UC: ministers
From BluWiki
here is the manual
http://uc.gamestotal.com/manual/basics/nav_features_ministers.htm
On ministers
Ministers cost a lot of money, but the rewards of having the right traits fully trained is worth striving for even for 20,000 turns old empires. They make a major contribution!
You need to research mega projects, minister office, and minister training facility to get started, as well as build the minister projects.
Trait maxes and costs
Maximum minister trait for nonmilitary skill is 999. They cost 1 skill point each. Remember you keep your ministers if you restart your empire!
Military traits have a maximum level of 10 and cost 3 skill points each.
Removing any kind of trait costs 2 skill points, not 5 as the help says.
Getting a brand new minister costs 5 million; you'll be doing that a lot to get a really good minister.
From interviee to hired
A newly interviewed minister always has a bad trait (usually many), sometimes a good trait, and rarely 2 good traits. Since the latest update, a minister with 3 random good traits show up less than 1 time in 1000, and when he does it isn't necessarily the traits you need...
People usually start with a temporary $-helpful minister quickly (economist, miner, or tax collector) regardless of other traits at long as he's not mad; until he has level 30 to 40 in the $ trait. Then you keep him for now and train an ideal minister, or sack him immediately (train him only if he's worthy). It's recommended to have 50 billions to get to the permanently hired minister stage.
In the long run it is always worth it to inverview a long time for one of your needed traits (say tax collector), train him a bit for the second trait (say public loyalty) and sack ministers who don't get the second trait soon enough (getting the 2nd trait after your minister is level 60 is a total waste of countless trillions; the average is around 30.
If you're patient you can get low level 2-traits minister by interviewing as long as you can and keeping the best of 2 minister after each attempt.
From hired to maxlevel $ trait
The 3rd and 4th trait are so expensive to get exactly right, and will slow down the training of the ministers costing you trillions of credits if you try to get a perfect minister now. Just get rid of annoying bad traits and don't replace them (well a temporary military trait is OK).
Now get to level 999 in your $-producing trait, say tax collector (and a few points in public loyalty at the same time, it really helps save turns). Tax collectors are especially useful in the long run as they fit the income style of most races allowing you to switch without retraining from scratch.
From maxlevel $ trait to perfect
Now that you're swimming in easy money, you can look up the list of traits and pick your permanent 3rd and 4th trait by paying huge sums of money and being patient enough for the trait to be the right one (25 traits in all, 1 chance in 22 per attempt if 3 other traits are non-empty). See strategies.
About tax ministers
Because of the food they eat, population aren't worth their money until you have a well trained tax collector minister (unless you're gardian - they eat hardly nothing!).
It need to be trained so population doesn't just make profit, it makes more than say growing food or commercial! Tax income is then one of the best incomes in the game that allows you to use most of your turns where you want. It's also good for empire levels...
Military traits
Aggressive Causes your ships to do +2% more damage and -1% to hull per level
Anticipation Causes enemy ships to deal 1% less damage per level
Defensive Causes your ships to have +2% to hull but deal -1% less damage per level
Engineer Able to fix ships during battle, causes ships to be able to withstand 1% more damage per level
Fearful Causes your ships to have +3% to hull but -2.5% less damage per level
Fear Instills fear to the enemy ships during attack, causing enemy ships to inflict -2% damage but +1% to hull per level
Foresight Causes reduces enemy ships hull by 1% per level
Insult Insults the enemy ships during attack, causing enemy ships to have -2% to hull but +1% damage per level
Suicidal Causes your ships to have +3% to damage but -2.5% less hull per level
War Monger Likes war a lot, causes ships to do 1% more damage per level
Civilian traits
Economist Increases commerce income by 10% per level
Excavator Experienced digging for artifacts (what's the bonus??)
Farmer Increases food production by 10% per level
Manufacturer Increases production of consumer goods by 10% per level
Miner Increases mining output by 5% per level
Publicly Loyal (this trait isn't worth maxing out for most people, but is nice to have) Gives a good example making it easier for your population loyalty to rise. Increases loyalty by +1 per level
Tax Collector Increases tax collected by 5% per level
Bad traits
Corrupt Steals money from the goverment, decreases commerce and taxes income by 20%
Lazy Often found asleep during work, decreases industry and agriculture output by 20%
Mad (this is the bad trait you want to remove first, it messes up colonies without telling you) May randomly perform insane tasks
Proud Ships gets killed easier during battles under this minister, reduces hull by 5%
Pacifist Do not like military issues, all ships in system will cause 5% less damage
Forgetful Sometimes may forget and not perform your orders on systems
Ugly Bad appearance, making it most harder for population loyalty to rise. Decreases loyalty by 3 points.
Unintelligent Known to makes unintelligent mistakes (like mad, but only does it when you are doing something to the system)
Trait logic
There is no logic. Most illogical combinaisons (such as pacific warmonger) are possible.
More traits??
This is from the forum. If more traits are added to the game you should see it here soon enough: http://gc.gamestotal.com/forum2/i.cfm?p=detail&cid=1&fid=313055
If you see any new traits please update the minister page.
Temporary minister strategies
-miner (take avantage of the +500% bonus terrans have with terran metal to pay for the expense of your permanent ministers and projects).
-Tax collector, no loyalty improvement bonus.
-Tax collector on minister #1 and public loyalty on minister #2. Remember to switch as needed. This strategy saves money and time but the switching hassle and related lost profits will eventually make you switch strategy.
-Economist, since the first thing new players learn is commercial.
-Farmer. This can be a permanent strategy for some people, but for most it's when waiting to get the farm system upgraded or meeting a temporary food shortage.
Ideal minister strategies
Note that traits that affect enemy ships rather than your own are superior; it's more effective this way (i.e. enemy hull down to 50% is twice as good as your attack at 150%). This is why warmonger and engineer aren't listed in ideal military strategies since there are 4 better traits in offense and defense.
The invasion/raid/ship capture/suicide minister: -Insult, foresight, aggressive, suicidal- Fully trained that's the best damage infliction you'll get at the cost of losing more ships. Flatly stated that's killing 15 ships when normally 7 would be killed once fully trained. You will lose more ship but sometimes it's important to win more planets by wiping out the enemy first, or assimilate more ships.
The armor-plated minister: -Fear, anticipation, defensive, fearful- this is the max damage preventing you'll get at the cost of killing less enemy ships. Flatly stated that's losing 7 ships when normally 15 would be killed once fully trained. But you'll kill less enemy ships, but sometimes it's more important to keep your planets (without making 2% damage your enemy cannot win planets no matter what).
The balanced minister or war: anticipation, foresight, insult, fear. This brings you more victories than any other strategy by a small margin by not being purely aggressive or defensive; this is a very good "short time out of DP" minister as well as a good "I'm doing war for the next 10 hours" minister. At maxlevel, it's like if the enemy fleet had 20% less ships and you had no penalty.
The population minister: tax collector, public loyal. Often followed by excavator or military traits
The farming/commerce/industry/mining minister: farming or economist or manufacturer or mining, excavator, fear, publicly loyal (for less sabotage, possibly not fully trained trait) or fearful. Note that the industry minister is rare as goods aren't a really good source of income.
Some people like to have steady income during war, you can replace one war trait of any minister with your favorite $ producing trait. Also consider having two ministers of $ instead of having a war related one and a $ one if your strategies are extra peaceful or you want to lose only half your $-making planet when invaded (the opposite strategy being a single system with 1 minister for $ and 1 minister for war - it doesn't divide your fleet so you can get more defensive wins).
Tricks
-If you change races, you won't lose your ministers but you will lose 80% of your $. You might want to train a minister before the switch using most of your $ (with the new race's needed skills) so the $ penalty won't annoy you as much.
-You can change race to a good cash race like aspha miners to train your ministers to maxskill quickly (terran metal mining terrans work too); hopefully with a pattern where your ministers are not wasting traits on what your final race won't need. Don't forget to accumulate maxfood and maxcash before you switch to your final race, with aspha miner this is easy to accomplish.
-Luck artifacts (all types major or minor) seem to have no effect whatsoever on minister traits (in hiring or training). I'd like to thank bluboi for scamming me into wasting 10k turns and 200+ billions testing it, so that no one else ever wastes that much on something that I statistically analysed all the way and I can say it doesn't help!
How to look for ministers for a paid account
when you hire/sack a minister look for the following traits on them. remember you'll need a minister for every trait from the list. having a minister with two traits from the list is not an option :) So, the traits you're going to look for are (take notes, they are many):
- Economist
- Publicly Loyal
- Miner
- Manufacturer
- Excavator
- Tax Collector
- Farmer
- war making minister - this gives you the following bonus - enemy -20% weapon and enemy -20% hull. The traits can be in any order, but you'll need them all to lvl 10. It took 271 levels of minister to get it to this. The idea is to get the basic traits to lvl 1, until you have them all, then upgrade them to lvl 10 ;)
- Anticipation Lvl 10
- Causes enemy ships to deal 1% less damage per level
- Insult Lvl 10
- Insults the enemy ships during attack, causing enemy ships to have -2% to hull but +1% damage per level
- Foresight Lvl 10
- Causes reduces enemy ships hull by 1% per level
- Fear Lvl 10
- Instills fear to the enemy ships during attack, causing enemy ships to inflict -2% damage but +1% to hull per level
the 8th minister is very hard to find, and you'll have to invest quite some time into it - this will be the war minister of yours. You'll need it to get the best out of your battles, so, before attacking or when you feel your system is under imminent attack, just move this minister to your main system. When doing battles with this minister on, your enemy behaves like having with 20% ships less ;) This is VERY efficient when you get attacked from above you in Pr. so leave it in your system everytime you're going offline adn use it everytime you're attacking - you'll see the difference ;) However, be sure to change back the income minister once you start using turns, so that you won't get into debt. On your main system you should always keep your income minister to get money, right?
the 6th minister is the most important. when you do find one, save the money and don't look more
the idea is to look for the 6th minister, but in case you find ministers who fit for another position from that list, keep it. Hope it's not that hard ;)
MSN id - dacian_hantig@hotmail.com



