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				 Re: Trying to figure this out... 
 Space Yard Expansions are very simple to implement. There are several methods, depending on preference.
 
 The easiest, which I strongly discourage you from using, is to add a facility
 with no abilities and the same family number as an existing Space Yard facility.
 It must be "less advanced," meaning that it should have a lower roman numeral
 (such as 0). After building this facility, you can then upgrade it to a Space
 Yard. Keep in mind that the cost of an upgrade (with stock upgrade cost
 settings) is one half that of building a facility directly, so this method could
 very easily allow you to build space yards far more quickly than normal,
 depending on how much the base facility costs.
 
 A better method is to have normal Space Yards and a new type of facility, the
 Space Yard Expansion. A Space Yard Expansion should provide a small, incremental
 amount of construction, such as one tenth of that of a normal space yard. Exact
 values are up to the modder's discretion, of course. To implement this, you need
 to add two new facilities, with a new, unused family number. Do not make these
 have the same family number as normal space yards. The components can be called
 "Space Yard Expansion Project" and "Space Yard Expansion." The Space Yard
 Expansion Project will have no abilities. It is meant as the facility you build,
 then upgrade to the Space Yard Expansion facility. Give the Space Yard Expansion
 Project a roman numeral value of 0. The Space Yard Expansion facilities should
 have roman numerals of 1 or greater. Make sure to place the Space Yard Expansion
 Project after the Space Yard Expansion facilities in Facilities.txt. This will
 cause SEIV to display them as the only facility in the family when obsolete
 facilities are hidden. You never want to build the Space Yard Expansion
 directly, so this makes it much easier to use the system (no need to show
 obsolete facilities to build the Project facility first). In this sort of
 system, you would first build a normal space yard, then start with the
 expansions.
 
 Another method is similar to the second, except that you have 3 different
 families of Space Yard Expansions, one for each resource. It is set up in much
 the same way. Make sure to _never_ set a space yard ability value to 0. If the
 space yard rate of a planet is 0 (and it is not rioting), an unlimited number of
 resources will be put into construction projects, allowing 1 turn builds of
 anything (assuming all resource rates are 0).
 
 A final method would be to have no normal space yards. All space yards have
 small, incremental build values, much like Space Yard Expansion outlined above.
 You would build them in the same manner as a Space Yard Expansion, though it
 might be better to call them "Industrial Facilities" or something of that
 nature, since they are not really expansions anymore. This method changes
 construction rate to be more gradual. You might wish to lower the base
 construction rate without any facilities if you choose to implement this method.
 Otherwise, you could quite easily see construction rates drop from 2000 to 200
 after building the first facility (assuming 200 is the value you chose).
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