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September 2nd, 2002, 08:40 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: Fast construction
But early in the game it can give an edge, you will construct colony ships in 2 turns instead of 3.
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September 2nd, 2002, 09:10 PM
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Captain
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Join Date: Jan 2002
Location: Calgary, Canada
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Re: Fast construction
Quote:
Originally posted by Ruatha:
But early in the game it can give an edge, you will construct colony ships in 2 turns instead of 3.
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With all the bonuses mentioned here, you could build them in one!
All you need for 2 turn construction is a rate of 2400. Your homeworlds do that easily and if you crank construction attribute by 20%, so do all the rest. No need for any more.
Kim
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Those who can't, teach.
Those who can't teach, slag.
http://se4-gaming.net/
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September 2nd, 2002, 09:28 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Fast construction
My HWs always build colony ships in 2 turns.  Well... at least until I get SY IIIs, when they build them in 1 turn. 
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September 3rd, 2002, 03:03 AM
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Captain
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Join Date: Oct 2001
Location: Australia
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Re: Fast construction
In the Lastest PBW game I'm in, my home world is building Colony Ships at 1 per turn. Currently at round 13.
Space Yards 2 (2500) + Hardy Industrialists +25% + Huge Planet of 8000M people +90% = 5375
Space Yards 1 (2000) + Hardy Industrialists +25% + Huge Planet of 8000M people +90% = 4300
This alone makes spending the first year researching SY2 worth it.
[ September 03, 2002, 02:06: Message edited by: Baron Grazic ]
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September 3rd, 2002, 07:44 PM
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Lieutenant Colonel
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Join Date: Dec 2001
Location: Scottsdale AZ
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Re: Fast construction
A Refit Colony ship is built with only the required components (3650 minerals). Refit the engines and storage units on the next turn.
Simply boost your construction characteristics, add in a population bonus and a happiness bonus.
If you boost construction, your space yards stations are also boosted. If you can get them over 1200 they can crank out Colony Refit ships.
I my Last game I missed the one turn Refit Colony ship by a small margin. With emergency build I can build a complete colcony ship in one turn.
I did test it out first, but was unwilling to cut points else where to add to construction. I figured on building a new ship yard on a moon by the time my home world finished with emergency build year. I also expect resource shortage to hamper my construction by year 2.
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September 3rd, 2002, 08:29 PM
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Sergeant
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Join Date: Apr 2001
Location: Minneapolis, MN, USA
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Re: Fast construction
If you merely want quick initial expansion, design your race to build colonizers in one turn with Emergency build turned on. 10 Colonizers in 10 turns will get you growing fast. I frequently scrap the shipyard after 10 turns and build another mineral facility as by that time, all those startup colonies start depleting the mineral reserve.
Consider increasing shipyard rate based on what you need at wartime. You want Shipyards II and III for wartime, not for initial colonization. With these, you will probably be able to build one colonizer a turn, but at that point, you probably will not be building hoards of them anymore. What you are concerned about is how fast you can build warships compared to your enemy. Here quantity of shipyards can overcome quality of shipyards if you have the superior economy. Think of Cargo Specialists as +20% in all resource catagories (Min, Org, Rad, Intel, Research). Religous Tech III can add another 15% to resources.
If you have colonization limited by planet type or atmostsphere type, you probably do not want to waste points on rapid construction as there are better things to put them on (Propulsion Expert, Ancient Race, etc).
If you really want to build warships fast, Organic tech grants you that quite early on as you use much less in minerals on your ships. Otherwise, you can take Temporal for Temporal shipyards.
If you simply just boast your building capacity up at the expense of your economy, you probably will not have the resources to keep up.
Also keep in mind ship limits in your game. If you are likely to hit the ship limits in the mid or late game, that extra building bonus may be wasted.
I am currently in a game with a 200 ship limit. I have about 90 shipyards, most of them are on hold with base ships with one turn to go. If I loose 50 ships, I replace all of them the next turn, although they are not together. Now my shipyards take about 8 turns to build with shipyards III, but that matters little as I keep hitting the ship limit. I have cheaper dreadnaught designs that I can build in an emergency in about 5 turns. Cheaper weapon and a smaller hull, but more enginers for faster speed.
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September 4th, 2002, 01:09 AM
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Captain
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Join Date: Oct 2001
Location: Australia
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Re: Fast construction
I still can't get the handle on Temporal.
If SY had an upgrade to Temporal SY, I could see the benifit, but scaping your SY to build the Temporal Version and taking 20K mineral to do so ???
And no Temporal SY component ???
Some Temporal weapons are pretty good however.
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