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October 16th, 2004, 06:04 AM
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Re: Three questions for you pros
Just a small note: Natural Merchants trait is a viable choice in some mods, there Spaceports are much more expensive than in stock. I faced this problem in Adamant - I have to invest 12000 and spend 8 turns to build one.
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October 16th, 2004, 06:55 AM
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Re: Three questions for you pros
BBQ was speaking of Climate Control facilities, and not Value Improvements. Climate Control only changes conditions, and is virtually worthless; if you want a lot of population, the Organic trait will be much better any time of the day, and so much quicker. Conditions only affect reproduction rates (up to +10% or so from Deadly to Optimal), and are very slow to change.
From your post Slynky I gather you spoke of Value Improvements, since these are the ones increasing your resource values, and thus your production.
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October 16th, 2004, 07:31 AM
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Re: Three questions for you pros
Yes, thanks for mentioning that. My question was pertaining to Climate Control, not Value Improvement facility.
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October 16th, 2004, 10:46 AM
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Re: Three questions for you pros
In SE4 Gold, rocket pods aren't allowed on troops, so many of us are out of practice with them. However, when you compare damage/size the ground cannon wins out over tiny DUC, anti proton, etc. Troops and milita can't have phased shields so tiny polaron beams are no big help.
But, don't ignore the organic race weapons. They provide more damage/size, and you can build twice as many per turn.
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October 16th, 2004, 11:18 AM
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Re: Three questions for you pros
Quote:
Alneyan said:
BBQ was speaking of Climate Control facilities, and not Value Improvements. Climate Control only changes conditions, and is virtually worthless; if you want a lot of population, the Organic trait will be much better any time of the day, and so much quicker. Conditions only affect reproduction rates (up to +10% or so from Deadly to Optimal), and are very slow to change.
From your post Slynky I gather you spoke of Value Improvements, since these are the ones increasing your resource values, and thus your production.
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Actually, dummy me was typing too late in the morning and had just finished a game where I built the fac that changes the atmosphere to breathable in 20 turns, so I had THAT thought on my mind. 
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October 16th, 2004, 01:21 PM
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Re: Three questions for you pros
Hmmm on the spaceport thing... I dont think I saw anyone mention it but not only is there the cost and time of building a spaceport, there is the fact that you can be spending less to build 3 mining facilities in that same time frame and getting product from it. Especially if the highest mineral planet in the system is a tiny or small or not your environment so I dont have to snag some less worthy rock first to stick a spaceport on. In the early game I think thats a notable boost.
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October 16th, 2004, 03:05 PM
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Re: Three questions for you pros
In the long run, the savings from not having to build space ports is not worth 1000 points. Spend those 1000 points in your Minerals Aptitude characteristic, and you will get far more benefit out of it. Or spread it around a bit to other resource characteristics and research, and you will still get far more gain overall as compared to selecting Natural Merchants... Natural Merchants was neutered from how it was in SE3, where it took 10 turns to build a Space Port on a new planet (and there were no "characteristics", just "advanced traits"), and there were far fewer facility slots in systems overall. In SE3, it was practically a must have trait. In SE4, it is fairly worthless except in contested border systems, which tend not to make up much of your empire... Hence the 8 turn build times in Adamant Mod that Aiken refered to. If you are overly worried about losing your Space Port planets, just build 2 or three Space Ports per system.
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October 16th, 2004, 03:13 PM
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Re: Three questions for you pros
Also note that Emergency Build allows you to build these Spaceports in a mere two turns, at no cost if the planet in question has less than 10 slots.
The main use of Natural Merchants is to be safe from losing your spaceports in a given system, and even then it is only useful if you have a low number of systems (for example, in NGC5, four Empires had a single system at their disposal, with an insane number of good planets. But if these Empires forgot to build several spaceports, it would have been very easy to shut down their whole planetary production with a single offensive).
If you have a big Empire, you will either not feel the loss of a single system, or you will suffer from massive unhappiness if you cannot defend yourself, resulting eventually in the dreaded riots. Once 95% of your planets are not producing anything, being safe from "spaceport loss" is of little use to your collapsing Empire. 
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October 16th, 2004, 11:11 PM
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First Lieutenant
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Re: Three questions for you pros
Quote:
Slynky said:(2) Don't underestimate the value of Natural Merchant. I'm not saying I take it every game. What I AM saying is that it deserves consideration...even at 1,000 points.
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If for some reason you had 1000 points to spare, like you were in a 5000 point game, you'd still probably be better off taking another 5 pts or Maint Reduction or 10 pts of Mining aptitude.
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October 16th, 2004, 11:23 PM
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Re: Three questions for you pros
See this kind of information is the kind of information new players NEED to know.
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