Borg
Notes
Subject: Cyborg - how to get a good cash flow?
From: mikebarnard@mistral.co.uk (Mike Barnard)
Date: Sat, 02 Nov 1996 02:12:25 GMT
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Hi. I'm
playing the 'borg for the first time and I'm finding myself
in a cash crisis.
The (very
few) planets I find with natives get taxed to hell and back
for the few turns I can, regardless of happyness, and I get
an average of about 6 thousand from it. But the best I can
get from the clans themselves when all the natives have been
assimilated is about 6 hundred a turn. Other races can get
up 5 thou with lot's of luck.
So how
does the borg get loadsa money?
Scrooge
of Borg.
Subject: Re: Cyborg - how to get a good cash flow?
From: kenneth.van.kley@bbs1984.chi.il.us (KENNETH VAN KLEY)
Date: Tue, 05 Nov 96 20:58:00 -0600
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One way
would be to park a freighter or something @ the planets and
keep pulling colonists off... Just keep the max colonists
to adequately tax the native race. You'll still assimilate
the population, but not nearly as fast...
Subject:
Re: Cyborg - how to get a good cash flow?
From: Robert O'Dowd <Robert.ODowd@dsto.defence.gov.au>
Date: Mon, 11 Nov 1996 11:52:15 -0800
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This depends
on planetary native populations and the like.
The biggest
problem is that, more often then not, you assimilate the natives
and get more colonists than a planet can support. So they
start dying and eating supplies, with a secondary effect of
cutting into the income you can get by taxing them.
Taxing
the natives until they riot is *not* the way to go. The sequence
I recommend is as follows.
1) Work
out how many turns it will take to assimilate the entire
population. Essentially use the formula (1+assimilation_rate)
^n=native_population/initial_colonists The number of turns
you are looking for is n.
2) Tax
natives into the moderate yellow until about n-5 turns.
3) Tax
them into the red (Only to point of rioting if you don't
care about planet infrastructure) after that. Turn down
your colonist taxes.
4) Once
your natives are assimilated, start taxing your natives
again. If they are likely to die (e.g. on a desert planet)
tax them high fairly initially, and reduce taxes later.
If they will survive, tax them into the yellow, but no more.
Another
thing to do is suck colonists off the worlds being assimilated,
bring them back to your homeworld (remember: that planet is
suitable for your life form) and tax them there!
Lastly,
use alliances. Give your partially assimilated planet to a
(trusted!) ally, and let them tax it.
Remember
one thing. In the early part of the game, you will tend to
have much more money than your opponents (tax collected is
based on both native population and colonist population).
----------------
<Standard Trailer>
Robert O'Dowd Phone : +61 9 550 1618
DSTO Bldg A51, HMAS Stirling Fax : +61 8 550 1577
P.O. Box 228 E-mail : Robert.ODowd@dsto.defence.gov.au
Rockingham, Western Australia, 6168
Disclaimer:
Opinions above are MINE and may be worth what you paid for
them.
---------------------------------------------
Subject: Re: Cyborg - how to get a good cash flow?
From: bjeter@odin.cbu.edu (Xalorous)
Date: Tue, 12 Nov 1996 16:10:10 GMT
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Robert O'Dowd <Robert.ODowd@dsto.defence.gov.au> wrote:
>The
biggest problem is that, more often then not, you
>assimilate the natives and get more colonists than a
>planet can support. So they start dying and eating
>supplies, with a secondary effect of cutting into
>the income you can get by taxing them.
Save
these planets for allies, or even terraformer ships. The
thing with supplies is configurable, so check on it in your
game.
Use
randmax. It will keep the natives happiness at 40 or above,
preventing rioting, yet taxing the most possible.
>Another
thing to do is suck colonists off the worlds
>being assimilated, bring them back to your homeworld
>(remember: that planet is suitable for your life
>form) and tax them there!
Good
idea, bad destination. Find a nearby planet with no natives,
adequate or better minerals. Set up a new homeworld there
with the overflow. Doesn't even need to be nearby with chunnelling.
>Lastly,
use alliances. Give your partially assimilated
>planet to a (trusted!) ally, and let them tax it.
Difficult
to do unless you catch it in time. Still, this is an excellent
way to give your ally a planet with a big population.
Requirements:
Firecloud (yours), Scoutship (his), a fleet of freighters.
Example:
I am birds, you are the borg. You've found a Bovinoid unity
with ten million bov's and 49deg climate.
This
is a perfect planet for me to use.
a.
get the firecloud there.
b.
chunnel in 4 LDSF's and a ship of mine, swift works.
c.
Only one LDSF has clans, but it has a 1000 clans.
d.
Drop the clans. For 3 turns build factories, mines, etc.
e.
Pick up all clans but 1000 each turn. ( can't use 1200
as well, due to the fact that the clans grow in addition
to assimilating).
f.
When you've 3 LDSF's almost full, pick up all the clans.
g.
Set ships to gs3 to give them to me.
h.
I drop the clans onto a 'perfect' planet.
i.
Chunnel in a Merlin to make minerals, and a Neutr. Ref.
to make fuel.
j.
set up a chunnel route to a starbase planet to distribute
the gains.
If minerals
aren't a problem, use the planet solely for it's cash ability.
Other
planets to look for for cash: Insectoid, Avian, anything
with Unity gov't or close to it. The highest cash producers
are the Insectoid Unity's with a high population.
For
borg alone, be sure to get six or seven million colonists
on any planet with a climate near 50 deg. They will grow,
and you can build lots of factories there. You can use such
planets as 'refugee camps' for emptying the 'harsh' climate
planets.
>Remember
one thing. In the early part of the game,
>you will tend to have much more money than your
>opponents (tax collected is based on both native
>population and colonist population).
So build
bio's early and often. Try to arrange some sort of trade
with Colonies, Rebels or Robots for fighters.
Xalorous
bjeter@odin.cbu.edu
"It's obviously not his real name."
Subject:
Re: Cyborg - how to get a good cash flow?
From: bjeter@odin.cbu.edu (Xalorous)
Date: Wed, 06 Nov 1996 15:13:36 GMT
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mikebarnard@mistral.co.uk (Mike Barnard) wrote:
>So
how does the borg get loadsa money?
Try
using Randmax. What it does is tax heavily for one turn,
then let the colonists (natives too, but this doesn't help
borg much), go at 0 tax for a couple of turns to build back
up happiness. This has the result of making your colonists
grow, and yielding money also. This is the growth method.
It can
also tax by the safetax method, where it will tax your clans
down to happiness level (that you specify, default is 40),
and KEEP them there.
Randmax
takes into account the assimilation used by the Borg. It
taxes all natives with 'safetax'. It will raise considerably
more than 6000mc while assimilating. Try starting with less
clans initially. Try taxing higher. You can, IIRC, take
the happiness down to 40 without rioting. But if happiness
is below 70, your population won't grow. Use your hyp shps
and chunneling to gather up all the mc you've made.
It is
true that a few planets will yield several thousand mc per
turn. BUT this is strictly from taxing natives and selling
supplies. Borg on the other hand have the ability to tax
several hundred from colonists each turn on every planet.
Most other races don't get anything from colonists except
on homeworlds. Also, you should build the maximum number
of factories and defenses on every planet. This takes advantage
of your greater populations.
I would
rather have ten planets producing 500mc per turn than one
that can produce 5000.
Xalorous
bjeter@odin.cbu.edu
"It's obviously not his real name."
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