
October 8th, 2002, 10:47 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Is Emergency Build useless?
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Originally posted by Captain Kwok:
Fyron - did you not notice that I posted my stolen tactic of building 5 spaceyards using EB? I believe that is one of your secrets to success...that...and hacking the game files.
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Actually... I build 3 BSYs per HW, not 5. 5 is too many, and I often find that I can't afford to pay for all of them.
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Originally posted by geoschmo:
Basically though to take advantage of this fast early expansion you have to do some things before the game. For one thing you have to spend some racial points raising your construction rate. I figured it out and it requires something like 32%. You can get 5 from picking the engineer culture, but you will need to get the other 28 from either the hardy industrialists and a little added to your construction characteristic, or adding a lot to your construction characteristic only.
Without doing this you cannnot get colony ships on one turn, even on emergency. IIRC the emergency used to be 175% or maybe even 200, and you could get a colony ship in one turn without going so heavy into construction on your racial setup.
Without this you only get your colony ships in two turns, and that means you are only getting 5 colony ships the first year, instead of ten. Does this change the equation do you think?
Geoschmo
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Geo, Hardy Industrialists + 120 Construction Aptitude (or 122, if you take Berzerkers) is one of the most useful traits in the game. I usually research Propulsion 2 on turn 1, because it lowers the cost of a Colony Ship from 4850 to 4750 minerals. That means an entire turn less for those BSYs that get a build rate of 1200.
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