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	<title>Comments on: Military factories vs. industrial factories</title>
	<atom:link href="http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/</link>
	<description>Updates on the new version&#039;s design and progress</description>
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		<title>By: Absolutis</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-567</link>
		<dc:creator>Absolutis</dc:creator>
		<pubDate>Sun, 18 Jul 2010 04:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-567</guid>
		<description>Okey, then they will increase the production.</description>
		<content:encoded><![CDATA[<p>Okey, then they will increase the production.</p>
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		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-560</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Fri, 16 Jul 2010 07:13:21 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-560</guid>
		<description>We have &quot;generators&quot; (or more accurately &quot;power plants&quot;, if I remember correctly) in the wiki, but they increase productivity instead of reducing costs. Which, of course, leads to the same thing: more production for less resources.</description>
		<content:encoded><![CDATA[<p>We have &#8220;generators&#8221; (or more accurately &#8220;power plants&#8221;, if I remember correctly) in the wiki, but they increase productivity instead of reducing costs. Which, of course, leads to the same thing: more production for less resources.</p>
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		<title>By: Absolutis</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-550</link>
		<dc:creator>Absolutis</dc:creator>
		<pubDate>Thu, 15 Jul 2010 14:31:10 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-550</guid>
		<description>Generators- Generate power from the movements of the machinery in the factory, what reduces the planet&#039;s costs.</description>
		<content:encoded><![CDATA[<p>Generators- Generate power from the movements of the machinery in the factory, what reduces the planet&#8217;s costs.</p>
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		<title>By: wiles9</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-196</link>
		<dc:creator>wiles9</dc:creator>
		<pubDate>Thu, 13 Mar 2008 13:05:54 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-196</guid>
		<description>ahh again. Cool :-)</description>
		<content:encoded><![CDATA[<p>ahh again. Cool <img src='http://blog.legacyworlds.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-193</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Thu, 13 Mar 2008 12:44:18 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-193</guid>
		<description>@Wiles
You don&#039;t actually destroy/build/change any buildings to shift from military to industrial production and vice-versa. The way it works is that you have generic factories which produce &quot;work units&quot;; each planet has a ratio (which is set by the player) which indicates how many of these work units are assigned to financial production and how many are assigned to military production. The ratio doesn&#039;t change instantly - the more work units the planet produces, the longer it takes to reach the desired ratio. Work units assigned to military production go to waste if nothing is being constructed.

Now, regarding destroying / constructing / upgrading buildings - if you have too many factory jobs, some of the workers assigned to construction will be reassigned to factory jobs, which means that everything related to construction gets slower if you are &quot;factory whoring&quot;.

Replacing is not the same as destroying then rebuilding, as you don&#039;t waste the building&#039;s effects during the replacement.

Factories don&#039;t process resources - mines do. However, they employ people just like factories do (most buildings employ people).</description>
		<content:encoded><![CDATA[<p>@Wiles<br />
You don&#8217;t actually destroy/build/change any buildings to shift from military to industrial production and vice-versa. The way it works is that you have generic factories which produce &#8220;work units&#8221;; each planet has a ratio (which is set by the player) which indicates how many of these work units are assigned to financial production and how many are assigned to military production. The ratio doesn&#8217;t change instantly &#8211; the more work units the planet produces, the longer it takes to reach the desired ratio. Work units assigned to military production go to waste if nothing is being constructed.</p>
<p>Now, regarding destroying / constructing / upgrading buildings &#8211; if you have too many factory jobs, some of the workers assigned to construction will be reassigned to factory jobs, which means that everything related to construction gets slower if you are &#8220;factory whoring&#8221;.</p>
<p>Replacing is not the same as destroying then rebuilding, as you don&#8217;t waste the building&#8217;s effects during the replacement.</p>
<p>Factories don&#8217;t process resources &#8211; mines do. However, they employ people just like factories do (most buildings employ people).</p>
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		<title>By: wiles9</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-191</link>
		<dc:creator>wiles9</dc:creator>
		<pubDate>Thu, 13 Mar 2008 12:13:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-191</guid>
		<description>Is it going to make a difference??

Destoying A , building B

Is that not the same as: Removing A, Replacing with B

Both take time, both take money.. I am not really convinced yet. Hopefully catch you on IRC to discuss. I know its not 100% the same, but is it a solution?

Wee Brainstorm: Factories also process ore/metals all that stuff into useable materials. Which in turn get used for building Ships. Would making Industrial factories have the option of whether the government sell the materials for trade/populations needs purposes Or to store the materials for use in processing of War ships.

They make no profit if the material is stored for war. There is also no return, building the ships still costs money. And having a set amount of mil factories is still needed. But the supplies are what counts.

Because of the &#039;space&#039; a planet only has, it can only house a set number of mil and indus factories. A player needs both, and more industrial to feed the military.

Would that help eliminate whoring either? What about for players that like to have mil planets. Make it that this works, but you gotta get the materials there somehow, and guess what? Transport costs money :-)</description>
		<content:encoded><![CDATA[<p>Is it going to make a difference??</p>
<p>Destoying A , building B</p>
<p>Is that not the same as: Removing A, Replacing with B</p>
<p>Both take time, both take money.. I am not really convinced yet. Hopefully catch you on IRC to discuss. I know its not 100% the same, but is it a solution?</p>
<p>Wee Brainstorm: Factories also process ore/metals all that stuff into useable materials. Which in turn get used for building Ships. Would making Industrial factories have the option of whether the government sell the materials for trade/populations needs purposes Or to store the materials for use in processing of War ships.</p>
<p>They make no profit if the material is stored for war. There is also no return, building the ships still costs money. And having a set amount of mil factories is still needed. But the supplies are what counts.</p>
<p>Because of the &#8216;space&#8217; a planet only has, it can only house a set number of mil and indus factories. A player needs both, and more industrial to feed the military.</p>
<p>Would that help eliminate whoring either? What about for players that like to have mil planets. Make it that this works, but you gotta get the materials there somehow, and guess what? Transport costs money <img src='http://blog.legacyworlds.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>By: Lemorsa</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-128</link>
		<dc:creator>Lemorsa</dc:creator>
		<pubDate>Mon, 18 Feb 2008 17:15:08 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-128</guid>
		<description>oh really, good, i like that... =)</description>
		<content:encoded><![CDATA[<p>oh really, good, i like that&#8230; =)</p>
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	<item>
		<title>By: ju</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-115</link>
		<dc:creator>ju</dc:creator>
		<pubDate>Mon, 18 Feb 2008 09:32:34 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-115</guid>
		<description>@Lemorsa
The idea is to have &quot;scriptable&quot; build queue. You will just have to say: &quot;update all buildings of type A1 to type A2 on all planets, giving priority to planets of category z&quot; to have them automatically updates when the required resources will be available. It then shouldn&#039;t be too time consuming.

@Builtom
The idea is exactly that: allow macro-management with a quick builder but also fine grain management on a per planet basis if you want to spend more time online and be more efficient (within limits of course).

@Cyliis
It should have a strong influence. Population builds. Population maintain buildings. Population researches. That&#039;s a topic called employment we should talk about at some point.

As for the kind of scripting you suggest i don&#039;t know yet but it could be interesting. We haven&#039;t gone far enough on the scripting side of things to decide much around this topic.

PS: in beta 6 context, when we talk of scripting actions, it will be with an interface similar to the beta 5 quick builder of course and not actually writing code.</description>
		<content:encoded><![CDATA[<p>@Lemorsa<br />
The idea is to have &#8220;scriptable&#8221; build queue. You will just have to say: &#8220;update all buildings of type A1 to type A2 on all planets, giving priority to planets of category z&#8221; to have them automatically updates when the required resources will be available. It then shouldn&#8217;t be too time consuming.</p>
<p>@Builtom<br />
The idea is exactly that: allow macro-management with a quick builder but also fine grain management on a per planet basis if you want to spend more time online and be more efficient (within limits of course).</p>
<p>@Cyliis<br />
It should have a strong influence. Population builds. Population maintain buildings. Population researches. That&#8217;s a topic called employment we should talk about at some point.</p>
<p>As for the kind of scripting you suggest i don&#8217;t know yet but it could be interesting. We haven&#8217;t gone far enough on the scripting side of things to decide much around this topic.</p>
<p>PS: in beta 6 context, when we talk of scripting actions, it will be with an interface similar to the beta 5 quick builder of course and not actually writing code.</p>
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		<title>By: Cyliis</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-109</link>
		<dc:creator>Cyliis</dc:creator>
		<pubDate>Mon, 18 Feb 2008 06:02:33 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-109</guid>
		<description>Will population have such a strong influence in B6?  Or will construction potential be more based on living and building space, along with technologies researched?

Also, possibly using a scriptable interface, you could set a certain ratio that you would like to use over all of your planets (as empire sizes will be considerably larger) and it will just auto-build whenever stipulations are met.  An auto-build option would have to be selected in order for this to work, otherwise you might be spending money that you would like to use for other purposes.</description>
		<content:encoded><![CDATA[<p>Will population have such a strong influence in B6?  Or will construction potential be more based on living and building space, along with technologies researched?</p>
<p>Also, possibly using a scriptable interface, you could set a certain ratio that you would like to use over all of your planets (as empire sizes will be considerably larger) and it will just auto-build whenever stipulations are met.  An auto-build option would have to be selected in order for this to work, otherwise you might be spending money that you would like to use for other purposes.</p>
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		<title>By: Builtom</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/comment-page-1/#comment-105</link>
		<dc:creator>Builtom</dc:creator>
		<pubDate>Mon, 18 Feb 2008 05:10:36 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-15/military-factories-vs-industrial-factories/#comment-105</guid>
		<description>Well the problem of having too many building types is just have them fit into catagories: with each sub-catagory able to be managed either as a while or you could go inside and control it on a more individual basis.</description>
		<content:encoded><![CDATA[<p>Well the problem of having too many building types is just have them fit into catagories: with each sub-catagory able to be managed either as a while or you could go inside and control it on a more individual basis.</p>
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