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More expensive Intelligence projects
In huge quadrants, late in the game, a player could feasibly produce so many intelligence points that he could not spend it all amoung his 12 intelligence projects (IP). For this reason, I have considered creaating additional IPs (with the same functions as previous IPs), but that are more expensive.
Is this a good idea to put into a mod, and am I right that IPs attack CI with as many points as they cost? |
Re: More expensive Intelligence projects
i remember people saying that.
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Re: More expensive Intelligence projects
Extending Intel projects is not a bad idea.
Also, it is indeed true that the more a project costs, the more CI it takes to defeat it. |
Re: More expensive Intelligence projects
I'm not that fond of intel projects as they are now. I'm going to omit them in my next game against TDM. A planet that switches sides is just too much. I can see that happen to the occasional ship but a planet?
And take a look at the cost. Nope, can't say i like it. |
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Re: More expensive Intelligence projects
Minipol, you can mod out PPP. Just add a 0 to it's research req. http://forum.shrapnelgames.com/images/icons/icon12.gif
JLS, enough commas in your sentence? http://forum.shrapnelgames.com/images/icons/icon12.gif I don't know about Adamant being the best base to work from... there have been some intel mods in the past that may well be more thought out than what I have done in Adamant... |
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Re: More expensive Intelligence projects
CI is plenty strong as it is... just a few can make you invincible against intel from 4-5 races at once (with high intel production, ofc)...
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