Re: More questions on SD (and the ED, kind of ...) |
Mon, 06 August 2007 03:55 |
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Well... Of course doubling your res would be usefull.
But you are asking the wrong question. It's not a question of 'would these resources be usefull', it's a question of 'would these resources be usefull, after considering how much I have to invest *in game* and in race wizard points to get these resources.
I think something like 10/9/10 factories is a bit unpleasant, for the first part of that question. I've seen race designs that use it (specifically, CA monsters, but it's hard not to monster a CA...) but I don't think they are good settings in general - the ramp up is slow for the benefit (it takes 9 years for a factory to pay for itself) and it doesn't peak very high. I'd rather bite the bullet and go -f if I felt that short on points for economy.
Something like 12/9/12 doesn't cost much (114 points more than 10/9/10) but gets to a higher economy in almost the same length of time. My spreadsheet says both economies complete in seven years, and it'll give you substantially more at the end. Assuming 1/1000 pop eff, it'd give you 2.44 res per 1000 colonists, compared to 2.0. I think it's definately worth finding the extra 114 points to take these settings as a minimum, if you plan to build any factories at all.
Factory efficiency 12 is one of the 'breakpoints' in the wizard - going to efficiency 13 costs substantially more than it did to increase frmo 10 to 11, and from 11 to 12. So 12/9/x where x is about 12-14 is a good safe set of values to use for HG style races.
In case you are interested, the first breakpoint in factory count comes with a big jump in the cost to go from 16 to 17 factories, but I'd usually increase efficency further before I reached 16 and then you're really talking about a QS or HP race.
[Updated on: Mon, 06 August 2007 03:58] Report message to a moderator
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