient and to provide a surplus to feed the domed worlds). You will need to build 2-4 mines on the earth worlds and 2 organic mines on oceanic worlds to help keep your mineral situation from going into serious deficit (these will later be dismantled once domed worlds come up to speed with mining).
To defend against pirates, you need a fleet of three corvettes, minimum - two that have one hanger each and another that is what I call a 'Gunboat' (no hanger, but equipped with 2-4 ion guns). Initially the range of this ships will be limited (4,000 units if human), but you will be able to kick it up to about 5,500 units before you gain Frigate construction. The corvettes with a single hanger each (along with 10 fighters in each of them) are used to deal with pirate fighters and hopefully be able to deal with the pirate 'Gunboat' (equipped with a large number of ion guns) - by using torpedoes... have one 4x4 turret with torpedoes on the upper deck (gives you 6 torps) and make sure you have the 'overkill' selection for missile firing - to get those 6 torpedoes fired quick against the pirate Gunboat. Then YOUR Gunboat will deal with the pirate hanger equipped vessels (they are armed with lasers and plasma missiles). If it has 2-4 ion guns, it can stay out of range of the pirate missile boats and pick them off easy.
In the 'hangered' corvette, I have a scanner in the upper 6x6 turret slot (no room 'inside' for it), a hanger in the bow of the corvette, and 2 4x4 turrets with double lasers, one 4x4 with torpedoes and one 4x4 with plasma missiles (to deal with pirate fighters that get through yours). Put plasma missiles in the wing 3x3 turrets (remember to orient your ship so that one of these side turrets are facing the pirate fighters should they blow through your own fighters). The 'Gunboat' has a reactor replacing the hanger, then twin ion guns replacing the 4x4 torpedo turret. Having lasers in your ships makes sure they can deal with pirate missile and torpedo attacks, and be able to deal with pirate fighters that get in close enough (repeated laser hits).
Initially your corvette designs will have a single engine in them (making for speed 3.3 or so), Once you get some better fuel tanks, you can get two engines into your corvettes (assuming you are playing 'human'), and get their speed up to about 5.5. This is CRITICAL to enable you to control the battle by staying out of range of pirate missiles or QUICKLY getting into torpedo range of the pirate Gunboats then getting back out of range - hopefully the torpedoes will have all hit and the pirate gunboat is destroyed. You MUST ALWAYS strive to have faster ships than your opponent - you can engage and disengage at will this way. If your ships are slower, they can be overwhelmed individually and you will pay a dear price as a result.
As far a 'different techs compare'... there isn't really what I'd call 'alternative' tech pathways... you merely build as many research facilities as you can, as fast as you can and then switch back and forth between the applied sciences to obtain the next 'cheapest' tech available to grab. You don't want to focus on obtaining a tech that has expense of 4000 research, when there are a dozen or so scattered across the applied sciences that can be had for the same expense.
There are some spreadsheets on the forum that cover the space available in each of the different species vessels, but focusing on that is a waste of time in my opinion. The program AI CHEATS and does so bad - the AI is very poorly designed, so there are many cheats the computer player uses to try to stay competitive against the human player. One of the cheats is that the computer players don't need food for their population, so that gives them a slight edge in planet development (the computer doesn't have to allocate space to farms). However, should you invade a planet, you must feed all of that population... just one way the program AI is poorly written to try to deal with the human player.
This program had a lot of promise, but the underlying design flaws really hold it back. I was hoping that the economy would've been massively redone, and the AI improved to enable many of the computer sides 'cheats' to be removed - but this never happened. The ground combat model was clearly 'layered over' as an after thought and is frankly pathetic (no technologies to change ground forces). If some of the concepts from Distant Worlds would've been implemented, this would've been a better product. Another MAJOR flaw is the hydroponic facility as implemented is a complete waste of time to construct - it produced NO NET FOOD. I did a edit to the info file for this facility to change its productivity to 1750 up from the stock 1000 (I think that is what is stock game). There is also a bug with saving the game with research facilities in the build queue. Have a research facility in the queue, make note of the amount of work needed to complete it and then save the game and exit the program. Reload the saved game and look at the queue for the planet in question - the work needed for completion has been cut by half. You can repeat this save and reload process and each time the work needed for facility completion will be cut in half each time... Now.... I did do an edit to another data file (regarding the expense for speeding construction on a planet), this may have created this issue - so if you can replicate it with stock game, then it is a flaw in the game and not caused by my editing a file.
This program had a lot of promise, but has been left more or less dead by the developer for the last 2 years (cutting his losses regarding poor sales maybe????). Why Slitherine charges $39.99 USD for this product is a mystery to me - it is only worth about $10 in my opinion. Have some fun with it, but you will be left disappointed in the end.