
January 23rd, 2003, 03:53 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Galactic Leadership Style
Quote:
Originally posted by tbontob:
I certainly agree that if you need minerals NOW, mineral miners are the way to go. At least until you have enough minerals/organics/radioactives to build monoliths.
But the 1,000 mineral production of Mineral Miners and the 900 minerals/organics/radioactives production of monoliths can be improved upon.
I may not have the whole picture, so maybe you guys can help me.
Assuming the planetary values of minerals/organics/radioactives are each set at 100, a Mineral Miner3 should be able to produce:
Mineral miners III.............1,000 minerals
Mineral scanner III.............300 minerals
Robotoid Factory III...........300 minerals
Sys robotoid Factory III......300 minerals
Total............................1,900 mineral per facility
Since a monolith produces equal amounts of minerals, organics and radioactives, I will use the acronym MOR to denote the equal production of minerals/organics/radioactives.
Monolith III....................900 MOR
Robotoid Factory III.........270 MOR
Sys robotoid Factory III....270 MOR
Total..........................1,440 MOR per facility
Would this be accurate? Or are there other 'facilities' which will increase resource production.
I understand that racial bonuses and population bonuses will have an effect, but at this point I am just wondering if the above catches all the 'facilities' which a player can construct to increase his resourse production.
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First, I don't think the Mineral Scanner stacks with the Robotoid.
Second, yes, those are all the facilities for non-racial techs. BUT the Crystalurgy guys get some facilities the generate resources based on number of stars in the system.
But regarding the whole discussion, the math is generally right, but don't forget to figure in cost and constuction time. Example: if you want to fill a planet with Miner III's, you can build 1 every 2 turns. Yes, you can build 1 Miner II every turn and upgrade later, but let's keep it simple. In the time it takes to build 2 Monolith III's (10 turns at default constuction rate), you could have built 5 Miner III's and the first 3 have already broken even and are making a profit.
If the planet can hold 10 facilities, you can fill it with Miner III's in 20 turns and at that time all but the Last few will have turned a profit. It would take 50 turns to fill it with Monolith III's before your math comparison would be valid. That gives the Miner III planet 30 turns at full production even before the Last Monolith is completed!
Now don't get me wrong, I do use Monoliths, but I plan them properly and build them when I have the time and resources to expect the profit will work for my overall game plan.
Other things to think about:
- Miner II's can be built in 1 turn and upgraded later as discussed.
- A Resource Converter will benefit any empire and is slightly more beneficial to the Monolith, but there is a delay time till profit as discussed.
- There are ways to plan ahead for a construction bonus to make your particular plan better. Like selecting construction bonus, quickly piling on the population, making the population Jubilant quickly, etc, etc.
- Building the system-wide facility on another planet so you get the bonus in parallel with construction.
Slick.
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Slick.
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