Aurora 4x

Astra Imperia => After Action Reports => Sematary's Community Game => Topic started by: Erik L on May 04, 2014, 01:33:06 AM

Title: Build Rate Adjustment
Post by: Erik L on May 04, 2014, 01:33:06 AM
On page 59 of the PDF, in table 88, it gives standard build rates for various items. This table is for a shipyard's build rate.

The missile/drone/fighter rates seem a bit low. So now it is:

Mines/Missiles = 200cp/turn + 10cp per grade
Drones = 100cp/turn + 5cp per grade
Small Craft = 8/turn + 1 per grade

Excess build rate is convertible. If you have 50 tons left on a ship, then you can dedicate the remainder to missile/drone/small craft production. In this case 100cp of missile, 50cp of drones or 4 small craft.
Title: Re: Build Rate Adjustment
Post by: Sematary on May 04, 2014, 01:34:24 AM
Sounds good, we can see how the new adjustments work.
Title: Re: Build Rate Adjustment
Post by: boggo2300 on May 04, 2014, 02:23:28 AM
something that may become useful later on, shipping crated missiles/drones, smallcraft/fighters in cargo holds might be something to think about as well
Title: Re: Build Rate Adjustment
Post by: Erik L on May 04, 2014, 11:16:33 AM
something that may become useful later on, shipping crated missiles/drones, smallcraft/fighters in cargo holds might be something to think about as well
Missiles and drones I can see. Small craft, not so much. A cargo shuttle has a cargo capacity of 200tons. So you are talking at least 400-500 tons just for one shuttle.
Title: Re: Build Rate Adjustment
Post by: Sematary on May 04, 2014, 11:45:34 AM
There is also the fact that Erik and I talked about shuttles being about the size of 747s with cargo shuttles being close to twice that size. Shuttles are really big.
Title: Re: Build Rate Adjustment
Post by: boggo2300 on May 04, 2014, 04:50:51 PM
I was more thinking of crated fighters for forward replenishment of combat losses on a carrier tbh,   just threw smallcraft in as "something similar to fighters" thing
Title: Re: Build Rate Adjustment
Post by: Erik L on May 04, 2014, 10:04:22 PM
No F-16 sized fighters :)
Title: Re: Build Rate Adjustment
Post 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
Title: Re: Build Rate Adjustment
Post 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.
Title: Re: Build Rate Adjustment
Post 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.
Title: Re: Build Rate Adjustment
Post 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.
Title: Re: Build Rate Adjustment
Post 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?
Title: Re: Build Rate Adjustment
Post 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.
Title: Re: Build Rate Adjustment
Post 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?
Title: Re: Build Rate Adjustment
Post 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.
Title: Re: Build Rate Adjustment
Post 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)
Title: Re: Build Rate Adjustment
Post 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?
Title: Re: Build Rate Adjustment
Post 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.
Title: Re: Build Rate Adjustment
Post 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?
Title: Re: Build Rate Adjustment
Post 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.
Title: Re: Build Rate Adjustment
Post 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.
Title: Re: Build Rate Adjustment
Post 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.