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  #21  
Old July 18th, 2002, 10:58 PM
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geoschmo geoschmo is offline
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Default Re: This is a pretty nasty racial combo...

I have heard of mods that add a temporal yard component, and other mods that make it possible to upgrade a SY3 to a Tempomral Yard without destroying it. In the stock game though you have abou tcovered it. No way around it. You could stay with SY 1 for your ship based yards, but they would be pretty slow.
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  #22  
Old July 19th, 2002, 12:20 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: This is a pretty nasty racial combo...

I've moved space yard components to the REPAIR field with repair bays. This saves you having to research space yards just to have the component. Next issue: Should automated repair bays and space yard require computers. Logically, I'd say yes, but it might create some serious problems for the AI to add more research requirements to a basic thing like space yard components...
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  #23  
Old July 19th, 2002, 12:53 AM
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Default Re: This is a pretty nasty racial combo...

Quote:
I would really like to see your .emp or general plan for that type of empire SJ.
Unfortunately, I don't have any declassified Versions that will work in public Versions of PBW at the moment.

The recipe:
[*]Start with a 5000 point P&N game.[*]Take all racial tech areas, including grav manip and living ships.[*]If available, choose "Endemic Wastefulness" to help balance the books later. Micromanagement and heavy investment in supply infrastructure can typically overcome this disadvantage.[*]Take large to maximum negatives on Physical strength, repair rate, happiness, and anything else you feel you can do without.[*]Resource Aptitudes should be set to 80% to get the most points at the least cost.[*]If normal, be sure to increase maintenance reduction. If nomadic, take smaller negative values on other characteristics. In fact, if you're nomadic, you can probably afford to take a negative on maintenance reduction, which should net you a significant amount of points.
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