micromanagement?

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
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fortress
Lance Corporal - Panzer IA
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micromanagement?

Post by fortress »

I have been reading this forum trying to get an idea of the level of micromanagement necessary in this game. So far it seems to me to be high in micromanagement!! I like research, building, battles, etc. but not when it requires the level of micromanagement that most of these 4x games do. Some of these posts indicate that every detail must be taken care of by the player without forgetting. Such as tankers, getting your fleet to someplace without running out of fuel or your tankers running out of fuel and getting stranded etc. And even if you can let the AI manage your colonies I have found that is the surest way to loose the game in most 4x games. I do not have a lot of money to spend on a game so I would appreciate it if someone could give me an idea about the micromanagement, especially someone who is not very detail minded like me. Thank you.
Firefox440
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Re: micromanagement?

Post by Firefox440 »

Yes, it is not a where with two clicks you can see your empire grow. There are some automatic commands for to control the planets but the best results are taken manually with micromagnament. Fleets must be moved manually.

Personally I find the game very absorbent and you can lose thousands of hours playing it.
freifrei
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Re: micromanagement?

Post by freifrei »

There is a bit of re-supply chore, but as far as i know, Vladimir(game author) is planning to solve this problem in future updates.

You only have to order colonization or land assault of a planet and AI will do those multi-stage operations automatically.

Planet automation if sensible, but you still have to think about overall empire balance - can you set this Ocean planet as a science planet or your empire is going to starve a few years later unless you set it as a farming one instead? You don't really _need_ to micromanage them, even though you may get better results manually in some cases... but it only makes sense early on, when you have only a half-dozen of planets.

Complex science is adjusted automatically when you select whatever you want to focus on.

Basically, micromanagement in this game boils down to:
Selecting build policy for your planets.
Ordering new ships (can order to build a bunch of ships on several planets in one system from galaxy screen, but cant order from the whole empire)
Transferring non-FTL capable ships(build a bunch of cargo haulers, disassemble and load into haulers, reassemble where you need them...in actual gameplay, it takes 3 clicks for load and unload and doesn't occur that often)
Moving your fleets for repair and resupply to friendly space.

Tanker problem is solved with recent patch, apparently
so... well, thats it?
solops
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Re: micromanagement?

Post by solops »

I find the MM to be minimal. Sure, always room for improvement. I have only managed 285 systems, but it really was not hard. After you reach a certain point, the AI governors do just fine. I do wish that you had an option for them to NOT change anything you have already built. Sometimes you want th3em to rebuild, sometimes you do not.
von Runstedt
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Re: micromanagement?

Post by von Runstedt »

Personally I do very little if any micromanagement of my planets in the game and I've been able to win the game with no issues. If you want to split hairs over getting that absolutely perfect layout you can but its certainly not required. The only area where micromanagement is most required, IMO, is when designing your ships. Apart from a few stock ships at the beginning of the game with beginning tech there are no pre-designed ships for later tech which means that if you want a ship with more advanced tech you have to redesign a new ship every so often to reflect the growth in technological development. These designs will remain available in later playthroughs but the amount of micromanagement required for designing your ships in that first run through will easily take up the most time you will expend on micro-management.
Rosseau
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Re: micromanagement?

Post by Rosseau »

It's a great game compared to the boredom that is GalCiv3. Unless the DLC made that game better.

What's nice about PS is that it is detailed, but the interface screens are well designed. You do have to load fighters/interceptors manually and keep a close eye on the FEBA to ensure a good defense. However, 3-4 defense stations per planet will give you fair warning and keep the AI off your back until later in the game. Memory not being my strongpoint anymore, I do need to do some clicking to check each fleet's destination. But right now, I own 30% of a larger map and really don't need a huge number of fleets to babysit, as long as the choke points are covered.

I'm not crazy about time consuming ship design, but in PS it's almost perfect. Also a challenge to cram everything you want into the available space and/or research smaller/stronger components. It's been a fun part of the game.

So, imo, the MM is just about right.
SilasOfBorg
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Re: micromanagement?

Post by SilasOfBorg »

I'll add a vote for "just about right" as well.

I have 40 planets all on "micromanagement". It isn't a chore at all -- the game allows you to set up build lists and name them. So I have "Domed - Shipyard", "Ocean Farm4", "Domed Hydro 10", etc. Click once and the planet goes along its merry way for the next 20 years building exactly what you want it to.

Fleet management is not a chore, yet -- I would like to have rally points but that's a tricky thing because a large but young empires might have stretches where tankers are absolutely required. Tricky to automate.

You know what though, I would absolutely love to see a tanker order called "Fuel Depot" that would see a tanker stay at a point and refuel ships coming through, then be smart enough to top itself up at the nearest colony when it started running low.

As others have noted ship design is challenging and fun, one of the best in any space game.

/end random opinions
//just had a pizza, brain isn't quite focused yet. :)
buglepong
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Re: micromanagement?

Post by buglepong »

The micromanagement doesnt really come from planet development. That can be handled quite well with templates since theres only a few planet types to develop.

The micromanagement comes from combat and exploration. Fighter management is micro hell especially mid game when youre dealing with hundreds of them. Invasion micro is also annoying. Exploration ships need to be directed manually for every single unexplored system. I can never finish a game because the midgame is just too tedious.
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