Getting improved shielding now serves dual purposes. First, it means that we have it available while makibg our ship, to its hopeful benefit.
Second, it's generally staying ahead of the demon. If it's down then great, we kick it while it's down! If it's a ruse, we foil it.
Very good results for 60RP.
--[ ] First Construction: (4,850 BP, there's enough lift to make the difference between VBP and BP irrelevant)
---[ ] +43 Manufactories (4,300 BP, 2,150 CP), 2 Spaceports (200 BP, 50 CP), 15 Shuttles (300 BP, 75 CP), Trade Goods (50 BP)
--[ ] Second Construction (7,000 BP, natch)
---[ ] +7 Manufactories (700 BP, 350 CP), 3 Spaceports (300 BP, 75 CP), 35 Shuttles (700 BP, 175 CP). Ship!: 5,300/33,650 BP
--[ ] Third Construction (7,350 BP, Natch)
---[ ] Ship!: 12,650/33,650 BP
As for our Psy-bean, when it comes to the best story. I am a huge fan of people overcoming/healing from trauma, which makes me a big fan of the Seer. It would be a lot of work and AP commitments on our part. It sounds like we would need to start going down the medicine tree to find Therapy/clone a puppy, along with implants to help filter bad thoughts, plus shields small enough she can wear. Also counting in the diplo actions needed to help her adjust and I expect she would easily require ~10 actions over the next 10 turns. All that being said, helping someone come back to themselves would be an excellent story I would love to read.
As for our Psy-bean, when it comes to the best story. I am a huge fan of people overcoming/healing from trauma, which makes me a big fan of the Seer. It would be a lot of work and AP commitments on our part. It sounds like we would need to start going down the medicine tree to find Therapy/clone a puppy, along with implants to help filter bad thoughts, plus shields small enough she can wear. Also counting in the diplo actions needed to help her adjust and I expect she would easily require ~10 actions over the next 10 turns. All that being said, helping someone come back to themselves would be an excellent story I would love to read.
--[]Large Shipyard (0 -> 2,750 BP)
-[]Construction 3 (8,350 BP):
--Large Shipyard (2,750 -> 10,000 BP)
I'm not interested in having our Crew slots mostly all full by the time we leave Denva. I want to leave it open for other people out there in the galaxy. One of these is more than enough.honestly If possible I whole like to grab all for options. A Telkenetic, a Pyromancer, a Seer and a grab bag of minor talents. Of course we probably need to do a lot of diplo to accomplish that.
A heavy cruiser is 32 slots, the large shipyard has 64 slots - whether a grand cruiser is 64 slots or more than that I'm not sure....Hmm. Does that work for our flagship? If so, it saves us 2500... Still pricey at 7500, though. Don't think I can fit that in my plan, and I really want to get the efficiency researches and all the manufactories my plan builds. I hadn't considered it though, interesting to see it in the wild.
A heavy cruiser is 32 slots, the large shipyard has 64 slots - whether a grand cruiser is 64 slots or more than that I'm not sure.
Sounds like that shipyard only pays off if we're going to build additional cruisers before leaving or a big flotilla of smaller craft...
Well, you can also build crewed ships, which might be a very good idea if churning out system monitors since the motivating AI isn't sticking around indefinitely.Or we really, really want to leave Denva with a large shipyard, I suppose. Be a while before they can make really good use of it... Hell, be a while before *we* can make really good use of it. With my incredibly aggressive manufactory building, I think I still fall a little short of fully utilizing a medium shipyard building small system monitors. And we'd swamp our CP pretty quick, doing that, too... :/
The real benefit is in following turns allowing us to build additional ships. Our current shipyard only has four build slots which only supports up to frigate class ships. If we want anything larger we will need to build another shipyard. Building it before our mothership is the best value since we discount it by the 2500.
I don't think the 2500 BP discount is worth the extra expense and difficulty. It still leaves us spending 7500 extra RP - and if it takes us 2 or more turns to get good use out of them, which it almost certainly will, then we'd have been better off just building manufactories with that BP instead. Or at least, something else we can actually find a more immediate use for. :/
From a straight BP view I absolutely agree with you. However ship construction required build slots in addition to BP, so if we want to build a lot of ship or cruisers we will need to invest in more yard space.
[] Plan: Build our Ship, andResearch ScrapcodePlay with Bongo
From a straight BP view I absolutely agree with you. However ship construction required build slots in addition to BP, so if we want to build a lot of ship or cruisers we will need to invest in more yard space.
For the sake of my own sanity, I am going to pretend I didn't understood that reference.
[] Plan: Build our Ship, andResearch ScrapcodePlay with Bongo
-[]Research 1
--[] The Basics of Psytech (55/100 -> 5 + 40 RP)
---Axena assists
--[] Improved Psychic shielding: (100 RP)
--[] You don't need no stinkin' medical school (50 RP)
--[] Intro to Genetics (45/100)
Anyway, all that aside, here's the prototype for the plan.
[ ] Plan: Expand your Ship, Vita!
-[ ] Construction x3
--[ ] First Construction: (4,850 BP, there's enough lift to make the difference between VBP and BP irrelevant)
---[ ] +43 Manufactories (4,300 BP, 2,150 CP), 2 Spaceports (200 BP, 50 CP), 15 Shuttles (300 BP, 75 CP), Trade Goods (50 BP)
--[ ] Second Construction (7,000 BP, natch)
---[ ] +7 Manufactories (700 BP, 350 CP), 3 Spaceports (300 BP, 75 CP), 35 Shuttles (700 BP, 175 CP). Ship!: 5,300/33,650 BP
--[ ] Third Construction (7,350 BP, Natch)
---[ ] Ship!: 12,650/33,650 BP
-[ ] Research (200 RP + 40 Anexa RP)
--[ ] Improved Psychic Shielding (20 + 40 Anexa RP, Complete!)
--[ ] The Basics of Psytech (85,Complete!)
--[ ] You don't need no Stinkin' Med School! (50/50, Complete!)
--[ ] Introduction to Human Genetics (45/100)
Halfway finished THE BUILD ORDER, we get Improved Psychic Shielding online along with Basics of Psytech, and we get most of the way through our Tier 1 Biology research between Med School and Intro to Genetics.
If we want to in the future build a battleship or similar having an existing shipyard would be a good idea as will support faster building for thatA grand cruiser takes 64 build slots so the large shipyard would give us a 2500 BP discount.
The real benefit is in following turns allowing us to build additional ships. Our current shipyard only has four build slots which only supports up to frigate class ships. If we want anything larger we will need to build another shipyard. Building it before our mothership is the best value since we discount it by the 2500.
I'm not sure if we need heavy cruiser class ships after this, but if we want them this is the most cost efficient way to pick up the shipyard.
If we just want light cruisers we can pick up a medium shipyard after the build for 3,000 BP to get 16 build slots.
It also does leave Denva with a large shipyard to help kickstart their black navy.
A large shipyard would probably do nothing for building a battleship in the same way that a small shipyard is doing nothing to build a grand cruiser.If we want to in the future build a battleship or similar having an existing shipyard would be a good idea as will support faster building for that
GMEI? No, CP isn't our bottleneck right now, so it's not really expanding our potential much at all?
It explicitly doesn't increase BP efficiency, only CP efficiency, and our CP is... Well, increasing, but we've still got plenty of wiggle room for the next few turns, so I'd rather knock some other projects over that might provide discounts in other fields if we get lucky.