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Stardrive 2 a lot of research
Stardrive 2 a lot of research












We should figure out where we want to send it, it could help us scout out all the locations we need.If you like Civilization style TBS games, but always wanted similar style empire building, but in space with amazing ship to ship combat. Our new scout will also be done next turn. We might just want to send it to the nearby blue star, or somewhere else entirely, or just escort the colony ship. The exploration frigate could also check out that anomaly, but it could be a waste of time. Just to make things more clear, here's the lowdown on that planet he mentioned.ĭo we want to redirect our ships to scout different systems, or leave them there? For example, the colony ship could go explore the coreward yellow star, but if some kind of space monster or pirate intercepted it, it'd be done for. The exploration frigate might be right, or maybe we can figure something else out. We might not expand our influence by taking it, but maybe it'd contribute the most? Something to consider. Still, it seems like a worse option when compared to that one planet we decided to ignore earlier in our home system. Just plugs right into our current production line.

stardrive 2 a lot of research

It's a pretty lame planet all things considered - But there is diamondite, which we can use to help us increase the strength of our ship's hulls automatically. Also it's gassy, nobody likes to be around gassy people or things. Drields 1 is a massive gas giant that insulted our mother. This tech is ridiculous for rushing research points, we could fit 4 onto a ship and easily get 20 research a turn from each one we build, but it uses up Command Points to do so.ĭrields only has one habitable piece of rock, Drields 2. (+5 Research Per Turn Per Module, +30 Sensor range Tactical Effects: +2 levels effective accuracy)

stardrive 2 a lot of research

Second, the onboard sensors allow the ship to act 2 levels higher for the purposes of accuracy calculations. First, the equipped ship will gain +30 sensor range on the strategy map (Max 100 range). The scanners installed in this module provide two further benefits. Ships equipped with these labs contribute to the advancement of imperial knowledge with +5 Research Per Turn. The Astrometrics Lab is a cutting edge suite of computers, sensors, and scientists needed for the study of stellar phenomenon. It's better than the research lab if we plan on having more than 2 citizens on science, but it's worse if we'd rather have one or fewer scientist on our planets. This option is best if we plan to have lots of scientists. Provides +3 Research Per Scientist at the colony. The Imperial University is a center of knowledge and learning, built on the belief that centralized research efforts are superior to the distributed efforts. This option is best if we don't plan to have scientists on our colonies. (+1 Research Per Scientist +5 flat Research)

stardrive 2 a lot of research

When staffed with Scientists, they are more efficient, gaining +1 bonus to Research per Scientist assigned. The sensing and computing equipment alone provides a flat research bonus as it scans and understands its environment. These dedicated Research facilities have state of the art laboratory equipment. (We can't change our minds after we finish researching, we wont' be able to get the other projects) There remains one question to answer, which research project do we go after? With our selection limited to a research philosophy project, here's a rundown on the three options we have to choose from. The ships have also been assigned destinations to scout. We're also producing a new cheap scout (one without extra fuel like our starting frigate, and will build very quickly)

stardrive 2 a lot of research

It turns out "Neo Bearistan" is one character too long to be a planet name - now our planet is a starbucks barista.














Stardrive 2 a lot of research