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May 18th, 2002, 06:10 PM
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Space Yard / Repair Bay questions
Something I haven't been able to figure out so far: is having several Space Yard / Repair ships in one place speeding up the building/repair of a single ship? Or do they each take care of only one ship at a time (and at normal rate) if several are at that location?
What about a single ship (or base ship) equipped with several Space Yard / Repair Bay components? Does it work faster if it has more than one of those component?
Thanks.
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May 18th, 2002, 06:16 PM
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Re: Space Yard / Repair Bay questions
Only ONE space yards are allowed per ship.
Two Space yards in the same place but in different ships do not affect each other.
Repair bays cannot speed up the time that Space yards builds but it "speeds up" the time a ship comes in repairs or retrofitted.
Although there have been times where I wish it could be hurried without having to use Emergency build.
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May 18th, 2002, 06:35 PM
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Re: Space Yard / Repair Bay questions
Quote:
Originally posted by TerranC:
Repair bays cannot speed up the time that Space yards builds but it "speeds up" the time a ship comes in repairs or retrofitted.
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So, speaking repairs only, you mean that I could have a ship with several Repair Bay components in it and that would speed up repairs?
And do you also mean that having several Repair ships at the same location, with a single Repair Bay each, speed up repairs on a single ship? Or will that have no effect on the repair time?
Thanks.
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May 18th, 2002, 06:36 PM
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Lieutenant Colonel
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Re: Space Yard / Repair Bay questions
Building turns can be reduced by using (abusing?)retrofiting. But the abuse is limited by what you can afford.
Generally the advantage is that the spaceyard can be working on something else, while the previous ship is being retofitted to it's "new" design.
To retrofit it has to cost less than 50% of the vehicles current cost. (50% of minerals only? help?). So it may be possible to do several upgrades to get what you want.
A retrofit will destroy old components. But the new are Repaired!! Repair rate is by # of componants not by value.
Repair modules reapir 3, 5, and 8 componants
Space yards also have repair capabilites. (?)
Of course it's modified by your races repair rate.
Want to have 2 space yard stations and one colony ship by turn 3? It takes some bean counting, Emergency build, about +10% to construction trait, and retrofit.
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May 18th, 2002, 06:54 PM
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Re: Space Yard / Repair Bay questions
Ratqueen,
Repair bays/yards "stack". I does't matter if they on same ship, different ship, or part of planetary facilities (check out Proportion's cultural centers for example). Every turn, combined number of repair operations can be performed in each sector. It also does not matter if, for example you have 5 ships with 1 damaged component or 1 ship with 5 damage. If combined efforts of all yards in that sector can repair more than 5, everything will be back on-line next turn.
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May 18th, 2002, 06:59 PM
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Re: Space Yard / Repair Bay questions
50% of the total cost, minerals+organics+rads.
Make your first build cost even amounts of each resource, and then retrofit to your mineral-heavy regular ship designs.
Retrofits remove all the old components that are not in the current design. The new components will start out damaged.
Changing the order of a component will not cause it to be "reinstalled", it will move for free.
Figure out the total number of components per turn you will need to repair when your factories are running at full speed, and build what you need.
One or two is probably good. If you have a stack of 4 or 5 construction bases that are all pumping out retroseries designs, you may need more.
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