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MrBaggins
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Firstly... WHY would we want colonies implemented?
Whats the game benefit? How would you propose a player make them? How would you prevent abuse and "Infinite colony sleeze" hell?
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MrBaggins
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I've played everything Civ-like except SMAC. A friend even offered to lend it to me.
Could you explain the crawler concept, Solver?
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MrBaggins
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Hmm... how was the choice made?
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MrBaggins
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also, can you explain the exploit/abuse aspect better? I can see they were powerful... no pop loss for a "partial city" basically, right? What didn't the AI do to exploit them?
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MrBaggins
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Cows. Right. A.K.A. Wall of Beef. They were great... I have fond memories of play testing those...
(but they were horrifically unbalancing, since they made you invulnerable to special attack, plus gave you mad growth)
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:31
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When you put the Crawler on a tile, you hit the O button and got the choice of which resource to harvest....
The abuse was that Crawlers, being special units, required no upkeep. And, good players would build many dozens of them. One popular approach would be to build 5 or so crawlers for a city, put them all on harvesting food, and turn all citizens in city to specialists... no starvation because of crawler food, and huge science income.
Another use was, obviously, getting extra production in. An easy way to make a size 5 base produce as much as normally a size 12 base would be able to.
The AI simply didn't build nearly enough crawlers. Maybe a few in a game, but nowhere near the many dozens humans made.
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MrBaggins
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Huh?
So each city can be linked to 5 production-or-food-or-income-for-no-population-requirement-colonys. Lets see... that would limit the player to 200-300 of these powerful colonies or so by mid to late game.
I.E. No limit at all.
They have to be toned down. I like the idea, to allow good collection... and maybe a "fortress" idea... where units could be built, and garrisoned, but no resources generated.
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Gilgamensch
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France
Jun 2002 time: 06:31
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Maybe for founding colonies, but what shall be the priority for building them?
Or shall it be for free? Not a good idea?
Shall the colony be paid of with PW?
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Gilgamensch
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France
Jun 2002 time: 06:31
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tileimp, sounds good.
The AI seems to be better with tileimps than with cityplacing/handling.
I would say it shall be (if) a mixture of PW and gold. And actually it shall not be cheap either.
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Gilgamensch
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France
Jun 2002 time: 06:31
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Sorry misunderstanding:
I meant it shall cost PW and gold.........
for what to collect:
User shall choose.
But the 'income' shall never be more than twice the city-production. (suggestion)
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MrBaggins
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Collects HOW MUCH food? HOW MUCH Production? HOW MUCH Gold?
And if you have an unkeep... of gold and production, say, won't this be semi pointless, anyway? I mean... if you get a significant advantage, then its unbalanced, as per SMAC. If its not advantageous enough, then there is no point.
Cities are the best mechanism for basic resource (food/prod/comm) gathering, since there are many checks and balances (not enough, but still...) on them.
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MrBaggins
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Well, right... you did mention the flag bit. I get that. My question is, still, how do you think that this bonus should be calculated? Based on terrain? Flat value?
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child of Thor
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For it to be a TI it would have to be more like a modified fortress - with the ability to open the good to the trade system in the game. TI's need to be within your city boudaries, except for the fortress.
The advantages could be kept low using high cost in PW to place plus as a TI it can be pillaged by the enemy - so it would require defending.
My feelings are that this would a nice addition IF the general trade system can be improved to the point whereby trade goods are more than just a means to get more money(as its easy to get alot anyway), along the lines of having them as prerequisites for certain build items? Those are my initial feelings, but i agree with Mr.Baggins that it shouldn't just be a way for the player to get lots 'more' for the sake of it.
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