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  #51  
Old December 15th, 2005, 08:54 PM
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Default Re: Freighter Network

The main problem with stock storage facilities is not how much they store compared to the base/minimum per empire.

Their problem is that they do not store much compared to how many resources you get from an extractor.
Instead of storing a couple turns worth to spend once, you could replace that storage facility with an extractor and get more resources to spend ALL the time.

In Carrier Battles mod, I increased the storage per facility to 200k. Now it actually has a considerable benefit compared to an extractor... You can have 1000 minerals each and every turn, or you might want 200 turns worth of storage for emergency spending all at once.
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  #52  
Old December 15th, 2005, 09:17 PM

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Default Re: Freighter Network

Ok, so you decided to make Storage Facilites very valuable (compared to stock) by increasing their Storage capacity by 10X. I was thinking the same thing too.

But you only answered half of my question. In my example above, I've set Storage capacity as low (at least initially) to experiment with the idea of "one turn profit" you might say. Right now in my mode, Frieghters take a little time to build (about 5 months average depending on design) and move at a limited speed. When they reach the Shipyard for scraping, I get that 110% pay which seems to boost my resources above the limit for one turn. After that, the program sets my Storage Resource limit back to the 5000 value the next turn. What I want to know is if this method is useful in a mode or is it just a waste of time/money/energy to have an extra boost of income for one turn?

What if I had a large fleet with Maintance above my extraction/trade/storage? Would this extra "one turn profit" margin be useful or a waste of time as it wouldn't help much?
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I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

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Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #53  
Old December 15th, 2005, 09:50 PM
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Default Re: Freighter Network

The storage limits are only applied at the very end of the turn when all spending for that turn has already been done. As long as you are spending the income immediately, the storage limits are irrelevant; they only limit how much you can keep to spend the next turn.
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  #54  
Old December 15th, 2005, 09:59 PM

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Default Re: Freighter Network

I see. Sounds like then there really is no "one turn profit" like I had thought. So seting the storage values low won't really do much except limit how much excess spending you can do. If this is the case, I think I probably will set it back to 50K then.
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Gryphin-

I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?

Atrocities-

Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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  #55  
Old December 16th, 2005, 10:23 AM
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Default Re: Freighter Network

You can only carry over your maximum resource storage from one turn to another. If you have it set at 5000 that will be the most you can have at the start of a turn untill you buils more storage facilities. 5000 sounds a little low if your ships scrap out at 11000 though.

You can mod in stock resource facilities as AI only if you want, then the AI can do their normal thing and you can have the freigters for human players. If you want them for just a bonus then 110% might even be too high, unless you had freigter hulls that were less at the begining of the game, like 2000 then after reaserching you got more expensive ones. Otherwise they might be too powerfull at the begining and too weak at the end of a game. Trial and error is the only real way to know as I don't think anyone has tried this before to the extent you are.
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