In a Suicidal game (DA, largest galaxy, all abundant, etc.) an amusing UP resolution just set the min speed for constructors at 7.
So, with Impulse and the +1 trade good, even non-engine constructors have speed 9. Just built one and confirmed it. If I go up in engine techs, I'll get another +1 or two. Hmmm, I wonder if two modules would be speed 18?
I think I will redesign all my warships to have a constructor module and no engines!
That proposal is one of my favorites from the UP. Unfortunately the AIs tend to always shoot it down in my games.
Fascinating data point for the UP Needed More Love collection.
I bet it would have gotten caught and tweaked if we had some way of suggesting (or at least knowing which) resolutions for the next UP 'event.'
Very nice, I never had that one: I wish you don't get the `Max speed of all ships is 5, or the Universe tears itself apart' Global Event..or whatever t`s called, I forgot.
It's funny, the OP mentions this resolution, which in 40+ games I've never seen, and as soon as he does, it show up in my current game. It's also like the alighnment change event: hadn't seen it before and now it is coming up in back to back games for me.
Maybe it's keyed to a date.
Could be. Dungeon Keeper did this. Certain bonus levels could only be accessed on a date with a full moon.
I'm fairly certain that all UP events are totally random. For instance, the vote to end all current wars may occur even when there are no current wars.
Some other events are tied to date - for instance, when you can make treaties, and I'm starting to think that AI races won't ally with each other before a certain year as well.
I suppose you could add "Transport Modules as Weapons" to this list. Not sure if it would be a price/space savings, but you could get the UP resolution for transports to get 5 in each weapon category.
The 5pc/wk limit is a mega event, not a UP event. There's no voting on it.
You can't add two constructor modules to a ship.
Transports giving weapons could help if you're still colonizing and using troop/colony ships, but otherwise it's probably not going to save on cost or space.
Add to that, the constructor modules' cost is 80 and the size is 35. How many engines could you add within those costs and sizes?
The size of the Impulse drive is your limiting factor. You could probably fit 3 of them because of the SizeMod, while still keeping it within the size of the Constructor Module. Given a speed of 2, and the hull having at least a speed of 1, 3 Impulse drives would give you 7 speed at a much lower cost - 24 vs. 80.
If you go up in engine techs, the gap widens even further with both the cost and size.
It makes no sense to use a Constructor Module as an engine, no matter how many you can add. Adding more than 1 just makes things worse. And as it has already been pointed out, there can be only one. And that one is, no brainer, a bad choice to make.
My game is DA. I think Constructor modules are just size 20. If speed 9 is not enough, I can always add more engines.
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