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Joneleth
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Hey

Post by Joneleth »

Im new at this forum as game as well I just have some general questions i hope you can answer for me.

1. What is the purpose of Helicopters? Is there anything they can do that airplanes cant do better?

2. Is GDP even a good thing? It seems to me the production cost increases faster than tax income which in my eyes makes higher GDP worthless.

3. I usually trade country specific designs from other countries in order to get trade leverage on real technologies but that leaves me with 1000s of useless designs in build menu, is there anyway to eliminate those from the build menu? Also is it possible to let AI autobuild but only randomly between preselected designs?

4. Is it better to overspend in research or to build more research centers in order to research faster? Currently I have a research budget on 5 trillions.

5. How come it seems that I research one general weapon technology after the other without ever seeing any new designs? Yes i occasionally see a single one but very few of them even list 1/10 requirements of all what i researched.

6. Is there any point is point in invested in efficiency? From what ive seen it doesnt matter what kind of country you are the money used to overspend in efficiency outstrips any minor financial benefits.

7. Exactly what is the state minister capable of doing? Ive never seen him do anything at all.

8. In Defence - Military Spending it says "intellegence 0$" where do I access that?

9. Exactly what does Communication and Recognisance Satellites do?

10. Exactly what is the purpose of Railroads? Ive never seen any noticable change in suply levels around them, exspecially nothing that warrants their high cost.

11. There must be atleast some 10 Technologies that deal with creating and protecting against Biological and Chemical weapons, but I have yet to see such a weapon design exist, where are they?

12. Despite having researched technologies for Unmanned Arial Combat Vehicles (or however its spelled) both non combat and combat, I have yet to see a design for one and if I did have one what is their Purpose compared to regular aircraft considering those barely cost any manpower as it is?

hope you can answer, cheers.
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Balthagor
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Post by Balthagor »

Welcome to the forums!

1. Helicopters can stop anywhere, just as in real life. There are some very useful heavy lift helicopters that can keep forward troops supplied or ferry troops around. Combat helos can provide good support to ground forces but are only really useful if you have air superiority. Be warned that helicopter pathing is sometimes a little off. Despite many attempts to fix it we never did resolve all the issues.

2. GDP; Hard for me to say exactly, I've never done an exact analysis, others on this forum will probably have more to say on this issue.

3. You can't limit what the autobuild chooses from but there are filters for what you see in the military department. You can use the favorites/excluded options to reduce the clutter.

4. More research centers increases your spending cap, I usually try and do both if I have the money.

5. At some of the higher tech levels we did not get around to making extensive use of all the technologies in the tech tree, this has been discussed in other threads.

6. Which efficiency? Research, Commerce or Military?

7. I think you're correct that he does not actually do anything, this would be untapped potential in our ambitious design. This is the sort of thing that has us working on Supreme Ruler 2020 to better round out all areas.

8. IIRC that is part of the covert ops elements and should have been removed when ops got pulled, our mistake.

9. Listed on the forum somewhere, short version is communications affects unit efficiency and recon starts to remove the fog of war.

10. Rails can make a difference in low supply areas but enemy units cannot use them to blitz into your country.

11. Chemical and Bio weapons got pulled late in the development. There are other threads on the forum about that, search them out if your curious.

12. The "purpose" of unmanned combat aircraft can be argued in the real world also but does not stop the research into their development. There are some in the equipment file but not for all regions. You may be playing in a region that does not get access to such designs.
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Lightbringer
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Post by Lightbringer »

I believe I can help with most of these... and welcome to the forums! :D

1. Helicopters can base/land anywhere. I usually keep some transport helos parked on a town a few hexes behind my front lines where I expect to have to push units across area's of low supply, then have them cruise forward to supply any of my stacks that run short of gas. The same principle applies to attack helos, think of them as emergency forces to stop any breakthroughs the AI might manage to push through your lines. Also, the big transport units can move non paradrop capable units to anyplace they need to go, if the cargo size is large enough. (check out the Russian transport helos, they have some HUGE ones)

2. GDP, and really most of the Econ factors, all seem to have two ways of looking at them. If your country is self sufficient, and you aren't trying to export things you can't make cheaply, then high GDP is good for taxes, immigration, and DAR. It isn't essential to keep it high though, just a perk with your population in my experience.

3. I forget the exact screen, but designs can be set to "favorite" and "this design sucks" (lol or something like that). There are little check boxes for it. I haven't let my minister autobuild in so long that I forget, but you might be able to instruct him to only build those designs on your "favorites" list.

4. Both. I've heard all sorts of strategies concerning research, but all of them involve some form of massive spending, and the more centers you have, the more effective that spending will be.

5. There may be several reasons for this. Some unit designs require several layers (or more than several) of techs. So if you hadn't filled out those general techs, researching the unit "cold" would require 3-4-5 prerequisites before actual work on that unit began. The units may be a tech level or two off still. Also several areas of development were "dead-ended" by last minute changes to what made it into the final game. I'm not sure if anyone has compiled a list of things "not worth researching".

6. Efficiency is a finesse spending area. All I can tell you is to play with the levels some, and find where it becomes more expensive than it is worth, then stay below that. It is mainly useful in situations where you have a shortage of something, and no reasonable alternative. (Example: you are short on metal ore and don't have any unmined areas worth building a mine at. Efficiency pushes production levels up some. Unless I'm having an Alzheimer's attack.)

7. Most of his orders involve working with other ministers. They usually pull the actual strings that achieve the results he is aiming at. Most players lock their ministers out of just about everything, and yes, the State Minister is pretty useless.

8. Intelligence operations were dropped from the final version of the game. 2020 might have them back in.

9. Recon satellites allow you to see enemy/foreign units. The higher level of satellite recon you have, the sneakier unit types you can "see". Example: with only a few satellites, you can see tank units. With more, you start seeing foot infantry and "quieter" units. Communication sats increase your military efficiency by increasing communications between units... (been awhile since I had a space program...I think that is right)

10. Railroads are like blood veins, they allow supply radius to spread farther along the length of the tracks. You have to have some supply to spread, but they help.

11. In the file right next to spy/intelligence operations. :P

12. Stealth, and in most cases, cost. They are cheaper vehicles to build than full fledged air units, and draw less attention from angry enemy air forces and AA. The unmanned part is misleading...they made them unmanned to make them cheaper and sneakier...not to save cheap human lives. :P I play a brute force strategy most times, with enough tech to make my brute force better, stronger, and faster than the opposing brute force, so I usually don't bother with unmanned air vehicles. As you suggested, I build fighter bombers, and interceptors, then add in good long ranged AA, then use them together to draw the opposing air forces into losing situations.

I am sure others can add information I forgot, or other points of view on some of these, but I hope I helped. :)

( EDIT: Bah!! Sniped by Chris!!!)
"Socialism is a philosophy of failure, the creed of ignorance, and the gospel of envy, its inherent virtue is the equal sharing of misery.” -Winston Churchill
Joneleth
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Post by Joneleth »

Im generally happy about the attacking AI but the problem is every time i turn it on it immediatly takes 95% of my army and garrisons every unthinkable place in my nation far far away from any kind of front, is there any way to make it stop doing that?
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Lightbringer
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Post by Lightbringer »

If you give the Minister "initiative, he will redeploy troops to every bridge and hamlet every time. So really, the only way to stop that is to shut initiative off and manage your units personally.
"Socialism is a philosophy of failure, the creed of ignorance, and the gospel of envy, its inherent virtue is the equal sharing of misery.” -Winston Churchill
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Post by Il Duce »

Lightbringer wrote:If you give the Minister "initiative, he will redeploy troops to every bridge and hamlet every time. So really, the only way to stop that is to shut initiative off and manage your units personally.


Pragmatically I have to second this idea. First thing I do is turn of all defense and ops inititiative/policies/orders, and ALL unit init in ROE for current and new units. Most of us would like this to be otherwise, but the present results are unsatisfactory. This is probably the core of most 'micromanagement' issues, and as I understand it, it is a priority for 2020 development.
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Joneleth
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Post by Joneleth »

In a game im playing as Denmark in Europe scenario I managed to partition Germany mainly between me, Czech Republic and Benelux (I own everything north of Berlin including Berlin while Czech owns south east Germany and south west Germany is split between France and Benelux.). However now my problem is that Id like to attack Czech Republic (or Sweden/Benelux if I cant have primary choice) but I have no clue how to generate a casus belli on them and everyone gangbangs me if I dont have one. How do I attack either of them without one or how do I get one?

EDIT: Also i changed Unification to complete so I have unlimited time.

Also somehow Finland has Basic Microwave Weapon technology with a techlevel of 103 despite requirements is 111, how?
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tkobo
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Post by tkobo »

Best way to make another region dislike you is too increase your build cap to number one.

There have been a few of those issues with regions having techs that are questionable ,some have been changed.Some explained.
Its good to point them out though as you find them, so if they are something the devs would want to change, they can for the next game.

Sadly , fixes and changes are no longer being done to sr2010.
This post approved by Tkobo:Official Rabble Rouser of the United Yahoos
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Joneleth
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Post by Joneleth »

Well as I said im Denmark I dont exactly have the economy to build new facilities.
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Balthagor
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Post by Balthagor »

Joneleth wrote:...Also somehow Finland has Basic Microwave Weapon technology with a techlevel of 103 despite requirements is 111, how?
That sounds like it might have been an error in the map creation, but I'm surprised no one would have found it earlier. I might take the time to change it and release the changed map as an unofficial patch (or some other modder might beat me too it...)

Anther way to get belli is try to predict who a nation will declare war on and ally to that nation. When they attack your ally you'll have at least some casus belli.

Even though development on SR2010 has stopped, the question of "generating belli" remains something we're considering due to SR2020 probably encountering similar issues. The question is, if you want to attack the Czechs but they aren't doing anything objectionable, why should you be able to generate belli? And how would a nation, IRL, actually go about doing this? (other than some crazy claim of buying materials for WMDs from some rogue African nation, but who would believe such a story ;) )

hmm, I think I am about to derail the topic...
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Lightbringer
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Post by Lightbringer »

Maybe my memory is faulty, but doesn't parading tanks and recon planes up and down the border of the target country piss them off?

(if so, just use the patrol order)
"Socialism is a philosophy of failure, the creed of ignorance, and the gospel of envy, its inherent virtue is the equal sharing of misery.” -Winston Churchill
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Balthagor
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Post by Balthagor »

I think you're right that it has some effect, but I'm not sure if it affects belli or just diplomatic relations, and it probably is not a major effect.
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Post by Lightbringer »

Doesn't Denmark have access to enough oil to sell? Try and make enough cash to raise your buildcap (I prefer enlarging my bases over new ones). If that is just completely out of the question, then make sure you have enough units to get you through, and trash a few bases and build up your own belli towards your Evil Militaristic neighbors with the gigantic (in relation to your peace loving small) buildcap. Then you can possibly attack without getting gangbanged.
"Socialism is a philosophy of failure, the creed of ignorance, and the gospel of envy, its inherent virtue is the equal sharing of misery.” -Winston Churchill
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