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	<title>LegacyWorlds Beta 6 &#187; tips</title>
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	<description>Updates on the new version&#039;s design and progress</description>
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		<title>Beta 6 Milestone 1 &#8211; Tips</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-19/beta-6-milestone-1-tips/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-07-19/beta-6-milestone-1-tips/#comments</comments>
		<pubDate>Mon, 19 Jul 2010 18:57:28 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[milestone 1]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=179</guid>
		<description><![CDATA[These tips were sent through game-wise administrative messages during the first week of the M1 game. I&#8217;m reposting them here for those who missed them. Beware the build queues While the build queues have a seemingly infinite capacity that is not limited by the amount of money you have in reserve, they will grind to [...]]]></description>
			<content:encoded><![CDATA[<p>These tips were sent through game-wise administrative messages during the first week of the M1 game. I&#8217;m reposting them here for those who missed them.</p>
<p><span id="more-179"></span></p>
<p><strong>Beware the build queues</strong></p>
<p>While the build queues have a seemingly infinite capacity that is not limited by the amount of money you have in reserve, they will grind to a halt if you run out of money!<br />
In addition, civilian build queues take priority over military build queues, so if you&#8217;re down to 0 bgc, your ships will never be ready in time.</p>
<p><strong>No Hyperspace</strong></p>
<p>Because M1 is mostly a test of the new game engine, some features were removed completely. This includes Hyperspace.<br />
Don&#8217;t wait for cruisers! Your fighters will be able to get to the next system without help.</p>
<p><strong>Technologies</strong></p>
<p>Remember: technologies in B6M1 have no direct effects. Instead, they allow you to build new things.<br />
For example, do not expect a population growth increase from implementing Corpse Reanimation; you will have to build Reanimation Centres on your planets.</p>
<p><strong>Happiness</strong></p>
<p>Whenever something affects happiness, its value does not change immediately.<br />
The planet page&#8217;s General tab will indicate that the happiness is changing, and give an indication about how much it is changing:</p>
<ul>
<li> &#8220;+&#8221; and &#8220;-&#8221; after the happiness value indicate that it is increasing or decreasing by less than 10%,</li>
<li> &#8220;++&#8221; and &#8220;&#8211;&#8221; indicate that it is increasing or decreasing by more than 10%.</li>
</ul>
<p><strong>Employment</strong></p>
<p>One of the three factors which influence happiness is employment.<br />
Buildings provide jobs, which your population then man. Keep the jobs / population ratio close to 1 for higher happiness. You may go up to 2, but past that, happiness will degrade really rapidly.</p>
<p><strong>Empire size</strong></p>
<p>The size of your empire has a strong influence over your planets&#8217; happiness.<br />
Happiness will increase until your empire reaches 10 planets. Beyond that, it will start decreasing, reaching 50% at 20 planets and degrading much faster beyond that.</p>
<p><strong>Population growth</strong></p>
<p>As usual, happiness is the main factor controlling population growth. Every 24h in real life, your population increases by ( growth factor * happiness / 100 ).<br />
The growth factor is initially set to 50. However, each Reanimation Centre building constructed on a planet increases the growth factor by 10.</p>
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