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June 21st, 2002, 02:25 PM
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Shrapnel Fanatic
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Re: Finite Resource Games
The very best thing to do it preserve a few high-value planets.
Build value improvement plants, and balance out the harvest with the regrowth.
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June 21st, 2002, 03:35 PM
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Colonel
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Re: Finite Resource Games
IF you build the Facilitys to help the planet, will that work in this sort of game or are they useless?
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June 21st, 2002, 07:41 PM
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Re: Finite Resource Games
As far as I can see, the Improvement plants do nothing. Come to think on it, if you add in the setting of Only Colonise breathable worlds, that pretty much makes the Planet Utilisation Tech a waste of space
Oh yeah, the AI is hopeless with this type of game. It sits there with its mineral facilities going full crank, and then doesn't scrap them when they start producing 0 minerals. I was playing a no warp points game and was getting a whole bunch of systems hooked up, had my resources budgeted out real good.... had a look at the AI empires and said, damn if only I could charge them to use the warp points I created
Even one of the neutral powers (that don't leave their home system) did better, they got a whole two warp points opened.
If I see a Finite Resources game on PBW, I'll go for it, like. It pushes you to really expand, and combined with settings like Only Colonise Home Planet Type and Breathable Atmosphere, it makes the remote mining a lot more useful, especially if you're having to pay maintenance on a warp-point opener and want to spread it around a bit.
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June 21st, 2002, 07:52 PM
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Colonel
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Re: Finite Resource Games
Hmm, i was thinking of suggesting a finite resources game on PBW.
Im not that much of a great player, still i would be interested in playing that game. Medium galaxy and NotAllConnected would be fun.
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June 21st, 2002, 08:01 PM
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Re: Finite Resource Games
Yeah, it could be interesting. I'm just wondering how many players you could fit into that.... If you have a Clusters galaxy, 12 players easy, each with yer own little star cluster
The other settings only make three to four separate groupings, and that's usually after hitting Generate six or seven times....
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June 21st, 2002, 08:05 PM
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Shrapnel Fanatic
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Re: Finite Resource Games
Value improvement adds x percent of the current value every year (10 turns).
So, on a homeworld with 2000 kt or resources, one VI3 will generate 6kt per turn. That's enough to support over ten monoliths indefinitely...
If a planet ever falls to zero resources, the value improvement facilities will do nothing.
(3% times zero is zero)
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June 21st, 2002, 08:10 PM
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Re: Finite Resource Games
Ah, I getcha now
That'll come in handy. There's nothing worse than having all those resources and being feared of exhausting them....
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June 21st, 2002, 08:13 PM
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Colonel
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Re: Finite Resource Games
12 players? thats a little too much.
May i suggest 6 players each with their own star cluster where the map and player placement will be created by a non-player moderator?
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June 21st, 2002, 08:42 PM
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Re: Finite Resource Games
Quote:
That'll come in handy. There's nothing worse than having all those resources and being feared of exhausting them....
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Religious tech can help a lot there. With a nature shrine, you don't have to waste time and facility spaces by building VI's on your outPosts. I like to start the colonies out as research, and then convert one facility at a time to resources, once the shrine effect is more than enough to support it.
Basically, I play finite resources as if it were an infinite resources game, except with a little bit of pre-extraction terraforming.
The calculation for how much you can safely extract goes like this:
Current Value * (Sum of VI effects) / 10 turns / extration rate of facility = # of facilities the planet can support
Always round down, and you will have a bountiful harvest of resources for ever.
[ June 21, 2002, 19:46: Message edited by: Suicide Junkie ]
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June 21st, 2002, 09:54 PM
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Re: Finite Resource Games
Nature Shrine is system level. VI is planet level. So they should stack, right?
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