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				July 14th, 2003, 10:36 PM
			
			
			
		  
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				Colonel 
				
				
				
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				Re: Mining mounts and making resources different
	
			 
             
			
		
		
		
		For the fun of it, I once made miner components take up 1/3 the size so they would fit on a small sat.   
 
So you could make different miner components of different sizes with different yields and tie them to satelite research. 
 
Note, the smaller ones will still deplete the asteroids at the same rate. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 14th, 2003, 10:40 PM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: Mining mounts and making resources different
			 
             
			
		
		
		
		Assuming you allow them to deplete asteroid values, of course. It makes no sense that they deplete the values. Building mining facilities on a planet does not decrease the planet's value, even though you can easily mine many times the amount of resources from facilities as you can from remote mining. Also, keep in mind that building a planet from the asteroids does nothing to the asteroid value, so the asteroid fields have to have the same amount of resources in them as the planets do. Why does a much slower rate of extraction (remote mining) deplete values, but the fast one does not? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 14th, 2003, 11:22 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Re: Mining mounts and making resources different
			 
             
			
		
		
		
		I'm not sure where rads would come from. Organics are definitely grown based on solar, and minerals definitely asteroid based for best results. 
 
Since remote miners deplete values, I would make them take alot more minerals than anything planetary.  
 
I might put finite resources on as the normal way, but I'd like to be able to continue with organics regardless, I wonder if the Crystalline Solar plant works even if the resources in a finite game are depleted. 
 
Rads could either be thought of literally as uranium or such, or as energy forms. I like the idea of using Rads as stored energy. 
 
So a solar Rads generator could work alongside with the solar Orgs generator. 
 
In any case, I think most basic ships should cost most organics, so that the maintenance will be predominantly that. 
 
High tech energy weapons could be rads like they are now, and projectile weaponry could be mostly minerals. 
 
I want to emphasize organics for most mundane stuff. Manned spaceflight is much more expensive partially because of all the food and such needed, so the costs of most ships should reflect that. If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't. 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				July 14th, 2003, 11:39 PM
			
			
			
		  
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				Re: Mining mounts and making resources different
			 
             
			
		
		
		
		
	Quote: 
	
	
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				 I might put finite resources on as the normal way, but I'd like to be able to continue with organics regardless, I wonder if the Crystalline Solar plant works even if the resources in a finite game are depleted.
			
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 It does not use up any planet value at all. It makes resources totally separate from any planetary value issues. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				July 15th, 2003, 02:58 AM
			
			
			
		  
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				Re: Mining mounts and making resources different
			 
             
			
		
		
		
		neither is it affected by the planetary value or racial bonuses -- right? 
		
	
		
		
		
		
		
		
			
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				July 15th, 2003, 04:55 AM
			
			
			
		  
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				Re: Mining mounts and making resources different
			 
             
			
		
		
		
		
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				Originally posted by civ2buf: 
If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.
			
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 Actually you can but, well, this is going to be complicated.- Space Yards build with only Minerals
 
- Space Yards build hollow husks of ships and put them in orbit
 
- Retrofit allows conVersions of Minerally expensive hulls to Organically expensive Working Ships.
 
 Now Ships cost Minerals to build and Organics to maintain.  Note that this will not work for Units. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				July 15th, 2003, 06:09 AM
			
			
			
		  
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				Re: Mining mounts and making resources different
			 
             
			
		
		
		
		
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				Originally posted by Loser: 
 quote: Originally posted by civ2buf: 
If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't. 
			
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 Actually you can but, well, this is going to be complicated.- Space Yards build hollow husks of ships and put them in orbit
 
- Retrofit allows conVersions of Minerally expensive hulls to Organically expensive Working Ships.
 
 Now Ships cost Minerals to build and Organics to maintain.  Note that this will not work for Units. This shouldn't be a problem for units because: 
1. Units don't take maintainence to begin with 
2. Planets can inherently build with 2000 organics.  More if you mod it. 
 
I agree that rads should be solar generated.  Not too sure about organics, though.  They depend greatly on the fertility of the land, and are therefore subject to it's organic value.  What if you give them both solar generation and normal?  Will the planet value affect it then, or, at least, the amount generated normally? 
		
	
		
		
		
		
		
		
			
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