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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:22
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I don't know for sure how other people feel about choppers, but the dissonance between the game and the real world seems to be quite noticable with the choppers, especially when compared with the planes. The flexibility of choppers and the multiple strikes seem reasonably lifelike, but realworld choppers are much more vulnerable to being shot down (or just breaking down) and real world planes can deliver a more powerful punch with a bombing run than a chopper. The game's choppers essentially obsolete planes, except for some oddball stuff. Anyway, I've never played with this rule and it seems like an it might do something in the way of restoring the balance.
For the map, I'm happy with all average settings for the variable stuff, and for keeping factions separate or nearly separate with natural boundaries of water and/or fungus.
Ideally, the AI will be challenging, but not play favorites, either pro or con, with particular factions - but that is, of course, easier said than done. It is easy enough to keep the AI territories reasonably equidistant from the human territories, but often the AI just goes off in one direction, hassling one human, but leaving a big patch of empty land on the other side for another human to easily exploit with little risk. Good luck.
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Sebed
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quote: Originally posted by johndmuller
The game's choppers essentially obsolete planes, except for some oddball stuff. Anyway, I've never played with this rule and it seems like an it might do something in the way of restoring the balance. |
i have exactly the same feelings in this matter...
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binTravkin
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Lord of Progress of the Council of Lords of Gaia
Jan 2004 time: 07:22
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quote: Maybe we can compromise at halfway between Large and Huge? |
Like this?
code: #WORLDSIZE
6
Tiny planet|(early conflict), 24, 48
Small planet, 32, 64
Standard planet, 40, 80
Large planet, 44, 90
Great planet, 52, 104
Huge planet|(late conflict), 64, 128
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Net Warrior
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Long Island, New York
Sep 2003 time: 00:22
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My understanding is that dense clouds make for more nutrient rich tiles.
The manual says weak=rough mountainous terrain, and that rougher surfaces are harder to terraform but offer an abundance of mineral resources
Last edited by Net Warrior on 30-04-2005 at 17:43
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Sebed
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quote: Originally posted by Archaic
I'd prefer to leave blind off, and keep the SP's. |
totally agree...
how the things are going, binTravkin?
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Sebed
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sounds great!!!
i hope you make sure everything is fine or we find someone to make it sure...
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