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Zaelot

First Lieutenant
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Jan 31, 2010
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Hey! I am learning the game and I hope someone can help me with a few questions.

1- Playing as hivers, Why a fleet with 1 command + 3 supply + 1 Gate has more gatting range than same fleet adding 4 Armors full of camel modules? Shouldn`t have the fleet more supplys in total and then, more range?
2- What is the Max. Civillian Pop. Bar on planets used for? What advantages and disadvanges do you have moving it?
3- How minning works? Where should i deploy minning stations? and then what?
4- Sometimes, by any reason, each 7-8-9 turns, i get an extra income that i dont know where it comes from. The budget says me that i will have 400.000 next turn, and i start the next turn with maybe 1,2 M. Where this extra income could come from?
5- What are resources in a planet used for if i dont overharvest? more resources = more income?
6- What the planet`s type should say to me? Is it any diference in the practice having diferent planet type?
7- What are moons used for?
8- Can i edit provinces?

Many questions :D sorry about that,
Thx you!!!
 
1) Camel modules are pretty awesome. As long as the endurance of those armor cruisers is higher than the average endurance of the fleet you're adding them to, they should increase the fleet endurance.
2)Maxing civilians gives more income and more trade routes as the population grows into the allowed space, and to a less extent I think bonus industry. It also consumes resources. A good amount of them, too. Maybe ten or twenty per turn at full population.
3) Mining stations in asteroid belts, around gas giants and barren moons. Even in uninhabited systems. They each increase the IO of the nearest colony by about 500.
4) I don't know about this one. I am not the best to answer though, as I usually notice a lack of money before a surplus.
5) Unused IO becomes savings. Unless this changed from the first game. Most of the use of resources is from the base IO they generate though.
6) Look in the in-game encyclopedia. Searching for the type will show the bonuses and penalties. Volcanic planets as an example have bonus industry, and a penalty to something else which I don't recall.
7) Moons can be colonized sometimes, especially the bigger ones around gas giants. The barren ones are for building mining stations around.
 
1) More supplies, sure, but also more ships to consume those supplies. The camels aren't even close to enough to balance that out.
2) I think it only really matters if you have more than one species in your empire. Basically it allows you to adjust the balance between them; I think there's no reason not to just max it out early on. The part about the resource consumption is true, shame the manual forgot to mention this, far as I saw. XD
5) Yes, resources leads to industrial output, which leads to money or faster construction.
8) You can create new ones, but not edit existing ones.
 
Hey! I am learning the game and I hope someone can help me with a few questions.

1- Playing as hivers, Why a fleet with 1 command + 3 supply + 1 Gate has more gatting range than same fleet adding 4 Armors full of camel modules? Shouldn`t have the fleet more supplys in total and then, more range?

Ships can be made to not be very supply intensive (energy based weapons for example). The armors for example might only have a default of 1 or 2 turns of supply to them, while supply ships can have 15 or more turns each. Gates don't eat up much in supply and command ships also often come with "extra" as well by design. Add to that, modules on ships like Camels and you can expand it even more. So Lets say your command ship has an endurance of 7 turns, and the gate ship has say 4 turns. 7+15+15+15+4=56 supply turns divided by 5 ships = 11.x turns of supply. While your armor fleet my (oh I'll be generous, 2 turns of supply for each). 7+2+2+2+2=15 turns of supply divided by 5 ships = 3 turns. Make better sense now?

2- What is the Max. Civillian Pop. Bar on planets used for? What advantages and disadvanges do you have moving it?

The greater the population, the better its I/O (industrial output) and greater number of defensive planet based weapons (example, For every 200Mil pop, you get another planetary missile). Also a larger population takes longer to "kill off" when under attack, so tougher as well. Also more pop, more taxes collected (income). :)

3- How minning works? Where should i deploy minning stations? and then what?
Increases a systems I/O. Like Kunosoura said.

4- Sometimes, by any reason, each 7-8-9 turns, i get an extra income that i dont know where it comes from. The budget says me that i will have 400.000 next turn, and i start the next turn with maybe 1,2 M. Where this extra income could come from?
If you have any savings, you get interest on that savings. So at times if you have a large "surplus" in savings, you'll get a nice interest payment, especially if you don't spend much. Also adjusting the finance sliders, so not as much is going towards research or used up by goverment in either security or subsidies, then you get that as left over income as well.


5- What are resources in a planet used for if i dont overharvest? more resources = more income?
Determines how much I/O you have based on that and the population, and yes also used in calcuations regarding income (greater tax bonus if you will). Also affects trade income and available goods for trading. Which also improves income. :)


6- What the planet`s type should say to me? Is it any diference in the practice having diferent planet type?
Typically you can hover over the planet type and it will give you a pop up that shows what it does, you can also look it up in the ingame encyclopedia.

7- What are moons used for?
Good moons can be colonized just like planets (thought they are typically smaller). If I recall correctly later in game you can also mine them with the right tech.

8- Can i edit provinces?
No, not currently but it's on the list. You can create new providences and with tech, create larger providences (4, 5 and I think 6 planets inclusive instead of the starting 3). Once created, however cannot be edited.

Many questions :D sorry about that,
Thx you!!!

No problem! Enjoy!!
 
Well, i just noticed what endurance is :D this explain maaaaany things.... i have my fleets to have max combat eficiency, even Gates, with 6T when i can desing gates with a max of 22T. Same happens with supplys and command :D My gate fleets have 13T.. i could make some balanced armors/supply/gates for having 18-19T easily.

Thx you everyone :D. I will counterattack with more questions in a few more hours of gameplay :D

Edit:
I am making some tests with tarka. I try to survey a system at 7T total mission. 6T travel time. 1T mission time.
I have been removing ships of the survey fleet reducing average endurance, and even with 2T endurance i can still survey that system.
I am missing something....
 
Last edited:
Heya

Every colony of yours has a Supply range.

Fleets do not use up their own Supply while within that Supply range.

There is a view setting for Supply range if you really want to set it.
( little 'Star' icon down bottom left usually )
 
Heya

4- Sometimes, by any reason, each 7-8-9 turns, i get an extra income that i dont know where it comes from. The budget says me that i will have 400.000 next turn, and i start the next turn with maybe 1,2 M. Where this extra income could come from?
If I had to guess, I shoud think that you are finishing Research up about that time :)

Research spending turns into Research points.
Accrue enough research points, and a check is made to see if you now have the Tech.
If the check fails, then the next check point is set and more money is poured into making more research points towards that next check point.
Once a check point succeeds and you now have the Tech, the remaining money is dropped back into your treasury instead of being blown on bigger / better microscopes et al ;)