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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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No difference. In Moo you go to to race selection and it tells you what trait a given race has. Meks have 2 extra factories per level per person, so can produce faster than most. Klac get double production per person, so can buy things. Psilons get extra research. So these and saks can afford to do things to boost one area without suffering. I suspect it is a game cheat, though.
Last edited by vmxa1 on 04-07-2002 at 23:40
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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Well if you are playing in an avg size universe as oppose to a large or huge at avg level difficulty you will not see anyone unless they are very close to you. So I presume you are using the alt galaxy code to see the whole universe. If you do, you should see the races grow at a standard rate. You will not see colonies zooming all around you. The Saks have not even make any colony ships at that time, only one extra scout. They have two planets, same as me. They have 77 pop at home planet with with 109 factories. The second is much better than my second at 3 fac and 49 pop. I (klac) have 123 fac and 77 pop at HW. Only 5 pop at second planet. Two races have made a second colony ship, but have not used it. I could make a colony ship in 7 turns and still have production left over, if I wished to do so. That seems to me to be a level playing field. If they have the same number of planets as me they are in big trouble. I normally play hard or impossible and do not built colony ships until I finish making all of the factories at my HW and often wait one or two extra turns to give my research a jump start. I then put as much as I can into making a colony ship. The AI will have at least 3 planets and often more by then. Of course the AI gets boost and I suffer a penalty at those levels so I will have fallen behind. If the maps if good for me, then I will soon be closing the gap. By the time the first vote comes up, I will be nominated, unless at impossible and have a unkind map. For all pactical purposes I have already won, but will play on as I will get into some serious tight spots that will be fun to get out of.
Last edited by vmxa1 on 04-07-2002 at 23:54
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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quote: Originally posted by marlo_kalbo
>Meks have 2 extra factories per level per person, so >can produce faster than most.
If you are using the Meks, you produce SLOWER, until you can use the extra factory advantage, that is, once you have more factories than twice your maximum population per planet.
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Not sure why the level is mentioned as it does not matter, they get to have 2 more factories per pop. If they are at Rob II that means 4, if Rob III that means 5.
They do not have to be at max pop to take advantage of this. If they have 40 pop to start and 30 factories they are not able to use this trait. If they make only factories and get to say 50 pop and 150 factories they are partially using it, if at Rob II. That is a normal race would only be able to have and operate 2 factories per pop (100) and they can have up 200. If they concentrate on factories, they can get to 4/pop before hitting pop max for the planet and they should.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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I did not see any extra colony ship at avg diff with med galaxy. I tried hard with and impossible diff and it was the same. I tried huge map with avg diff and did see many extra scout/fighters. One race had an second colony ship and the darks have made 3 more colonies by 10th turn. So it looks like the size of the universe may have an impact. I should not think a race could crank out 2 extra colony ships in less than 10 turns?? One yes, but 4 colonies already?
Last edited by vmxa1 on 05-07-2002 at 20:55
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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One passs at Large, Avg, 5 players, is that the one you use? Anyway at 2310: Mrrs had 2 planets and 3 scouts, Psilons 2 planets 2 colony ships 2 scouts, Human 2 planets 1 cs 1 scout, Darloks 2 planets 2 cs 6 scouts, I had 2 planets and 2 scouts.
2319 Psilons 4 colony ships 2 planets.
2323 two races had 4 colony ships and one had 3 planets. Just to see how many I could crank out, I went to all colony ship production at 2310 and by 2339 I had 8 planets and 1 cs in route and one building. It was not a real good test as I had landed at the top and had lots of planets buffered by three non habitables. Many of the planets were other than standard, so some races had a slow start. The Psilons could have done better and soon were ahead in planets as I could only get to 13/14 before I ran into no where to go.
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Cxwf
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quote: Originally posted by vmxa1
It appears I have lost my mind. I looked at the test runs again. The run where I concluded the Klac do not get the 1 BC was actual using the Sillies. I ran with them and then Klacs and then Meks.
It looks like the Klacs do get 1.48 rp for each pop on science. Now look at this run:
Turn 1 82 BC 30 factories 50 pop
T 10 193 BC 113 " 77 "
T + 239 " 153 " 83 "
That looks to me as if is being calculated as 1/pop + 1/fac with some rounding. If you slide all to research, it comes out on turn 2 as 52 pop yielding 76 rp or 1.48/pop. This was run on avg level. I can only guess that the factory is double production and the .5 is applied to the turn one 30 factories and then to the doubled production. This yields 30*.5=15 then again to the bonus. That yields 15+15 pollution subtracted from the double production (60) for a net of 30. Add the 1 bc per pop = 50. Total 50+30 gets to the 82 they reflect. The formula and timing seems to have some rounding an accounts for the less than exact values. The other races do not get 1 BC/pop. |
You've got it slightly wrong. First of all, it's not rounding, its your planetology tech thats throwing those numbers off. Each race gets .5 prod + .02 per Planet tech level, except Klacks who get 1 + .04 per tech level. The thing is, you don't start with 0 tech, you start with 1 tech, so you get 1.04 per pop at beginning. Factories always give +1 prod each no matter what, but the effects of pollution make them effectively +.5 each at beginning.
Switching to research changes nothing. You still generate exactly the same points from pop (not 1.5 or 1.48 or anything), but you also get all your normal points from factories. Strangely enough, factories can generate research in Moo1. Test it--compare the values for RP per turn with values for factories built per turn (before you get minus factory cost techs). They should be the same with a decimal place difference (since factories cost 10 each).
Of course, taxes are a different issue from pollution--both have to be paid separately. Except that pollution doesn't actually HAVE to be paid, you just usually want to. Taxes disappear before you even start building (reflected by the 2 numbers for production at the top right, after and before taxes respectively).
Edit--its not 2% and 4%, its 3% and 6%. Couldn't really tell for sure until I checked on a planet with exactly 100 population.
Last edited by Cxwf on 21-01-2003 at 04:44
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Cxwf
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Yes that sounds right. But the other thing I was saying though was that RP and points spent on anything else are all generated exactly the same way (unless its a rich, poor, or artifact planet). That's not just an RP formula, its a production formula.
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