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-   -   Ringworld/Sphere World (http://forum.shrapnelgames.com/showthread.php?t=2118)

Dervish February 28th, 2001 11:29 AM

Ringworld/Sphere World
 
Hey gang!

Quick question... how the heck do you create the ring world or sphere world around a star. I seem to be hitting a dead end on the brain side and can't figure it out. Thanks!

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~ Dance the Pagan Whirling ~

Triumvir Emphy February 28th, 2001 01:34 PM

Re: Ringworld/Sphere World
 
1)build a shipyard ship
2) goto a star
3) build a base with one of the components on it. 1 generator and 5/10 plates bases and 5/10 cable bases

4) after contructing 11 or 21 bases you select the base with the generator on it and poof,.. your bases disapear and a ringworld/sphere world appears.

DirectorTsaarx February 28th, 2001 05:04 PM

Re: Ringworld/Sphere World
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Triumvir Emphy:
1)build a shipyard ship
2) goto a star
3) build a base with one of the components on it. 1 generator and 5/10 plates bases and 5/10 cable bases

4) after contructing 11 or 21 bases you select the base with the generator on it and poof,.. your bases disapear and a ringworld/sphere world appears.
<HR></BLOCKQUOTE>

1-3) Even better to send 11 or 21 shipyard ships, and each builds one base.
4) After you select the base with the generator, you have to click the "Stellar Manipulation" button, which brings up the SM window, and then select the appropriate "Create" button.

Triumvir Emphy February 28th, 2001 05:19 PM

Re: Ringworld/Sphere World
 
i was just giving the basics, it is too early to start talking about accelerated builds and upgrading your way to a ring/sphere world.

Codo February 28th, 2001 05:59 PM

Re: Ringworld/Sphere World
 
But it is a waste of time to send 11 shipyards to build a ringworld. (I don't know about the sphereworld, I would *assume* it is similar) You are better off sending Six shipyards. Why? Simply that a ringworld generator takes twice as long as HyperCable or GravPlates. (Actually I think its one turn difference than twice as long) This means obviously that one ship can build a HyperCable AND a GravPlate in the same time that the other ship is building the RingWorld Construct. MUCH more efficient to just send SIX shipyards to the star in question. Have one build the RingWorld Construct, and have the other five first build GravPlates, and then after the Plates are done, have the same five build the HyperCables. This is much more efficient from a resource utilization standpoint. You're paying to maintain only six shipyards, not eleven. You also only have six construction projects going on, not eleven, AND you don't have to pay to maintain 10 starbases while you're waiting to finish the construct, you only have to maintain five.... And, in theory, (I have not yet ran the numbers) It might be best to mothball those first five bases immediately, and....Hey, can you build a Ringworld out of mothballed bases?? Hmmm, that'll be something to try... Anyways, I've been told that maintenance is 25% of cost every turn. This means you're better of mothballing these first five bases and unmothballing them once everything else is done (Which would certainly be more than four turns later)

Codo

Suicide Junkie February 28th, 2001 07:25 PM

Re: Ringworld/Sphere World
 
Big problem with your plan, though.

The construction bases are pennies to maintain, compared to the cost to either maintain or unmothball the SM bases.

The best way, would be to build using 11 or 21 Space-station based spaceyards.

You just have to hold the queues when they reach 1-turn to completion, and you then don't have to pay any maintenance on SM.

would you rather pay for the unmothballing of 10 cables and 10 plates, ALL AT ONCE, or just 12% of the cost of the SpaceYards each turn?

even a small empire can support 21 spacestations with SpaceYards.

When all of the SM is ready, unhold the queues, and they all finish next turn. Use them right away, and you pay ZERO maintenance on all that SM. You can now scrap the construction bases.

Drake February 28th, 2001 08:15 PM

Re: Ringworld/Sphere World
 
Better yet, build a plating component two turns early and retrofit-upgrade to the core while the rest of it is being built so that you finish with a repaired core component at the same time all the other pieces are done.

rdouglass February 28th, 2001 08:22 PM

Re: Ringworld/Sphere World
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Drake:
Better yet, build a plating component two turns early and retrofit-upgrade to the core while the rest of it is being built so that you finish with a repaired core component at the same time all the other pieces are done.<HR></BLOCKQUOTE>

Can you do that now? I thought the 50% upgrade thing prevented you from doing that...


Suicide Junkie February 28th, 2001 08:51 PM

Re: Ringworld/Sphere World
 
If you really want to get cheap/cheat.

Just build 21 empty base hulls, and design a series of bases, 40% more expensive than the previous, and retrofit all your bases until you work your way up to the core component, plating & cables.

You then pay lots for retrofitting repeatedly, but finish your sphereworld in two turns.

alasyr February 28th, 2001 10:04 PM

Re: Ringworld/Sphere World
 
My vote goes for building the first starting design and retrofiting up to final starbases.With balanced design (equal use of all resources) first design can be build in 1-3 turns (3 turns with SYI).Only the Last retrofit costs more than normaly building (of course it is the biggest step,2 times more, other retrofit are 20% cheaper) but 10-12 turns for building a RW kind a makes up for it.I've posted a spreadsheet that can help in planning base designs for retrofit.

Taqwus February 28th, 2001 11:37 PM

Re: Ringworld/Sphere World
 
Hrm. It makes one wonder whether each ship/base should have a pointer to its original design, or at least its initial costs, and use *that* as a basis for refitting eligibility. That would end the stranger refit chains. Alternately, slow it down by stipulating that components (better, whole ships) must be repaired before being refitted...

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-- The thing that goes bump in the night

Drake February 28th, 2001 11:49 PM

Re: Ringworld/Sphere World
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by rdouglass:
Can you do that now? I thought the 50% upgrade thing prevented you from doing that...

<HR></BLOCKQUOTE>

you have to create an intermediate starbase for the first retrofit.

Claymore March 1st, 2001 12:17 AM

Re: Ringworld/Sphere World
 
OK....so why build a ring world ? what is so special that it would motivate you to build one ?

Sinapus March 1st, 2001 12:37 AM

Re: Ringworld/Sphere World
 
Why build a ringworld?

Um... because you can? http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

telekrtal March 1st, 2001 01:33 AM

Re: Ringworld/Sphere World
 
quote: "OK....so why build a ring world ? what is so special that it would motivate you to build one ?"
answer: so you have enogh room for all your slaves to work in *grins evilly*


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Telek R'tal

Suicide Junkie March 1st, 2001 02:11 AM

Re: Ringworld/Sphere World
 
Well, you do have to pay 10% or so to rip out components, and pay 70-80% of the build cost of the components you put in, when you retrofit.

Retrofitting more than once means you pay an arm and a leg to do it.

------------
As for why build a sphereworld?

To get a new planet, with 200 facility spaces, and 64 billion people capacity!

alasyr March 1st, 2001 01:51 PM

Re: Ringworld/Sphere World
 
If you are adding (reaping) components which total resources doesn't exceed the 1/3 of current value design you are actually paying less (20% less at least) than you would by building the damn thing.The only retrofit that cost more than buid is the Last one as the RW(SW) placement, cable and plating components cost 3*100K, 3*50K respectively which is quite more than 1/3 of Last design.

rdouglass March 1st, 2001 03:16 PM

Re: Ringworld/Sphere World
 
OK Why build a RW? Resources man!!!

I'm currently playing a game where I have Religious trait (Talismans are COOL - you never miss with direct fire weapons!!!) and 2 RW's. On the RW's I have a Space Port, ShipYard, Nature Shrine (increase all values of planet 3% per year), Time Shrine (increase production by 15%), Robotoid Factory, and Monolith III's. Each Rw is putting out OVER 200K each of resources!!! That is enough right now to support a LOT of ships and fleets. Now I'm converting most of my other smaller planets (medium size and smaller) to ShipYards. Man, I can put together a pretty substantial fleet in about 4 turns without having to worry at all about resources...

Thats why I build RW's....

Spyder March 1st, 2001 04:09 PM

Re: Ringworld/Sphere World
 
Well, in a highly competitive game that is Lasting a long time, I can see where the extra population & resources can help. However, against the game's AI, by the time you build an artificial planet, you should have already won.

We discussed this in an earlier topic when I asked the same question http://www.shrapnelgames.com/ubb/images/icons/icon7.gif



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Spyder, Chairman of the Arachnid Consortium

Suicide Junkie March 1st, 2001 05:44 PM

Re: Ringworld/Sphere World
 
Ah, but when you are retrofitting, to get around the 50% increase limitation, you must retrofit multiple times.

As soon as you do the second retrofit, you've spent more resources than it would cost to build it directly.

Even if you retrofit from Plating or somesuch directly to Placement, you must pay full price for the Plating, and then a whole bunch more to remove the Plating, and even more to add the Placement generator.

You pay tons of resources to speed-build.

Drake March 1st, 2001 07:56 PM

Re: Ringworld/Sphere World
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by rdouglass:
I'm currently playing a game where I have Religious trait (Talismans are COOL - you never miss with direct fire weapons!!!) and 2 RW's. On the RW's I have a Space Port, ShipYard, Nature Shrine (increase all values of planet 3% per year), Time Shrine (increase production by 15%), Robotoid Factory, and Monolith III's. Each Rw is putting out OVER 200K each of resources!!!<HR></BLOCKQUOTE>

In my game for the TG contest, I only had time to build about 50 facilities on my ringworlds, and ended up with about 380K each. Don't bother with time shrines, use system robotoid facilities instead (30% bonus instead of 15%), and don't put that on the ringworld itself, use a support planet that's tiny for all system effects! You're wasting space by putting system effects on a bigger planet, unless you need to for defense purposes. Also, instead of waiting for the nature shrine to do its work, put multiple value improvement facilities on the ringworld until it hits 250%, then scrap the facilities and just put Monolith IIIs on them. The nature shrine is good for early cheap improvement, but if you're building ringworlds, you should have the tech and resources to go with improvement facilities instead.

Under the correct racial settings, you can get over 1 million production per resource on a full ringworld, and 2 million on the sphereworlds. If you don't believe me, here's the math, using a race with advanced storage.

118 (facilities) * 900 resources * 2.5 (value) * 1.3 (planet robotoid) * 1.3 (system robotoid) * 2.4 (100% population + 20% happiness + 20% racial bonuses) = 1,076,868

The 118 assumes two facilities are for the spaceyard and planetary robotoid factory.

Switching to 238 for a sphereworld nets you 2,171,988 in each resource.

alasyr March 1st, 2001 08:51 PM

Re: Ringworld/Sphere World
 
My calculation using intermidiate designs for retrofiting (design total costs start = 21470 -&gt; 32200 -&gt; 48300 -&gt; 72450 -&gt; 108670 -&gt; 163000 = final)
for cable & plating base use 201471 while built the normal way it would cost 163000 making it 38471 more expensive but 2-3 times faster.Designs and components are in attached spreadsheet.Only the Last retrofit is cost ineffective.



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