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  #1  
Old June 11th, 2001, 08:13 PM

g_BonE g_BonE is offline
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Default construction rate

...well after getting the map-editor thing straight i got another "newbie"-question:

how can i raise the production rate of my planets. there is a lot of ressource/planet/system-modifying stuff, but nothing like a production-doubler-device for example. i know that production-rate depends on what spaceyard and how much population you have. anything else ?
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Old June 11th, 2001, 08:56 PM
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Droplede Droplede is offline
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Default Re: construction rate

Those two things -- population and space yard -- are pretty much what you can do during the game. You can set a space yard to emergency production (which doubles its output rate for up to 10 turns), but then your build rate slows down to 25% production for as long as you were in emergency. That really hurts, and for that reason, I almost never use emergency production unless it's a life-or-death situation.

When you're creating your race at the very beginning of the game, you can do some things, too. You can increase your construction aptitude percentage in your racial characteristics, and that will raise your maximum space yard output accordingly. There's also an advanced ability -- hardy industrialist -- that you can choose for 1,000 race points. It boosts your yard production by 25%, and it should be cumulative with whatever points you put into construction aptitude, too.

Hope that helps.
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Old June 11th, 2001, 09:01 PM

g_BonE g_BonE is offline
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Default Re: construction rate

thanks a lot.
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Old June 11th, 2001, 11:48 PM
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Default Re: construction rate

No problem.

You know, you raise an interesting point in your question -- it WOULD be cool to have an ability that you could assign to a facility to boost your spaceyard output. There isn't one available in the game as it stands, so it would have to come with a patch. The most that can be done right now is to mod a spaceyard facility itself with higher output rates, rather than have a facility that externally affects the spaceyard rates in a sector or system. Might be a valid addition to those "wanted features" lists that make their way to Malfador from time to time.
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Old June 11th, 2001, 11:51 PM

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Default Re: construction rate

Yeah that would be cool, something like advanced assembly to give the yard a boost.
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Old June 12th, 2001, 01:09 AM

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Default Re: construction rate

I agree. We have a number of facilities that boost resource production. With all those resources, its the spaceyard that's the big bottleneck. I wouldn't even need additional facilities if bases circling planets got the bonuses that the planet received, afterall at this scale it has virtually the same access to anything that the planetary yard has access to.
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Old June 12th, 2001, 04:33 AM

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Default Re: construction rate

I solved the yard bottleneck by having my colonies with 14 base space yards each. Not all built yet, but with a 10 planet start using map6 I posted in the scenario/mod archive you can get them all built on breakeven minerals for 51+11 colonies by turn 80 or so. See my posting TDM-Modpack politics in really big game. You have to grab all the 51 sphereworlds on the map of course...
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Old June 12th, 2001, 12:10 PM

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Default Re: construction rate

I too build large numbers of base space yards. The bottleneck I was speaking to was the low build rate which only to a degree can be overcome by sheer numbers of yards. That's why I like moons, they're like a BSY with a better rate of production. If the rate was better or be improved by building some other facility, etc. One could reduce the need for massive numbers of BSYs and reduce some of the MM.
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Old June 12th, 2001, 03:37 PM

g_BonE g_BonE is offline
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Default Re: construction rate

i didnt expect to get this into a real conversation, anyway's it seems like i threw some good idea in here

now there's another thing. i hear ppl talk about modding the game and playing with ships that got 40 engines... how is this posible ? i finished my first game about 1hour ago, me being humand an 6 randomly generated computer opponents.. it was a lot of fun and i played like 2 weeks in my spare time on it. i think now its time to check different things out. any suggestion on how this works ?

Thanks
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Old June 12th, 2001, 03:53 PM

Gimboid Gimboid is offline
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Default Re: construction rate

Theres a line in the VehicleSize.txt file that says "Requirement Max Engines := X" change the X to what u want and your in business
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