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  #1  
Old February 22nd, 2001, 02:01 AM

alasyr alasyr is offline
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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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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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  #3  
Old February 21st, 2001, 03:26 PM

Spyder Spyder is offline
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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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Old February 21st, 2001, 07:40 PM

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Default Re: Building New Planets

Hmmm....you need 2,619,999 research points (minimum) to attain the ability to make RingWorlds (500,000 for Starbase, 103,333 for Ship Construction, 2,016,666 for RingWorld Generator).

4,966,666 more to make SphereWorlds.

You start the game with 25,000 free points, one planet with a dozen or so Research I buildings.

It seems to me that there would be much more important areas of research early in the game. Things like improved mineral production, improved research, weapons research & Intelligence after meeting your first enemy....I don't see (and maybe I need to play more) how you can get here and still have a need for an artificial planet. If you DID rush here and still had a viable empire, it seems to me that you'd have PLENTY of regular planets to develop without having a need for an artificial one.
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Old February 21st, 2001, 08:36 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Building New Planets

The main reason I'M building a ringworld is because I can. And they're cool. A sphereworld is an even cooler idea. Why would you need a better reason? If the only reason you're playing is to beat up on a human or on a bunch of AI's, ignore ringworlds and sphereworlds.

HOWEVER. (The rest of this post may sound a little harsh, but it's not intended to be. Please just take it as educational in nature.) I want to point out that most of the research required to get to the ringworld/sphereworld tech is useful in its own right. If you want to finish the game with no ship bigger than a Light Cruiser, no base bigger than a Space Station, and no Stellar Manipulation techs (or just the create/destroy storms, create/destroy planets, warp point closers and lower-level warp point openers), feel free. If you want to take it to the extreme, don't research any of the ship size tech levels, base size tech levels, or stellar manipulation tech levels at all.

As for me, I researched most of the required stuff anyway, and getting to the ringworld components was just one more tech level in Stellar Manipulation. One that also includes the Sun Creation component. And getting the Sphereworld component also gets you the Black Hole creator/destroyer, the sun destroyer, and nebula creator/destroyers.

So, in summary, you're getting more than just a Ringworld for those 2,619,999 research points. You're also getting Frigates, Destroyers, Light Cruisers, Cruisers, Base Stations, Starbases, and a slew of Stellar Manipulation techs, some of which might even help you beat up on the AI.
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Old February 21st, 2001, 10:46 PM

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Default Re: Building New Planets

Well, I tend to be highly competitive and an optimizer. My strategies tend to be research, development & retaliation. I research heavily, colonize & develop as many planets as I can until someone declares war on me, then I wipe them out. Repeat until done For the purposes of winning the game as quickly as you can, the artificial worlds, the recycling stuff and some of the other technologies just don't seem to meet the mission requirements.
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