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December 29th, 2000, 06:19 AM
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Shrapnel Fanatic
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Re: Ring and Sphereworlds
I am on my 400th + turn, and I have only managed to conqure only about a 1/5th of the galaxy. I am in third place behind two AI players, and they are pounding the crap out of my colony worlds. So, I would venture to say that in my game, it is entirely likely that I will have the time to build them. And I think I shall starting in a few turns. I need to beef up my fleet, but can not do that without resources. Resources are where the SW and RW's excel.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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December 29th, 2000, 07:03 AM
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Corporal
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Re: Ring and Sphereworlds
Yeah but the ringworld costs 500K of each resource and the sphere twice that much not counting the cost of the shipyard ships or the cost of the facilites. Not to mention all the population you will have to skim off to populate them. It would take alot of production just to recover the cost and you get no bonus for production over 10B pop. So really the sphereworlds are not at all worth building over a ringworld at half the cost.
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Kagetora
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December 29th, 2000, 04:18 PM
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Major
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Re: Ring and Sphereworlds
You can alter this in "Settings.txt". Currently there are 12 breakpoints where you get increased production. The 12th is set to 200,000,000,000 (yes, 200B!) in the 1.19 Version. In the interest of making ring and sphereworlds useful, I've changed that Last breakpoint to 20B (well, technically, it starts after 19.999B, but that's the same thing really...).
I just re-checked - ringworlds allow 32B pop, and sphereworlds allow 64B. So maybe you'd want to increase the number of breakpoints and add a few more (up to, say, 60B).
Reagardless, these are the relevant lines from "Settings.txt":
Number Of Population Modifiers := 12
Pop Modifier 1 Population Amount := 99
Pop Modifier 1 Production Modifier Percent := 100
Pop Modifier 1 SY Rate Modifier Percent := 100
<snip>
Pop Modifier 11 Population Amount := 9999
Pop Modifier 11 Production Modifier Percent := 190
Pop Modifier 11 SY Rate Modifier Percent := 190
Pop Modifier 12 Population Amount := 19999
Pop Modifier 12 Production Modifier Percent := 200
Pop Modifier 12 SY Rate Modifier Percent := 200
Hope this helps make your sphereworlds worth the effort...
[This message has been edited by DirectorTsaarx (edited 29 December 2000).]
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December 29th, 2000, 06:28 PM
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Corporal
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Re: Ring and Sphereworlds
Thanks for the info very interesting. However even with your change since both the ringworlds and sphereworlds can hold over 20B I still see no reason to ever build a sphereworld. There are more facilities allowed but since you can only build one a turn and rings have 100 thus well over 100 turns to fill it up I doubt you would ever get the extra production back that a sphereworld costs. Even setting another breakpoint over 32B wouldn't help much if the bonus was only 10 percent over a ringworld.
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Kagetora
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December 29th, 2000, 06:34 PM
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Corporal
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Re: Ring and Sphereworlds
Not to mention that for the cost of a sphere you could nearly build 2 ringworlds and get the 200 percent production bonus twice instead of once. Another point however it would seem to me that in a large multiplayer game you would probably need to play with finite resources to make the game of managable length. How does finite resources effect the ring and sphereworlds?
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Kagetora
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December 29th, 2000, 07:11 PM
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Sergeant
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Re: Ring and Sphereworlds
Well, I build ringworlds as the ultimate defense against people detonating my stars. I don't give a darn about their production or population, but it's incredibly difficult to survive the reqired one round of combat against the volume of fighters and weapon platforms I can stick on a ringworld. In my games I bump into the 2000 unit in space limit a lot because I over deploy mines. And I do play against humans so stellar bombs get used. Stick satelites in orbit of the star and he just waits for the 30 turns to end, then kills the system. But with a ringworld, he's toast and my stars are safe.
I'm about to test an old strategy I used to use when my friends and I would play for points in Finite resource games: Blow up all non-huge worlds and rebuild them as huge. I'm wondering if this resets the resource limit on the world. While I'm at it, I'll test to see what the resources of ring and sphere worlds are in finite games. I'll have the data for you on Monday if no one else does it sooner (I don't have a connection over the weekend).
Also, if you're playing for points, and not just to win, sphere's are worth building.
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December 29th, 2000, 08:42 PM
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Corporal
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Re: Ring and Sphereworlds
I would be very interested in knowing about the resources. I bet in finite resource games there is a limit set for the system at the beginning of the game based on how much each planet starts with. Otherwise you could just keep blowing up planets to get more resources. If so this could make a big difference in a game in which the system the ringworld was built in had no planets of it's own before. There is a stellar manipulation shield that could be placed in a system and would stop people from blowing up your sun. This would be much cheaper than a ringworld. Of course they could still destroy the planet and thus the shield too. You could build more than one tho and they wouldn't know exactly which planet it was on in a multiplanet system. You would also have alot of response time do to their search and wasted efforts on the sun.
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Kagetora
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