![]() |
Is starbase design with all resources equal possible ?
Is it possible to design a starbase which will have all of resources
used for making it equaly present (ie. minerals=organics=radioactives=5000) or at least near that.Idea is to use such a design as a base for retofit as it would give you maximum total resource value for time spent constructing it. |
Re: Is starbase design with all resources equal possible ?
I'm not sure why you would want to build a starbase that costs exactly the same number of all three resources. But here is some info on that anyways. In general, this is extremely hard to do. Most components use far more minerals than anything else--with the exception of Organic Technology which uses predominantly Organics. Except for organic tech, many components use *some* radioactives but nowhere close to as many as minerals.
Stellar Manipulation components are unique, however, in that they require an equal amount of all three resource types. If, for some reason, you wanted to spend as close as possible the same number of each resource type, your best bet would be to build a starbase with Stellar Manipulation Components on it. You would still spend more minerals because of the vehicle control components on the starbase. But at 50KT across the board for the average SM component, the design will be pretty well balanced. By the way... if you are asking this question in the context of the TwinGalaxies tournament, let me know, and I'll tell you the cheapest way to build a StarBase (gleaned from the teachings of the beneficent guru Drake, of course...) |
Re: Is starbase design with all resources equal possible ?
You could minimize the higher mineral effect from the hull by sticking on enough organic weapons/armor to balance the minerals. Then you'd only lack a small amount of energy.
Raynor, the reason why you'd do this is because the shipyards build a certain amount of each resource per turn,, 1500 at start. So if you are building those Last few turns due to the higher minerals, that's 3,000 resources per turn (from org and rad combined) you're not adding to your ship design. Since refitting counts total resource cost of the original against the total of the desired design, the fastest way to retprofit up involves a balanced resource design at the beginning. Hmm that may have been worded poorly, but I think you should be able to figure out what I'm trying to say. ------------------ Compete in the Space Empires IV World Championship at www.twingalaxies.com. |
Re: Is starbase design with all resources equal possible ?
Nyx
that's is exactly the reason I'm asking.The retrofit is based on total resource value so the more total resources is put in first design the less time is spent on getting the desired amount as SY could produce up to 3 times the rate this way. .More particular goal is getting RWs as fast and as cheap therefore as soon and as many as possible.I figured that organic armor can equalize it for organics, but radioacives are always paired wit minerals (best ratio mineral:radioactives I found was 1:1, but cheapest achievable, tech. wise is 4:3). |
Re: Is starbase design with all resources equal possible ?
Yeah since the yard has the capability of producing with 1500 of each material it makes sense to use all three in your design, it doesn't change the build rate just the cost.
|
All times are GMT -4. The time now is 03:04 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.