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Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000 time: 00:37
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1. Apart from eliminating Airport city improvements altogether, is there any way you can stop people from Airlifting troops?
I suspect there's a sneaky way of doing it by simply mapping the "L" key to nothing (which prevents a player from doing it in the same way as simply deleting the "Steal Tech" spy option prevents only the player) but I was wondering if there's a more elegant solution.
2. I've put a river on an impassable terrain type. The river has made the terrain passable again. Is there any way to stop this?
Last edited by Alinestra Covelia on 20-07-2005 at 19:11
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Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000 time: 00:37
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The TechTree is almost done. I've borrowed the planning ladder system used by Alpha Centauri, and given them all numerical levels to indicate how far they are on the ladder. There's a Base tech tree that's up to level 7.
I've done something that's never happened before... I've run out of Tech improvements! I only have about ten slots left to play with. As far as I can see, there are two types of improvements/units that I have to deal with.
1. The type where most civs have access to except for one or two.
2. The type where only one or two have access to, and most civs do not.
Situation 1. is pretty easy: I'm trying to build those into the Base tech tree, and then give an (unresearchable) obsoleting tech to the relevant civs.
Situation 2. is harder to solve. I'd have to burn a non-Base tech to give to the relevant Civs.
The Imperials have a pretty huge tech tree - about the same size as the Base tech tree, with top level 8 - which yield some pretty good stuff if you can be bothered to go all the way through it. This tech tree is heavily intertwined with the Base one, so the Imperial player will be facing a real momentum problem when trying for tech.
For peacekeeping purposes, they have Temples plus Mysticism plus Oracle, but the Oracle becomes obsolete if they suffer certain military defeats. Under normal circumstances, simply building a Temple will quell about four or five dissidents just like that.
Because they're in a hugely wasteful Monarchy type government, the Empire also starts off with the SETI wonder, which becomes obsolete when a certain barbarian skirmish takes place. The obsolescence of either of these will generally hurt the Empire bad.
The Rebels have a somewhat more abbreviated tech tree (mostly because they have much more limited unit choices). They get their X-Wing and Y-Wing starfighters (level 3) a bit earlier than the Imperials get their TIE Interceptors and TIE Bombers (level 4), so as long as the Rebels keep up the momentum they should do fine. They also get their Mon Cal Cruisers at about the same time as the Imperials get Victory Star Destroyers.
If they keep hammering the Imperials, the TIE Advanced and Assault Gunboat (level 6) and TIE Defender and Missile Gunboat (level 7) might never make a significant appearance.
Everybody can build the Dreadnought (early massive troopcarrier), the Assault Cruiser (early massive jet carrier) - both good for bombard. Corvettes will be quick small jetcarriers, and Assault Transports will be quick small troopcarriers, whereas Carrack Cruisers will be simply quick and small, like Destroyers in the original.
I'm trying for some vestigial tech trees for the other civs, which generally include one or two unique mass produceable units to give them a bit of color. For example, the Neutrals will have two basic ground units (attack and defense) and nothing else special, while the Hutt may have two ranks. This will be heavily dependent on whether I can pare down the tech tree more efficiently.
I've decided to make the Rebellion a Communism-styled government, to show it's easier for them to maintain happiness but they still need to devote some energy to it - they also would have suffered under the science cap. Not only will their Spies be Veterans, but they will also be the only ones able to build Spy Bothan units. Every else will have to make do with R2-D2s.
The Separatists are a Fundamentalism, and they can churn out infinite numbers of 1-row Combatdroids. They also receive a set amount of gold every turn, to reflect their profits and their low operating costs.
Finally there's the Extragalactic nation, which will sort of be like a second barbarian race (even moreso than the Hutt). Their sole purpose will be to lurk unhealthily in the wings of the galaxy, sending occasional ships to raid and pillage other nations. They get all the techs they need at the start and just spend their time being militaristic from there on.
I'm thinking of giving some sides special characters. Palpatine and Vader, for example, continually respawn at various points around the Imperial galaxy if they are defeated in combat by anything other than Luke Skywalker, and vice versa. If those three are ever defeated for good, various units or wonders stop working.
Once the Emperor is killed, however, several of the Rebels' own wonders also stop working, to reflect the stated aims of the Rebellion have been achieved.
Last edited by Alinestra Covelia on 25-07-2005 at 03:42
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