.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old October 6th, 2002, 05:17 PM

Gryphin Gryphin is offline
BANNED USER
 
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
Gryphin is on a distinguished road
Default Re: Is Emergency Build useless?

I've been practicing using some variation of EB up through the first 10 turns. (Using FMQ 1.13).
As pointed out below it is a Risk / Expansion trade off.
So far I find I'm running out of resoursec within 5 turns. (unless I'm very lucky). By that turn I have reached Applyed Reasearch II. I put the systms on Facility Upgrade. If I get hit at that point I should have at least 3 Space Base Yards to put on EB. They can produce a Weapons Platform in 1 to 2 turns Each. 3 Frigate with early weapons will be hard pressed to survive the WPs.
(this is VS the AI set up 2 to 3 systems away)
Against humans, it could be ugly.
Reply With Quote
  #2  
Old October 6th, 2002, 05:24 PM

disabled disabled is offline
BANNED USER
 
Join Date: Jul 2000
Posts: 901
Thanks: 0
Thanked 0 Times in 0 Posts
disabled is on a distinguished road
Default Re: Is Emergency Build useless?

I've found emergency build useful for jsut quickly building some smaller ships and quickly finishing off large projects like dreadnoughts
Reply With Quote
  #3  
Old October 6th, 2002, 08:52 PM
Pax's Avatar

Pax Pax is offline
Second Lieutenant
 
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
Pax is on a distinguished road
Default Re: Is Emergency Build useless?

Quote:
Originally posted by geoschmo:
What is the differance if you build ten ships in the first 10 turns and none in the next ten, or if you build 10 ships over the first two years? I could see if it was the differeance in 10 or 20 colnies. Do you really see a decisive differance in getting the same ten colonies a few turns faster?
Presume colonisers that cost up to 3K in one or more categories.

Presume further, a 2-turn average flight time, and 2 turns to build colonisers at normal rates. At the end of 2.2 years, you can have 10 colonies, ranging in age from "just got there" to 1.6 years. You also complete your eleventh colony ship.

OR

Same average flight time; 1 turn per coloniser on EBuild. At the end of the same 2.2 years, you will have (from the first 1.0 years' building) 10 colonies, ranging in age from 1.0 to 1.9 years. You will also have 10 turns' worth of building, at 500/turn/resource. That is 5K/resource towards more ships. At 25% build, you could actually build a cost-3K coloniser in 6 more turns; with 2 years of flight time, you now have an ELEVENTH colony, age 0.4 years, at the Turn 2.2 mark. 4 more years of 25% build gives you another 2K of a twelfth coloniser; one more year gives you the rest of that coloniser, and you then have half the flight time to a new colony. The next year gives you most of a thirteenth colony ship.

Overall result: if you can put a shipyard on EBuild early, and don't suffer for lack of military shipbuilding (IOW this is easiest in a 3+ HW start), you can profit by about two colonies all told (11 colonies to 10, one en route rather than parked at the spaceyard, and about a year ahead of schedule for subsequent colonisers).

Quote:
Plus isn't the risk you run pretty substantial? What happens if an enemy race shows up about the time your homeworld heads into a 10 turn phase of slow build? You have no capacity then to throw up any sort of defenses. The enemy could attack with a couple of escorts and at the least blockade your homeworld. Wouldn't that about finish you off?

Geoschmo
That's why the first thing you should build (IMNAO*), is a Base SY. 8) While the HW frantically cranks out colonisers, the base churns out cheap explorers and satts/mines/whatever for the HW. And a beginning tech base, with SY and control components, has 50kT of hull space left -- about enough for a CSM, which provides some (small) immediate deterrent to ultra-early attacks.

* -- IMNAO = In My Newbie-Arsed Opinion

[ October 06, 2002, 19:54: Message edited by: Pax ]
__________________
-- Sean
-- GMPax

Download the Small Ships mod, v0.1b Beta 2.
Reply With Quote
  #4  
Old October 6th, 2002, 10:13 PM
Arkcon's Avatar

Arkcon Arkcon is offline
Colonel
 
Join Date: Jun 2002
Location: Connecticut
Posts: 1,518
Thanks: 0
Thanked 0 Times in 0 Posts
Arkcon is on a distinguished road
Default Re: Is Emergency Build useless?

I use emergency for thing that take more than a year to build that I only need one of, or won't need something built for that next year. Examples are:

1). large, self-repairing stellar manipulation ships - maybe that's cheezy, but I do it anyway. Seriously, if my race has advanced technologically enough to build planets or warp points, why make me wait two years for the ship? OK, no realisim responces here, I know it's for balance. But someone else thinks it would be more realistic if the process took a more time, rather than the ship building.

2). upgrades of 25 facility 1's of various types to the next level. If that's all the planet does, mine, research or Intel, I want the benefit as soon as possible. Maybe if when upgrading multiple facilities, it happened one facility at a time rather than waiting for the whole stack to upgrade, then I wouldn't use emergency.

3). Bases on warp points build by mobile shipyard. Build on emergency, turning a 0.7 yr build to 0.5 , shut off after construction, then send the 5 engine cruiser with spaceyard to the next warp point, the reduced rate time may be up by the time it reaches the next point, especially if it has to resupply (can't fleet with the base it just built anymore )

4). Ringworld component. As I mentioned in another thread, if you want to build a ringword to prevent a star from going nova, you have to use emergency build at the Last possible moment or it won't be built in time. (Please don't tell me how to tweak spaceyard rate instead, this is just an example)

Whew, that's a long post. So what have we got. The only benefits of emergency are to work around/exploit some other rules. I'd like emergency to stay, until the others were fixed. Simply put, some building is too slow to be fun. Balanced -- yes, part of the planning a good empire needs -- sure, fun -- no.

I only once built a star destroyer. I had the tech, just wanted to see the message. Anyway, I was so bored I shut off the log message and end turn confirmation. So I could press the F12 key 24 times and get it. Feh, hardly worth it.

[ October 06, 2002, 21:15: Message edited by: Arkcon ]
Reply With Quote
  #5  
Old October 6th, 2002, 10:17 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Is Emergency Build useless?

I have the SYS I send with my fleets EB extra repair bases if my fleet becomes more damaged than the repair ships can repair in a few turns. Or, I'll have them EB some more troops if a lot died in the Last invasion of a planet. Since the SYS will be moving again in a few turns anyways, they cant build anything, so the slow build time is meaningless to them.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #6  
Old October 6th, 2002, 11:32 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Is Emergency Build useless?

Other times where emergency build is useful:

* Build a base space yard, have it build something on emergency build, then mothball or scrap it, or have it build units.

* When you have many planetary yards, which you don't have enough resources to all build with at the same time, anyway.

* When there is an emergency in one area of the map (i.e., enemy invasion) and you want as much built as fast as possible, to maximize the response. (Gee, am I the first one to mention using emergency build for emergencies?)

* When something is down to 0.2 years to complete, and emergency mode will reduce it to 0.1. By cancelling emergency mode the next turn, you get 25% more production than you would have otherwise, which is also a good time to buy something cheap that you wouldn't have wanted to spend a whole turn on.

* When trying to build expensive facilities, such as important system-wide ones, which take over a year to build. The fact that one of the planetary yards will be at low production for a year thereafter is often insignifigant compared to getting that important facility working 5 or 6 turns earlier.

Etc.

PvK
Reply With Quote
  #7  
Old October 7th, 2002, 05:30 AM
LGM's Avatar

LGM LGM is offline
Sergeant
 
Join Date: Apr 2001
Location: Minneapolis, MN, USA
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
LGM is on a distinguished road
Default Re: Is Emergency Build useless?

I have several friend that I play SEIV with and the standard opening is Emergeny build 10 turns with the home world. Variation: If you have a high shipyard reate, you might buil a few escort ships at normal build for a turn or two and then go crazy building colonizers. You can use the Last couple of turns to build orbital shipyards, however, I only recommend doing that if you have no good places to send a colonizer or if you start next to a possible rival. Generally, you want your construction capability on your frontiers, not in the middle of your empire. You want to stake your claim early on, so you should not even send your first couple of colonizers to colonize in your home system, if you can help it. If you send ships immediately to all your adjacent systems, you will see if there is a danger and you can adjust your building to reflect that (switch to orbital bases, if necessary).

Exception: Only use this if colonization is wide open. If you are only allowing breathable atmostpheres, then you do not need all the colonizers as colonizable world will be relatively rare. You might build a few colonizers initially and switch over to bases in this sort of game.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:36 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.