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  #11  
Old February 28th, 2001, 11:37 PM
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Default Re: Ringworld/Sphere World

Hrm. It makes one wonder whether each ship/base should have a pointer to its original design, or at least its initial costs, and use *that* as a basis for refitting eligibility. That would end the stranger refit chains. Alternately, slow it down by stipulating that components (better, whole ships) must be repaired before being refitted...

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  #12  
Old February 28th, 2001, 11:49 PM

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Default Re: Ringworld/Sphere World

quote:
Originally posted by rdouglass:
Can you do that now? I thought the 50% upgrade thing prevented you from doing that...




you have to create an intermediate starbase for the first retrofit.
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  #13  
Old March 1st, 2001, 12:17 AM

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Default Re: Ringworld/Sphere World

OK....so why build a ring world ? what is so special that it would motivate you to build one ?
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  #14  
Old March 1st, 2001, 12:37 AM

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Default Re: Ringworld/Sphere World

Why build a ringworld?

Um... because you can?
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  #15  
Old March 1st, 2001, 01:33 AM

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Default Re: Ringworld/Sphere World

quote: "OK....so why build a ring world ? what is so special that it would motivate you to build one ?"
answer: so you have enogh room for all your slaves to work in *grins evilly*


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  #16  
Old March 1st, 2001, 02:11 AM
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Default Re: Ringworld/Sphere World

Well, you do have to pay 10% or so to rip out components, and pay 70-80% of the build cost of the components you put in, when you retrofit.

Retrofitting more than once means you pay an arm and a leg to do it.

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As for why build a sphereworld?

To get a new planet, with 200 facility spaces, and 64 billion people capacity!
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  #17  
Old March 1st, 2001, 01:51 PM

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Default Re: Ringworld/Sphere World

If you are adding (reaping) components which total resources doesn't exceed the 1/3 of current value design you are actually paying less (20% less at least) than you would by building the damn thing.The only retrofit that cost more than buid is the Last one as the RW(SW) placement, cable and plating components cost 3*100K, 3*50K respectively which is quite more than 1/3 of Last design.
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  #18  
Old March 1st, 2001, 03:16 PM

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Default Re: Ringworld/Sphere World

OK Why build a RW? Resources man!!!

I'm currently playing a game where I have Religious trait (Talismans are COOL - you never miss with direct fire weapons!!!) and 2 RW's. On the RW's I have a Space Port, ShipYard, Nature Shrine (increase all values of planet 3% per year), Time Shrine (increase production by 15%), Robotoid Factory, and Monolith III's. Each Rw is putting out OVER 200K each of resources!!! That is enough right now to support a LOT of ships and fleets. Now I'm converting most of my other smaller planets (medium size and smaller) to ShipYards. Man, I can put together a pretty substantial fleet in about 4 turns without having to worry at all about resources...

Thats why I build RW's....
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  #19  
Old March 1st, 2001, 04:09 PM

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Default Re: Ringworld/Sphere World

Well, in a highly competitive game that is Lasting a long time, I can see where the extra population & resources can help. However, against the game's AI, by the time you build an artificial planet, you should have already won.

We discussed this in an earlier topic when I asked the same question



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  #20  
Old March 1st, 2001, 05:44 PM
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Default Re: Ringworld/Sphere World

Ah, but when you are retrofitting, to get around the 50% increase limitation, you must retrofit multiple times.

As soon as you do the second retrofit, you've spent more resources than it would cost to build it directly.

Even if you retrofit from Plating or somesuch directly to Placement, you must pay full price for the Plating, and then a whole bunch more to remove the Plating, and even more to add the Placement generator.

You pay tons of resources to speed-build.
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