March 21, 2003, 09:37
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#1
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Emperor
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Optimal space ship configuration revisited...
It's been ages since I built the fastest space ship. Soon, however, in a PBEM game near you I might give it a try again. Hence, the need to know the fastest configuration.
IIRC it is 33-8-8-1-1-1, which should take 5.7 years with fusion. After looking in the GL, however, I got confused. An old poster claimed 34-8-8-1-1-1, which sounds unfamiliar to me.
So, what's the verdict?
Carolus
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March 21, 2003, 10:07
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#2
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Deity
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YDRC, Carolus. Well, at least according to my notes.
33-8-8-1-1-1
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Apolyton's Grim Reaper 2008
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
"The Borg are gay." -Drake Tungsten
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March 21, 2003, 11:58
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#3
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King
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Optimal if you're launching where turns take 1 year each (or 2).
If you're trying for an early landing record, and turns take 20 years, you're better off building a slower spaceship sooner. Launching a slow ship in 980 AD, for example, will usually get you an earlier landing than a fast one launched in 1000 (since the game jumps to 1 yr/turn once a ship is launched).
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March 21, 2003, 12:05
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#4
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King
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I believe 16-1-1-1-1-1 is the fastest if launching before 1000 AD, but don't quote me.
__________________
"I'm a guy - I take everything seriously except other people's emotions"
"Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
"A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)
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March 21, 2003, 12:16
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#5
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Emperor
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Thanks, -Jrabbit and STYOM!
I'd forgotten about that, good point! It's a PBEM game and I do want to land as early as possible. Hm, I need to think about that...
Carolus
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March 21, 2003, 12:37
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#6
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Emperor
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STYOM ... I'm no expert on spaceships ... but I think it's
15-1-1-1-1-1. At Deity it is a handy option before the 10 year turns kick in at 1500AD.
Carolus... I wonder which PBEM game? Regards to Sitting Punk!
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SG(2)
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March 21, 2003, 12:42
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#7
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King
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Quote:
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Originally posted by Six Thousand Year Old Man
I believe 16-1-1-1-1-1 is the fastest if launching before 1000 AD, but don't quote me.
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Have no knowledge of 16 structural ship, but these two I know work.
15-1-1-111.....36yrs
15-2-2-111.....21yrs
Happy Landing!!
Monk
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March 21, 2003, 20:35
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#8
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Emperor
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Quote:
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Originally posted by Scouse Gits
Carolus... I wonder which PBEM game? Regards to Sitting Punk!
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SG(2)
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Carolus
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March 21, 2003, 22:08
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#9
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King
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Even 15-3-3-1-1-1 is possible for early landings. This one arrives after 16 years.
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March 21, 2003, 23:06
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#10
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King
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Quote:
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Originally posted by solo
Even 15-3-3-1-1-1 is possible for early landings. This one arrives after 16 years.
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Actually, it's 15 yrs...IIRC, 15.7 yrs, but it is not rounded up. Also, of course, the clock starts on the turn after you hit the Launch button.
Monk
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March 22, 2003, 09:57
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#11
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Emperor
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You can trim an odd year off by launching a structural or two short - when it says 23% chance of success it means 100% chance of success, but only 23% of your colonists will survive -- the slightly lighter ships travel that bit faster ...
SG[1]
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March 22, 2003, 13:22
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#12
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King
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Sorry, Carolus,
Viking ships fly faster
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March 22, 2003, 14:54
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#13
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Emperor
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Heh, heh, heh!
Hm, this requires more preparing than I first remembered... What to do, which configuration to go for? Oh well, the Egyptians will most likely render the question academic...
Carolus
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March 22, 2003, 15:13
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#14
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Emperor
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size doesn't matter..well not in this case anyways
Best bet for a MP SS is to build and launch in 1 turn.
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March 23, 2003, 02:22
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#15
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King
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Quote:
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Originally posted by Scouse Gits
You can trim an odd year off by launching a structural or two short - when it says 23% chance of success it means 100% chance of success, but only 23% of your colonists will survive -- the slightly lighter ships travel that bit faster ...
SG[1]
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Interesting - does that mean that in the early landing games we should be going for a slimmer bird? Is there a "Solo" rule about how many colonists must survive?
RJM at Sleepers
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March 23, 2003, 03:44
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#16
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Emperor
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RJM - In Comparison Game #1 my ship only had a 79% chance of success.
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SG(2)
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March 23, 2003, 12:08
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#17
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King
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Space ships will always arrive if you can launch (percentages only apply to the number of colonist that will survive the trip).
Being able to launch with less than 15 structurals is news to me, and I will run some tests on this today.
No minimum is enforced in early landing games. Use any ploy you want to get your ship to AC faster.
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March 23, 2003, 13:05
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#18
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King
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I tried some tests, but can not get the launch button for any combinations I tried using fewer than 15 structurals. If someone can do this, I'd like to see an example.
I tested the following, using one of each module for each test:
12-1-1
13-1-1
14-1-1
12-2-2
13-2-2
14-2-2
While looking around the web, I found the following table, listing flight times for various configurations. The first number is the number of components, the second is the number of structurals, and the third number is flight time. One of each module and Fusion power was included for these table results:
2-15-36.1
4-15-21.0
6-15-15.7
8-17-13.2
10-21-10.0
12-25-8.3
14-29-6.7
16-33-5.7
Adding more of anything to these configurations will just slow down a ship or make it so it can't launch. For earliest dates, it's most important to build in as few turns as is possible to take advantage of the switch to 1 year increments.
Last edited by solo; March 23, 2003 at 14:01.
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March 23, 2003, 17:05
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#19
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King
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solo
Your table corresponds exactly to the one included in Winkler's 'Scrolls of ancient wisdom' (and my own experience).
May I add that the given flight durations correspond to a Space Ship with 3 modules (1 of each kind).
People interested in hign scores may build ships with up to 4 modules of each kind (hello shade )
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March 23, 2003, 18:37
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#20
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King
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An example of the type of ship referred to by La Fayette...
39-8-8-444 11.7 yrs,
which if I remember rightly gives 400 points to the final score.
Not a likely choice for Early Landing, however.
Monk
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April 1, 2003, 23:31
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#21
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Prince
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Presumably there is a formula that determines how many structurals are needed in order to "connect" each component and module. At one point, I thought that it was two structurals per component plus one structural per module, based on the sort of standard 15-6-3 ship, but that's not right.
Samson, you busy?
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December 8, 2003, 09:57
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#22
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Emperor
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Hm... If I do survive to launch a space ship I just want the thing to spend as little time as possible in flight... 'Cause I'm expecting (uninvited) visitors should I launch...
Guess it has to be the optimal configuration then...
Carolus
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