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  #1  
Old April 25th, 2001, 08:06 PM

serpwidgets serpwidgets is offline
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Default Re: Specific facilities, what do they do?

Kewl, thanks for the quick answers!

BTW I do make sure to keep non-breathers off those worlds, and I'm glad to hear that the AC should work for my other people. My population is humungous at this point, as I have about 6 jam-packed huge breathables (plus a few large/med/small breathables) in only 4 systems. It's freaky when you're doing a cargo swap and all of a sudden your population is 7000 out of 500 o_0 so I make it a point to avoid that.
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Old April 25th, 2001, 08:42 PM

Nitram Draw Nitram Draw is offline
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Default Re: Specific facilities, what do they do?

I think as long as the majority breathes the atmosphere you should be ok. Also I think once you build facilities it doesn't matter what the majority breathes, I don't think you lose the facilities. I captured some planets from a race that had the Advanced Storage trait and they had 30 facilities on a huge planet. I scrapped one to build a shipyard and it wouldn't let me build it because the planet was at max facilities but it let me keep the other extra facilities.
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  #3  
Old April 26th, 2001, 06:29 AM
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Default Re: Specific facilities, what do they do?

quote:
Well, you only get 50% of your minerals converted, the rest are wasted during the conVersion process.

Better to trade with an AI one-for-one.


Once in a while, an AI will refuse a trade, though, sometimes because they can't afford to give you as much as you asked for.



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Old April 26th, 2001, 11:14 AM

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Default Re: Specific facilities, what do they do?

quote:
Originally posted by suicide_junkie:

Well, you only get 50% of your minerals converted
...



you can get 70% conVersion if you research resource manipulation


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  #5  
Old April 26th, 2001, 12:02 PM
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Default Re: Specific facilities, what do they do?

quote:
Originally posted by LemmyM:
you can get 70% conVersion if you research resource manipulation




Yes, one Converter III per empire and Monolith Facilities on every high-value planet, maybe a value improvement plant and you will hardly ever be lack of resources.

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Old April 27th, 2001, 11:01 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Specific facilities, what do they do?

quote:
Originally posted by serpwidgets:
4- Repair. Is it just my imagination, or is repairing stuff free? I've been sitting a warp point opener on my home system and making a nice spider web of warp points to all my systems and it doesn't seem to cost anything every turn when it's repaired. Not that this is good or bad, but I just wanted to figure out if I should be calculating that into the costs of everything I'm doing every turn.


Since no one else completely answered this one; yes, repairs are free, but you can only repair a certain number of components per turn. A repair bonus means you repair more components per turn (especially useful for retrofits, obviously). BTW - you can repair multiple ships per turn with one repair bay/shipyard. So a repair bay that can repair (for example) five components per turn can repair one component on each of five ships per turn, or five components on one ship, or any other combo that adds to five.
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  #7  
Old April 27th, 2001, 11:27 PM

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Default Re: Specific facilities, what do they do?

quote:
Originally posted by DirectorTsaarx:
Since no one else completely answered this one; yes, repairs are free, but you can only repair a certain number of components per turn. A repair bonus means you repair more components per turn (especially useful for retrofits, obviously). BTW - you can repair multiple ships per turn with one repair bay/shipyard. So a repair bay that can repair (for example) five components per turn can repair one component on each of five ships per turn, or five components on one ship, or any other combo that adds to five.


And the repair penalties work as well. Or at least that's what I found out when I set a race to 50% capability and yes, it did indeed repair at half. Maybe someone could do that as a further handicap when playing against the AI. Refits and repairs take so much longer.

There also seems to be no way to prioritize ships. The components on a particular ship seems to get repaired in the order set on the repair priorities list, but it seems to repair one ship at a time so long as it has capacity to repair components. This isn't really a problem at my refit sites w/multiple repair bay IIIs, of course.



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