Re: Tale of a Game - from a play test perspective
Piundon review:
At turn 67, the latest Piundon ships are as follows:
Destroyers with Shard Cannon III or Crystalline Torpedo III, Crystalline Armour I and Contra Terrene Engines.
The best ships that I have engaged to date had Shard Cannon I's or Crystalline Torpedo I's.
Piundon have just discovered Physics but Shields are of course 4th in their research queue.
The lack of Shields is what has made the Piundon ships so easy to defeat.
Piundon only have 3 Research colonies, 1 Intelligence compound, 1 Military Inst, 1 Construction Yard and 1 forced Mining Colony. They have 9 regular Mining colonies, 3 Refining colonies and 1 Organics colony.
An observation is that the Military Inst, Construction Yards, and Intelligence compounds have built Miners.
I would suggest that the Miners should be replaced in the Construction_Facilities file by Research Compounds and Intelligence compounds as follows:
Facility x Ability := Point Generation - Intelligence
Facility x Amount := 30
Facility y Ability := Point Generation - Research
Facility y Amount := 30
This will ensure that if you have Applied Intelligence you will build Intelligence compounds and if you dont, you will build Research Compounds instead.
As it is, the colonies are building Miners on planets with poor Mineral content and do not have enough Research Compounds.
This is the approach I took with my Klingons, Romulans etc....
[This message has been edited by God Emperor (edited 22 May 2001).]
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