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  #1  
Old March 10th, 2005, 02:41 PM
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Default Re: Opening Warp holes

Quote:
Smolf said:
Can any of you tell me the number of possible facilities, cargo space, population limits on RW and SW? I'm a little curious because it's a big investment in resources to create these worlds and I'm not sure it's worth it?
Ringworlds have 100 facility spaces, 32000 max population, and 64000 cargo space. Sphereworlds have double that amount for each of these. If you took the Advanced Storage racial trait, that adds 20% to all three of these numbers. If you somehow acquire a ring/sphereworld with the wrong breathers on it, that only cuts the numbers in half. Ring/sphereworlds have the type and atmosphere of the race that created them, and start with optimal conditions and 150% for all three values.

Quote:
Smolf said:
Do any of you use stellar manipulation or do you instead go for total conquest? I'm playing against a friend by email and one of the victory conditions is having a 300% better score than him. So will I get more points by expanding/conquering or by improving my "infrastructure" with new planets? I haven't found a post, which describes how your score are measured, so I'm not sure what to do.
From the stickied FAQ thread, "Score is calculated as follows: Every point of minerals, organics, and radioactives, generated counts as one score point. Every point of research and intelligence generated counts as one score point. Each kt of your ships and bases counts as 10 points. Each level of researched techs counts for 200 points. No points for units/pop/colonies/systems. (Ruatha) Mothballed ships don't count to score."

I'd say do both. You should always try to have a military about as large as you can support, and it would be a waste to not use it. Meanwhile, planet creators and destroyers don't cost all that much to maintain compared to a few good warships, and their long-term benefits are extremely good. Ringworlds cost a bit more to make, but if you can spare the resources from your war effort, they can be worth it in the long run.
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Old March 10th, 2005, 03:05 PM
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Default Re: Opening Warp holes

Aw, no points for my 2000+ units? Probally more by now...
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Old March 10th, 2005, 05:57 PM

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Default Re: Opening Warp holes

Quote:
douglas said:
I'd say do both. You should always try to have a military about as large as you can support, and it would be a waste to not use it. Meanwhile, planet creators and destroyers don't cost all that much to maintain compared to a few good warships, and their long-term benefits are extremely good. Ringworlds cost a bit more to make, but if you can spare the resources from your war effort, they can be worth it in the long run.
One related question about the planet destroyers. The description says that the component is destroyed when used. Is it possible to repair it or do I have to retrofit my ship? It seems too easy/simple if I can just repair it.
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Old March 10th, 2005, 06:08 PM

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Default Re: Opening Warp holes

The weird thing about creating planets to me (aside from the WHOLE darn concept) is that the resulting planet has the same min/org/rad percentages as the asteroid. I would think it should be random or worse, until you get to a pretty high level of stellar manip so you can have stellar manip that makes sure, somehow, that it moves the juicy bits to the surface of the newly made planet.
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Old March 10th, 2005, 06:08 PM
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Default Re: Opening Warp holes

Destroyed components can indeed be repaired. "Destroyed" is the same as "damaged" as far as a component goes.
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Old March 13th, 2005, 02:34 AM
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Default Re: Opening Warp holes

Yes.
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Old March 10th, 2005, 06:09 PM

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Default Re: Opening Warp holes

Yes, you can repair that when used. And use again, and again, and...
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Old March 10th, 2005, 06:21 PM

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Default Re: Opening Warp holes

Hmm... so if I build a repair ship and base it in an asteroide field then I could create/destroy planets with the appropriate technology until I'm satisfied with planet type etc?
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Old March 10th, 2005, 06:23 PM

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Default Re: Opening Warp holes

Quote:
Smolf said:
Hmm... so if I build a repair ship and base it in an asteroide field then I could create/destroy planets with the appropriate technology until I'm satisfied with planet type etc?
Hey, that sounds like a neat trick. I'm usually trying to colonize new planets as fast as I can, hadn't thought about demolishing and rebuilding until I found the one I liked best...I bet you could even do it in one turn, so long as you gave the demolish order before the build order...
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Old March 10th, 2005, 06:28 PM
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Default Re: Opening Warp holes

You might want to have the planet creation ship move a sector away, then back before creating the planet.

Unfortunately, I do not think simultaneous movement games let you issue the create planet order unless your ship is orbiting an asteroid. If there are two asteroids in the system, have the planet creator always end its turn on a nearby asteroid. Have the planet destroyer orbiting the world you are trying to optimize. Order it to destroy planet. Order the planet creator to move to that sector, create planet, then move back to the asteroid it started on. Works best if you have quantum reactors or a lot of solar sails, since you will be using a ton of supplies...
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