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  #21  
Old April 15th, 2007, 03:28 AM

Phoenix-D Phoenix-D is offline
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Default Re: Gritty Galaxy Mod Downloads

It works, yeah. Once a war gets to any sort of length, you can't spare the shipbuilding time to make massive ships. Sure, you can work in parallel..but the same trick works for building small ships as well.

Also considering mothballs. While you can still only support X number of ships per turn, someone who builds and mothballs small ships during peacetime can effectively ALWAYS have a navy as large as his budget will support..
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  #22  
Old April 15th, 2007, 12:25 PM

arthurtuxedo arthurtuxedo is offline
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Default Re: Gritty Galaxy Mod Downloads

Good point. We'll see how it shakes out, then.
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  #23  
Old April 15th, 2007, 07:35 PM
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Default Re: Gritty Galaxy Mod Downloads

In the newest version, the HW build rate has changed, but with just an old legacy SY facility, you could build 30x 45kt scouts in one turn, or one 300kt dread in about two turns.

Given any particular amount of SY capacity, you get far more military tonnage per turn (9:1 for scouts vs dreads).

Rather than building and mothballing scouts during peacetime, I would suggest that a better strategy is to build the larger ships during peacetime.
Mothball the expensive small ships, to free up resources for the SY to go full out.

Consider that in wartime, you have a limited number of ships you can support...
The bigger the ships you have mothballed, the more *tonnage* you will have in the field.
And large mothballed ships are worth far more. If you're talking scouts, you would be better off just building them fresh on demand; that way they start with full supplies and ordnance.
Unmothballing a large ship during wartime, on the other hand, saves you a lot of build queue time just when you need it most.

During wartime, though, you will need lots of cannon fodder to absorb the slings and arrows of your fortune. Small ships are great at that. Faceless meat shields you build by the dozen to protect your flagship and its 100mm Laser batteries.


In general, you will probably try to budget enough resources to continually run all your SY at full capacity.
The leftover margin determines the number of warships you can support in the field.
In order to maximize your tonnage and firepower in the field, you will want the biggest ships possible, while constructing new ones at least as fast as you lose them.
Note: If you're building faster than you're losing, you can simply notch up your aggression and increase your casualty rate by demolishing enemy strongholds. In the longer term, you can switch to larger ships and thus increase your tonnage in the field.
Note2: If you're building slower than you're losing, you are in trouble, and will soon go down in flames as your fleet sizes shrink and your casualty rates rise. Time to switch to smaller ships.
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