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  #121  
Old April 12th, 2003, 10:28 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Methinks planet SY always have to accelerate production rate, that's why I always try to build SY as one of the first facilities. Tested on high tech start, created a new colony near homeplanet, start building SY 1 , 7.5 years
Sent population shuttles until colony has reached 153 million. After 2.5 years at Last the SY has been 1 turn before completed. Stopped the shuttles to compare the production rates with the next turn:

Before SY = 980/980/980
SY completed, same population, same happiness (jubilant) = 760/760/760

SY production rate penalty alert !
But I fear there is a similar issue in proportions with this...

And I still think, we need a kind of early production rate acceleration facility, maybe a pre-SY facility (after the issue above has been fixed) with limited SY abilities but with a SY production bonus, NOT a malus
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  #122  
Old April 12th, 2003, 10:54 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by PsychoTechFreak:
SY production rate penalty alert !
But I fear there is a similar issue in proportions with this...
Proportions Ship Yard Rate is absolutely Perfect for what PvK wants to achieve.

If I understand you correctly in regards to AI Campaigns; Ship Yard Rate, I agree it is slow with a small population and the Base Ship Yards are structured so there are now 5 levels to reach the Maximum production. This is part of AIC concept, the game is a Campaign and your Primary Enemy will be the AI, and the game is not designed to end in a quick fashion, unless the AI decides you are out of the game early.

[ April 12, 2003, 22:03: Message edited by: JLS ]
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  #123  
Old April 12th, 2003, 11:17 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
Proportions Ship Yard Rate is absolutely Perfect for what PvK wants to achieve.
I disagree. The problem with this is, SY rate HAS to begin with 100 % minimum, otherwise it adds a malus when completed. It is the only facility with a malus, I don't want to build planet SYs in AIC and proportions anymore.

EDIT: ... not before 2000 million people (100%).

[ April 12, 2003, 22:20: Message edited by: PsychoTechFreak ]
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  #124  
Old April 12th, 2003, 11:33 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Ship Yard Basics for new se4 Players

Ship yard rates can be improved in many ways, in your Space Empires Game.

When creating your Races Attributes:
Workers or Engineers Culture Selection.
Increased Construction Aptitude in the Characteristics Selections.
Hardy Industrialist from the Traits selections.

In Game:
Always raise your Colony population up with Pop Transports or Starliners.
Keep your Colonies happy.
Up Grade to level 2 Ship Yard Tech; as soon as you see the Ships Production start to lag, this will happen when you start installing expensive components.

It is wise to be at a decent Ship Yard rate when you Plan to use Stellar Manipulation.
Also never retrofit all your Base Ship Yards or Base Repair Station at the same time, by doing this you lost that Bases abilities to contribute in the over all retrofit.

In regards to Base Repair Stations, they should be designed and built as soon as you feel your ships will need repair, and always try to have one built prior to retrofiting many ships with engines, do to the number of engines on each ship.

~~~

With above said, and with out acquiring any of the above Construction Attributes, you still will be right were the designer intended.
Above will make you stronger in the Construction Category, but you may loose some strength in the other Categories.

John


[ April 12, 2003, 23:34: Message edited by: JLS ]
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  #125  
Old April 12th, 2003, 11:39 PM
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Default Re: AI Campaign => For a Challenging AI opponent



[ April 12, 2003, 22:51: Message edited by: PsychoTechFreak ]
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  #126  
Old April 12th, 2003, 11:39 PM

Desdinova Desdinova is offline
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Default Re: AI Campaign => For a Challenging AI opponent

i forgot rennaisance festival started this weekend and for next 5 weekends. i am pretty much out weekends btwn that and working evenings. will play with this weekdays before work, or if it stays slow here i will play here at work.
i had not noticed that build rate on planets gets worse with shipyard, that is definitely a problem. i will check that also. how about a shipyard that once you have a sufficient level of computer it gains automated control that helps increase the shipyard rate regardless of population. i mean if a computer can pilot a ship across galactic distances then surely it can control a shipyard with minimal (insert race here) supervision.
edit: then again i dont think this would be possible with the rules since they take into account the population bonus/penalty regardless.

[ April 12, 2003, 22:43: Message edited by: desdinova ]
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  #127  
Old April 12th, 2003, 11:58 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by PsychoTechFreak:
quote:
Originally posted by JLS:
Proportions Ship Yard Rate is absolutely Perfect for what PvK wants to achieve.
I disagree. The problem with this is, SY rate HAS to begin with 100 % minimum, otherwise it adds a malus when completed. It is the only facility with a malus, I don't want to build planet SYs in AIC and proportions anymore.

EDIT: ... not before 2000 million people (100%).

I was posting SY FYI while you were posting this, I could not see your following post.

PTF, You know I value your opinion, and it is realized that in Base se4 that SY Rate starts at 100% from the start but some MODs want a alternative Progression towards 100% of certain applications.

Considering the MODs you spoke of, a Colonizer colonizes at 1 pop about 20% that of base se4 and starting transport capacity is 1 pop, this about 2% of base se4, then in theory all else could be scaled (some what) accordingly.

True the Ship Yard Rate for AIC is not as liberal as base SE4, but there are some MODs that have more of a restrictive progression in SY rate then AI Campaigns.

[ April 12, 2003, 23:15: Message edited by: JLS ]
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  #128  
Old April 13th, 2003, 12:03 AM
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Default Re: AI Campaign => For a Challenging AI opponent

I am sorry, I have tested with slow builders, they get a 25% production malus once a planet SY is built. Without slow build and 100% SY characteristic the production rate is the same as before SY completed.

Everything all right and I was wrong...
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  #129  
Old April 13th, 2003, 12:10 AM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by PsychoTechFreak:
I am sorry, I have tested with slow builders, they get a 25% production malus once a planet SY is built. Without slow build and 100% SY characteristic the production rate is the same as before SY completed.

Everything all right and I was wrong...
No prob...

I also hate the Slow Builders trait.
But the 500 Point bonus from it, is useful at times

[ April 12, 2003, 23:48: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #130  
Old April 13th, 2003, 07:10 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

PTF has brought up a valid point in regards to the SYS requiring the need to make at least 2 repairs. Do to the lowering of Repair Abilities below 99% for a Human Players culture choice.

In the next upgrade the SYS will make repairs of 2-3 and 5 as per level

Thanks PTF

[ April 13, 2003, 21:38: Message edited by: JLS ]
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