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Posted by: Paul M
« on: August 13, 2009, 02:55:49 AM »

Quote from: "sloanjh"
Because I usually have a mineral crash, I converted (and built) at the rate of 15 mine : 10 construction (i.e. 40% construction), with some dregs left over for fuel and ordnance.  I find that shipbuilding is a significant sink of duranium once the SY get rolling, so I'm building surplus mining capacity now (which is arguably a mistake, but once you get behind it's difficult to find the minerals to build a lot of mines without pausing construction or building fighter factories - I wish there were a wider selection of useful things to build that didn't suck duranium).

I usually build in groups of 10 and build x2 Construction followed by x1 mines, x1 fuel and x1 ordinance for 4 run throughs to get things going then start pushing up the number of mines.  What I do before this is build Financial centres usually as they allow me to build up a fairly good duranium stocks.  For colony worlds they are a very interesting choice.  I had a world with no minerals that was a bit of financial centre and it was producing a hefty chunk of change.  I was trying to keep 1 centre for each million population more or less.  What astounded me was the civillians instance of putting 37 million people on a venus-like hellhole x16.x cost I think.  It had a greenhouse pressure of nearly 10 and surface temperature of 400+ C but it had loads of low availablity minearls...and I had put some automatic mines there never thinking it would suddenly become the largest offplanet colony.

I agree that duranium seems to be over used in terms of producing your economy.  And I agree whole heartedly that once you get behind crawling out of the hole is very hard.  Especially if it involves building automated mines to do so.

Quote

On shipping terraforming facilities: I've been burned doing this to high-cost (much higher than 1.91) worlds, since there's no population to run them.  For low-cost (2-ish) worlds,  I've actually found it to be cheaper (in shipping tonnage) to ship over ~50 factories and a bunch of duranium and boronide and let the remote terraforming population build the factories (after shipping in a seed of a few factories to start with) - the only reason I do this, however is when I haven't researched terraforming yet, and because I know I'll be able to ship them to another location when I'm done with them.  Ditto on Brian's comment about terraforming ships - they last forever now and don't require a population (i.e. the equivalent of automated terraforming factories.

The Draakkaan Holding had 18 terraforming ships.  They were operating on 3 worlds one of which had 2 terraforming engines of its own.  But the round trip time to the colony world in question was a few months and if I sent a 6 ship group they would spend 4 months getting there.  The system was a double binary and the travel times were not short but it was a fabulus system.  I had a research centre there (recoverd from the ruins on the planet) so I was a bit strapped for people.  I had plans to boost its local industry but currently had 5 Factories, 1 Refinery, 12 mines, and a few maintenance facilities plus the research station and some mothballed fighter factories.  I had two planets with automatic mines (9 and 3) respectively and mass drivers flinging material around.  Population was around 3 million if I recall properly.  The civillian jump ship liners were routinely moving people there so I was in nearly continous "build infrastructure" mode.

What I found better was to send a freighter to the colony pick up minerals and cart them home and ship to the colony working factories.  Until you get at least 15 factories online you can't build much quickly.  I had one colony world I was really boot strapping.  It was my only 0.0 world and was about a 1.5 year round trip...I had build the liners for that purpose actually.  I still routinely would loose one to maintenance failure on the trip and need to send it in for repair.  I had 2 ENG and 1 factory plus 2 mines after my first infrastructure shipment and as I lost a freighter on the return trip to an internal explosion I wan't planning  on further trips till I had faster ships the only one in the plans.  It was building mines...that was SLOW!

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Hey!!!  I just realized that all commercial designs should be marked "conscript only".  I used to keep my terraformers with military crews so that they'd have longer time on station (less chance of breakdown) but that's moot now.

I use my civillian merchant marine to train my commanders.

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I don't think you're going to be able to get out of the system on a conventional start without jump gates, i.e. I think Steve has changed the game so that they're a fundamental part of the commercial economy.  The one way I can think of to get around this is to build tramp colony and cargo ships with 2 cryo or 1 cargo holds - these can move people and minerals (but not factories or mines) and be built at "only" 10K-11K tons.  Then you'd need to build a troop transport (not sure how big this is 'cuz I haven't researched it yet) and lots of engineers - the engineers land on the remote planet and start building factories (and later mines - in the early days it's more efficient to ship minerals in from the home world).

STEVE - This is a reason to consider allowing factories and mines to be broken down into 5 1-hold pieces - it would allow them to be shipped in tramp freighters operating outside the jump gate network.

John

I think that is correct but I'l still try and see what happens.  I am not fond of this change.  I can live without the civillian shipping lines if it means I don't put up "here is the nice creamy oreo centre of my empire" billboards for any enemies.  Assuming that they put out heat (and its hard to imagine they don't) they would be relatively easy to detect and would invalidate the need for a proper survey of the system.  Attack Vector Tactical disregards the possibility of stealth simply because it would take an IR telescope about 5 hours to do a full sweep of the system and any man made object would stand out fairly seriously against cosmic background and the drive plume is impossible to avoid.  The plume itself radiates both IR and visible light not to mention soft Xray in AV:T as they use fusion torches so they are using a mix of D, T, and He as propellent (not terribly efficient but I tried without success to point out that ion drives are really only limited by the onboard powersupply not intrinsically limited to being low thrust on physics principles).

But I don't see why you can't break things down to ship on smaller freighters. Once you are in your third wave of expansion I see the value to jump gates since you have both a navy and space to trade in the advent of a war before that not so much.
Posted by: sloanjh
« on: August 12, 2009, 11:29:43 PM »

Quote from: "SteveAlt"
This can be an issue. Aurora uses the currency data type in both code and database, which has a maximum of four decimal places so in the above situation, nothing will be added. There are a lot of advantages for the currency data type over floating point data types though so I am tempted to live with this particular issue involving single terraformers at low tech levels. If it is a real problem, I guess I could use floating point data types in this area.

I was actually in the DB on this issue the other day, and I think you're ok (but there is a different bug, which is why I was in the DB) - the terraforming gasses seem to be saved as floats - you can get increments smaller than 1.e-4 from terraforming.  A little bit of weirdness happens when it converts to currency for atmospheric pressures, but I've got a single terraformer that's been chugging away on Mercury at 16% efficiency and it's slowly (at the .0002 atm/yr level) putting anti-greenhouse gasses into the atmosphere - I can see the levels slowly increasing.

The bug is that Mercury started out with no atmosphere at all.  As soon as I started adding a gas, I started getting divide-by-zero errors.  The problem is that the total atmospheric pressure is currency type, and it's calculated on the fly by Aurora.  The terraforming gasses seem to be a double, and I'd only added 1.e-6 atmosphere.  Since this was the only gas present, and this number converts to zero in currency, when it went to calculate the %anti-greenhouse in the atmosphere it got 1.e-6/0.0 - oops :-)  I worked around the problem by bumping the amount of terraformed anti-greenhouse up to 1.e-4 and the divide-by-zeros went away.  Note that I wasn't able to get into the SM-mode atmosphere adjustment, since the divide-by-zero was messing up the F9 screen.  So if someone starts terraforming a planet with no atmosphere, they should probably go into SM mode first and give it a little nitrogen to avoid this bug.

John
Posted by: SteveAlt
« on: August 12, 2009, 09:08:29 PM »

Quote from: "sloanjh"
Quote from: "Paul M"
What was odd was that the 2nd level of terraforming speed also made a noticable improvement in the speed of terraforming.

Oops - missed this one out.  I've seen a similar effect where a single terraformer doesn't produce atmosphere as rapidly as it should.  I strongly suspect that there's a severe rounding effect going on at low numbers (i.e. 1) of terraformers.  Consider that there are ~72 5-day updates in a year; if a single terraformer produces .001 atm/yr, then this is only .000014 atm/update.  I suspect that this is being rounded down to 1.0e-5 somewhere.  After a few terraformers are present, or if the efficiency goes up, this rounding probably becomes much less severe.
This can be an issue. Aurora uses the currency data type in both code and database, which has a maximum of four decimal places so in the above situation, nothing will be added. There are a lot of advantages for the currency data type over floating point data types though so I am tempted to live with this particular issue involving single terraformers at low tech levels. If it is a real problem, I guess I could use floating point data types in this area.

Steve
Posted by: sloanjh
« on: August 12, 2009, 08:39:20 PM »

Quote from: "Paul M"
What was odd was that the 2nd level of terraforming speed also made a noticable improvement in the speed of terraforming.

Oops - missed this one out.  I've seen a similar effect where a single terraformer doesn't produce atmosphere as rapidly as it should.  I strongly suspect that there's a severe rounding effect going on at low numbers (i.e. 1) of terraformers.  Consider that there are ~72 5-day updates in a year; if a single terraformer produces .001 atm/yr, then this is only .000014 atm/update.  I suspect that this is being rounded down to 1.0e-5 somewhere.  After a few terraformers are present, or if the efficiency goes up, this rounding probably becomes much less severe.

John
Posted by: sloanjh
« on: August 12, 2009, 07:38:35 PM »

Quote from: "Paul M"
I'm afraid the orders to build rather than convert was accidental not intentional.  Of the 800 CInd I plan to convert:  350 to Construction factories, 300 to mines, 50 to Ordinance Factories and 100 to Fuel Refineries.  Give or take 10 in each catagory.   I am somewhat confused by the lack of duranium since I have 0.9 availability and usually the stockpile grows significantly faster than the use during the start phase which makes me think I have make a mistake with the orders.
Because I usually have a mineral crash, I converted (and built) at the rate of 15 mine : 10 construction (i.e. 40% construction), with some dregs left over for fuel and ordnance.  I find that shipbuilding is a significant sink of duranium once the SY get rolling, so I'm building surplus mining capacity now (which is arguably a mistake, but once you get behind it's difficult to find the minerals to build a lot of mines without pausing construction or building fighter factories - I wish there were a wider selection of useful things to build that didn't suck duranium).
Quote
I meant Commercial Space Port in the previous question I just got the name wrong.  I wasn't sure if the Civies would build these or if I needed to build one to start of my civilian ship building.
I didn't need one.
Quote
The fact we can now ship terraforming facilities is a huge bonus.  In my last game I really needed to be able to do that to get a x1.91 world down since it was located a long way (time wise) from my homeworld and the round trip time for the terraformers would have left them virtually no time on station.  What was odd was that the 2nd level of terraforming speed also made a noticable improvement in the speed of terraforming.
On shipping terraforming facilities: I've been burned doing this to high-cost (much higher than 1.91) worlds, since there's no population to run them.  For low-cost (2-ish) worlds,  I've actually found it to be cheaper (in shipping tonnage) to ship over ~50 factories and a bunch of duranium and boronide and let the remote terraforming population build the factories (after shipping in a seed of a few factories to start with) - the only reason I do this, however is when I haven't researched terraforming yet, and because I know I'll be able to ship them to another location when I'm done with them.  Ditto on Brian's comment about terraforming ships - they last forever now and don't require a population (i.e. the equivalent of automated terraforming factories.

Hey!!!  I just realized that all commercial designs should be marked "conscript only".  I used to keep my terraformers with military crews so that they'd have longer time on station (less chance of breakdown) but that's moot now.
Quote
As for the mixed design, if the civies just use it to move colonists and use the bigger freighters to move infrastructure bonus for me.  That way the infrastructure is always greater than the colonists.  I use that design since I can carry 50% more infrastructure then the colonists need for a x2 world which I like and I reserve my big ships for carrying factories.  My problem is going to be the jump engine requirement to move a 31K ship through the JP.  I'm afraid I don't consider jump gates standard operating procedure so I'll have to figure this out somehow.  My usual and actually very effective plan last game was to use Tankers/Maintenance ships as jump tenders and station them at the JP for both communications links and to keep the whole chain working fuel maintance wise.  I had 6 but was coming to the conclusion that I needed at least 3-4 more, as my colonies were now 3 jumps out and I needed at least a few to do inspace refueling of my exploration ships plus a reserve due to the need to overhaul from time to time.

I don't think you're going to be able to get out of the system on a conventional start without jump gates, i.e. I think Steve has changed the game so that they're a fundamental part of the commercial economy.  The one way I can think of to get around this is to build tramp colony and cargo ships with 2 cryo or 1 cargo holds - these can move people and minerals (but not factories or mines) and be built at "only" 10K-11K tons.  Then you'd need to build a troop transport (not sure how big this is 'cuz I haven't researched it yet) and lots of engineers - the engineers land on the remote planet and start building factories (and later mines - in the early days it's more efficient to ship minerals in from the home world).

STEVE - This is a reason to consider allowing factories and mines to be broken down into 5 1-hold pieces - it would allow them to be shipped in tramp freighters operating outside the jump gate network.

John
Posted by: Brian Neumann
« on: August 12, 2009, 10:38:14 AM »

Quote from: "Paul M"
The new rules will make terraforming outsystem a lot easier.  The other thing is that comercial engines have a rating of 62 compared to 25 for Nuclear Thermal Engines so in principle if you can afford the mass to have 2 of them you will have quite a fast survey ship 124 is essentially 5 regular engines.  You might be close to 2000 km/s which is not shabby given they have pretty obscene efficiency.  Even a military ship would likely benifit from using the commercial engines which seems a tad oddball to me.  Have to wait and see what gives in due course I guess.

The commercial engines are 25hs vs 5hs for the military model.  This makes them considerably less desirable for military uses as they are only about 60% as efficient on a per hull space basis.  They do work quite well for something like the geo survey ships as this not only makes the ships a commercial design, but gives them a nice efficient engine and a decent speed.  You can not make a grav survey ship as a commercial design unfortunately, those will have to be a military design, but even there it is probably worth the mass penalty to give them commercial engines, just for the fuel efficiency.

Brian
Posted by: Paul M
« on: August 12, 2009, 10:00:31 AM »

Well given I have 2400 RP per year and will be starting with Jump efficiency 1 I cringe when I consider a size 31K jump engine.  It will be interesting what that size of engine costs both in production terms and for research.  In my last game the next gen jump engine technologies was in the queue but not close to being researched.  I was using a single jump engine design for all my jump ships to keep things simple and inexpensive.

The new rules will make terraforming outsystem a lot easier.  The other thing is that comercial engines have a rating of 62 compared to 25 for Nuclear Thermal Engines so in principle if you can afford the mass to have 2 of them you will have quite a fast survey ship 124 is essentially 5 regular engines.  You might be close to 2000 km/s which is not shabby given they have pretty obscene efficiency.  Even a military ship would likely benifit from using the commercial engines which seems a tad oddball to me.  Have to wait and see what gives in due course I guess.
Posted by: Brian Neumann
« on: August 12, 2009, 06:33:22 AM »

One thing to remember now is that the commercial design ships do not require being pulled back for overhaul.  This does include the terraformers, and can include commercial jump ships.  I have designed a jump engine for commercial ships.  They are horribly expensive to build and design to start with, but the cost goes down quickly.  At a jump drive efficiency of 5 a engine for a 1000hs ship is 100000 reasearch points.  At a jump drive efficiency of 10 it has dropped to 25000 reasearch points.  The obvious point is that when you are getting started the first couple of decades of exploring and colonizing are going to be much tougher than later when you tech has been improved significantly.

Brian
Posted by: Paul M
« on: August 12, 2009, 03:33:36 AM »

I'm afraid the orders to build rather than convert was accidental not intentional.  Of the 800 CInd I plan to convert:  350 to Construction factories, 300 to mines, 50 to Ordinance Factories and 100 to Fuel Refineries.  Give or take 10 in each catagory.   I am somewhat confused by the lack of duranium since I have 0.9 availability and usually the stockpile grows significantly faster than the use during the start phase which makes me think I have make a mistake with the orders.

Current research is lvl 2 Reaserch speed and I have developed all the starting techs to get me a basic Geosurvey ship and my frieghters.  Weapons and the majority of the military systems are next up, followed by increase to construction rate and mining rate with Jump Theory somewhere in the mix.  My planetary leader is good at sensors (20% research bonus as well).  Looks like I need to start 3 new shipyards: 1 naval and 2 commerical yards.

I meant Commercial Space Port in the previous question I just got the name wrong.  I wasn't sure if the Civies would build these or if I needed to build one to start of my civilian ship building.

The lack of neutronium (18.x Ktonne, Availability 0.2) will be a bit of an issue.  Given the real estate in my home system I'm hoping to find a source of it and get serious numbers of automatic mines and mass drivers deployed.  It will be interesting to see what is available, especially in terms of the colony worlds resources.  The fact we can now ship terraforming facilities is a huge bonus.  In my last game I really needed to be able to do that to get a x1.91 world down since it was located a long way (time wise) from my homeworld and the round trip time for the terraformers would have left them virtually no time on station.  What was odd was that the 2nd level of terraforming speed also made a noticable improvement in the speed of terraforming.

As for the mixed design, if the civies just use it to move colonists and use the bigger freighters to move infrastructure bonus for me.  That way the infrastructure is always greater than the colonists.  I use that design since I can carry 50% more infrastructure then the colonists need for a x2 world which I like and I reserve my big ships for carrying factories.  My problem is going to be the jump engine requirement to move a 31K ship through the JP.  I'm afraid I don't consider jump gates standard operating procedure so I'll have to figure this out somehow.  My usual and actually very effective plan last game was to use Tankers/Maintenance ships as jump tenders and station them at the JP for both communications links and to keep the whole chain working fuel maintance wise.  I had 6 but was coming to the conclusion that I needed at least 3-4 more, as my colonies were now 3 jumps out and I needed at least a few to do inspace refueling of my exploration ships plus a reserve due to the need to overhaul from time to time.
Posted by: sloanjh
« on: August 11, 2009, 08:29:12 PM »

Quote from: "Paul M"
I'm also about 7 years into my 4.22 conventional start and I'm afraid that John is ahead of me.  This leads to some questions:
If you mean in terms of progress at the 7 year mark, it may be due to two things:

1)  I like to start with 1Billion pop - everything goes twice as fast.  (I rerolled HW minerals a few times until I got ~250Ktons of Duranium.)
2)  I've got a confession - about 1/2 way through my v4.0b game I realized that I seemed to be spending all my time building automated mines, i.e. I felt that the economic growth rate (in terms of construction factor output) was imbalanced on the low side, mainly because (on average) you have to build several mines for every construction factory built.  So I modded the DB to cut all construction factory and mine costs (and minerals) by 50% - but only for custruction factories and mines.  So my factories and mines cost 60 and automated mines cost 120 - same as a fuel factory (120) or ordnance factory (120).  This should have the effect (from a game mechanics point of view) of doubling the rate of GDP growth, since it costs half as much to increase the means of production.  I really liked the effect on the game in my v4.0b campaign - it was still difficult to build enough mines but not crushing, so I did the same from the start for my v4.22 game.  One aspect of this is that conversion costs for mines and factories went from 20 to 10, so I was able to fully convert in about 3 years (as opposed to the 6 or so it would take in an un-modded game) - I'm not convinced that this is a good thing.  Not sure how much I like the effects in this game - the civie economy seems to have skewed the military economy more than one might naively expect.  The big effect I'm seeing so far is that you don't need to support huge colonization fleets.  This in turn means that you're spending a lot fewer minerals on building freighters and transports, plus (and possibly more important) fuel consumption looks a lot lower.  OTOH, I still haven't left my system, so I've not yet role-played a need for a lot of military or exploration ships - consumption may go up once exploration kicks in.  

One interesting thing about the 50% expense for construction factories and mines is in whether to convert to "production facilities" (construction factories or mines) or "consumables facilities" (ordnance or fuel factories).  Without the mod, it's pretty much a no-brainer - convert to production, then use the production to build the consumables facilities.  With the mod, however, every unit of conventional industry that you convert to a production facility only gains you 50 build points (and minerals) compared to building the production facility from scratch, while converting to consumables facilities gains you 100 build points.  So it's in your best interest to convert as many ordnance and fuel factories as you think you'll need in the short term, rather than over-converting then needing to build these expensive facilities right away.  I ended up keeping a "reserve" of about 400 of my 1600 conventional factories, since in my previous campaign I needed ~400 fuel factories and >100 ordnance.  As I mentioned above, though, it seems like fuel consumption is going to be a LOT lower in v4.22 due to civie colonization, so I later converted another 100 of these.  The good news is that this might in enough fuel to be able to do training for my military, rather then just keeping all my ships continually tied up alongside.

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1.  Did you build a commercial freighter centre?
I don't think these exist any more - if you stick an engineering HS on a commercial design it never (seems to) need maintenance.

STEVE - I just looked through the build list to confirm this, and commercial freight center isn't there (as expected).  Commercial Space Port is, however - is this a mistake?

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2.  What amount of capacity is added with each upgrade of the civillian shipyard?
The same choices as for Naval, except they (seem to) cost 10x less.  I think everything for commericial SY is 10x less expensive.  The tonnage options are 500, 1K, 2K, 5K, 10K.  I've been bumping my commercial yards in 5K increments, since the smaller increments tend to waste more time at the end of the econ update than is gained by efficiency improvements.
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The reason I am asking is that for some reason I am at nearly 0 stockpiled duranium...I am wondering if I made a mistake somewhere and selected "Build" rather than "Convert Conv. IND to" also due to low corbomite availablity I have been having trouble with my standard build financial centres work around to build up duranium stockpiles.  Means I have to start making priorities here.  I was also surprised that my 500 million population started with 800 conventional industry, that seems more than before.  I cheated and gave myself 10 starting research facilities though.  I also have both a low availablity and not large stock pile of neutronium.  I'm still working my way through the C. IND conversion about 30% converted so far...which seems low and makes me think I did build rather than convert *sighs*.
I tend to only convert to construction factories and mines until 75% are gone before building anything else - the difference in build points is so large that you'll get the thing built much quicker by first growing your economy then building other stuff.  No neutronium is a real bummer - that's going to make it hard to grow your shipping industry.
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I just completed design of my first two freighters.  A 31,000 tonne freighter (25K cargo) and a 28,000 tonne mixed colony-freighter (20K colonists, 15K cargo) both are around 650 km/s velocity.  I am currently building my first Geo survey ship.  One thing I did notice is that I had to add more engineering spaces to the freighter to get stored maintenance over that of the max maintenance cost.  Likely that is the Korval Nearscan array anyway (a short ranged low resolution active sensor).
On the mixed design - I think this will cause the civie sector severe psychosis.  As far as I can tell, civies will only load one type of cargo at a time, so giving them a mixed design will probably confuse them (might be wrong here, though - I haven't tried it).

On the freighter's engineering spaces - you only need one space.  What should happen is you should see "this ship classificed as a commercial design", and when you add the engineering space you should see the %chance of failure field disappear.
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I've also only got the planatary bases but the thing is that my feeling on a space navy is that it will grow with the demands placed on it.  The navy yard is currently at 1500 Tonne with 3 slips.   I have one x3.39 world in the system available for setting up a colony and crap load of asteroids/gas giants (including 3 super jovans) so I may make a second geosurvey ship to handle the initial survey.  But at a bit over 2 years to develop jump drive theory I am going to be several years yet before becoming insterstellar, just started the next level of research speed tech and there are a few things in the queue before Jump drive theory.  At which point I'm going to have to figure out how to handle those frieghters with a jump drive.  One thing I make sure of though before going interstellar is to upgrade 6 of the missile bases to TN techs to give me planetary defence.

Yeah, I've been taking my time before researching jump theory - my civ is more interested in growing its economy and explointing Mars and Mercury before investing in interstellar travel (they just researched it about 13 years in - in my 4.0b campaign I think it was ~30 years).  Of course I've got 2 NPR out there who might come visiting before I'm ready to leave....  One thing to be careful of - it looks like there's a "feature" in 4.20 that sets the system numbers sequentially in initial setup, so it's likely that you and any NPR that you started with will be in the same neighborhood of system IDs.

On the colony world - I would declare it a colony ASAP and put some colonists and infrastructure on it to seed the civies.  Then you can have them build terraforming facilities to bring the temp down.  I think in the long term it will be more efficient to build terraforming ships (civie design so free after they're built and don't take pop to run), but for that you have to research terraforming module and that's 5K research points.

I'm always a big fan of research the productivity levels as rapidly as possible - that multiplies the exponent of your economy's growth.  Right now I'm trying to double my research lab count so that I'll be able to research higher efficiency levels in a decent amount of time (and sneak some weapons research in before I venture into the great beyond).

John
Posted by: Paul M
« on: August 11, 2009, 03:27:55 AM »

I'm also about 7 years into my 4.22 conventional start and I'm afraid that John is ahead of me.  This leads to some questions:

1.  Did you build a commercial freighter centre?
2.  What amount of capacity is added with each upgrade of the civillian shipyard?

The reason I am asking is that for some reason I am at nearly 0 stockpiled duranium...I am wondering if I made a mistake somewhere and selected "Build" rather than "Convert Conv. IND to" also due to low corbomite availablity I have been having trouble with my standard build financial centres work around to build up duranium stockpiles.  Means I have to start making priorities here.  I was also surprised that my 500 million population started with 800 conventional industry, that seems more than before.  I cheated and gave myself 10 starting research facilities though.  I also have both a low availablity and not large stock pile of neutronium.  I'm still working my way through the C. IND conversion about 30% converted so far...which seems low and makes me think I did build rather than convert *sighs*.

I just completed design of my first two freighters.  A 31,000 tonne freighter (25K cargo) and a 28,000 tonne mixed colony-freighter (20K colonists, 15K cargo) both are around 650 km/s velocity.  I am currently building my first Geo survey ship.  One thing I did notice is that I had to add more engineering spaces to the freighter to get stored maintenance over that of the max maintenance cost.  Likely that is the Korval Nearscan array anyway (a short ranged low resolution active sensor).

I've also only got the planatary bases but the thing is that my feeling on a space navy is that it will grow with the demands placed on it.  The navy yard is currently at 1500 Tonne with 3 slips.   I have one x3.39 world in the system available for setting up a colony and crap load of asteroids/gas giants (including 3 super jovans) so I may make a second geosurvey ship to handle the initial survey.  But at a bit over 2 years to develop jump drive theory I am going to be several years yet before becoming insterstellar, just started the next level of research speed tech and there are a few things in the queue before Jump drive theory.  At which point I'm going to have to figure out how to handle those frieghters with a jump drive.  One thing I make sure of though before going interstellar is to upgrade 6 of the missile bases to TN techs to give me planetary defence.
Posted by: sneer
« on: August 10, 2009, 03:54:57 PM »

in my few last games civilan shipping worked nice
but
in the last game where i have 2nd colony about 5 months for  freigter away and i need all capacity working i see sad that 3 civilian ft don't contribute and stay on earth  all the time :) // but they are not active ....
Posted by: Father Tim
« on: August 10, 2009, 02:37:13 PM »

In Antioch of course . . . fourth system of the Roman theme.   #:-]
Posted by: Hawkeye
« on: August 09, 2009, 10:35:43 PM »

Quote from: "waresky"
great wotk John..

Am in fear because am at War toward a hostile Ferocious Alien..."Rabbit" look Precursors AI ships...:D  :)
Posted by: waresky
« on: August 09, 2009, 01:36:51 PM »

great wotk John..

Am in fear because am at War toward a hostile Ferocious Alien..."Rabbit" look Precursors AI ships...:D..

i HATE Steve...WHY an Rabbit races need to reach the Star r unknow for me:)))))