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Old December 15th, 2005, 08:54 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Freighter Network

The main problem with stock storage facilities is not how much they store compared to the base/minimum per empire.

Their problem is that they do not store much compared to how many resources you get from an extractor.
Instead of storing a couple turns worth to spend once, you could replace that storage facility with an extractor and get more resources to spend ALL the time.

In Carrier Battles mod, I increased the storage per facility to 200k. Now it actually has a considerable benefit compared to an extractor... You can have 1000 minerals each and every turn, or you might want 200 turns worth of storage for emergency spending all at once.
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Old December 15th, 2005, 09:17 PM

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Default Re: Freighter Network

Ok, so you decided to make Storage Facilites very valuable (compared to stock) by increasing their Storage capacity by 10X. I was thinking the same thing too.

But you only answered half of my question. In my example above, I've set Storage capacity as low (at least initially) to experiment with the idea of "one turn profit" you might say. Right now in my mode, Frieghters take a little time to build (about 5 months average depending on design) and move at a limited speed. When they reach the Shipyard for scraping, I get that 110% pay which seems to boost my resources above the limit for one turn. After that, the program sets my Storage Resource limit back to the 5000 value the next turn. What I want to know is if this method is useful in a mode or is it just a waste of time/money/energy to have an extra boost of income for one turn?

What if I had a large fleet with Maintance above my extraction/trade/storage? Would this extra "one turn profit" margin be useful or a waste of time as it wouldn't help much?
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