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July 28th, 2003, 11:27 AM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: Proportions Question
Quote:
Originally posted by dogscoff:
OK, I've built my ringworld, and I'm currently constructing a spaceyard there to accelerate the CC construction. Build time for the CC is shown at around 3000 turns right now.
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*Pats dogscoff on the back.*
The build rate should speed up significantly once you get decent levels of pop on it.
Hmm, feel the urge to start a SP proportions game just to build a sphereworld and fill it with CCs... must resist... feel life slipping away...
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July 29th, 2003, 01:43 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: Proportions Question
Yeah, I've only got 90 million on there at the moment, but my migration program is speeding up considerably. I have two pop-transport worldships (19million capacity each) and a number of smaller ships on repeat orders, with plenty more in build. I've re-drawn the galaxy map so it is now only 6 movement points from my homeworld to the rinngworld (and I'll soon be reducing the distance from my other oxy-breather homeworlds as well) so I reckon I can have at the very least 2000m on it inside of a hundred turns. I'll be aiming for at least double that.
I'm on turn ~750 now, btw.
Oh, and worldships work very nicely for stellar manip in proportions: You can put one plating and one cabling component on a worldship (with the necessary C&C) and a SY base will construct it in less than 2 years. You can also build it mobile, if your homeworld is nearby. You'll need 5 of these worldships and a ringworld placement generator (on a starbase- 2.7 years, YMMV) for a ringworld. Maybe they need to be more expensive in proportions. Does 2 years seem long enough to build all that?
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July 28th, 2003, 11:08 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions Question
Seems pretty quick - those and atmosphere conVersion and replicants would probably be good to slow down in Proportions, for added joy of proper slowness.
Of course, what you get is an empty ringworld - the first cultural center is still going to take decades. It'd probably be more efficient in terms of production to nearly fill it with small facilities first.
PvK
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July 28th, 2003, 11:23 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Proportions Question
Replicants are more or less OK. But atmospheric converters may need some changrs. Nature shrine and Resource improvemt building - sorry, forget the correct name - need some balancing as well. Proportions games are longer so the effect on resource extruction must be slower too.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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July 28th, 2003, 11:28 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Proportions Question
You can not change when Value Improvement is done. All you can do is change the percents. Perhaps make them all 1%, but have decreasing costs with increasing tech level? Or you could split all of the abilities into different facilities (or both).
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July 28th, 2003, 11:35 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Proportions Question
JLS tried to address this point in AIC mod. He assigned Value improvements to Nature shrine 2 and above. NS 1 improves conditiones only. I think it is a very reasonable solution.
BTW, where is JLS ? He posted once he is back from holidays and disaapered again - no replies to private Messages 
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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July 28th, 2003, 11:40 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Proportions Question
Yeah, those are good suggestions, Fryon.
Replicants seem fairly severe to me for human players to have, particularly when applied to systems with many colonies at level 3, and using alien breather types. They give the organic player a means to overcome three major gameplay issues at once:
* the need to use more than a few starliners
* the low build rates of most colonies due to low population
* the difficulty of amassing other-breathing colonists
Offhand, I don't think there's a way to limit the replicant centers to single-planet effects (is there?). So I'm thinking it might be more balanced if the effect was limited to 1M/turn/planet, and/or the research and construction difficulty increased a lot. It'd still be very powerful in the above ways, just about 1/4 as severe as present.
PvK
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