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Old August 16th, 2005, 11:45 AM
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Default 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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Old August 16th, 2005, 01:11 PM
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Default 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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Old August 16th, 2005, 01:20 PM
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Default Re: space yards

There would be just one queue but with double the building rate etc.
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Old August 17th, 2005, 02:57 AM
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Default 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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Old August 17th, 2005, 12:59 PM
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Default 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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Old August 17th, 2005, 01:08 PM
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Default 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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Old August 17th, 2005, 03:41 PM
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Default 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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