Re: Facilities with negative effects
Some (all perhaps?) abilities should accept negative values. And another problem is that only the best value is taken into account for a planet/system for any ability.
For example, let's say you make an Intelligence Center that reduces happiness by 2% per turn in the whole system. If the player builds an Urban Pacification Center I (increasing happiness by 1% per turn in the system), the happiness hit from the Intelligence Center will not matter.
I am not sure if this will be suitable for your purposes. You may also want to add a negative resource generation ability on some facilities, forcing the player to pay for them. The "Point Generation" ability will probably not show up in the Empire balance though... (It doesn't if you put in on a component; I don't know if it is the same if you add this ability on a facility)
[ July 13, 2004, 22:01: Message edited by: Alneyan ]
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