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Old August 7th, 2004, 09:52 PM
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Aiken Aiken is offline
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

About research labs. I think of 4 variants:

1. Very simple:
Make RLs bigger, say 900 kt and play with research output and costs until satisfactional results.

2. Simple
Add some restrictions to research lab components:
RL lvl 1 - 10 per base
RL lvl 2 - 9 per base
...
RL lvl 5 - 6 per base

or something of that kind. This way maxed reseach base can generate 2400 rp maximum.
However where is workarond to this receipt - ALOT of small bases with 2-6 RL V. Not very good.

3. Weird
5 levels of RLs + 5 sizes of bases = 1 RL per base:

RL I - size: 900 kt; cost: 6400/0/0; research generation: 400; suitable for sizes >= 1000 kt
RL II - size 1900 kt; cost 11200/0/0; research generation: 900; suitable for sizes >= 2000 kt
....
RL V - size 4900 kt; cost 30400/0/0; research generation: 2300; suitable for sizes >= 5000 kt

(numbers are approximate)

Then it will be impossible to upgrade old bases + player is forced to research Base Construction tech. I don't like this variant - too artificial for my taste

4. Less weird, but still....
My initial suggestion - increasing lab's size with level. And keep them costing only primary resource.
About upgrading such designs - yes you'll have to make a couple of clicks to remove extra labs and to shut up warnings. That's all.
However, I'm not sure about AI - it seems it can save designs with warnings

Also it would be nice to hear opinions of other people.

And Last: unbalancing research labs in 0.14.08 could be fixed/changed in 0.14.09
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Slavery camps:
did you meant
Quote:
b) 10% more productive, +2 anger per turn
or +1?

Imo, +80 (+10%) resource advantage of SLC is too unsignificant and don't worth a burden of troops and entartaimant networks. Probably, +120 (+15%) per facility per turn will be better (talking about maximum levels)?

[ August 07, 2004, 20:56: Message edited by: aiken ]
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