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December 10th, 2002, 06:51 PM
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Corporal
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Join Date: Dec 2002
Location: Belmont, CA
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Emergency Build problem
I don't know if this is a bug or something I just don't undertand. At one of my bases, I set it to emergency build to get a ship done. A few turns later, when I go to turn it off, the whole buttone gets grayed out, and my ships get built at a ridiculously low rate (i.e., takes 20 turns, when it takes 4 turns everywhere else). Is this some kind of penalty for doing an emergency build, and does it go away?
A side note, my empire is now a big, bloated bankrupt bureaucracy. I can fix the problem by scrapping several of my good ships, but I don't want to do too much of that. I'm mining three different asteroid sectors with satellites like crazy, but I'm still short on minerals. I'd like to wipe out my enemies right now, but I can't afford it! Not really a question, I can fix this, but I suppose resource shortfalls must have been a problem for others just starting the game like myself.
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December 10th, 2002, 07:12 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Emergency Build problem
For every turn you spend on Emergency Build (150% rate) you must spend one turn on Slow Build (25% rate)
Once the slow-build time is up, your SY returns to normal.
As for resource shortages, you can mothball some ships and bases that you don't need, and replace some research facilities with miners.
For longer-term economy building, you can place Value improvement facilities on your planets (planet utilization tech 4,5 and 6)
Value improvement fully stacks, so two facilities increase value at twice the rate as one.
Also long-term, is atmosphere converters. (planet utilization 7,8 and 9)
When placed on domed worlds, they will change the atmosphere to remove the dome and give you 5x more facility slots.
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December 10th, 2002, 07:18 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Emergency Build problem
Try to remember, with the default of 25% maintenance ...
With every ship you build, think ..."In four turns, I will automatically pay for another one."
Look around, do you really need that many ships?
If so, you need more colonies. Hey, you're a Galactic Despot (click here) -- why do the others still have planets?
Also, emergency build inceases build rate, and also increase resource consumption. When you shut it off and go slow, you will consume less resources. You could also put a queue on hold, and save all resources.
[ December 10, 2002, 17:29: Message edited by: Arkcon ]
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December 10th, 2002, 07:26 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Emergency Build problem
The maintenance is a killer.
How many points did you put into maintenance reduction?
If you cranked your maint. redux. to +20% (the maximum effective amount), you will pay only 1/5th of the normal maintenance costs (5% of build price per turn)
If you actually took a negative on maintenance redux, Doom on You.
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December 10th, 2002, 07:35 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: Emergency Build problem
Quote:
Originally posted by Suicide Junkie:
If you cranked your maint. redux. to +20% (the maximum effective amount), you will pay only 1/5th of the normal maintenance costs (5% of build price per turn)
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20 % maintenance reduction decreases maintenance cost by 80%????
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December 10th, 2002, 07:39 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Emergency Build problem
Quote:
Originally posted by Ruatha:
quote: Originally posted by Suicide Junkie:
If you cranked your maint. redux. to +20% (the maximum effective amount), you will pay only 1/5th of the normal maintenance costs (5% of build price per turn)
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20 % maintenance reduction decreases maintenance cost by 80%???? It sure does:
25%-20% = 5% / 25% = 20%
A savings of 80% per ship. Nice isn't it?
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