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December 10th, 2002, 07:18 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Emergency Build problem
Try to remember, with the default of 25% maintenance ...
With every ship you build, think ..."In four turns, I will automatically pay for another one."
Look around, do you really need that many ships?
If so, you need more colonies. Hey, you're a Galactic Despot (click here) -- why do the others still have planets?
Also, emergency build inceases build rate, and also increase resource consumption. When you shut it off and go slow, you will consume less resources. You could also put a queue on hold, and save all resources.
[ December 10, 2002, 17:29: Message edited by: Arkcon ]
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December 10th, 2002, 07:26 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Emergency Build problem
The maintenance is a killer.
How many points did you put into maintenance reduction?
If you cranked your maint. redux. to +20% (the maximum effective amount), you will pay only 1/5th of the normal maintenance costs (5% of build price per turn)
If you actually took a negative on maintenance redux, Doom on You.
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December 10th, 2002, 07:35 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: Emergency Build problem
Quote:
Originally posted by Suicide Junkie:
If you cranked your maint. redux. to +20% (the maximum effective amount), you will pay only 1/5th of the normal maintenance costs (5% of build price per turn)
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20 % maintenance reduction decreases maintenance cost by 80%????
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December 10th, 2002, 07:39 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: Emergency Build problem
Quote:
Originally posted by Ruatha:
quote: Originally posted by Suicide Junkie:
If you cranked your maint. redux. to +20% (the maximum effective amount), you will pay only 1/5th of the normal maintenance costs (5% of build price per turn)
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20 % maintenance reduction decreases maintenance cost by 80%???? It sure does:
25%-20% = 5% / 25% = 20%
A savings of 80% per ship. Nice isn't it?
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December 10th, 2002, 07:41 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Emergency Build problem
In the latest P&N PBW Versions, I have fixed it, so that a reduction of +20% leaves you with 80% of normal maintenance.
In unmodded SE4, however, maintenance reduction is the uber-trait.
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December 10th, 2002, 08:23 PM
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Corporal
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Join Date: Dec 2002
Location: Belmont, CA
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Re: Emergency Build problem
I'm assuming maintenance reduction is one of those traits at the start of the game. If so, I'm at the default for my race. Next game, I'll know to increase it. I still can easily fix this, thanks for telling me about those techs that improve production. I'm out-teching everyone in this game, so I'll have my resource problem fixed shortly.
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December 10th, 2002, 09:03 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Emergency Build problem
If you are ahead on tech, you can probably also boost your resource output significantly by using monoliths.
On any planet where the lower two resource values combined are at least half of the majority resource, replace production facilities one by one with monoliths.
Build a resource converter on one planet in your empire, to convert the stuff to whatever you need.
You'll end up making at least as many minerals as you currently do, but you will also be making just as many organics and rads.
Convert the extra organics and rads to minerals by using the converter, and you suddenly have more than twice as much money rolling around your pockets.
Which equates to twice as many ships 
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