orin Posted October 23, 2004 Report Share Posted October 23, 2004 Ok.. to colonize another world I need settlers not colonists right? Colonist can be converted to soldiers and settlers. Settlers load int to births, colonists load as cargo? Quote Link to comment Share on other sites More sharing options...
Pandaemonium Posted October 23, 2004 Report Share Posted October 23, 2004 A Population unit is trained (CTRN) as a Colonist and is carried to another world in a Colonial Berthing. A Colonial Settler is constructed by Industrial Complexes with limited military training and equipment, as well as the training and equipment needed to colonize. Not extremely effective at combat (per the ANZ desription), but I've never built any myself, so I can't relate any personal experience. Quote Link to comment Share on other sites More sharing options...
RTGPete Posted October 23, 2004 Report Share Posted October 23, 2004 The Colonial Settler is a ground combat division. It's just as capable as any other division--every division type is just as good as any other in general offensive and defensive terms, but cover different TAC areas. Thus, you'd build the Colonial Settler instead of something else (an Armor division, for instance) because it covers different TAC areas that you might need in order to gain more TAC bonuses. It's always better to provide combined arms bonuses to your army, presuming that you have the base technology to provide value in the covered TAC area(s). TAC bonuses represent combat odds shifts, which is essentially a way to gain odds without building more divisions, and can be an extremely effective way to lower your losses and raise casualties among the enemy units. Quote Link to comment Share on other sites More sharing options...
orin Posted October 23, 2004 Author Report Share Posted October 23, 2004 So once I have a pop seg set up witha beacon, I can just load colonist and then transport them to the new world then UC them and they become pop? What I need to know is I guess is who or what I I train for pop a new world?? Quote Link to comment Share on other sites More sharing options...
Krelnett_of_Kraan Posted October 24, 2004 Report Share Posted October 24, 2004 CTRN, 100, HW popgroup LC Colonists NM OC Colonists Voila! As soon as they step off the ship they become population again and start dying in droves because you've landed them on a hellhole. Err... Your mileage may vary on the dying in droves part, but the orders are right, anyway. Quote Link to comment Share on other sites More sharing options...
Hughestrog Posted October 25, 2004 Report Share Posted October 25, 2004 CTRN, 100, HW popgroupLC Colonists NM OC Colonists Voila! As soon as they step off the ship they become population again and start dying in droves because you've landed them on a hellhole. Err... Your mileage may vary on the dying in droves part, but the orders are right, anyway. Set up my first colony, and had a grow of one pop unit! Mind you two pop units died, , but there's room for improvement. Quote Link to comment Share on other sites More sharing options...
ali-t-akua Posted October 25, 2004 Report Share Posted October 25, 2004 Set up my first colony, and had a grow of one pop unit! Mind you two pop units died, , but there's room for improvement. Hughestrog, I think the code on birth rates is you automatically get one. However as you add more colonists you will find that you get more and more deaths but still only one birth for a long time. (In fact you can estimate your birth rate by dividing your HW pop increase by you total HW pop.) And congrats on getting the first colony established. Quote Link to comment Share on other sites More sharing options...
Hughestrog Posted October 25, 2004 Report Share Posted October 25, 2004 Set up my first colony, and had a grow of one pop unit! Mind you two pop units died, , but there's room for improvement. Hughestrog, I think the code on birth rates is you automatically get one. However as you add more colonists you will find that you get more and more deaths but still only one birth for a long time. (In fact you can estimate your birth rate by dividing your HW pop increase by you total HW pop.) And congrats on getting the first colony established. ali-t-akua, thanks for the info. Better get those domed cities and tents up! Quote Link to comment Share on other sites More sharing options...
orin Posted October 25, 2004 Author Report Share Posted October 25, 2004 My first colony will be on one of the 2 worlds I fould with ZERO or Ideal results (lucky me). Quote Link to comment Share on other sites More sharing options...
hobknob Posted October 25, 2004 Report Share Posted October 25, 2004 Growth is not automatic at all. You must have a mnimal number of pop on a colony before growth occurs and it isn't always the same number. Colony attrition is a straight percentage. You can almost always have a colony of a few thanks to the rules of rounding, but bigger colonies may be problematic. I have also been informed that when your report says that you lost 1 pop due to attrition it actually means you lost 2 if you also had pop growth since it was a net loss of 1. ( This still makes no sense to me and only happens to 1 pop group out of all of the ones that I have, but the Oracle has spoken in a personnal revelation. ) Quote Link to comment Share on other sites More sharing options...
Clan Elder 'Keen Posted October 26, 2004 Report Share Posted October 26, 2004 Pete, I believe Colonial Settler missing from the DIV order in the turn entry program. Quote Link to comment Share on other sites More sharing options...
Laserwolf Posted October 26, 2004 Report Share Posted October 26, 2004 Also, another subtle, yet important thing. even tho it is listed second, attrition happens BEFORE births. So even if you grow 5 but lose 2 you will still lose 2 randomy selected installations if you do not have extra unemployed pop to take the deaths. Morale, a little unemployment is usually a good thing on non-ideal worlds. If someone has to go, let it be the unemployed... Quote Link to comment Share on other sites More sharing options...
ali-t-akua Posted October 26, 2004 Report Share Posted October 26, 2004 Growth is not automatic at all. You must have a mnimal number of pop on a colony before growth occurs and it isn't always the same number. Hmm. I only have one colony as experience but my first drop was 44 and I got a growth of one. I have also been informed that when your report says that you lost 1 pop due to attrition it actually means you lost 2 if you also had pop growth since it was a net loss of 1. ( This still makes no sense to me and only happens to 1 pop group out of all of the ones that I have, but the Oracle has spoken in a personnal revelation. ) That has not been my experienced, limited though it may be. My colony pop has been the net of reported attrition and births, not inclusive of both effects. Also, another subtle, yet important thing. even tho it is listed second, attrition happens BEFORE births. So even if you grow 5 but lose 2 you will still lose 2 randomy selected installations if you do not have extra unemployed pop to take the deaths. Morale, a little unemployment is usually a good thing on non-ideal worlds. If someone has to go, let it be the unemployed... Mahalo Laserwolf. That is counter to how births and deaths are reported. I have been keeping a small number of unexmployed to keep from losing installations so I had not noticed which went first. Quote Link to comment Share on other sites More sharing options...
Hughestrog Posted October 26, 2004 Report Share Posted October 26, 2004 Hmm. I only have one colony as experience but my first drop was 44 and I got a growth of one. I have also been informed that when your report says that you lost 1 pop due to attrition it actually means you lost 2 if you also had pop growth since it was a net loss of 1. ( This still makes no sense to me and only happens to 1 pop group out of all of the ones that I have, but the Oracle has spoken in a personnal revelation. ) That has not been my experienced, limited though it may be. My colony pop has been the net of reported attrition and births, not inclusive of both effects. Same here, the report mentioned a growth of one, and a loss of two- in that order. Admitedly, this is before I've built any installations. Quote Link to comment Share on other sites More sharing options...
Ixitixl Posted October 26, 2004 Report Share Posted October 26, 2004 Also, another subtle, yet important thing. even tho it is listed second, attrition happens BEFORE births. So even if you grow 5 but lose 2 you will still lose 2 randomy selected installations if you do not have extra unemployed pop to take the deaths. Morale, a little unemployment is usually a good thing on non-ideal worlds. If someone has to go, let it be the unemployed... I believe this is incorrect. I have a few colonies with 0 unemployed pop, but i gain a pop from growth and immediately loose it through attrition and there have been no losses of any structures. Quote Link to comment Share on other sites More sharing options...
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