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July 23rd, 2003, 06:45 AM
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Corporal
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Join Date: Mar 2003
Location: New Westminster, Canada
Posts: 130
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Ministers
How efficient are the colony ministers? Is it possible to make development plans for them?
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July 23rd, 2003, 08:24 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Ministers
hi, the ministers aren't very good and they do there own thing. there's very little you can do to get them to do something else. about the only use i know for them is to move around those boring exploration ships and getting a handle on the game when your just starting.
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July 23rd, 2003, 12:20 PM
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Major
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Join Date: May 2003
Location: Solomon Islands
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Re: Ministers
Development plans? Heheh, another MOO3 refugee.
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July 23rd, 2003, 12:43 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Ministers
You can use "fill queu" instead of ministers. Can save some time.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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July 23rd, 2003, 09:26 PM
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Corporal
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Join Date: Mar 2003
Location: New Westminster, Canada
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Re: Ministers
Yes, I am playing MOO3. Development plans were a really good idea, which were horribly implemented.
It would be nice to have something like that. That way, when an empire gets too huge, I won't just give up, mumbling, "too much."
Oh, well.
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July 23rd, 2003, 09:37 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: Ministers
Well, it can be done in late game SEIV. Sort of, of course. But not much worse then Moo3 plans. If you edit AI_construction_facilities.txt to you liking, you can try ministers on your planets. It will not be optimal, for sure.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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