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  #11  
Old May 14th, 2002, 05:12 PM

eorg eorg is offline
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Default Re: Frequently Asked Questions for Newbies

Remote Mining
=============
(Somebody who uses this more than I do should write an entry for it.)

99.12.03. just don't use it :-)
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  #12  
Old May 14th, 2002, 05:16 PM
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Default Re: Frequently Asked Questions for Newbies

Quote:
Originally posted by georgig:
<snip>just don't use it :-)
georgig,

Remote mining can be very profitable(IMHO). If you have an asteroid belt within your territory, you can reap large Caches of resources without having to devote planetary facilities to them, thereby freeing up the planet for things like ship or fleet training.
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  #13  
Old May 14th, 2002, 05:45 PM

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Default Re: Frequently Asked Questions for Newbies

in all multiplayer games i've played i didn't see one remote miner
more profitable is to build a fleet and take two systems from your weakest neighbour
other thing: you must research much to make remote mining profitable - in this point of research you can convert asteroids to planets and mine it without lowering planets value

it's your turn :-)
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  #14  
Old May 14th, 2002, 06:31 PM
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Default Re: Frequently Asked Questions for Newbies

I submit that I don't use stellar manip. as it seems too costly, to research, build, and maintain. The remote mining bases I build you have the technology for at the begining of the game in a mid tech start. 2 turns to build a space yard ship, 2-3 turns to get it to the location, 8 turns to build=14kt minerals per turn.

PS - We really shouldn't be discussing this here though.

[ May 14, 2002, 05:35 PM: Message edited by: Gandalph ]
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  #15  
Old May 14th, 2002, 11:40 PM
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Default Re: Frequently Asked Questions for Newbies

Repairs and Retrofitting
========================

1.4.5--A faster, but more expensive, method to build ships is to use a retroseries. First, build a basic Version of the ship, usually taking a single turn. Then retrofit through a series of designs which gradually add components to the ship. Remember, though, that there can only be a 50% difference in cost for each resource. This means that if you don't have any components which require organics/radioactives in the first design (i.e., Life Support/Engines), you will not be able to add them later.
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  #16  
Old May 15th, 2002, 12:29 AM
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Default Re: Frequently Asked Questions for Newbies

Umm... where did that come from? It is wrong. When retrofitting a ship, the total cost is used when determining if the ship can be upgraded or not, not the cost of each individual resource.
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  #17  
Old May 15th, 2002, 12:58 AM
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Default Re: Frequently Asked Questions for Newbies

My bad. I guess I should have tried a few more designs during my empty-shell-to-huge-planet-destroyer retroseries. The only connection I could find was the lack of rads. The total cost of the added engines must have been the problem. The corrected entry is as follows:

Repairs and Retrofitting
========================

1.4.5 A faster, but more expensive, method to build ships is to use a retroseries. First, build a basic Version of the ship, usually taking a single turn. Then retrofit through a series of designs which gradually add components to the ship. Remember, though, that there can only be a 50% difference in total cost. If you are building a stellar manipulation ship (which has a single very expensive component), you can use any combination of components to get the total cost close enough to the amount needed to add the stellar manip. component, at which point the other components can be removed. (Thanks to Imperator Fyron for clearing up my confusion on this issue.)

[edits--typos/clarification]

[ May 15, 2002, 12:04 AM: Message edited by: Krsqk ]
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  #18  
Old May 15th, 2002, 08:27 PM
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Default Re: Frequently Asked Questions for Newbies

Quote:
Originally posted by georgig:
in all multiplayer games i've played i didn't see one remote miner
more profitable is to build a fleet and take two systems from your weakest neighbour
other thing: you must research much to make remote mining profitable - in this point of research you can convert asteroids to planets and mine it without lowering planets value

it's your turn :-)
I rarely used remote mining myself until the current Version of SEIV Gold, which increased asteroid values. Now you can find asteroids with resource values as high as 300% Which makes remote mining much more profitable. Especially when invading your neighbours isn't really a good option...
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  #19  
Old May 16th, 2002, 06:16 PM

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Default Re: Frequently Asked Questions for Newbies

System Defense 101 - Once you have developed Cruiser technology build a space yard ship and locate Choke Point Warp Points. On the friendly side of the Hole build a Battle Station or whatever size you prefer. If you build it on the enemy side it eventually will be attacked by a strong enough force to destroy it. Reinforce this with some mines and repair modules (x2) on board and you have a gatekeeper for your systems. If you locate several of these type of systems you can close your borders to all unfriendly ships without fear. It only takes a few stations to do this and if they get to expensive you can always mothball them. This strategy works great against the AI and is still a hard nut to crack against PBW opponents. It also acts as a remote resupply depot for ships and fleets.
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  #20  
Old May 17th, 2002, 12:16 AM
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Default Re: Frequently Asked Questions for Newbies

1.5.5 ... remote mining. My experience IS that a colonised planet can be mined, insolong as you don't already have a extraction ( minerals ) facility already there. Observed this quite by accident.

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