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  #1  
Old February 20th, 2001, 09:01 PM
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geoschmo geoschmo is offline
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Default Re: Building New Planets

quote:
Thanks, I'm interested to see if this works. But won't it cost more than building them normally? Sure you only pay 80% at each step, but you pay 80% several times. Even if you only retrofit once you're paying 50% (original design that gets upgraded)+ 80%(cost of SB with cable or plate) = 130% total. Add in all the extra steps and it appears a lot more expensive. Very fast, but very expensive.


Nyx, where are you getting the 50% in your figuring here.

When I read Alaysr's post the first thing I thought was what you thought, fast, but more expensive. But I checked out his math and it is correct. Each time you retrofit you only pay 80% of the DIFFERENCE between the two designs. In other words, the sum of all your steps is less than the total would be.

Also, a SB is big enough to hold a ringworld component and a repair bay, but not a Space yard. Keep in mind that the actual work of the retrofit can be done by a repair bay, but you have to have a space yard present to start it. You could design your early steps with space yards and repair bays and not take the space yard out until the Last step. That would work.

Keen insight Alasyr, or Drake or whoever noticed the 80% thing. I had been going on the asumption that retrofit was more expensive than that. Had never bothered to test it before.

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  #2  
Old February 21st, 2001, 05:02 AM

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Default Re: Building New Planets

With master computers you can fit the spaceyard and ringworld comp on the SB.

On mine I set up a progression of ships to use refit. I set up all of my progressions with the spaceyard. That way it can keep building a new SB while it is being retrofitted itself.

I used the same basic bases and decide at the end if it was becoming a plate or cable at step 6 or to go to step 8 to become a RW component.

I also noticed that you can build the ringworld with all Stellar manip components destroyed. However for the contest I waited the turn to let them be repaired.

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  #3  
Old February 21st, 2001, 11:00 AM

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Default Re: Building New Planets

I took a look at retrofit number for smaller ships and from the retrofit cost is seems that adding new item in design cost 75% (number that Drake suggested was 70%) and removing item from desingn cost 10% of item value.For retrofit you pay max.
10% of 2/3 value of a new design (it's actually value of current design) and 75% of 1/3 of a new design (difference in resources between designs) resulting in 6.66%+25%=31.66% of a new design which is by 1/3 (33.33%) richer in resources than design it derivates from.So in worst case you save 1.66%.
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  #4  
Old February 22nd, 2001, 02:01 AM

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Default Re: Building New Planets

Well it seems that retrofit cost for new component in setting.txt is 70%.But retrofit than must be affected with some racial characteristics.Two of those come to my mind Repair and Mantenance.Repair is my bet because I had that at 50% now and it seems that for every 10% decrease retrofit cost goes up 5%.Maintenace does not seem valid candidate because my race have 90% plus 2% for engineers.This suggest a possibility that with an increase in repair (over 100%) retrofit might be cheaper.Also I think tha repair affect the number of components repaired by repair bays and SYs in a way that actual number of repairs per turn is percent of nominal number of comp. repairable, percent being repair value.
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  #5  
Old February 22nd, 2001, 02:19 AM

alasyr alasyr is offline
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Default Re: Building New Planets

RDouglass

The basic idea is to make all designs with space yard or repair bay component as components need to be repaired afterward.For the design of first base is important that it has as balanced resources as possible.The more balaced those less time is needed to build them as they reach required value faster.The good components for this design are viruses (500 Min., 500 Rad.) and organic armor (70-130 Org).
For other designs you can just fill them with master computers (4000 Min, 1000 Org and 1000 Rad) and/or wiruses (500 Min, 500 Rad) or any other component with high (total resouces)/size ratio taking out components from previous design when you need more space.


[This message has been edited by alasyr (edited 21 February 2001).]
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Old February 21st, 2001, 03:26 PM

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Default Re: Building New Planets

Alrighty.....

I built a RingWorld Last night. I used 7 construction ships. It took 54 turns (WITH a racial production bonus of 25%) to produce the Space Station with the RingWorld Generator. The other Space Stations were built much more quickly.

As a side note to support my statements below, in the time it took (54 turns) to build the RingWorld, I had completely destroyed my primary competition through Crew Insurrection, Political Puppet Parties, & Resource Appropriation. I didn't even do any other building or combat...I just clicked the mouse 108 times (God, I hate confirmation boxes).

I have to admit that a world that is 5x a Huge Gas Giant is nice, but, at that late point in the game it is irrelevant. This game was my first complete game which was played with fairly easy settings: Few Opponents, Wormholes anywhere, Not all systems Connected, Huge Galaxy, No AI bonus...all else medium or normal.

I met an opponent fairly early, but, I had researched Wormhole makers/killers early and after awhile I closed off his access to me so that I could finish developing the systems I had. After awhile, because I killed his wormhole and separated one of his systems from the others (Evil Grin), he declared war on me and I took over that system and then destroyed him with Intelligence (he eventually surrendered) while I developed planets.



[This message has been edited by Spyder (edited 21 February 2001).]
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Old February 21st, 2001, 03:56 PM

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Default Re: Building New Planets

Spyder

It doesn't have to be that late in a game to have these babies up and running.If is not just a huge amount of facilities that is impressive about RWs and SWs but also the fact that they start with 150% value and therefore can very effectivly boost your economy (to bulid more RWs and SWs)if combined with monolith (lies on the same tech. line as RW, ultimate in resource production).
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