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Old February 19th, 2006, 03:12 PM
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Default Re: ringworlds - sphereworlds

They are just a big world. After it is built, you must colonize it and develop it like a normal world. It can hold a LOT of stuff so the time scale of the game needs to be taken into account. If a world holds 100 facilties, then it takes at least 100 turns to fill it up. Same thing with a sherewhorld and AvStTech, 240 facilties, a long time to get totally producing. There is a lot of cargo space as well, and many shipyards in orbit to fill it with cargo if you want.

Another rarely mentioned advantage is that the sun changes to a planet. Therefore no stellar type manipulations will work on it. i.e. no stellar explosions, but planet destroying would work, but would just not kill everything in the system. Watch out for multiple suns though. You must do them all to have this protection.
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Old February 19th, 2006, 04:09 PM
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Default Re: ringworlds - sphereworlds

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Parasite said:
Another rarely mentioned advantage is that the sun changes to a planet. Therefore no stellar type manipulations will work on it. i.e. no stellar explosions, but planet destroying would work, but would just not kill everything in the system. Watch out for multiple suns though. You must do them all to have this protection.
I wouldn't say it is a secondary aspect; it is at least as important as the actual facilities, in my view. I recall that Adamant 011 game where Asmala built Ringworlds like mad... wisely enough, with an attack fleet of Star Destroyers being readied.

I'm digressing again. Not only do Ringworlds protect you from Star Destroyers, but they also prevent the opponent from undoing your work. In the stock games, Planet Destroyers aren't going to destroy a Ringworld anytime soon (they only work for Huge planets and below), so you will be fine. If Planet Destroyers worked, it would be possible (at least in theory) to rebuild the star and blow it up.
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