Guest Posted July 13, 2017 Report Share Posted July 13, 2017 Draco is new to it Beside that pete had to grow 2 more arms to fixed my mistake for me Quote Link to comment Share on other sites More sharing options...
richardjohns Posted July 14, 2017 Author Report Share Posted July 14, 2017 I would say it is nice to hear everyone's opinions they help the rabbits decide on a direction. Of course, they can decide where they want to live. My greatest growth is still on my is neck and neck gas giant vs asteroid belt. I know Pete is probably having fun playing a few empires himself. Quote Link to comment Share on other sites More sharing options...
hobknob Posted July 14, 2017 Report Share Posted July 14, 2017 Moving a hw pop is completely doable, even in Draco. That is not the issue. The issue has always been to not allow escaping by gate of any meyhod that is not preventable. Massive fleets of colony berths are completely doable. Quote Link to comment Share on other sites More sharing options...
The Fremen Posted July 14, 2017 Report Share Posted July 14, 2017 It may be doable but with standard colonial berthings it wouldn't be very practical. To move about 95% of a starting positions HW would require at least 20 billion iron to be mined or produced from RR's and then that iron would need to be converted to steel which then could be processed into berthings. It would take 14 years of real game time to build 500000 colonial berthings assuming 100 million iron per turn being produced and a production capability of 200 million per turn. The time would be shortened considerably if the player upgraded all IC's to improved and got to 3rd generation industrial science but this would take time as well. Now if there are improved colonial berthings in the game them it would take even less time. Getting to 100 million iron per turn produced would also take some serious colony development or perhaps heavy use of DCS'ers on a few high potential iron worlds. Quote Link to comment Share on other sites More sharing options...
Lord Deependra Posted July 14, 2017 Report Share Posted July 14, 2017 Fortunately, we have plenty of time. It will take that long to build a fleet to conquer another HW anyway. Quote Link to comment Share on other sites More sharing options...
hobknob Posted July 15, 2017 Report Share Posted July 15, 2017 It is still possible. I can't imagine needing to worry about it until after capturing several additional hw. However, once that has happened I do not think it is too farfetched to come up with 20,000 colony berths. Even this early in the game i know of players with 5000+ of them. Â Anyway, with 20,000 or more of them you could really start to depopulate a hw. Â So, I continue to build colony berths every turn, don't you? Â By the time you need them you should also have better engines and twd's. Then you could easily siphon off 5-10k a turn. It will take a while to move everything, but it can still be done. Quote Link to comment Share on other sites More sharing options...
The Fremen Posted July 15, 2017 Report Share Posted July 15, 2017 Hey I'm one of them! I have a little over 5000 of them You are correct though, as in that context it will be possible. It will just take awhile. I was thinking a much shorter time span as in getting out of dodge before the huge mutated alien storm troopers arrived to decimate your HW. Quote Link to comment Share on other sites More sharing options...
hobknob Posted July 16, 2017 Report Share Posted July 16, 2017 Ah well, that is why we don't have gates. Quote Link to comment Share on other sites More sharing options...
RTGPete Posted July 16, 2017 Report Share Posted July 16, 2017 Â No capes gates! Â Quote Link to comment Share on other sites More sharing options...
The Fremen Posted July 16, 2017 Report Share Posted July 16, 2017 Quote Link to comment Share on other sites More sharing options...
Lord Deependra Posted July 16, 2017 Report Share Posted July 16, 2017 Now I wamt to research capes! Quote Link to comment Share on other sites More sharing options...
The Fremen Posted July 17, 2017 Report Share Posted July 17, 2017 Building the Fleet to conquer another HW is just one part of the equation. The other is getting enough troops to the party to actually conquer it. In Andromeda it was common practice to establish a beachhead and then gate in a bunch of reinforcements. In Draco ALL troops will have to be physically transported to the target and that in itself will be quite the mission. Did anyone else notice that troop berthings construction requirements have increased by 60%? Quote Link to comment Share on other sites More sharing options...
richardjohns Posted July 17, 2017 Author Report Share Posted July 17, 2017 I think the increase is offset by the decrease in colony berthing and colony bays. However, the cost of colony bays and cargo bays effectively make them better than AP 2. Â Â Differences between Andromeda and Draco Resource Andromeda/Draco Cargo Bay Steel 5/2 Colonial Berthing Steel 50000/20000 Construction Materials Timber 2/1 Consumer Goods Light Metals 2/1 Electronics Refined Crystals 2/1 Fuel Gaseous Elements 3/1 Fuel Tankage Steel 5/2 Heavy Machinery Steel 3/2 Luxury Goods Precious Metals 2/1 Petroleum Petrochemicals 3/2 Pharmaceuticals Rare Herbs & Spices 3/2 Plant Foods Mineral Fertilizers 3/2 Processed Radioactives Radioactive Elements 3/2 Refined Crystals Crystals 3/2 Steel Iron 3/2 Textiles Fiber 3/2 Timber Lumber 3/2 Troop Berthing Steel 50000/80000 Weapons Iron 2/1 Quote Link to comment Share on other sites More sharing options...
Guest Posted July 17, 2017 Report Share Posted July 17, 2017 Looks like the rabbits been hitting the sauces again ))))))) Should drop the colonial Berthing down some more Quote Link to comment Share on other sites More sharing options...
The Fremen Posted July 18, 2017 Report Share Posted July 18, 2017 Those have already been reduced by 60% in Draco. Quote Link to comment Share on other sites More sharing options...
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