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mart7x5
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Such game would be great for all 7 human controlled faction.
I do not mind much long times between turns. DG is worth of that
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Impaler[WrG]
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Cheif Manufacturing Officer of Morgan Industires
May 2002 time: 22:34
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Ok I just finished playing a VERY long Thinker gameas the Morganites on the Huge Map of Planet with my new Mod.
I was VERY pleased with the tec slowdown effect, using Democracy, FreeMarket and Knowlage and 50% Labs I just managed to get Research down to 7 years at the end of the game (had been 12 most of the game). I did cashed a large number of Alien Artifacts though and got a few free Tecs off the Planetary Datalinks but this only shows that the AI was staying in the tec Race even if they were always behind. AI's were benifiting greatly from the 2 labs per base bonus and even with 0% Labs I still put out about 100 labs a turn (vs 800-1000 with 50%, for the AI's it was probly half their output). Tec Costs are realy stagering ofcorse, I was still solidly Mid game with Costs of 10,000+
A number of the Tecnology changes also helped slowdown overly powerfull tecs, for example Air Power is occuring much later.
I won an Economic Victory which is a first for me, it took 6000 Credits and then no one attacked me for 20 years (except for Planet ofcorse). High Maintence costs on my facilites was keeping me from making too much money and the Interest didnt seem too powerfull. When I finaly got the Planetary Energy Grid I when 80% Econ and make 600 Credits a Year and saved up till I had the nessary Credits. Interest for Morgan on 6000 Credits is 240 Credits a Year (120 for the other factions). It seemed that the Interest was helping the AI as it likes to save credits, at one Point Miriam was ahead in wealth but then spent it Mind Controling some Spartan Bases.
Another observation, the Morgans FreeAbility Fungacidal Tanks did not imediatly aply to all my formers as I though it would, instead I had to design an upgrade. But Fungacidal was not one of the ability choices so I made Trance Formers which costed only 3 rows. When I upgraded my formers to this new standard at 30 Credits a Piece they all recived Fungacidal Tanks (though the tank Graphic did not get added) and began removing Fungus Double speed (I cleaned out nearly the whole Continent). It would seem this is how all FreeAbilites work, I had been under the impression that they got added to all your units imediatly.
Another Observation, the Mass Industrial Complex (Bulk Matter Transmiter renamed) seems to be giving me +50% Minerals in all bases rather then the stated +2 Minerals in each base. I have rairly ever built this project in single Player as it occures so late in the game but has anyone else observed this to be the effect of the Project? If so I will have to reconsider its placement in the Tec Tree.
Lastly I had another little Idea with regard to the Belivers, I gave them a +25% Defence Modifier to balace the +25% offence. It seems logical that Fanatisim should give them a bonus in defence too right? Also I am considering Free Recreation Commons for them as well.
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mloeschenkohl
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is the manifold nexus landmark hardcoded? can you change it so there are multiple ones with different bonuses? they may work like resources in civ3 then.
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Satyagraha
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hm, what about a special mod for democracy games, that will actually *reduce* techs, buildings, etc, optimized to play fast games on small maps? may be hard to balance, but probably worth it...
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Satyagraha
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quote: Originally posted by Trithemius
Reducing tech costs would tend to favour those factions with +Research modifiers, and I think these factions already get a pretty good run of things. |
i meant reducing the number of techs, buildings, weapons etc. to keep the pace the same & still make it shorter.
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