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Re: Proportions and Facilities
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Let's take the example you list above. Yes, Minor City means you can upgrade to Metropolis for half of the cost of building a new Metropolis. But that does not mean doing so is more efficient than not using upgrades (unless the victory condition of your game is "the one with the biggest city, wins" http://forum.shrapnelgames.com/images/icons/icon12.gif ). So, say you have a planet with a constant construction rate of 2000x3, and you want to do intensive development that will maximize production over the next 30 or so turns. Plan A is to build a Minor City and upgrade to Metropolis. Plan B is to build two Minor Cities and then a City. Plan A spends 15,000x3 resources over 8 turns building a minor city, and then 50,000x3 over 25 turns upgrading it to a metropolis. The result after 35 turns is 65,000x3 spent, with 8,525 produced while the Minor City was there, and 2,300 produced by the Metropolis, with 1,150 production/turn attained. Plan A TOTAL: 184,175 in the hole, which will be paid off by itself in 160 turns (after turn 35). Plan B spends 15,000x3 resources over 8 turns twice in a row, and then 25,000x3 over 13 turns building a City. This takes 29 turns (4 less than Plan A). After 35 turns, the result is 30,000x3 spent on the two minor cities, the first of which has produced 9,315, the second has produced 6,555. The City cost 25,000 x 3 and has produced 2550. Total production/turn attained is 1,115 (only 35 less than the Metropolis). Plan B TOTAL: 146,580 in the hole, which will be paid off by itself in 132 turns (after turn 35). Both plans suffer in efficiency comparison to just building ordinary industrial facilities as in the standard game. The only exceptions (I think) are if you are trying to compress as much into as little space as possible. That only pays off in the very long-term, as in, hundreds and hundreds of turns, assuming you are going to sit and develop your own local systems, instead of spreading and colonizing and conquering the quadrant. So, the standard set tactic of sprawl and conquer still pays off, but the rate of payoff is a couple of orders of magnitude (or more) slower, and there are less efficient alternatives in intensive development, so a small isolationist or neutral can continue to develop as well. Also, of course, a larger empire is more difficult to protect, etc. PvK |
Re: Proportions and Facilities
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Re: Proportions and Facilities
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But you will have a bunch of non-breathable worlds, with just a couple of facility slots on each, and you need to devise a development plan for those. What, do I just forget them? Then why have upgrades at all? obviously one does not need them for breathable planets, not for a very very long time! Quote:
If the facility upgrade cost is 100% (that is, you don't win anything by upgrading), and the Metropolis costs 65,000x3, your math still holds. But now the plan C - "build a Metropolis right away" - will have comparable results, so I *don't have to upgrade if I decide to build a Metropolis*. As things currently stand, *if* I want to go for a Metropolis, I *have to* upgrade. Your point that building a Metropolis may not be that efficient a strategy is true, but irrelevant http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks! -- Aub |
Re: Proportions and Facilities
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"Why have upgrades at all?" As I said before, players asked for them, and they offer a whole spectrum of different choices, which seems to me more interesting. Also, because these are all very long-term investments whose payoffs are limited compared to the whole empire's production from homeworld and trade, and the effects of fleet actions, it's not really the same sort of balance concern that production facilities are in the standard game. You can analyze the production facilities to death until you have the best possible production strategy you like, but it's not going to be hugely unbalancing, because there are many more powerful forces at work, and the simple technique of building cheap production facilities first is plenty effective, and may be the "best way" for balance purposes anyway. Quote:
PvK |
Re: Proportions and Facilities
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Thanks -- Aub |
Re: Proportions and Facilities
SE IV upgrade process is indeed far from perfect but I honestly think the idea to increse number of slots on the planet and decrease cost of facilities will result either even more micromanagemrnt or ridicule Proportions mod to the level of vanila SEIV.
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Re: Proportions and Facilities
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(E.g. Metropolis now costs 100Kx3, but can be built as 15Kx3 for building a minor city + 50Kx3 for upgrading = 65Kx3; therefore, the cost for Metropolis should be adjusted to 65K. This should make upgrading possible - if you want the old facility to continue producing - but not vital.) PvK made a couple of very valid points about why getting more facility slots is not a good solution, and I bought his arguments. Aub |
Re: Proportions and Facilities
But setting 100% cost of upgrade will affect
ships too... I would hate to pay full bill every time I upgrade DUC III to DUC IV http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Proportions and Facilities
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Upgrade Facility Cost Percent := 50 Retrofit Cost Percent For Comps := 120 Retrofit Cost Percent For Comp Removal := 30 The facility value does not affect the comp values, and vice versa. |
Re: Proportions and Facilities
Yes, of course. How could I forget ? http://forum.shrapnelgames.com/images/icons/shock.gif
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