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This topic contains 2 replies, has 1 voice, and was last updated by R. Ritnour R. Ritnour 11 years, 3 months ago.

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  • #2257
    R. Ritnour
    R. Ritnour
    Keymaster

    Does this rule apply to cybers?

    “Population
    Planetary populations have several purposes. They serve as the MU recruiting base and are essential for Tec Level raises. To retool, there must be one POP unit for every MC (raise planetary Tec Level) 1 level, 2 POP per MC to retool 2 levels, and 3 or more POP per MC to retool 3 or more levels. If there are no MCs, there must be at least 4 POP on the planet to retool.”

    This was changed in the last game as most cybers executed their pop as the first action on the first turn and then couldn’t raise their tec level on their home world. Now if the world has Marines on it then you can raise the tec level of the planet. It follows pretty close to the same formula as pop, so you don’t have to have a fully maxed out planet to raise the tec.

  • #2225
    R. Ritnour
    R. Ritnour
    Keymaster

    If fleets and fighters attack a planet, do you have to designate what you want them to attack, or do they attack what is there. For example if there are just MU’s will they attack them?

    The fighters attack a planet as an action code and will attack anything there. However if a fleet is in orbit with cap up then the fighters will have to fight their way through the cap first before attacking the planet. Fighters attacking a planet mostly attack the fighters and marines on the planet although all defenses have anti-fighter combat values so you’ll lose some fighters to Forts if they exist on the planet although the fighters can’t damage or destroy them. Fleets will attack fighters and forts on a planet and there is no specific action code for them to attack certain targets either. They just attack what they can on the planet same as fighters. If a fleet is in orbit then the fleet will engage the enemy fleet first and so will have to fight their way through that first.

  • #1765
    R. Ritnour
    R. Ritnour
    Keymaster

    This is a listing of frequently asked questions that we have received and our responses. We will add more as issues arise. Enjoy.

    1. If you go to the first star in a stellar cloud and it is a black hole or neutron star, the ship gets destroyed. Can we assume there are no other stars in the system, or do we still have to check (I forget)?

    No. If there is No star in first position, then you can assume there are no others.

    2. How many Heavy marines can you have on a planet?

    100 x planet size.

    3. Threshold mentions Military Bases and Military Base ships, are they allowed?

    Yes.

    4. When do we get turns back? (Approximately- when should I wonder what is going on?)

    Same night or next afternoon. We have the Takamo Universe Development team meeting every Saturday morning so if turns have not run by Friday midnight CST, then expect them mid Saturday afternoon CST.

    5. Is there a limit to the number of planet retools you can do in an action?

    You can retool a planet as many levels as you want per action. The formula is as follows:

    For Worlds you own:
    1 level = (1)2* 150 = 150 RU’s
    3 levels = (3)2* 150 = 1,350 RU’s
    10 levels = (10)2* 150 = 15,000 RU’s

    For worlds owned by others:
    1 level = (1)2* 250 = 250 RU’s
    3 levels = (3)2* 250 = 2250 RU’s
    10 levels = (10)2* 250 = 25,000 RU’s

    Basically the number of levels you want to go up squared times 150 for your own worlds and times 250 for another’s world.

    6. What economic tips can you give me for trading, building, and taxing?

    Tec level of planets do not matter when selling or buying goods. A fleet can have both TER and COL goods on them. Each ship can store the type of cargo it has onboard. But it can only have one type. So if it has even 1 cargo of COL goods then it cannot load any TER goods. However that doesn’t affect the other ships in the fleet.

    As for failures there should never be any buy/sell failures as a function of chance. If there are failures in buying or selling at a planet, it is likely that the actions are not being carried out in the right order. Sorry, it is a bit of a pain but it is just the way the game was programmed way back when.

    There are several things that affect whether the next action can happen. POP builds, Taxing, Selling goods, Buying goods, MU builds, done in that order.

    Always, always, always build MUs last on a planet. They set the planet date line to disallow anything else for the rest of the turn. And HMU’s count the same as MU’s so build them last too.

    First build POP on the planet. (If you are you’re a cyber you can ignore that one.)
    Next Tax the planet.
    Next Sell goods to the planet.
    Next Buy goods from the planet.
    Finally build Marines on the planet.

    Do it in that order and it will never fail.

    Now having said that. If your fleet is full and you try and buy more for that fleet, that action will fail.

    7. What is the best planetary tax rate?

    CYBERS: If you haven’t executed all you POP already, seems that’s the first couple of actions every cyber does in the game, tax them. Cybers can tax at a higher rate than Bio-Units as they can have more marines enforcing the tax collection on the planet.

    Everyone Else: To be safe you should not tax at a rate much higher than 20. The lower the rate the less chance of a revolt or such but below 20 is pretty good. A good sized world with a large POP will net you close to 1000 RU’s or more.

    Also tax before you sell or buy from the world. So order would be tax, sell goods to the world, buy goods from the world, build marines.

    8. Should I buy once and then move to another world and immediately sell or can I buy at several worlds and then go sell at one world, like a regular trade route?

    Pay attention to how much each world produces and will buy. A fairly good sized terraformed world would buy around 500 cargo units in the one action they could buy goods on a turn. However colony worlds don’t produce much. But the formula for colony worlds cargo output so to speak is CB + MPOT so a size 9 world with a 20 MPOT would give you 29 cargo units. You’d have to have a lot of them to fill up a ship and that’s if you could find large MPOT planets. However if the colony world has POP or MU’s (cyber only) then the amount of goods to export is CB * MPOT or 180 cargo for the same planet IF either the planet is maxed out with POP or MU’s, better if both, 270 cargo units. So I guess POP is good for a little bit if you enslave them on a colony and make them work.

    So you need to get about 3 or 4 good MPOT planets and add MU’s to the colony worlds, then fill up your ships and sell to the terraformed world. Selling price and cargo they can buy is better with POP even for a cyber but not necessary for a cyber. Still a large world can get quite a bit better return if you have POP on them. I think you’d roughly make 500 x 20 or 10000 RU’s for the sale. It would cost you about 4 or 5 actions depending on how many colony worlds you have or could find.

    Not too hard to do as a cyber as you can build MU’s at will while bio-units can only build 1 POP per planet per turn. Again POP is not needed to sell to the terraformed world as a cyber but it helps the price and the amount they will buy.

    To sell to the colony worlds even one or two terraformed worlds should have enough cargo to sell to 3 or 4 colonies after you find out how much each will buy.

    Also to help you sell and buy. Remember that due to how the game was programmed we had to do some odd things with the date stamp on the planet each turn.

    So if you are making a trade run. Sell to the world before you buy from it. After one sell and one buy they are done trading for the turn. Also important Do Not build Marines or Heavy Marines on the world until you’re done buying and selling to the planet. Effect of the old code shuts off just about everything you do on the planet once you build marines.

    9. What Do I Get For Recruiting Players to Join Takamo PBEM?

    You get in game assets as listed below:

    RECRUIT A FRIEND:

    For every person who joins the game based on your referral AND who plays 10 turns of at least 25 actions, you gain 1 Tec 30 Cruiser, (one for every person referred);
    For the 3rd person you gain an additional Tec 40 Dreadnought;
    For the 5th person you gain an additional Tec 10 size 5 colony with 5 colony bases, 100 FTRS and 250 MU;
    For the 8th person you gain an additional Nomad Transport capable of carrying 1,000 MU;
    For the 10th person you gain an additional Tec 10 size 6 terraformed world with 1 PC, 1 MC 100 FTR, and 600 MU;
    For additional persons after that, the cycle repeats (Wash, Rinse, Repeat).

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