Re: Cargo/launch bays
Heh. I did run into resource trouble in one max-tech/max-power game -- not due to ship maintenance, but because of the simultaneous construction of many, many Atmosphere Converters. Had to suddenly halt ship production (fleet was already sufficient, anyway, so not a problem) and start cranking out org/rad facilities like crazy (minerals were never a problem. IIRC, one usually starts with more mineral-producing facs than org and rad). Came within several turns of running out of those two before the trend reversed. ;-)
[ But I *did* end up with ca. 130+ planets, almost all with oxygen atmospheres by game end, for perhaps many, many turns of potential pop growth]
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-- The thing that goes bump in the night
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