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October 8th, 2002, 10:56 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Is Emergency Build useless?
There's also the rotating E-Build strategy that somebody came up with.
Build a factory base by any means.
The factory base will Ebuild whatever you want for the next 7 turns. Then it will Ebuild another factory, and then scrap itself.
The second factory, built by the first, will Ebuild the first 7 turns making whatever stuff you like. Then build a new base, Then scrap.
Continusous Ebuild rates, and no slow build.
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October 8th, 2002, 11:04 PM
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Second Lieutenant
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Join Date: Jul 2002
Posts: 442
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Re: Is Emergency Build useless?
Quote:
Originally posted by geoschmo:
Without this you only get your colony ships in two turns, and that means you are only getting 5 colony ships the first year, instead of ten. Does this change the equation do you think?
Geoschmo
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Okay, let's look at a setup where the Colony ship takes 0.3 years to build ... or 0.2 years on EBuild. Let's assume the ships take ... oh ... does 0.3 years average travel time sound good, this time? Now, picture a rolling EBuild program:
You will plant your first colony in year 0.6, and another every 0.3 years after that. By year 3.0, you have planted 8 colonies, one of which is "just born". You also shuld have one more colony ship just ready to depart the HW; thus you have bult 9 colony ships.
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OTOH, I will plant my first colony in year 0.5, and every 0.2 years after that until year 1.3 (0.3 years' travel time after the Last Ebuild turn); this totals 5 colonies. For the next 1.0 years, I will build at 25% rate, IOW, I will get in 2.5 turns of building; I'll use that for an Orbital Spaceyard that fits that general cost level. For the next 1.0 years, both the HW and the Orbital Yard will EBuild colony ships. This should be 0.4 turns build time for the BSY, and 0.2 turns for the HW again.
In years 2.2, 2.6, and 3.0, a single colony ship is built. In years 2.4 and 2.8, two colony ships are built. That is 7 more colony ships; of those, 4 will arrive (in years 2.5, 2.7, 2.7, and 2.9, respectively). The others are (2 ships) 1 turn away from their respective destinations, and (the Last ship) just ready to depart. The Last 2 years of Ebuild on the station, I would either (a) turn Ebuld off and let the BSY go idle and recover sooner, or (b) build something that 2 years of BSY Ebuild can just finish, perhaps an early frigate or destroyer.
In total, to your 9 colony ships, 8 of which arrived ... in the same span of time, use of Ebuild has built the other side TWELVE colony ships, 9 of which have arrived.
On top of this, those first 5 colonies have had well more time to become established production centers in their own right.
Alternately, the BSY could build population transports, frigates, or the like, instead of the two colonisers posited above.
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October 9th, 2002, 01:54 AM
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Lieutenant Colonel
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Join Date: Dec 2001
Location: Scottsdale AZ
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Re: Is Emergency Build useless?
And to think I was happy Ebuilding stripped down colony ships in one turn (3650 minerals), and refitting engines on them the next turn.
Then first colonizing a close tiny planet or moon (~ about 5 turns later)and building a space yard (in another 5 turns).
So it starts building about turn 1.0 when the HW switches to Slow Build. The HW starts to build some basic defenses now, cause you never know...
This second yard does not get the HW population bonus so it builds colony ships in 2 turns. I may have to refit more engines or fuel storage. For longer trips I may send it to the HW for fuel and population.
At or before turn 1.5 a third spaceyard is up and running.
The Tally:
Turn 1.0 ~ 9.5 colony ships (1 needs engines), and second planetary spaceyard is up and running
Turn 1.5 ~ 12.5 colony ships,
Turn 2.0 ~ 17.5 colony ships
Turn 2.x ~ rude neighbors want me to go home
Now if I could just get 3650 build rate on my HW without using to many points. Lets figure 10% happiness bonus, ??? population bonus, bezerkers, and advanced storage (for extra pop to ship around).
[ October 09, 2002, 18:25: Message edited by: Wardad ]
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October 9th, 2002, 03:21 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Is Emergency Build useless?
Talking about colony ship and turns, my 3k (and 2k too) race has only as much as 10% bonus to construction, yet i build colony ships in 2 turns. I dont know, maybe something realy had changed since i have 1.49 only but it is still 150% and the ships easily build in 2 turns or 1 on EB.
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