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March 27th, 2003, 10:26 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Things in SEIV I never knew about....
No. Construction rates represent the maximum number of resources of each type that can be put into building and object in each turn. They do not represent a pool of construction points. Any unused rate is lost.
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March 27th, 2003, 10:46 PM
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General
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Imperator Fyron:
No. Construction rates represent the maximum number of resources of each type that can be put into building and object in each turn. They do not represent a pool of construction points. Any unused rate is lost.
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Well, though I bemoan the loss of "unsued" construction points, I'm glad to see I haven't been getting my butt whooped because I didn't know about the most advantageous way to get ships out of the queue .
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ALLIANCE, n. In international politics, the union of two thieves who have their hands so deeply inserted in each other's pocket that they cannot separately plunder a third. (Ambrose Bierce)
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March 28th, 2003, 12:09 AM
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Corporal
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Re: Things in SEIV I never knew about....
The most efficient way to make sure that your construction queues are going to be used to full capacity is to design your ships with the largest cost (typically minerals) just under a multiple of the build speed.
Lets say your spaceyards are building at 3000 per turn.
Good ship designs: 3000 (1 turn), 5900 (2 turns), 8950 (3 turns), etc
Bad ship designs: 3100 (2 turns), 6250 (3 turns), 9400 (4 turns).
I sometimes even designs variations of the same ship for different speed spaceyards.
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-MegaTrain-
Athlon 1.3 GHz running at 1.6 GHz on an iWill KK266
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March 28th, 2003, 12:14 AM
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Shrapnel Fanatic
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Re: Things in SEIV I never knew about....
Just remove a comp or two, then retrofit the ship after finished to add those comps back on.
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March 28th, 2003, 01:16 AM
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Imperator Fyron:
Just remove a comp or two, then retrofit the ship after finished to add those comps back on.
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Well, designing ships to closely match SY rates makes sense. However, without looking up retro-fitting costs, doesn't that cost more in materials (retro-fitting) than had it been built straight out of the SY?
I realize if you have the resources to throw away, it's alright but...
__________________
ALLIANCE, n. In international politics, the union of two thieves who have their hands so deeply inserted in each other's pocket that they cannot separately plunder a third. (Ambrose Bierce)
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March 28th, 2003, 01:39 AM
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Shrapnel Fanatic
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Re: Things in SEIV I never knew about....
Retro is about economics. If you can aford it, do it. This is a viable alternative to races with weak production, but extra resources per turn.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 28th, 2003, 03:11 AM
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Atrocities:
Retro is about economics. If you can aford it, do it. This is a viable alternative to races with weak production, but extra resources per turn.
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Well, that also makes sense. I guess that's another reason I get my *** kicked so often .
Also, one of the reasons the game is so good!
__________________
ALLIANCE, n. In international politics, the union of two thieves who have their hands so deeply inserted in each other's pocket that they cannot separately plunder a third. (Ambrose Bierce)
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