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Old August 4th, 2004, 12:14 AM
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Default Re: PBW PvK Proportions Game #2

Posting to update status here. I'm a bit behind schedule. I've made a bunch of new stuff, hopefully all likable. I have a bit more to do before it is ready to run, so I need to keep myself from doing more and more. I have too long a list of things I'd like to do, but it takes much longer than I'd like to actually get the right numbers figured out and entered.

To throw out a bone, here is what I've done so far:

code:
Version 3.0:

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New Additions:
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* Added a 250 kT warship hull, called Frigate. Old Frigate renamed Corvette.
* Added a 350 kT Heavy Destroyer.
* Added a 600 kT Heavy Cruiser.
* Added a 1300 kT Heavy Dreadnought.
* Added an Express Transport (uses Tiny Transport graphic).
* Added a Huge Troop.
* Added a Large Space Station (1000 kT).
* Added a 2500 kT Large Battle Station (uses War Station graphic).
* Added a Large Starbase (3000 kT).
* Added a Massive Starbase (5000 kT).
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Gameplay Changes:
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* Reduced costs of armored plating.
* Added boarding defense strength to bridge components.
* Fleshed out Crew Quarters components with levels and abilities.
* Reduced combat penalties of computer control components.
* Extended Master Computers to tech level 10.
* Branched and extended Organic Armor technology into two types.
* Increased costs of higher-tech Gestation Vats, Medical Labs,
Climate Control Facilities, Events Predictors, Temporal Vacation
Services, Training Facilities, Crystalline Restructuring Plants,
Energy Transmission Lenses, Resource Storage, Cargo Facilities,
Mineral Scanners, Eco - Farms, Radioactives Colliders, Robotoid
Factories, Computer Complexes, Citizen Databanks, Shrines, Resource
Converters, and Ultra - Recyclers.
* Increased unhappiness from Citizen Databanks.
* Reduced effect and massively increased costs of Replicant Centers.
* Added an unhappiness effect to Replicant Centers.
* Added five more levels of Planetary Gravitational Shield Facilities
and four more levels of System Gravitational Shield Facilities and a
new tech area for them, making them available much earlier but at a
steep price.
* Massively increased costs of Value Improvement Plants and Atmospheric
Modification Plants.
* Slowed the effect of Atmospheric Modification Plants.
* Per Dogscoff's suggestion, made Resource Converters require Physics
and Biology as well as Chemistry. Also made it a deeper tree that
starts out less efficiently.
* Also per Dogscoff's suggestion, added Construction as a requirement
for Ultra - Recyclers.
--------------------------
Construction Yard Changes:
--------------------------
* Reduced organic construction rate of ship/base spaceyards by 9/10.
* Reduced radioactives construction rate of ship/base spaceyards by half.
* Added base spaceyards (Orbital Space Yard Facilities) with higher
organic construction rates, but these have high organics costs.
* Increased organics costs of colony modules from 2000 to 6000. This
doesn't change their construction rate much except on the new ship-based
spaceyards. This makes it impractical to use space-yard ships to
build colony ships at or near their destinations, instead of having
to send colony ships long distances under their own power.
* Extended Ship Yard facilities and components to 15 levels each.
-----------------
Economic Changes:
-----------------
* Raised infantry and crewed unit organics costs from 0-10 to ~25-35.
* Added 1 rad cost per kT tonnage to mechanical ground units.
* Added org costs to crew quarters.
* Added rad costs to bridge components.
* Added rad and increased other costs to Weapon Platform Command Centers.
* Increased capacity of Resource Storage facilities.
---------
Cosmetic:
---------
* Added some new system names.
* Removed all the now-unneeded Inaccessible Technology leftovers.

Stuff I really wanted to do, but haven't gotten to yet, include:

* Adjusting the starting empire costs.
* Reworking fighters at least a bit.
* Reworking mines at least a bit.

PvK
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