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mothballed ring world components
Didn't find the answer to this question in FAQ and forum history :
Can you build a Sphere/ring world with Components (cables, plates) in mothballed bases ? |
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You may mothball the Cable or Grav Plate Bases, until your generator is Constructed http://forum.shrapnelgames.com/images/icons/icon12.gif
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In fact, its wise to do so, as it will save you a hell of a lot on maintenance...especially when you have 20 expensive bases sitting around waiting for a sphere world generator!!
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Just to be clear, they must be unmothballed at the time you generate the ringworld or sphereworld. In simultaneous games, this means you should give the unmothball order the turn before the ringworld/sphereworld base completes so that you can generate the rw/sw on the next turn.
Slick. |
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Alternatively, you can place the construction queues on hold one turn from completion for the components, and finish all of them on the same turn. This will save even more money on maintenance, as just one turn will be paid rather than two. Plus, no unmothballing costs need to be paid.
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Now that is clever.
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The Ringworld/Sphereworld plan:
1. Build Space yard base I over star. 2. Space yard base builds Space Yard Base II. 3. Space Yard base I starts on starbase with generator comp. 4. Space Yard base II builds more space yard bases, and new space yard bases build new space yard bases, until you have the number of space yard bases equal to the number of plate and cables needed. 5. All space yard bases except Space Yard base I start building starbases with cable or plating components. If your time it correctly the generator comp is built at the same time as the cable and plating bases without having to put any on hold. At the most you can put the Space Yard I on hold for a few turns if the others need to catch up or on emergency if it falls behind. Once the ringworld is done you can scrap the space yards, or put them to work building defenses on teh planet. This is how Drake taught us all to do it during the Twingalaxies tourney years ago. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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I second that Geoschmo. It does work perfectly, or at worst you have to put your Bases building the other components on hold.
The only difference is that I tend to put the first mobile space yard on Emergency Build to get five Space Yard Bases Online. Then the first one builds the Generator Component, and is put on Emergency Build as soon as it will bring the delay down to 1.1 years. Besides this, I use the same approach, and it seems to be working quite well from what I can tell of the NGC5 game (just remember to check your resources when building a few dozens of Ringworlds at once). *Goes back to holiday mode for one week* |
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There is a lot more you can do:
- Emergency build when there are 15 turns left -> finishes in 10 turns. - Build Cargo Bases or move large cargo ships over the sector and start moving units and population there. Once rw/sw built, transfer population & units. Build these units using the bases which are now on "slow" build time. - Since the rw/sw will be of your starting planet type, build and move a colony ship there so that you can colonize it the turn after it's built. - Of course, put a nasty fleet over the sector to protect your investments. Slick. |
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Isn't it too inefficient to have one base per cable/plating? While one Base Spaceyard builds the generator, you usually can build 3 cables/platings with just one other Spaceyard.
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Slick. |
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Probably not cost-efficient, but the few times I've built rw/sw's, I used ships with spaceyards on them instead of an actual starbase. That way, once I'm done with the building, I can move them to another area and built another one. In one game before I quit it, I had a rw and a sw. Would like to do that again, and have a few more also.
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Spaceyard ships are good too. If I'm just spinning my wheels while my fleets are mopping up, I'll use spaceyard ships to build a starter spaceyard base at stars as it hops around seeding the area for rw/sw locations.
If you use bases, after you generate your rw/sw, you can keep them around to build units or ships for that matter (all those spaceyards make for a great retrofit sector too) or retrofit the bases into defense bases. Retrofitting a spaceyard base into a defense base may be viewed as a "cheesy" way to get rid of a spaceyard on "slow build" mode. Not by me, though. Slick. [ June 26, 2004, 01:09: Message edited by: Slick ] |
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Slick. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think if you look at the numbers you will find it's actually much more efficent to do it this way. Space yard bases are very low maintenance compared to the starbase cable/plating things. Even if you mothball you have at least two turns of maint instead of one and you have the cost of unmotballing, as fyron pointed out in an earlier post. The most efficent way is to have one base space yard per starbase. |
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It's been like this for at least 2 patches.
Dunno how it was before though. |
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I usually dont bother with RW and SW unless im on a 200+ galaxy with hard AIs and encountering problems - which really doesnt happen anymore - as said they come to late in the game - yu can mod that tech tree so the stellar manip is easier or lower Sw and RW to level 1 tech and halve the cost of the components and plating etc. That way its in the game early on and the AI does attempt to build em. But in a standard stock game it just comes to late - now maybe if we had a 500 system game it might be useful with a hard smart AI.
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Slick. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I think if you look at the numbers you will find it's actually much more efficent to do it this way. Space yard bases are very low maintenance compared to the starbase cable/plating things. Even if you mothball you have at least two turns of maint instead of one and you have the cost of unmotballing, as fyron pointed out in an earlier post. The most efficent way is to have one base space yard per starbase. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Efficient for resources or efficient for building time? I find that the limiting thing for building a rw/sw is waiting for the rw/sw generating base to be built, so it should be started first. There are several ways to plan out building your cabling and plating bases and I agree that method is probably the most efficient for resources. Not that I build these things a lot; it's more like a cute thing to do once in a while. And I have never had a game go long enough to fill a rw, much less a sw. There should be victory conditions for building x amount of sw and/or rw's. That would be cool. Then you might have to attack your enemy's rw/sw's *shudder* in order to win. Slick. |
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Both. The first BSY starts the generator. There is enough time to build as many BSYs as you need for plating and cables before the generator is done. Of course, it makes sense to send more than one space yard ship to the location.
[ June 26, 2004, 18:51: Message edited by: Imperator Fyron ] |
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I tend to build SY bases and then keep retrofiting them up at the same time as they build more SY bases - which in turn get retrofited up while they build more. its good if you have pleanty of resorces.
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In some mods Base spaceyards have a seperate component that builds faster than their mobile counterpart, i've found it easier to use them in such mods as once the sphere/ringworld is created you should have enough resources to scrap them or make them build Weapons Platforms by the max! Has anyone captured a sphereworld loaded with weapons platforms before? [ June 26, 2004, 21:35: Message edited by: Raging Deadstar ] |
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