Shipyards

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nimrodd
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Post by nimrodd »

Charles Lewis wrote:But we're talking about space-borne facilities. While there are practical limits to how many shipyards could be squeezed into particular volume, when you have an entire solar system to work with, that volume is effectively limitless.
When I started my post, I wasn't talking about space limitations, although I did bring that into it with bases, etc.

My original thinking was on what is the amount of capacity that can be supplied by a 3 Utilized Productivity colony vs a 10 Utilized Productivity Homeworld.

Again, all of this only applies if we are using Modular Shipyards, where you only pay for what you build (i.e. 9EP (3 Dock, 18 Cap) vs 30EP (10 Dock, 60 Cap), where someone may choose to build ten 9EP Shipyards at a far (effectively non-industrial) colony and have one 30 EP Shipyard at the heavily industrialized Homeworld.

At what point would that non-industrialized colony not be able to support any more shipyards?

I amend my post to be just about Shipyards and Repair Docks.
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Tyrel Lohr
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Post by Tyrel Lohr »

I haven't had much time to do anything besides work the last three weeks (sigh), but in the bit of playtesting I have been able to get in I have been playing with Orbital Shipyards costing 5 EP a piece to build, and each shipyard provides 5 Construction Capacity and 1 Dock Space. All shipyards of the same type at a location then combine their Capacity and Dock Spaces to determine the total number that can be built. This seemed to work fairly well; it allowed you to expand shipyard facilities without tying their effectiveness to the local economy, which in turn allows an empire to build shipyards at out-of-the-way locations and feed them using their background economic infrastructure.

I initially tried my original thought of building specific shipyards with separate Construction Capacity and Dock Space totals, and with just a one-system empire it still became a headache, so I jettisoned it and moved on to the above system instead.
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