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August 3rd, 2003, 02:10 AM
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Shrapnel Fanatic
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Re: New Mod - "Economies of Scale"
ok, now it makes much more sense.
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August 3rd, 2003, 08:05 AM
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Colonel
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Re: New Mod - "Economies of Scale"
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August 3rd, 2003, 07:41 PM
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Shrapnel Fanatic
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Re: New Mod - "Economies of Scale"
Those 25 destroyers cost a lot more to maintain than one Battleship though.
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August 3rd, 2003, 11:36 PM
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General
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Re: New Mod - "Economies of Scale"
I did think about it some more, and the squared vs. square root does seem a bit excessive, so now the build costs only follow a 1.5 power progression - in the end, that means a starbase costs about 1/4 of what it did in previous Versions of the mod. Happy now Taera? 
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August 4th, 2003, 10:45 AM
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Colonel
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Re: New Mod - "Economies of Scale"
 sure  i might even play it... how smart is the AI for it?
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August 4th, 2003, 03:54 PM
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Colonel
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Re: New Mod - "Economies of Scale"
That sounds great Ed. I don't think you should mess with the mothballing cost. The way it works now reaches that level of 'realism' that you were going after and I don't think the mothballed Armada of LC is going to break it.
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August 4th, 2003, 04:24 PM
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National Security Advisor
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Re: New Mod - "Economies of Scale"
Quote:
Originally posted by Taera:
sure i might even play it... how smart is the AI for it?
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With no testing to back it up I would guess the AI would do allright. They might get tied up building some expensive ship designs, but the lower per Kt maintenance should help them out long term. The biggest effect will be they won't be able to react to changing situations in the game, but they don't really do that anyway.
Maybe move the space yards up in the AI research que to help clear up those long wait times for the ships being built.
Geoschmo
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