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Posted by: jseah
« on: March 26, 2012, 03:06:50 PM »

I dunno about you, but I make my wealth off civilian shipping lines.  

Judicious use of terraforming ensures that demand for infrastructure never falls below supply.  (ie. I do not terraform colonies below 2 cost until they hit 400m or so)  This ensures that infrastructure produced by terraformed high population worlds always have a market in developing colonies.  

Not to mention, researching the wealth tech improves trade goods as well.  Combined with affordable freighter and colony ship designs, all I have to do is plonk down a colony designation and 1 freighter-ful of infrastructure and the civvies do the rest.  
Moving industry is also a piece of cake.  I placed an order to move 100 maintenance facilities to a forward base and it got there in about six months...

Heck, by year 30, I abandoned my game because it was getting so slow with all the civilian traffic!  More than three hundred one thousand ships spread over 8 shipping lines, all busy like bees shuttling stuff between my capitol (1b), research world (~400m) and manufacturing center (600-700m), as well as roughly 20 satellite colonies (10-100m).  
Shipping line tax income was around twice my tax base.  
Posted by: Thiosk
« on: March 15, 2012, 05:11:40 PM »

You can't use your manufacturing world to produce financial centers!  Thats madness!  You need those people manufacturing, not getting jobs in the financial sector.  How will you ever get 6000 CFs???

What I do is plop about 100 million people somewhere and 200-400 CFs on a planet, dump in a buttload of uri. and corb., and let them produce financial centers forever.
If you want to ramp it up quick, of course use more CFs, but at 100 or so CFs they'll generally produce financials just a little faster than pop growth.

Instant permanent wealth growth.  Any tapped out mining world gets turned into one of these.  Its critical because once you capture a couple alien homeworlds, suddenly you have billions of slave er workers and mines to exploit.

A planet with a population of 250 million and a full workforce of financial sector will produce a buttload of wealth-- mine produces more than Earth with its population of 1.5 billion.  Talk about wealth efficiency.
Posted by: Jacob/Lee
« on: March 15, 2012, 03:42:22 PM »

I'm wondering how you have enough people to run a place like that, good god...
Posted by: xeryon
« on: March 15, 2012, 03:36:30 PM »

Sounds like those 3000 CFs should be cranking out Financial Centers.
Posted by: Nathan_
« on: March 14, 2012, 11:03:10 PM »

There are ridiculous gobs of minerals everywhere, it will literally not be possible to exhaust them all, though finding good sites to mine can be difficult. In one game I have 62 ships in the 10k to 20k range parked over my capitol sucking down a lot of resources(12k of all types per year), but there are 4 thousand mines spread out over 5-6 mining colonies producing minerals for my capitol so despite having 3 full taskforces, I have quite the reserve of minerals and the ability to crank out ships should it become necessary. The mineral I have the least of is neutronium, at 128k in the stockpile, and the mineral I have the most of is Duranium with 1.693M.

What I lack at this level is cash, quite simply because I have enough resources to build way too much with 3000 construction factories, 400 labs, and 13 shipyards with 42 slipways between them.
Posted by: ollobrains
« on: February 20, 2012, 11:47:30 PM »

how do u cope with burning up all the fuel and mineral reserves with it on though ?
Posted by: Sloshmonger
« on: February 20, 2012, 12:26:29 PM »

If I remember correctly from when I tried it out a while back, in a game with maintainance switchd off, even for ships that have high accrued maintainance clocks, overhaul orders don't show up in the available orders unless you select the 'don't filter orders' option. If then given the overhaul order, the ship will get stuck in permenant overhaul state with the clock never reducing and being unable to recieve any orders. The only way to get them out of that state was to cancel all orders for the ship and then put the ship under repair at a shipyard.

Running a game with maintenance turned off currently, and the overhaul option is there. It's just ordering ships to be overhauled does nothing but put them into the overhaul state. Doesn't reduce timers at all, and requires "abandon overhaul" order to get to normal operation.

I found this out after forgetting that i had maintenance turned off; i was in a habit of ordering overhauls whenever a fleet's duty finished.
Posted by: metalax
« on: February 18, 2012, 12:46:25 PM »

What happens if you turn it off, then overhaul everything so the clock is 0.0?

I think that even though it is turned off, any ship that has any clock progression will still be checked for failures.

If I remember correctly from when I tried it out a while back, in a game with maintainance switchd off, even for ships that have high accrued maintainance clocks, overhaul orders don't show up in the available orders unless you select the 'don't filter orders' option. If then given the overhaul order, the ship will get stuck in permenant overhaul state with the clock never reducing and being unable to recieve any orders. The only way to get them out of that state was to cancel all orders for the ship and then put the ship under repair at a shipyard.
Posted by: Person012345
« on: February 17, 2012, 05:38:39 PM »

Have you considered that it might be time to retire your old ships?

I've never had a problem with maintenance. I tend to give most ships generous maintenance spaces, and they only usually last 10 - 20 years before being replaced by newer generations of ship. On one design made in a critical duranium shortage for one faction, I built a military freighter design with barely enough maintenance spaces for one failure (the faction only had a fairly small naval shipyard at the time, but needed to get some automines offworld ASAP), and just ordered them to resupply every cargo-trip cycle. When they were doing nothing in orbit of the planet, set conditional orders to resupply below 20%. I very rarely overhaul my ships at all.
Posted by: Beersatron
« on: February 14, 2012, 02:24:11 PM »

What happens if you turn it off, then overhaul everything so the clock is 0.0?

I think that even though it is turned off, any ship that has any clock progression will still be checked for failures.
Posted by: TheDeadlyShoe
« on: February 14, 2012, 04:52:45 AM »

Did you press Save?
Posted by: Sarganto
« on: February 14, 2012, 03:04:34 AM »

You can change everything else midgame I don't see why maint would be different.
I tried turning it off in the main screen, but I still got failure messages.
Posted by: TheDeadlyShoe
« on: February 13, 2012, 08:06:22 AM »

You can change everything else midgame I don't see why maint would be different.
Posted by: Sarganto
« on: February 13, 2012, 07:09:53 AM »

I don't know if checking the "no Maint" button during the game changes anything, but if checked at the beginning your clocks keep ticking but no failures ever occur.  You can roleplay the need for maint and such or you can just ignore it and build huge ships with little engineering spaces and never worry they might break.

Mark
That you can't change it during a running game, makes me a really sad panda.

Guess I will have to deal with it in this game. I will go the engineering spaces overbuild way and just have large maintenance facilities everywhere.
But it is surely one micromanagement burden I don't necessarily need. It's not like there is no other micromanagement left...
Posted by: Sotak246
« on: February 12, 2012, 11:49:23 PM »

I don't know if checking the "no Maint" button during the game changes anything, but if checked at the beginning your clocks keep ticking but no failures ever occur.  You can roleplay the need for maint and such or you can just ignore it and build huge ships with little engineering spaces and never worry they might break.

Mark