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Posted by: boggo2300
« on: May 05, 2014, 08:18:53 PM »

You are talking Organic Improvement or Population Improvement? The tech gives you the potential to improve. You need to spend the cash to actually make the improvements.

Ah right,  I get it now,  might I suggest moving the three Planetary Technologies from page 78 to in the section for their relevant tech tree?  for me at least that would make it easier to understand.
Posted by: Erik L
« on: May 05, 2014, 08:09:24 PM »

OK,  I can find the Industrial Index levels under Manufacturing,  but I can't find anywhere what the effects are of the Index on any construction,  planetary facility or otherwise.

It should be stated. If not I'll have to fix that.
Posted by: Erik L
« on: May 05, 2014, 08:08:57 PM »

OK,  back again with another question for you Erik!  (sorry for the bombardment)

the Planetary Improvements Tree techs,  you have the effects that they provide and an Mcr. cost per plus,  but do they require RP's? or BP's?

You are talking Organic Improvement or Population Improvement? The tech gives you the potential to improve. You need to spend the cash to actually make the improvements.
Posted by: boggo2300
« on: May 05, 2014, 07:48:14 PM »

OK,  back again with another question for you Erik!  (sorry for the bombardment)

the Planetary Improvements Tree techs,  you have the effects that they provide and an Mcr. cost per plus,  but do they require RP's? or BP's?
Posted by: boggo2300
« on: May 05, 2014, 05:21:46 PM »

Build Rates should be modified by the Industrial Index. This starts as x1, but as you improve Manufacturing Tech, it can increase up to x6.

OK,  I can find the Industrial Index levels under Manufacturing,  but I can't find anywhere what the effects are of the Index on any construction,  planetary facility or otherwise.
Posted by: boggo2300
« on: May 05, 2014, 04:47:21 PM »

HEY the rules for that are here!! maybe an extension though for missile reloads? or at least a CP to tonnage hard rule for magazine reloads?
Posted by: Erik L
« on: May 05, 2014, 03:40:35 PM »

Hmm... cargo transfer rules...

hmmm... Nothing in there at the moment I see. I'll have to figure something out.


Check page 42 of the pdf (Book page)
Posted by: Erik L
« on: May 05, 2014, 03:34:01 PM »

Build Rates should be modified by the Industrial Index. This starts as x1, but as you improve Manufacturing Tech, it can increase up to x6.
Posted by: boggo2300
« on: May 05, 2014, 12:34:59 AM »

yeah I think the starting capacity should be much higher,  or at least quickly scalable,   it takes 40 months for the Experience over time on a shipyard to topple it over the first grade to Poor (assuming all facilities get that, not just ships) and that's the ONLY time based one it gets,  which improves it's build rate to 105 tons,   that still seems a little low to me,  since Newport News built something like 200 liberty ships from 1940 to the end of the war (not quite the same I know)

Actually,  what about this for an idea;
A bonus to Shipyard build rates tied to the level of Construction Tech the empire has?
Posted by: Sematary
« on: May 05, 2014, 12:19:26 AM »

While that would help mid to late game, by that time you should have enough planets to make that not really matter (although it might when ships get to cruiser and above sizes). Right now if any of the players dedicated all of the orbital slots on their Core sized homeworld, they could only do 400 tons a month and considering most early game ships are in the 2,000 ton range that is still about 6 turns IF all orbital slots are taken up. I would suggest either shipyards take up less space, someway to add more slips or something to make a shipyard do more than 100 tons a turn, or have the base amount be higher.
Posted by: boggo2300
« on: May 05, 2014, 12:13:45 AM »

ooh,   another thought snuck up on me,  what about a tech for improving Shipyard construction, instead of only quality improving it?
Posted by: Sematary
« on: May 04, 2014, 10:26:32 PM »

And this is why I wanted to have you in on this game. We are helping to make Astra Imperia a better game.
Posted by: Erik L
« on: May 04, 2014, 10:24:56 PM »

Hmm... cargo transfer rules...

hmmm... Nothing in there at the moment I see. I'll have to figure something out.
Posted by: Sematary
« on: May 04, 2014, 10:10:48 PM »

For crating I would imagine you have to set them down at a friendly population and then have them unpacked at a rate of 2-5 times what you can build them for, and for that matter pack them at the same rate. And I agree with Erik and only have that for missiles/mines/drones.
Posted by: boggo2300
« on: May 04, 2014, 10:09:10 PM »

fair enough,  I think munitions ships are probably most likely to be needed,  I suppose you could build a ship full of Magazines to cover that though, however transfer time between ships would need to be covered