quote:
Originally posted by oleg:
IMHO, the cost of Natural merchants should be increased even more. To start with extra homeworld cultural center instead of useless spaceport is very nice.
quote:
Originally posted by Pvk:
Yes, the cost overlooked the cultural center increase. I'm a little surprised it even does that, since cultural centers include space ports. It makes for a way to start with an extra cultural center. I'll adjust the cost - thanks for pointing that out.
The reason for this is quite simple and predictable. The natrual merchant doesn't need a space port on the homeworld, so they get an extra facility determined by the facilities file. It ignores the fact that the cultural center has an ability it doesn't need (Space Port), it is only looking for abilities that it does need (Resource Production). This selects the available facilitiy that produces the most of the resource needed. Mineral, rad, organic, research. Since the Cultural center in Proportions produces more of these resources than any of the resource specific facilities, it is chosen in each case. In a non-proportions game, after a certain amount of each of the other resources are accounted for, the remainder of the homeworld is filled up with mineral miners. But in Proportions the cultural center is better at that too, so it gets selected.
Geoschmo
EDIT:Err, what I meant to say is that in proportions the standard production facilities have been removed entirely.
[ 26 March 2002: Message edited by: geoschmo ]