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Troop Carriers

Troop Carriers

I was wondering what everybody does for troop carriers?
My first ones were basicly modified "battleships", but when I saw that they disappeared upon invasion I switched to 4 troop moduels 2 life support and the rest was engines. I found those to deplete my population at an alarming rate when mass produced and so I am now sticking a single moduel on it.
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Reply #26 Top
I've seen in other threads that Brad is almost certainly going to change the game so that the maximum ship speed is going to be about 8.


Really? How come? Do you have a link?

That would be a shame, really. It's kind of nice having fast interceptor fleets, not to mention the afore mentioned fast transports for getting troops deployed while avoiding enemy interdiction efforts.

Well, all I have to say to this is...shucks!

However, I do like it when things change to shake up gameplay. It would be seriously cool if it just became a United Planets resolution that could vary game to game, especially if one or more civs were exploiting high-speed vessels to harass shipping. Maybe it could be a problem with super-fast pirate ships or something (maybe a resolution to give a free speed boost to all warships to intercept these speedy pirates--potentially giving the AI a huge advantage that the player didn't count on). Now THAT would be cool, you could vote on a max parsec/wk or parsec bonus in the UP forum, forcing all civs to comply with the order for a certain number of years. But the UP would need to either meet more OR have more than one issue on the table so these bans or bonuses could be renewed.

Btw, can new UP resolutions and stuff be added in the XML file? I'm guessing yes, but I haven't spent much time in the modding areas.
Reply #27 Top
Here is a link to the thread that started it all:

YOR Super Ability has to change

- look for the three or four Frogboy comments on page 1.

I may have been a little off with the "speed is going to be about 8" part, now that I look at it again, but it will definitely be below 20 as it stands.
Reply #28 Top

I find that the best option for filling those multi-module transports is to have, yes have, a few high population planets where the morale is hovering near that forty percent mark. Filling the transports quickly raises the planet's morale rating and buys me at least ten turns before I repeat the process. That'll teach the peasants to complain about things like entertainment, and food.


Hey, do you know if your population floating in transports counts towards taxes?

That would be...
Reply #29 Top
Hey, do you know if your population floating in transports counts towards taxes?


Don't have an answer to that one n0v4k4n3 but it would be awesome if you still collected. And just in case, however minor it may be, if I am sensing just a hint of sarcasm regarding snatching up all of those taxpayers to send off to war... once my economy is running where I feel comfortable, I could care less about revenues, so long as I stay in the black.
Reply #30 Top
Hey, do you know if your population floating in transports counts towards taxes?


I don't think so. Easy to cheese if they did.
Reply #31 Top

do you know if your population floating in transports counts towards taxes?


No it doesn't. I've checked. Just look at your domestic stats, then yank a bunch of people off planets to your transports and then check the stats again. It immediately changes.