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  #11  
Old July 5th, 2002, 03:13 PM
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Default Re: if facility were cities

The remote miners decrease the value by 1% each turn.

If the planet has 2% value, it becomes 1%.
If the planet has 250% value, it becomes 249%.

This deduction only applies once per ship (not per miner component), and only to the resource(s) being mined.
So, Build miners with the maximum number of mining components, and specialize your miners into one type only.
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  #12  
Old July 5th, 2002, 03:54 PM

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Default Re: if facility were cities

hmm, and i suppose you can't put the Planet - Change Minerals Value ability on a component, to keep the value stable at 100%?
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  #13  
Old July 5th, 2002, 04:23 PM
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Default Re: if facility were cities

Quote:
Originally posted by Lemmy:
hmm, and i suppose you can't put the Planet - Change Minerals Value ability on a component, to keep the value stable at 100%?
Nope, that ability only works for facilities, not components.

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  #14  
Old July 6th, 2002, 12:25 AM
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Default Re: if facility were cities

Quote:
i suppose you can't put the Planet - Change Minerals Value ability on a component, to keep the value stable at 100%
But there is an entry in Settings.txt to turn off the depletion.
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  #15  
Old July 14th, 2002, 11:17 PM
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Default Re: if facility were cities

Hmm a little OT but perhaps rather then make other things cities why not Facilities Cities?
i imagine we would designate them like this:

City
Military Base
Intel Base
Fleetyards
Capital

So whaddaya think?
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  #16  
Old July 15th, 2002, 01:06 AM
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Default Re: if facility were cities

See Proportions mod for city facilities of various descriptions and other facilities that combine various amounts and types of abilities in one facility, for a considerable price, time to build, and with research requirements.

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