FAQ 19.0 (SEIV)
From SEWiki
By Slick
I made a turn checklist when I first started playing SE4 because sometimes I forgot to do some things before ending the turn. It is not intended that you do each action on each turn. Nor is it intended to be all encompassing. I added items to the list as I thought they might help me and I thought I'd share it here. Here's my checklist, use it if you like:
Contents
1st turn:
- set up research, turn off "divide points evenly", use all points, turn on "repeat projects"
- set up build queue
- turn off the minister control option
- turn on planet facility labels
- design colonizer, spaceyard base
- turn off option for ships to clear orders when encountering enemy
Review Log
- if large, filter for construction, research, etc.
- new ships
- send new colonizers out to colonize, use right breathing population if available
- send combat ships to meet fleets or training facilities
- new colonies
- set up build queues
- spaceyard?
- move in population
- set up defenses
- new technologies
- make new designs, mark old as obsolete, don't forget about units
- upgrade old facilities
- check most efficient build Version (II vs. III, etc)
- new units
- launch or pick up in transport
- review combat
- if defeat, take corrective action and find out why
Check Cash Flow
- note deficits, if any
- adjust facility building queues
- place queues on hold
- use resource converter
- mothball ships
- scrap ships (last resort)
- request gifts
- if excess being wasted
- build more spaceyards
- build units (no maintenance)
- build storage facilities (need some, but poor option)
- build ships
- use resource converter
- give gifts to allies
- watch out for too much income from trade. this goes away at war => deficit.
Review Research
- adjust queue, maintain focus on goals
- review new / captured technology and revise designs & upgrade facilities
- don't wait too long for:
- building minsweepers
- cloak detection
- medical bay
- PD
- training
- intel
Review Intelligence
- ensure adequate Counter Intelligence
Review Colonies
- check happiness
- build riot police, UPC, etc.
- look for right places to build "planet wide" and "system wide" facilities.
- upgrade facilities
- build defenses
- move in right breathing population or convert atmosphere
Cycle thru ships & fleets
- adjust orders as required
- colonize: everything: breathables, ruins, etc.
- sentry
- repeat orders
- move population to right breathing planets
- keep a few of each kind of population on transports
- take from full planets, build up in increments: 100, 500, 1k, 2k, etc.
- explore * use cheap ship or minesweeper if expecting mines
- resupply
- set up combat
- retrofit ships
- analyze or retrofit captured ships
- load mines, fighters, sats, etc. & send to desired location.
- adjust strategies
- desirable fleet attributes
- attack power, defense
- mine sweeping 100 minimum
- repair
- construction
- supply
- cloak, anti-cloak scan & long range scanners
- planet / ship capture ability
- storage for population & extra units (not good in capture fleets)
- training & experience
- proper strategy
Check systems & planets
- set up system/planet defenses
- mines, sats, bases, WP's, fighters
- defend warp points
- set up waypoints
- stellar manipulation (defensive)
- make planets in home systems
- add/remove storms/nebulae etc.
- open/close warp points
- move population to right breathing planets
- convert atmospheres
- colonize everything, even moons
- happiness control = upc, riot police, ships, etc.
- anti-cloak sensors & long range scanners
- after building RESOURCE CONVERTER, take planet off "repeat orders"
Check Build Queues
- look for spaceyards on "emergency build" but not building
- judicious use of "emergency build"
- fill planets with facilities or leave open for future facilities
- set "move to" and use waypoint to training facility or front lines
Review Designs
- upgrade old designs including units
- watch out for engines, MC's, etc. on automatic upgrading
- use retroseries for $$$ ships. 150% max change on total M+O+R
- review enemy designs
- adjust designs as required
- attack large enemy fleet with 1 ship to gain all designs in fleet
- make new designs
- attack, defense, support, etc.
- don't forget to set ship strategies
Diplomacy
- check other empire mood towards you, check trade %, check scores, treaty grid.
- make/break treaties
- send/request gifts
- TRADE FOR STUFF
- requests/demands
Misc
- adjust strategies
- adjust repair priorities
- systems to avoid?
End turn Wrap Up
- Idiot checks:
- no unused research
- do not complete CI project
- enough resources for everything? (refits come out before income)
- need to convert resources? MAKE SURE RESOURCE CONVERTER PLANET IS *NOT* ON "REPEAT ORDERS"
- planet on emergency build and not building anything?
- first turn of counter-intel, turn off "divide points evenly"
- UPDATE SYSTEM NOTES!
- Spaceyards, Spaceports, Resupply depots, Urban pacification centers, system wide, LRS, Spy sat, nebula, etc.
Preceded by: Reference |
Manual (SEIV) Section 19.0 |
Followed by: FAQ 20.0 |