Energy Collectors

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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bluestrike15
Posts: 21
Joined: Fri May 30, 2014 5:20 pm

Energy Collectors

Post by bluestrike15 »

I wanted to ask how many of them should be sufficient on ships and bases. I know there are differences in collection based on the type of star(or lack there of) and the distance from said star. It would help save some spaces on designs. Currently I put 2 more energy collectors then needed on all of my stations
Kilravock
Posts: 65
Joined: Tue Jun 10, 2014 4:38 pm

RE: Energy Collectors

Post by Kilravock »

For ships I just add enough until it covers the static energy use. The reason is that the collectors only work when the ship is idle. It saves on fuel but they become useless once the ship starts to move.

For stations, which are always idle, I add enough to cover the static usage and make sure it has some surplus. I do this because stars do have an effect on collectors, but it's hard to guess how much is really needed. Some people like to have enough surplus for weapons. I don't; I just rely on the reactor surplus for the weapons.
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CyclopsSlayer
Posts: 583
Joined: Fri Feb 10, 2012 11:49 pm

RE: Energy Collectors

Post by CyclopsSlayer »

I just cover the Static Energy. Cover fuel maintenance from Bases and Patrolling ships reduces the load the freighters need to move.
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