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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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Had occasion in a recent PBEM turn to look more closely how random events are triggered, and I thought it might be interesting to get comments on how frequently you’ve encountered (or noticed) them
Prima’s Guide says:
No Random Event occurs before Turn {75 – (DIFF x 10)} where Citizen is a 0 DIFF and Transcend is a 5 DIFF
Each turn the game randomly picks a base (if there are fewer than 100, it picks between 1 and 99, and if no base – in built sequencing numbering order – there is no event)
If the base is size 4 or less, is the only base of its faction, or if already under a random event time line (e.g. minerals boom for 10 years) – then there is no event
Also, some random events chosen by the 'puter will have no effect, so no event that turn (e.g. Asteroid strikes Nessus Prime - no effect if none of us has mining stations there)
As well, if you roll a really good event while in the top 3 in any category (or a bad one while in the bottom 3 in any category) the turn will pass without incident
The full list is:
Asteroid Strikes base (base is destroyed - never happens to an HQ)
Biology Lab event (planet blight if no lab, +1 nut in all base radius squares for 10 years if a lab)
Bumper crops (+1 nut for 10 years in that base radius)
Childrens Creche event (if none, extra drone for 5 years; if one, pop boosted to that base's current ability to handle based on current food production)
Energy bank event (if none, then all mines in base radius destroyed; if one, then +50 credits)
Energy Market Boom/Crash (if have more than 1000 credits, lose 3/4 if more than 500 but less than 1000, and in 4th place or lower, reserves double)
Famine (-1 nut per square for 10 years in that base)
Hail Storms - only after turn 76 (all solar collectors in base radius wiped out)
Haze and Clouds (-1 energy per tile in base radius for 10 years).
Heat wave (+1 energy for all tiles in base radius for 10 years)
Industrial Boom (+1 mineral in all tiles in base radius for 10 years)
Industrial Collapse (-1 mineral in all base radius tiles for 10 years)
Network Node event (if none, then lose all accumulated research credits - if one, then free tech)
Prometheus Virus (if a research or nanohospital at that base, or if faction owns a *medical* SP (HGP, LV or CI), nothing happens. if not, 1/2 pop is wiped out)
Sea Beetles (all kelp farms in base radius destroyed)
Tidal Wave (all mining platforms in base radius destroyed)
Volcano erupts (never before turn 75) - all terrain enhancements in volcano radius destroyed, and base populations nearby *severely affected* (whatever that means - Prima doesn't say)
There are 2 others
a 20% chance of Asteroid striking Nessus Prime (all mining stations destroyed
a 20% chance of Solar Storm/Flare (all orbital power sats and defense sats destroyed, but triple energy next turn)
Of course, when starting the game, these can be turned off (and most PBEMs do turn them off as they are random, and not skill related)
Googlie
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wheathin
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I like the minor random events, like +/- 1 nut/miin/energy per turn for 10 turns. Or the prometheus virus and improvement-killers (hail, tidal wave, etc). They add some uncertainty, and more of a realistic flavor to the game.
But I hate the crushing ones: volcanoes, asteroids, loss of orbital facilities, etc. I know they are supposed to balance the game by hitting the player who is in the lead, but those are too aggravating.
As to pods, I don't play with them. I don't like the early unbalancing aspects - I hate being next to Santiago when she gets two extra rovers, synthmetal, and lasers. And i've got nothing but scout patrols. Uh... Re-Start. And I dislike the mid-to-late game scouring of the globe to find the last few pods - it adds too much unpleasant micro-management.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:17
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quote: Originally posted by Darius
By the way, did you guys know that when a probe team activates a sabotage virus against a random target, it can destroy a planet buster? |
Rats - and there went my ability to destroy the base building the Ascent
BUT
My orbiting sensors detected a lack of garrisons in several Hive bases, so hastily outfitting my shells with drop pods and nerve gas canisters, *Saddam's Elites* rode the Space Elevator and willingly launched themselves into the void clutching their re-entry friction-ablative skidsleds to their chests as they hurtled to Planet's surface
Taking no less than six empty Hive bases, they stripped the best base enhancement for energy credits and called Foreman Googlie to report the spoils.
Sufficient to outfit the elite dozen or so shard antimatter garrison units with drop pods and blink displacers, and then they set to work softening up the Ascent's base before allowing Saddam's Elites to finish it off, many giving valiently of their lives in the attempt.
Their job done, the survivors dispersed along the conveniently left mag lines to the captured bases, then torched them to deny their use to the enemy.
(By far the longest single turn I've ever played - at around 2 hours - had several versions of SMAX running at once as I scenario tested concepts before implementing them - quite a job with the alt/tab, remembering which was the live one)
Only time will tell if the sacrifice of so many troopers was enough, or if it was in vain
(rthere's a short fiction story there somewhere)
G.
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mrdynamic
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Minnesota
Jul 2001 time: 05:17
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I used to play with Random Events on ... Untill I got hit with the 20% chance of Asteroid striking Nessus Minning Station 3 times in 1 game !!! Sure I was the only faction with NMS, but geez...
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Adalbertus
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Cologne, Germany
Feb 2001 time: 06:17
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quote: Originally posted by Earwicker:
what is the radius of destruction? |
I'm not absolutely sure, but an asteroid creates a normal crater which is a quadratic area of 7x7 tiles, which I checked from a "Garland Crater" which was there from the beginning. I think, this is also the radius of destruction. Bad news for true ICSlers who can loose up to five cities. OK, for true ICSlers this is <5% of the cities.
When this happened to me, I think I had some earthquakes afterwards, i. e. tectonic movements which washed some of the terraformed tiles, and regularly changed the path of rivers, until about ten turns after the strike. But this also might be due to a rise of sea level which I tried to counter by a solar shade, the tiles I got washed had a height of 10 m.
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vitamin j
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I've been asteroided twice in SP games. Both times I was off to a very good start, far ahead of the closest AI competitor. I mostly just wanted to echo whoever mentioned the not-quite-randomness of the strike. Both times it happened, I used the autosave to go back to various turns. But the strike would come in the same year it had happened originally, every time.
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T-hawk
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Hoboken NJ
Oct 2001 time: 00:17
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There's a number of conditions that need to be met. Going off memory here:
1. The player must be Unsurpassed on the power graph.
2. The player must have caused at least one fungal bloom of eco-damage.
3. The asteroid selects a base, which is the player's best base other than the HQ.
This happens 20 years before the event.
4. At the time of the event, if there is enough room for the asteroid to strike this base and leave a crater entirely on land, it will do so. Otherwise, you get an undersea volcano erupting.
I've never actually experienced an asteroid hit myself, probably because I play smaller maps and never have my best city landlocked to such a degree.
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All times are GMT. The time now is 05:17. Apolyton Time is 00:17. |
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