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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

What kinds of manufacturing achievements would you like to see?

Submitted by Mylon on Fri, 2007-02-02 03:31. SE:V MODs

Ringworlds and sphereworlds are already a form of manufacturing achievement. However, I would like to include additional manufacturing achievements in the form of facilities. The idea is that rather than let queues sit idle, players can put them to use in manufacturing achievements. An example of this is the cities in the Proportions mod of SE IV. They do a little bit of everything and are more efficient than having separate facilities that perform the different functions. The drawback? They take about 100 turns to make.

So, any particular ideas? Possible ideas include complexes, which operate much like most point facilities except they cost more and do more and have a larger facility space. Like, say, a mineral mining complex that is 5 times the size, produces 20 times the minerals, but costs 100 times as much. Think of buildings you would build yourself, but at the same time consider balance implications. The mineral complex, for example, could lead to much bigger fleets in general due to being able to pay more maintenance costs.

‹ Mines, Visibility, Warp Points BM Mod and Finite Resources ›
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Martock's picture

Re: What kinds of manufacturing achievements would you like to s

Submitted by Martock on Fri, 2007-02-02 14:55.

Well, the cities idea sounds good but the mineral complex, that would render the monolith facility pointless to build. If you were to create a resource harvesting complex for each resource that pulled 20 times the minerals, I would also like to see the monolith facility get a similiar face lift that would pull maybe 12-15 times the minerals. Then it's a decision of more per turn but having to use more planet space or less per turn but able to use other buildings on a planet as well.

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Thy Reaper's picture
Mod Designer

Re: What kinds of manufacturing achievements would you like to s

Submitted by Thy Reaper on Fri, 2007-02-02 15:30.

I like the idea, but the example you gave would have a net loss. Remember that facilities now have a maintenance cost (10% in stock, IIRC), so 20x Production / (5x Size * 10x Maint) = 2/5 efficiency. Any specialized buildings will have to have the maintenance modifier to make them worthwhile.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Re: What kinds of manufacturing achievements would you like to s

Submitted by Mylon on Fri, 2007-02-02 17:04.

It's 10% for facilities in stock? I was going off of Balance Mod values which was 5%, and it calculated out to be a net gain. Cost of 150,000, maintenance of 7500, production (on a 100% world) of 40,000, for a sizable net. Not bad, if I say so.

But on the other hand, using maintenance modifiers might be a better way of doing this. Rather than a facility that's 5x as big and produces 20x as many minerals for 100x the cost, it could produce only, say, 10x as many minerals ( So per kt, it'd be twice as effective) and the maintenance modifier could keep it at the same cost to maintain as an equal kt of regular facilities so the numbers don't inflate too much.

I'm making other mods to the game, though. Monoliths, for example, improve with resource extraction techs, and are cheaper to build than these complexes. I might add a monolith complex, too!

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Martock's picture

Re: What kinds of manufacturing achievements would you like to s

Submitted by Martock on Fri, 2007-02-02 18:21.

Perhaps you could make the monoliths pull less but at the same time replenish the resources like a weaker version of the resource improvement facility. Regardless, I don't mind one way or the other so long as its balanced enough and the AI can actually figure out how to use it. Come to think of it, I don't think I've ever found a monolith facility on any AI planet.

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Re: What kinds of manufacturing achievements would you like to s

Submitted by BlueM99n84 on Sat, 2007-02-03 06:46.

Do you necessarily need a new complex that actually produces or should this complex offer the actual manufacturing efficiencies to already existing tech? The discussion reminds me of the Civilization approach that allows only one player to build a monument or achievement reaping the benefits until a newer achievement applies.

The other alternative is that it has system vice empire impacts.

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Martock's picture

Re: What kinds of manufacturing achievements would you like to s

Submitted by Martock on Sat, 2007-02-03 15:22.

Mmm, I'm just looking to see that one set of facilities doesn't get rendered useless by making another more powerful. I like the idea of making the existing facilities more powerful in either doing another job or being more efficient.

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Re: What kinds of manufacturing achievements would you like to s

Submitted by Fallen Haven on Sat, 2007-02-03 17:39.

Martock wrote:
Mmm, I'm just looking to see that one set of facilities doesn't get rendered useless by making another more powerful. I like the idea of making the existing facilities more powerful in either doing another job or being more efficient.

One way to ballance mega production facility is to not make them better at everything. For exemple in my mod Monolith produce the three ressources, but not as much of each ressources than a specialised ressource extration facility. So using mineral extractor instead of a monolith has some use when you want minerals only.

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Re: What kinds of manufacturing achievements would you like to s

Submitted by Mylon on Sun, 2007-02-04 05:48.

The complexes do outdate typical facilities. However, they are more expensive to manufacture (but not maintain) and have a bigger footprint, so there's some investment involved. First, one has to pay 150,000 minerals for one facility. Second, one has to leave 5,000 kt of space free during that construction, so there's an opportunity cost involved. That is, if it takes, say, 3kt per turn, so 50 turns, and those 5 slots would have had mineral miner facilities, that adds to the cost of 7,500 * 50, or an additional 375,000 minerals (per 100%) that could have been mined, not counting maintenance. Then again, at that rate, it takes about 70 turns before it breaks even...

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Re: What kinds of manufacturing achievements would you like to s

Submitted by Fallen Haven on Sun, 2007-02-04 07:51.

Mylon wrote:
The complexes do outdate typical facilities. However, they are more expensive to manufacture (but not maintain) and have a bigger footprint, so there's some investment involved. First, one has to pay 150,000 minerals for one facility. Second, one has to leave 5,000 kt of space free during that construction, so there's an opportunity cost involved. That is, if it takes, say, 3kt per turn, so 50 turns, and those 5 slots would have had mineral miner facilities, that adds to the cost of 7,500 * 50, or an additional 375,000 minerals (per 100%) that could have been mined, not counting maintenance. Then again, at that rate, it takes about 70 turns before it breaks even...

Interesting concept, but i doubt i could teach my AI to build such a thing in an intelligent way. I can restrict it in a way that the AI won't build it on every worlds, but having the build queue clogged for 70 turns isn't a good idea to me... So many things could go wrong during that time...

And 5000 kt is a bit small for an uber structure. I would give it at least 10000...

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Re: What kinds of manufacturing achievements would you like to s

Submitted by Mylon on Sun, 2007-02-04 09:56.

10Mt for a facility? That would increase the build time and the opportunity cost even more (actually, quadrupling the opportunity cost). I already thought the opportunity cost for a 5Mt facility was rather large, but it can be justified as away to squeeze twice as much production from one planet.

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Re: What kinds of manufacturing achievements would you like to s

Submitted by Fallen Haven on Sun, 2007-02-04 12:41.

Mylon wrote:
10Mt for a facility? That would increase the build time and the opportunity cost even more (actually, quadrupling the opportunity cost). I already thought the opportunity cost for a 5Mt facility was rather large, but it can be justified as away to squeeze twice as much production from one planet.

Yeah but 5000 isn't that large, you can fit this on a domed planet. You should aim that for the larger worlds. And with the time it takes to build, you want the population bonus to go along...

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Re: What kinds of manufacturing achievements would you like to s

Submitted by Alpedar on Sun, 2007-02-04 15:22.

To be honest, i can't imagine playing such long game (in this phase both I and oponents will have HUGE empire (or et least lot of ships+units) and there will be fighting. So turns will take realy LONG. And with that i would probubly declare it won or lost and start another game.

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Re: What kinds of manufacturing achievements would you like to s

Submitted by Mylon on Sun, 2007-02-04 20:19.

Alpedar wrote:
To be honest, i can't imagine playing such long game (in this phase both I and oponents will have HUGE empire (or et least lot of ships+units) and there will be fighting. So turns will take realy LONG. And with that i would probubly declare it won or lost and start another game.

Well, it's 70 turns at a "standard" production rate. When you consider, say, level 10 space yard (a 50% bonus), a 50% population bonus, a 20% happiness bonus, plus any racial modifiers, it might only take about 30 turns.

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