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				January 31st, 2001, 09:20 PM
			
			
			
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 Second Lieutenant |  | 
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				 Multiple shipyards 
 I have built three separate base units with shipyard components at a planet with a shipyard. I seem to only get the benefit of one of the shipyard components not all three. Is this the way it is suppose to work? |  
	
		
	
	
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				January 31st, 2001, 09:35 PM
			
			
			
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 Lieutenant General |  | 
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				 Re: Multiple shipyards 
 yes, you get to build things at EACH ship yard seperatly. they do not all work together. 
				__________________...the green, sticky spawn of the stars
 (with apologies to H.P.L.)
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				January 31st, 2001, 09:52 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Multiple shipyards 
 You can only have one SHIP YARD per base.  Any more, and they will not work.  HOWEVER, you can have more than ONE base. 
On my home systems, I build two Shipyard Bases per planet.  That way, I can churn out 3 ships per planet every few turns if need be.       Hope this helps.
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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				January 31st, 2001, 10:02 PM
			
			
			
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 Major |  | 
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				 Re: Multiple shipyards 
 Marty, you must select each base and click the construction icon and add items to the queue.  They each have their own construction queue (bases and planets) and need to be activated / controlled seperately.
 This is in contrast to SE3 where you added items in the consruction queue at a SECTOR and then all the Space Yards divided up the building projects.
 
 Which brings up an item / request.  It would be nice to start building a ship at a base (while the planet is building facilities) then transfer construction to the planet after the facilities are done.  IOW, it would be nice to transfer construction projects between yards in a sector.  You could o that easily in SE3, but maybe with SE4's new way of doing things (ship has to be complete before it appears - SE3 you get a hull then "repair" components) that it prevents the transfer.  No ship yet - no transfer.
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				January 31st, 2001, 10:11 PM
			
			
			
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 Captain |  | 
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				 Re: Multiple shipyards 
  quote:Originally posted by Atrocities:
 
 On my home systems, I build two Shipyard Bases per planet.  That way, I can churn out 3 ships per planet every few turns if need be.
 
 
Two per planet? That gives you a pretty good level of production...
 
I like to build eight or so around each huge world because huge worlds have the largest cargo capacity. That works two ways. First, you can store more stuff that you produce. By the same token, that planet can hold more defences on the extremely remote chance the AI breaks through your outer defences and attacks one of these power builder worlds.
 
Placing most of my shipyards around just a few planets also simplifies the micromanagement. Eight shipyards plus the one on the planet can produce an adequate number of large fighters or satellites every turn.
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				January 31st, 2001, 10:36 PM
			
			
			
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 Private |  | 
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				 Re: Multiple shipyards 
 Isn't the productivity of a given planet (and orbital yards) limited by population?  If so, what pop do you need to support three yards building simultaneously? |  
	
		
	
	
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				January 31st, 2001, 10:44 PM
			
			
			
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 Major |  | 
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				 Re: Multiple shipyards 
 I don't think Ship Yards on a base are affected at all by the planet pop.  In fact, you can put a base with a SY on it anywhere you can get a ship with a SY on it and build one.  IOW, only planet based SY's are affected by pop.
 EDIT.  At least I've never seen a SY on a base change its productivity at all anywhere.
 
 [This message has been edited by rdouglass (edited 31 January 2001).]
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				February 1st, 2001, 02:07 AM
			
			
			
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 Corporal |  | 
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				 Re: Multiple shipyards 
 Hey modders, heres a question for you.Many folks have been asking for multiple shipyards to assist in production or give multiple queues.  My question:  can you design a facility called say, "shipyard expansion" and give it abilities like "increases ship construction rate by 100%" and "can repair X components per turn"?  If these abilities can be given to a facility, then we could create these things to accelerate shipbuilding.  They could even be part of shipyard research.  Getting the AI to build them may be another problem, but I am sure if these facilites can be created, the AI can be taught to use them.
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				February 1st, 2001, 02:25 AM
			
			
			
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 Lieutenant General |  | 
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				 Re: Multiple shipyards 
  quote:Originally posted by apache:
 Hey modders, heres a question for you.
 Many folks have been asking for multiple shipyards to assist in production or give multiple queues.  My question:  can you design a facility called say, "shipyard expansion" and give it abilities like "increases ship construction rate by 100%" and "can repair X components per turn"?  If these abilities can be given to a facility, then we could create these things to accelerate shipbuilding.  They could even be part of shipyard research.  Getting the AI to build them may be another problem, but I am sure if these facilites can be created, the AI can be taught to use them.
 
 
actually yes, as long as you dont classify it as a shipyard.  thanks for making us all look dumb, you are a big help      (or if the answer is no, thanks for helping me make myself look dumb)  but everything you suggest should be able to be done.  you could just add a couple of these facilities to the AIs build priority list for construction colonies.
 
				__________________...the green, sticky spawn of the stars
 (with apologies to H.P.L.)
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				February 1st, 2001, 02:53 AM
			
			
			
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 General |  | 
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				 Re: Multiple shipyards 
 So, you can put a facility called a "Truck Stop" on your planet even if it has construction ability just like a space yard and your planet already has a space yard? That's funny.       You'd think they would have programmed the check better than that. But, this opens the way for some cool racial techs. Organic Manipulation races could have a "Bioconstructor" facility that boosts the capacity of their standard space yard to build with organics, for example. Given the very high organics costs of ships with high level Organic Weapons and Armor, this could be a big help.
 
And, just by the way, it has occured to me more than once that a Space Yard ought to include a Resupply Depot. Surely an industrial complex designed to build and repair ships is going to have the relevant infrastructure to RESUPPLY them, too? Its seems idiotic that you can strand a ship by upgrading it's engines (if it doesn't have supply storage, too) at a space yard planet without a resupply depot.
 
[This message has been edited by Baron Munchausen (edited 01 February 2001).]
			
			
			
			
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