[Size=1]
by Googlie in the turn thread
Open 2106.
currently (at 50/0/50) you get 3ec's per turn and a new tech in 7 turns
set to 30/10/60
it drops to 2 and 6
Found new seabase
it goes to 3 ec's and next tech in 5 turns
reset sliders to 50/0/50
ec's go up to 4 perturn but the next tech goes out to 6 turns
Sure, at 30/10/60 you have a - 10% labs and a -20% econ penalty, but at 50/0/50 your labpoints are 6 per turn, and energy is 4 per year
move the research allocation from 50 to 60, and even with the 10% penalty the labpoints increase to 7 per turn (90% of 60% is greater than 100% of 50%)
ec's do drop, with the 20% penalty, and a lower allocation, but rounding (up) takes some of the sting away in those early turns
And as I've said, ec's are never a problem for the Pirates as you'll get numerous podpops that will deliver up to 200 ec's at times
Plus the impact for the pirates is marginally not so great as for the other factions, as you are starting with a -1 efficiency rating anyway, so all the penalties are being applied on a smaller base number
G.
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