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mart7x5
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Scenario to try. If you place it in your Scenarios folder and play it as "play scenario" you should automatically use the new alphax.txt. No other change to the game is needed.
Ai will probably perform very stupid here, just see the techs. Although expect some factions get to powerful technologies quite early.
I can also do a challenge game with this scenario mod.
Attachment: techmod_01.zip
This has been downloaded 6 time(s).
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mart7x5
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What kind of playtesting you have in mind? A multiplayer?
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PJayTycy
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what did you change?
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dmm1285
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quote: Originally posted by Maniac
I was more surprised by the improved Cult performance though. At one point faction Planet Cult-2 was the most powerful faction. Which is even more surprising as I discovered only in MY 2250 I hadn't given them resonance grids like the Gaian factions. So they basically got to their current size without any help or boosts whatsoever! Here's a screenie from 2300: |
I'm not surprised at all at how well the cult is doing, since you gave them funugs bonuses right? I made a worm faction that had 1/1/1 for fungus, and I when I ran simulations, it would end up kicking the other faction's asses by 2250 because it actually understands how to terraform kind of efficently instead of making 1 farm and 2 solar collecters in its area. A great way to make the game harder is to give the factions bonusses to fungus production
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