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Re: Balancing Race Construction
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Re: Balancing Race Construction
They don't do it fast enough to prevent the riots from Lasting at least a few turns. The side-effect of empire-wide riots for even a few turns in a large empire at war can be very important to the outcome of the war. If the losses continue frequently enough, the riots won't clear, or not enough to help.
PvK |
Re: Balancing Race Construction
I have to add something on this. In a PBW where the top player (who had about as many ships as we had combined, and most of them in the dreadnought/baseship range), my ally and I staged a surprise attack. We targeted his spaceports (that player and I had a partnership treaty) and as many valuable planets as possible from our borders. Anything we couldn't take, we glassed.
Basically, between cutting our treaties with this player AND the damage we caused did severely cut his income, but it was the rioting that reduced his own ability to produce anything. Even after two turns of comparatively unopposed strikes, he still had enough firepower to hit us back hard and he had more than enough planets to sustain his forces. It was the rioting which removed his ability to build ships and keep current ships fighting. Would we have won if his population was emotionless? Probably. But the emotionless trait would have allowed him to stay strong and counter-attack, and he might have disrupted our happiness. Our attack plan relied on rioting his population first and foremost. |
Re: Balancing Race Construction
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Re: Balancing Race Construction
After considering the input from others (and the extra play experience) I think I'd suggest these numbers for the advanced traits:
Advanced Power Conservation: 500 Mechanoids: 250 Lucky: 250 Natural Merchants: 750 Propulsion Experts: 1000 Ancient Race: 1000 Advanced Storage: 1500 Hardy Industrialist: 1000 Psychic: 1500 Religious: 1500 Temporal: 1500 Crystallurgy: 1250 Organic: 1500 Emotionless: 1800 [ December 28, 2002, 06:22: Message edited by: spoon ] |
Re: Balancing Race Construction
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PvK |
Re: Balancing Race Construction
How can you tell that troops make pop happy (other than through observation) and how can you change it? Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Balancing Race Construction
SE4/Data/Happiness.txt
For each happiness type, the line: Our Troops on Planet := -2 Set to 0 to remove the effect. As you can see, the only compromise is to halve the effect, so it's not possible to just make it a minor effect. PvK |
Re: Balancing Race Construction
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PvK[/QB]</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Only takes 4 or 5 turns to build enough on most planets. Same build rate as a high-tech BB. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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