rfouasnon Posted January 24, 2010 Report Share Posted January 24, 2010 They make a huge difference in attrition too.... Quote Link to comment Share on other sites More sharing options...
TigerThomas Posted February 26, 2010 Report Share Posted February 26, 2010 One more for you guys. When attrition is zero there's no need to build such things as cities or col.training centers, am I right?! Thanks in advance for your help and enjoy your weekend! Quote Link to comment Share on other sites More sharing options...
Breoghan Posted February 26, 2010 Report Share Posted February 26, 2010 No need at all, to the best of my knowledge so far. Not sure if they give an added advantage though. I'll leave that to the more experienced guys who may have more insight/actual examples. Quote Link to comment Share on other sites More sharing options...
hobknob Posted February 26, 2010 Report Share Posted February 26, 2010 Actually, the installations could effect your pop growth. Quote Link to comment Share on other sites More sharing options...
Breoghan Posted February 26, 2010 Report Share Posted February 26, 2010 Bingo! We all learn from these 'newbie' questions. Quote Link to comment Share on other sites More sharing options...
Damiano Posted February 26, 2010 Report Share Posted February 26, 2010 One more for you guys. When attrition is zero there's no need to build such things as cities or col.training centers, am I right?! Thanks in advance for your help and enjoy your weekend! Vey occasionally you do get pop death even on a zero (ideal) world, but usually when you have a vast colony, something to do with rounding I suspect Quote Link to comment Share on other sites More sharing options...
Nyarlathotep Posted March 3, 2010 Report Share Posted March 3, 2010 One more for you guys. When attrition is zero there's no need to build such things as cities or col.training centers, am I right?! Thanks in advance for your help and enjoy your weekend! Vey occasionally you do get pop death even on a zero (ideal) world, but usually when you have a vast colony, something to do with rounding I suspect There are species who are so fragile that even ideal worlds will cause attrition -- the result of too many negative traits. There are also species who are the opposite -- they see asteroids as "ideal" Quote Link to comment Share on other sites More sharing options...
Krelnett_of_Kraan Posted March 5, 2010 Report Share Posted March 5, 2010 There are species who are so fragile that even ideal worlds will cause attrition -- the result of too many negative traits. There are also species who are the opposite -- they see asteroids as "ideal" Technology can fix all of these, of course. Either by researching better colonization technologies and structures, or by making your species more survivable. Quote Link to comment Share on other sites More sharing options...
TigerThomas Posted May 1, 2010 Report Share Posted May 1, 2010 Hi guys, I can't reduce colonial attrition on my first colony, even not after building doomed cities and weather control centers. Main problems seems to be temperature which is 66° higher and axial tilt which is 6 lower than on my homeworld. Maybe I have to install a Deep Core Heatsink ? Quote Link to comment Share on other sites More sharing options...
cestvel Posted May 1, 2010 Report Share Posted May 1, 2010 Odd, Axial Tilt should have been fixed with the Weather Stations (are they 1:100 ?). And yes, you might need a Deep Core Heatsink plus something to power it. But if you have a negative colonizattion bonus (dashes instead of dots in the last line (Lifeform ... )) you may not be ale to get it to zero attrition. Quote Link to comment Share on other sites More sharing options...
TigerThomas Posted May 3, 2010 Report Share Posted May 3, 2010 Odd, Axial Tilt should have been fixed with the Weather Stations (are they 1:100 ?). And yes, you might need a Deep Core Heatsink plus something to power it. But if you have a negative colonizattion bonus (dashes instead of dots in the last line (Lifeform ... )) you may not be ale to get it to zero attrition. No dashes at "lifeform", just dots. But I saw that there are some dashes at "ocean" which might be another problem to fix, but I don't know how... Quote Link to comment Share on other sites More sharing options...
cestvel Posted May 3, 2010 Report Share Posted May 3, 2010 For that, you need to build Fluid Conversion Plants at 1:100 Colonials Training Centers will help as well as any kind of City (Domed, Subterranean (esp. these)) as they have unconditional attrition modifiers. Odd, Axial Tilt should have been fixed with the Weather Stations (are they 1:100 ?). And yes, you might need a Deep Core Heatsink plus something to power it. But if you have a negative colonizattion bonus (dashes instead of dots in the last line (Lifeform ... )) you may not be ale to get it to zero attrition. No dashes at "lifeform", just dots. But I saw that there are some dashes at "ocean" which might be another problem to fix, but I don't know how... Quote Link to comment Share on other sites More sharing options...
TigerThomas Posted May 3, 2010 Report Share Posted May 3, 2010 For that, you need to build Fluid Conversion Plants at 1:100Colonials Training Centers will help as well as any kind of City (Domed, Subterranean (esp. these)) as they have unconditional attrition modifiers. Ahh, Fluid Conversion Plants - never thought about that installation, just failed to see it anyway. Thank you so much for this good advise. Quote Link to comment Share on other sites More sharing options...
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