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  #1  
Old September 1st, 2001, 06:47 AM
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Suicide Junkie Suicide Junkie is offline
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Default New resource facility idea.

I don't know if this is still an issue, but people have said that they find no point in researching the resource extraction techs, and just go straight to monolith 3's.

How about this:
by adding only 12 more facilities, we can make things more interesting.

SM 1:
Monolith I 500/500/500

SM 2:
Monolith IIm 600/500/500
Monolith IIo 500/600/500
Monolith IIr 500/500/600
Monolith IImo 600/600/500
Monolith IImr 600/500/600
Monolith IIor 500/600/600
Monolith II 600/600/600

SM 3:
Monolith IIIm 700/600/600
Monolith IIIo 600/700/600
Monolith IIIr 600/600/700
Monolith IIImo 700/700/600
Monolith IIImr 700/600/700
Monolith IIIor 600/700/700
Monolith III 700/700/700

For a Monolith II, you need all three resource extraction techs at level 2.
For a Monolith IIr you need only radioactives extraction level 2.
Monolith IIIs require at least level 2 in all three, plus the specified extraction tech at level 3.

Thus, you can specialize your monoliths, and with proper ordering in the text file (the same as in this post), upgrading will work perfectly.

What do you gamers think?

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3b>- (Fixed rare RCE from AI; just extract to your SE4 folder)
-<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
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Other Links:
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  #2  
Old September 1st, 2001, 04:45 PM
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geoschmo geoschmo is offline
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Default Re: New resource facility idea.

Sorry but you've lost me on this idea. It's almost like you're adding complexity just for the sake of complexity. I dont see the point other than to give you more choices, all of which are pretty close to equal.

I guess it will force you to research the additional recoucre tech's. If that is your point, it will work.

I almost never use monolith fac's myself. They take too darn long to build. I almost never have resource problems in more than one resource at a time. So I find I am always building the resource specific fac's anyway cause I can what I need when I need it.

In a long game at some point I guess it would make more sense to convert all the resource fac's to monoliths to get the greater overall resource production. But by the time I am there, I have no resource problems and am more concernded with fighting wars than making my resource production more efficent.

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  #3  
Old September 1st, 2001, 04:56 PM

shonae shonae is offline
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Default Re: New resource facility idea.

Personally I like the idea but the long build time will be a major factor in deciding whether to build them or not especially if you want to replace the individual resource facilities with the monoliths.

Ciao
Lee
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  #4  
Old September 1st, 2001, 11:21 PM
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Default Re: New resource facility idea.

quote:
I almost never use monolith fac's myself. They take too darn long to build. I almost never have resource problems in more than one resource at a time. So I find I am always building the resource specific fac's anyway cause I can what I need when I need it
If you check out the stats, then you find that monoliths can produce 133% More resources than the specialized extractors.
With an efficient resource converter, you still get double the resources per facility.

Certain planets, with unbalanced values (eg. 120%/1%/5%) are better off with specialized, but most planets can make use of the monoliths.
(If the two smaller values add up to 40% of the larger value, a monolith will make you more resources)

I usually build specific extractors first, and upgrade them to monoliths once the planet is full ... for a big empire, I just go straight to monoliths to avoid Micromanagement.


quote:
Sorry but you've lost me on this idea. It's almost like you're adding complexity just for the sake of complexity. I dont see the point other than to give you more choices, all of which are pretty close to equal.
I guess it will force you to research the additional recoucre tech's. If that is your point, it will work.
The main point is to force the research of the extraction techs.
The added complexity is to provide some progress with each tech level.
Nobody will want to research four expensive tech areas to get their bonus, but if they can research one level and get a partial improvement, it is much easier to justify the research budget.


------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3b>- (Fixed rare RCE from AI; just extract to your SE4 folder)
-<P&N V2 AI patch>- (V2 only, for the AIs included in ZIPs from v2.0 to v2.3, prevents rare RCEs)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)

<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>
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  #5  
Old September 2nd, 2001, 07:42 AM

Dragonlord Dragonlord is offline
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Default Re: New resource facility idea.

I'm with geoschmo on this one...

with a normal race I get Minerals III, Rads II, and that's it. And Robotoids of course.
I have enough other things to micromanage..
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  #6  
Old September 2nd, 2001, 08:21 AM
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Default Re: New resource facility idea.

quote:
with a normal race I get Minerals III, Rads II, and that's it. And Robotoids of course
I find that I usually just queue up monoliths, and rake in the dough.
If I ever need some more of one specific resource, it's either a 20 second stop at my resource converter, or a quick 20K trade deal with a random AI.

Having double income allows you to overlook a lot of micromanagemental efficiency boosters and still come out on top.
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