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July 6th, 2003, 10:45 PM
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Second Lieutenant
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Re: speeding up construction through modding
Fyron: Yeah, i know but it add's cargospace just didn't seem enough so i thought i increase it a bit more
Suicide Junkie: About building more SY around the homeworld: i suppose these orbital SY also benefit from the population modifier for speeding up construction?
As it stands, construction is to slow. Together with the inefficient UI reqarding queues it's getting tiresome in the late game. I really hope Aaron implements a search and replace function for queues. This can't be that difficult.
I'll try what you said. But i'm not sure if it will construct in such a way that it speeds up the game as i already have several SY around my ringworlds. I use 11 SY around a ringworld and 21 for a sphereworld. First i placed them there to construct the ring/sphereworld and i leave them there to construct fighters,troops, platforms and ships.
Anyway, enough whining, let's play so more ... wiieeeeeee ! 
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July 7th, 2003, 02:34 AM
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National Security Advisor
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Re: speeding up construction through modding
Construction seems pretty fast to me. If you increase it much more, then destroying ships won't have much Lasting effect at all (since they get rebuilt almost immediately), and it'll be even more a battle of resource limits.
PvK
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July 7th, 2003, 03:09 AM
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Shrapnel Fanatic
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Re: speeding up construction through modding
Quote:
Suicide Junkie: About building more SY around the homeworld: i suppose these orbital SY also benefit from the population modifier for speeding up construction?
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No. Only the planetary SY is affected by pop or happiness. BSY and SYS are never affected by these, no matter where they are.
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July 7th, 2003, 03:31 AM
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Lieutenant Colonel
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Re: speeding up construction through modding
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July 7th, 2003, 09:29 PM
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Shrapnel Fanatic
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Re: speeding up construction through modding
Rather than increase the costs, why not slow down the build rates?
Make a spaceyard build at a rate of only 500 instead of 2000, for example.
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July 7th, 2003, 09:32 PM
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Lieutenant Colonel
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Re: speeding up construction through modding
Quote:
Originally posted by Suicide Junkie:
Rather than increase the costs, why not slow down the build rates?
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PvK, isn't this what you did in Proportions?
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July 7th, 2003, 10:58 PM
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National Security Advisor
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Re: speeding up construction through modding
Sort of. What I did in Proportions was to make population weigh a more realistic 1000 kT per million, slow down reproduction rate to a more realistic 1/10 the default rate, reduce cargo capacities, and then change the population effects curve so that having only a few million on a planet means the planet constructs and produces quite slowly compared to the default game, while homeworlds have good rates for their population, and are full of Cultural Center facilities which are practically unbuildable during play, and are very productive and have various effects.
The result is that the homeworld builds quickly, fledgling colonies build quite slowly until you get about 10M colonists on them, and then they still build at about the rate of a space yard until they are really well developed. Space yards I didn't really change. Ships also take up to 13 turns to fully train.
The net result is that to get a lot of construction in Proportions, you need to build many space yards (generally bases), which have a lower rate than in the unmodded game (starts at about half the unmodded planetary rate). There is also a bigger difference in the cost of ships in Proportions between small ships and large ships.
PvK
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