 |
|  |
 |
|
mart7x5
|
|
Moody Turtle Scenario
code:
Gaia's Stepsons Mart7x5 xxmarcin777@hotmail.com
Human Hive Walek xxalewalek@wp.pl
University of Planet AI
Morgan Industries BinTravkin xxIvanTravkin@hotmail.com
Spartan Federation AI
The Lord's Believers AI
Peacekeeping Forces AI
---------------------------------------------------------
Hi, I have created a scenario, and its main purpose is to test new industry, growth and research multipliers and rate. I set it to:
6, ; Nutrient cost multiplier
6, ; Minerals cost multiplier
200, ; Technology discovery rate as a percentage of standard
Also some other changes:
6, ; Retool exemption (first X minerals not affected by penalty)
10, ; Minimum # of turns between councils
5, ; Minerals for harvesting forest
15, ; Turns to corner Global Energy Market
Frontier, None, -POLICE, -EFFIC
Police State, DocLoy, ++POLICE, ++SUPPORT, --EFFIC
Democratic, EthCalc, ++EFFIC, ++GROWTH, --SUPPORT
Fundamentalist, Brain, ++MORALE, ++PROBE, --RESEARCH
Rationed, None, -ECONOMY, -INDUSTRY
Free Market, IndEcon, ++ECONOMY, ---PLANET, --POLICE
Planned, PlaNets, ++GROWTH, ++INDUSTRY,--EFFIC
Green, CentEmp, ++PLANET, ++EFFIC, -GROWTH
Survival, None, -MORALE, -PROBE
Power, MilAlg, ++MORALE, ++SUPPORT, -INDUSTRY
Knowledge, Cyber, ++RESEARCH,+EFFIC, --PROBE
Wealth, IndAuto, ++INDUSTRY,+ECONOMY, --MORALE
None, None, -PLANET
Cybernetic, DigSent, ++EFFIC, ++PLANET, ++RESEARCH, ---POLICE
Eudaimonic, Eudaim, ++GROWTH, ++ECONOMY, ++INDUSTRY, ---MORALE
Thought Control, WillPow, ++POLICE, ++MORALE, ++PROBE, ---SUPPORT
This multiplier change causes that the following industry and growth row lengths can be obtained:
code:
soc--present -- (standard when row was 10)
-3 8 (13)
-2 8 (12)
-1 7 (11)
0 6 (10)
+1 6 (9)
+2 5 (8)
+3 5 (7)
+4 4 (6)
+5 3 (5)
Thus socio settings in Industry and Growth needed to be adjusted in order to accomodate new raw lengths, i just wanted to avoid wherever possible "empty" changes, as there are now three cases where we have the same row length: 5 5 6 6 8 8
There is one change to HIVE faction, as they now have +2 Industry, and Growth remains at +1. Spartans have still -1 Industry. I found out that when row length is calculated it is always rounded up, so:
-1 (+10%) 6.6 is 7
-2 (+20%) 7.2 is 8
Spartan Industry thus gets penalty in industry even if there is -1 only (from 6 to 7).
Hive gets +2 Industry, as +1 would not have actual effect too often. I also put +2 Industry in all social settings. I left +1 Growth, so the bonus for Hive is not too large.
The scenario and alpha.txt files are attached.
I would like to play it with possible 6 other players or some AI if there is less than six persons. We know the map and we know starting locations, but from there, everyone goes its own way.
Starting units:
3 colony pods
5 scouts
1 unity rover
Spartans:
3 colony pods
3 scouts
3 unity rovers
I am wondering if increasing industry, growth and research rates will allow to have faster game on pbem and still quality of the game will be sufficient. Factions may not be optimized for that new setting, but treat it as an experiment, a chalange. It is SMAC original scenario. Anyone interested?
Attachment: fastscen01.zip
This has been downloaded 7 time(s).
Last edited by mart7x5 on 11-02-2004 at 12:20
|
|
|  |
 |
|  |
 |
|
mart7x5
|
|
BinTravkin, is it that you take Morganites then?
Walek, which faction you choose?
|
|
|  |
 |
|
mart7x5
|
|
this settings are supposed to make all simple and basic choices very, very unatractive, so even fundamentalism may be attractive for someone, where otherwise the faction would stay on simple choice until democracy is researched. that adds to playability, and in general has impact only in the first turns.
I did the changes after they were recommended in AC Creation forum.
Gaians are Gaians only when really have "Green" economy - just Planet +1 then, and more when first future society is found
|
|
|  |
 |
|
mart7x5
|
|
the hive file should be also included in the scenario and i will post it, or maybe better i will email the zipped scenario with all needed files when we begin to play. Hive has only this one small change in fact.
Do not change your hive.txt in main directory - it screws up the whole SMAC.......
|
|
|  |
 |
|
mart7x5
|
|
the hive file should be also included in the scenario and i will post it, or maybe better i will email the zipped scenario with all needed files when we begin to play. Hive has only this one small change in fact.
Do not change your hive.txt in main directory - it screws up the whole SMAC.......
|
|
|  |
 |
|
mart7x5
|
|
I took Gaians then to test their abilities in this scenario.
Turn sent to the Hive.
Everyone sets his own password - keep them in safe place so that you do not forget it! First turn of the mission is 2101
Good luck!
|
|
|  |
 |
|
mart7x5
|
|
i think it does not affect units - just you get additional energy that turn the unit is built - this is what i have heard
|
|
|  |
 |
|
mart7x5
|
|
So the rule stands:
- we do not put stockpile energy after the military unit
turn to Hive 2103
|
|
|  |
 |
|
mart7x5
|
|
i'm not sure, but probably yes
|
|
|  |
 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:33
|
|
I believe that you get the energy always after a FACILITY build UNLESS you put something OTHER than stockpile in the build queue. ( ie empty queues is the same as putting stockpile -- after a FACILITY build) No set of PBEM rules I have seen have required people to put another facility in the queue. Even the people that are against activelexploiting the stockpile bug ( placing stockpile after a unit) seem willing to live with it when it "just happens" after a facility build. I know that I don't like to be forced to use the queue in bases where I don't have a decided build order.
|
|
|  |
All times are GMT. The time now is 05:33. Apolyton Time is 00:33. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|