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Aaron Blackwell
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Brussels Belgium
Nov 2002 time: 05:22
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I have to disagree on the fact that running FM can help reduce the pollution on the planet.
Well, in theory it does have an impact in the sense that it increase the number of clean minerals ....
BUUUUTTTTTTTT ..... to work properly, the eco-damage and the number of fungal blooming due to pollution must be kept in check ===> Something that it is nearly impossible to do in FM.
Okay, I'll try to be more explicit :
Due the mineral output of our bases with all those crawlers, switching to FM mean that the eco-damage will SKYROCKET !!
Also:
*** We do not have a lot of eco-damage reducing facilities (at least not to my knowledge) ==> Less way to keep eco-damage in check.
*** We still need to do a lot of terraforming and this work will imply a lot of work toward removing fungus. This in turn imply additional risk for our workers and the need to protect them => Additional cost for our faction running FM than if we do not run it.
*** Trance will not be enough to protect those worker. Psi combat is much erratic and random compared to conventional combat. With maluses to planet, we will have to stick to a defensive posture. Worms will get 3 to 2 ratio combat ( 3 to 3 with trance). Not enough to garantee absolute security.
So I would have to ask to all you are in favor of a FM, if they agree to take personal risks by joining those people who will have to work in the fungus or protecting our cities against mindworms boils.
*** Also, more fungal blooming implies more unecessary work for our formers as they will have to repair the damage.
*** A small detail but which can have its importance, Planet Pearls are only collectible when you attack mindworms not when you successfully defend against them. Again, running FM will not allow us to do it.
Now, I am not saying that we should go crazy over every single small point of eco-damage and that it could be beneficial to both us and planet to allow some eco-damage to favor fungal blooming and clean minerals.
Besides there is a BIG difference between allowing some eco-damage to reduce the ecologic problem in the future rather than using this argument to support wanton ecologic disruption just to fill the energy wallet of a minority at the cost of the majority of the citizens.
End of rant 
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:22
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Nicely put Aaron, I like you're thinking. I agree with most of what you said, bar the last paragraph.
quote: Originally posted by Aaron Blackwell
Besides there is a BIG difference between allowing some eco-damage to reduce the ecologic problem in the future rather than using this argument to support wanton ecologic disruption just to fill the energy wallet of a minority at the cost of the majority of the citizens. |
Since I think we will win either way, I put it to you: Would you rather win easily, harming the Planet slightly or live in harmony with Planet, taking a longer and more difficult path to victory, but ultimatly a much more rewarding one, with the goal of being one with Planet and Transcending?
I know we're not the Gaians, but we have a responsibility to look after this Planet. While I know that having no eco-damage at all isn't going to happen (most people favour increased production and some eco-damage) I want to make sure that Ecological issues are on the agenda, that in every action that harms Planet, we've thought about the eco-damage and taken it into account.
And besides, being Green is good 
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Aaron Blackwell
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Brussels Belgium
Nov 2002 time: 05:22
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Okay, but there are other ways to make a challenge of this game when it becomes too easy :
- Taking the role of another, weaker faction and trying to beat the powerful faction that the UN peacekeeping will have become.
- Editing the other faction and give them SE bonuses.
- Use the map editor to force technology breakthrough for the AI factions, enough to give them an edge. This can easily be done without spoiling our pleasure as only one person has to do it and it can do it without looking at the maps of the other factions.
- etc ...
If our game become hoplessly too easy or if we feel that none of the option above could help make the game more interesting, we have one more option:
Create a specific scenario for a AC Democracy game and make it very challenging !
In the AC strategy forums, there is a link the "RHYNN GALLERY SITE" or something like this which contains very difficult scenarios and where the AI is very strong.
The thread title is something like " Succesfull AI sharetech".
Or we could create one ourselves, give the AI faction more cities and tech than ours etc ... and create a very challenging scenarion.
For the moment, the game remains very interesting to play, but I think we should prepare ourselves in case this problem arise, so that we may keep playing without interruption 
EDIT MODE :
What you have all suggested could also be working and be very intersting )
Beside, we don't need to make all the AI run by players, just one or two ( which would require only one or two players to do it). This way these faction would become more unpredictable.
I have heard that there is one mightily strong player in this community , whose name is Velocyrix. As he was the one who write a very good and complete guide, maybe he is the person to ask what we could do for a challenging game 
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Maniac
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Gent, Belgium
Jul 1999 time: 06:22
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I would keep these proposals for a next AC Demo game.
We could let all seven factions start near each other, to have diplomacy and tensions from the beginning. It also seems more realistic than having each of the seven pods land at the opposite side of the planet. 
Perhaps we could start off as the real united UN mission, and factions would have to wage war to gain their independence from the UNPK. Everyone should then start as pacted to the PKs. It should also be common practice to exchange technology as written in the UN mission charter. When a faction doesn't comply, all the others have a reason to go at war.
To increase the roleplaying part, victory conditions could be amended a little. A proposal:
The PKs need to:
a) win a diplomatic victory, or
b) convince/force every faction to turn frontier or democratic and be pacted with them.
The UoP needs to:
a) win a transcendence victory, or
b) convince/force every faction to turn survival/knowledge. They should be pacted with those having survival as value.
The Morganites need to:
a) win an economic victory, or
b) convince/force every faction to turn simple/free market, and have a pact with those having simple economics.
The Gaians need to:
a) win a transcendence victory, or
b) convince/force every faction to turn survival/green, and have a pact with the simple economists.
The Spartans need to:
a) win a conquest victory, or
b) convince every faction to have survival/power values, and have a pact with the survival value-ers.
The Believers need to:
a) win a conquest victory, or
b) everyone fundy or frontier, and blah blah...
The Hive needs to:
a) conquest, or
b) everyone police state or frontier, and pact with blah blah...
These alternative victory conditions should add to the roleplaying part. It also wouldn't make it necessary to conquer everyone to win the game. Forcing them to adopt your SE setting, sign a submissive pact and make them pay 100 ec per turn would be a sufficient peace deal for example. It also leaves open cooperative victory. For example the PKs, Morganites and UoP could win together by having every faction adopt Demo/FM/Knowledge.
Perhaps we could also include the concept of a rebellion as to make sure a faction doesn't disappear for good the moment they are conquered. Eg if a conquered base has a drone riot, the old faction could rebel and reappear with controlling some of their old bases and some units. This allows members of a conquered faction to keep involved with the game and let them have a second chance.
When new players come into the game, or there is disagreement within a faction, the faction could perhaps split as well (provided there aren't already seven factions present in the game) and one of them becomes a SMAX faction.
Just some proposals... 
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