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  #1  
Old December 5th, 2002, 05:59 PM
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Default Re: Proportions 2.5.2 mini-patch feature preview

Quote:
"What is to stop me from building a normal BSY on site, then retrofitting it to a BSY with high organics rate, and building the colony ship there? "

If the organics cost is different enough, that will stop it..
Wouldn't stop me.
You do realize that it is the TOTAL cost that has to be no more than 50% greater, not individual resource costs, right?

A 10000/100/2000 cost spaceyard can be retrofit to a 5000/8000/2000 cost spaceyard, no problem.
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Old December 5th, 2002, 07:31 PM

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Default Re: Proportions 2.5.2 mini-patch feature preview

"A 10000/100/2000 cost spaceyard can be retrofit to a 5000/8000/2000 cost spaceyard, no problem."

One turn per retrofit and suddenly you're looking at times longer than it would take normally (Keep in mind I only play in simultanious)

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Old December 5th, 2002, 07:40 PM
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Default Re: Proportions 2.5.2 mini-patch feature preview

Yes, in one turn.

#1: $12.1k (10k +100 +2k)
#2: $15k (5k +8k +2k)

Total difference = 124%
Which is less than 150%, so you CAN do it.
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Old December 5th, 2002, 08:00 PM

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Default Re: Proportions 2.5.2 mini-patch feature preview

Speaking of which, explain why the other costs went down again? IIRC he was talking about just raising the organics cost.

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Old December 5th, 2002, 09:57 PM
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Default Re: Proportions 2.5.2 mini-patch feature preview

He was showing an extreme example where the organics cost of #2 is 80 times that of #1.

[ December 05, 2002, 19:58: Message edited by: Imperator Fyron ]
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Old December 5th, 2002, 10:39 PM
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Default Re: Proportions 2.5.2 mini-patch feature preview

Quote:
Originally posted by Imperator Fyron:
I think PvK missed my post...
Yes, we were composing at the same time.
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Old December 5th, 2002, 10:54 PM
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Default Re: Proportions 2.5.2 mini-patch feature preview

I.F. makes a very good point about the retrofit loophole, I think. You guys talked me out of doing that change for 2.5.3 anyway, because of the existing PBW games that are so far along, so that change won't appear till 3.0.

However, I do have a solution, I think. Move all the high organic construction base abilities to vehicle abilities of a new type of base: the Major Construction Yard (better names, anyone?). Since you cannot change vehicle when retrofitting, you'll have to build it, and of course it will have a fairly large organics cost. I'll tinker with the other organics costs for 3.0 too, so for instance, you won't be able to built large amounts of infantry without one of these, and so on.

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