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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.


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