|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				December 10th, 2002, 06:51 PM
			
			
			
		 |  
	| 
		
			|  | 
 Corporal |  | 
					Join Date: Dec 2002 Location: Belmont, CA 
						Posts: 56
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Emergency Build problem 
 I don't know if this is a bug or something I just don't undertand.  At one of my bases, I set it to emergency build to get a ship done.  A few turns later, when I go to turn it off, the whole buttone gets grayed out, and my ships get built at a ridiculously low rate (i.e., takes 20 turns, when it takes 4 turns everywhere else).  Is this some kind of penalty for doing an emergency build, and does it go away?
 A side note, my empire is now a big, bloated bankrupt bureaucracy.  I can fix the problem by scrapping several of my good ships, but I don't want to do too much of that.  I'm mining three different asteroid sectors with satellites like crazy, but I'm still short on minerals.  I'd like to wipe out my enemies right now, but I can't afford it!  Not really a question, I can fix this, but I suppose resource shortfalls must have been a problem for others just starting the game like myself.
 |  
	
		
	
	
	| 
			
			 
			
				December 10th, 2002, 07:12 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: Emergency Build problem 
 For every turn you spend on Emergency Build (150% rate) you must spend one turn on Slow Build (25% rate)Once the slow-build time is up, your SY returns to normal.
 
 As for resource shortages, you can mothball some ships and bases that you don't need, and replace some research facilities with miners.
 
 For longer-term economy building, you can place Value improvement facilities on your planets (planet utilization tech 4,5 and 6)
 Value improvement fully stacks, so two facilities increase value at twice the rate as one.
 
 Also long-term, is atmosphere converters. (planet utilization 7,8 and 9)
 When placed on domed worlds, they will change the atmosphere to remove the dome and give you 5x more facility slots.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				December 10th, 2002, 07:18 PM
			
			
			
		 |  
	| 
		
			|  | 
 Colonel |  | 
					Join Date: Jun 2002 Location: Connecticut 
						Posts: 1,518
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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 ] |  
	
		
	
	
	| 
			
			 
			
				December 10th, 2002, 07:26 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 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.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				December 10th, 2002, 07:35 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major General |  | 
					Join Date: May 2002 Location: Linghem, Östergötland, Sweden 
						Posts: 2,255
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Emergency Build problem 
 
	20 % maintenance reduction decreases maintenance cost by 80%????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)
 
 |  |  
	
		
	
	
	| 
			
			 
			
				December 10th, 2002, 07:39 PM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Oct 2001 Location: Toronto, Canada 
						Posts: 5,624
					 Thanks: 1 
		
			
				Thanked 14 Times in 12 Posts
			
		
	      |  |  
    
	| 
				 Re: Emergency Build problem 
 
	20 % maintenance reduction decreases maintenance cost by 80%????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)
 
 |  It sure does:
 
 25%-20% = 5% / 25% = 20%
 
 A savings of 80% per ship.  Nice isn't it?
 |  
	
		
	
	
	| 
			
			 
			
				December 10th, 2002, 07:41 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 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.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				December 10th, 2002, 08:23 PM
			
			
			
		 |  
	| 
		
			|  | 
 Corporal |  | 
					Join Date: Dec 2002 Location: Belmont, CA 
						Posts: 56
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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. |  
	
		
	
	
	| 
			
			 
			
				December 10th, 2002, 09:03 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 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   
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				December 11th, 2002, 08:54 AM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Sep 2002 Location: Lithuania 
						Posts: 290
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Emergency Build problem 
 If you put a space yard on emergency build, will it also repair 150% faster? 
(I know I saw this answered somewhere but just can't fing the thread) 
If you are building something (ships, units or facilities), will it slow down the repair rate?  
Thanks     |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |