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August 16th, 2005, 11:45 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: space yards
heheheh. I meant in normal gameplay.
AIs do not generally care about design restrictions, so you can see some funky stuff with them.
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August 16th, 2005, 01:11 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: space yards
So would 2 Sy's on a planet have 2 ques, or would it build twice as fast. Or have one que and build 2 of whatever is in it. From douglas' post it sounds like ships build with a combined rate in one que, so it's just my assumption that planets do the same.
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August 16th, 2005, 01:20 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: space yards
There would be just one queue but with double the building rate etc.
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August 17th, 2005, 02:57 AM
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Lieutenant General
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Join Date: Nov 2002
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Re: space yards
Hmmm, I remember in SEIII we could put multiple space yards on the same ship. It let you build many items at once, but you couldn't combine them together to build one item fast. I hope they bring back that feature in SEV...
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August 17th, 2005, 12:59 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: space yards
In SEIV (and I presume SEV), you can get a reasonable equivalent by building spaceyard bases over your planets. You lose out on some of the construction bonuses this way though...
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August 17th, 2005, 01:08 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: space yards
Plus the maintenance costs. And in some cases ship limits come in to play. If you are modding however you can eliminate the maintenance by making base yards that only fit on one size base, using mounts or an oversized base and base yard to match, and then giving that hull reduced or eliminated maintenance. You can also increase the maximum ships to compensate for the added base yards.
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August 17th, 2005, 03:41 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: space yards
In CW's invasion game, the SYs and maintenance are close to stock.
I've got 330 BSYs, pumping like mad to spend well over a million minerals a turn, supported by a modest empire, resource conversion and trade income slightly more than what I produce locally.
The trick is to take a large racial maintenance reduction.
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