Re: How soon to post a new mod
Forgot one semi-significant point, the movement rates on the chart are assuming you pack in the maximum number of engines possible, which may not be optimal for an attack ship. Using the lowly scout as an example, in order to get it's max speed, you have to put nothing put engines on it.
The construction rates will be pretty slow, but that's something that'll be ironed out more later. Ship construction will be much slower comparted to an unmodded game than facilities construction will. It doesn't slow the game as a whole down too much at the beginning, since for the first year or so you're waiting to build that first ship, then go explore or colonize, then wait some more, so the turns go by pretty quick. I haven't gotten beyond about 10 years or so before I've found something that really needed to be changed though, so I'm not sure about the mid-late game.
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