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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Can anyone spell out EXACTLY the differences between each difficulty level? This is as much as I know:
Citizen:
Drones: after 6th citizen.
Cost of one SE change: free.
Protoyping: free.
Changing production: free.
Extra drones after building base: 16
Eco-damage multiplier: no eco-damage.
AI nutrients/minerals per line: 13
AI: other disadvantages?
No population loss for building Colony Pod.
Tutorial pop-ups automatically turned on.
Specialist:
Drones: after 5th citizen.
Cost of one SE change: ?
Protoyping: ?
Changing production: ?
Extra drones after building base: 14
Eco-damage multiplier: 1*
AI nutrients/minerals per line: 12
AI: other disadvantages?
No population loss for building Colony Pod.
Talent:
Drones: after 4th citizen.
Cost of one SE change: ?
Protoyping: ?
Changing production: ?
Extra drones after building base: 12
Eco-damage multiplier: 2*
AI nutrients/minerals per line: 11
AI: other disadvantages?
Librarian:
Drones: after 3rd citizen.
Cost of one SE change: ?
Protoyping: costs +50%.
Changing production: penalty after 10 minerals.
Extra drones after building base: 10
Eco-damage multiplier: 3*
AI nutrients/minerals per line: 10
AI: no AI advantages or disadvantages.
Thinker:
Drones: after 2nd citizen.
Cost of one SE change: ?
Protoyping: costs +50%.
Changing production: penalty after 10 minerals.
Extra drones after building base: 8
Eco-damage multiplier: 4*
AI nutrients/minerals per line: 8
AI: other benefits?
Transcend:
Drones: after 1st citizen.
Cost of one SE change: 40 credits.
Protoyping: costs +50%.
Changing production: penalty after 10 minerals.
Extra drones after building base: 6
Eco-damage multiplier: 5*
AI nutrients/minerals per line: 7
AI: other benefits?
note: The numbers for AI nutrients/minerals per line, and for base limits before extra drones, assume a standard planet and an efficiency rating of zero. Different planet sizes and faction bonuses, as well as other factors, can change these figures.
*note two: The eco-damage formula is heinous, so I just included this number, indicating how much the base eco-damage is multiplied by at each difficulty level.
Can anyone help fill in these stats, and point out any categories I've missed?
[This message has been edited by Helium Pond (edited May 02, 2000).]
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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On citizen and specialist you do not lost any population when you build a colony pod
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Thanks for the tips, I'll modify the list.
However, I've always heard that Librarian was the level at which the player and the AI played with no differences. joer, you're saying that Talent is the level playing field? Are you sure?
[This message has been edited by Helium Pond (edited April 30, 2000).]
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Thanks! I have some questions about all that, which I posted in that thread. Hopefully, we can figure out an economical way to include that data in this list.
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Xuenay: is there actually eco-damage that affects the game, or just eco-damage that gets reported per base? In the formula given by the GameSpot guide, there's an extremely complex series of equations, ending with a multiplier that is based on difficulty level, with a range of 0-5. My assumption is that, while individual bases can report eco-damage, on Citizen level all that damage is ultimately multiplied by zero. But this is pure speculation on my part, I'd be glad of any hard facts.
As for the suggestion about city building, I assume that's due to the fact that Citizen level automatically turns on the in-game tutorials, which I will make note of. Thanks.
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Okay, that means that the eco-damage formula I'm working with must be incorrect. Or perhaps it's using difficulty as a scale of 1-6, rather than 0-5, as I'd assumed. I'm using a formula from the GameSpot game guide. Has anyone run across other formulas out there?
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Okay, here's the exact text from the GameSpot Guide:
Ecological damage is determined by the following complex formula:
1. For each base, total the number of mines, solar collectors,
farms, soil enrichers, roads, mag tubes, condensers, and bore
holes. Items in squares that are actually being worked count
double.
2. Add an extra +8 for each borehole and +4 for each condenser.
3. Subtract 1 for each forest.
4. Halve each base that has a tree farm, and eliminate it if it
also has a hybrid forest.
5. Divide this value by 8 and reduce by up to 16 plus the number
of previous damages.
6. Take the number of minerals produced this turn.
7. If result from step 5 was reduced by less than 16, reduce the
result from step 6 by the remaining amount.
8. Divide minerals by 1 plus the number of Centauri preserve,
Temple of Planet, and Nanoreplicator.
9. Sum the values of steps 5 and 8 and add +5 for each major
atrocity.
10. If Alpha Prime is at perihelion, double your value.
Ecology percentage = (ValueFromStep10) * Difficulty *
Technologies * (3-Planet) * Life/300
Does the Official guide give a formula?
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Maybe I should just modify my list to reflect a 1-6 multiplier instead of 0-5. I was assuming that difficulty was a 0-5 scale, based on a definition elsewhere in the guide.
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