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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > AC-General/Help/Strategy-Archive > How can I eliminate Sea Colonies?
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wesley32 is offline wesley32
Chieftain
Illinois
Jun 1999
time: 05:13
Question  Old Post 16-10-2000 23:03 Visit wesley32's homepage!
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#1 Report this post to a moderator
How can I eliminate Sea Colonies? Help yourself to an AD-FREE life

Is there anyway to prevent the creation of sea colony pods (and therefore sea colonies)? I want to create a scenario with only land bases.

Didymus is offline Didymus

Warlord
Washington DC, USA
Aug 2000
time: 00:13
Thumbs down  Old Post 17-10-2000 22:17
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I don't think so. The way the workshop works, if you can get foils, you can put colony pods on them. I presume you want to allow both foils and colony pods.

What you can do is, make sea tiles useless. I.e.,
no nutrients, no energy, no minerals. Then make improvements (mine/kelp/tidal thingy) take 200 turns each, and/or require Threshhold of Transcendance to build.

I see two problems with my suggested approach. (1) The AI may try to build sea bases anyway. (2) You'd need to know how to do all this, and I haven't a clue.

Of course, you could presumably make all sea tiles 'ocean depths' and not shelf tiles. Then only the Pirates can build there, and obviously they would not be in such a scenario. The problem with this idea is, if the water level changes, you could end up with shelf tiles again.

Hope this helps.

Black Sunrise is offline Black Sunrise
Prince
Buffalo, New York, USA
Aug 2000
time: 05:13
Post  Old Post 17-10-2000 22:53 Visit Black Sunrise's homepage!
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It's possible to edit things so that the foil chassis becomes available with a different technology, like super-tensile solids. Then you wont have sea bases till very late in the game.
I think even then you could put a colony pod on a needlejet chassis, though. So human players could still make sea bases, though I doubt the AI would have the ingenuity.
Black Sunrise

mark13 is offline mark13
King
Northampton, England
Sep 2000
time: 05:13
Post  Old Post 18-10-2000 17:45
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I know that somewhere in the alpha.txt file is a basic units section, which includes Sea Colony Pods. I'm not certain about this by any stretch of the imagination, but if you delete the Sea Colony Pod line, it may just prevent the AI from building them. You would, however, have to rely on your own willpower to not build one yourself.
[This message has been edited by mark13 (edited October 18, 2000).]

Vultur is offline Vultur
Warlord
Milan
Jun 2000
time: 06:13
Lightbulb  Old Post 19-10-2000 01:02
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To eliminate definetly sea colony pods you have two methods: the first is to switch the selection "Colony Pods can't built" in scenario rules and give enough normal pods to all the faction. The second is to put as required tech for CPods "Deleted" (you can find in "weapon" in alphax.txt) and "Deleted" as tech for Sea Colony Pod in "Units". I don't know but maybe can work. This could prevent also Gravship Pod in late game. If you want you can add other buildable earth pods changing the chassis and adding in "Units" part.
Example:
Speeder Pod,Speeder,Colony Pod,Scout,8,0,0,DocMob,-1,00000000000000000000000000

n.c. is offline n.c.
Emperor
North Carolina, best state in the union
Jul 1999
time: 00:13
Post  Old Post 21-10-2000 01:01
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Make the following change in the alpha.txt file:

Pressure Dome, 8, 0, TranT, Disable, Submersion/Resources

Sea colonies will not be possible until irrelevant.

edit: of course, you will be in deep sh!t if sea levels rise.
[This message has been edited by n.c. (edited October 20, 2000).]

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