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July 23rd, 2002, 08:40 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
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Attn: Richard/Malfador: Palace use idea
Each empire gets one palace at start. You are only allowed one palace per empire. Your palace should grant bonus production to host planet and local combat bonuses. But the draw back is if it is distroyed your empire starts to break up. Let's say it makes all of your colonies become very angry. This would allow them to revolt. Everything goes back to normal after a new palace is created.
How difficult would it be to place that in the game? Could it be modded in?
[ July 23, 2002, 21:20: Message edited by: atomannj ]
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July 23rd, 2002, 08:47 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Attn: Richard/Malfador: Palace use idea
That couldn't be modded in at this point.
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July 23rd, 2002, 08:51 PM
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Lieutenant General
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Re: Attn: Richard/Malfador: Palace use idea
and if youre really dippy: you build your palace on top of a swamp, have it burnt and sacked twice, and keep rebuilding it in the same danm place out of pure stubborn arogance.
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July 23rd, 2002, 09:36 PM
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First Lieutenant
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Join Date: Feb 2001
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Re: Attn: Richard/Malfador: Palace use idea
I actually like this idea.
Really, there is nothing that differentiates a homeworld from any other besides population masses. This struck me as perhaps a missing element when I first started playing.
The palace concept at least touches on the psychological aspects of 4x type games...
Beings are motivated by history, territory, and symbols. Just look at us humans.
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July 23rd, 2002, 09:40 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Attn: Richard/Malfador: Palace use idea
Play Proportions. Homeworlds are definitely very, very different than colonies in that mod.
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July 23rd, 2002, 09:48 PM
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Sergeant
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Re: Attn: Richard/Malfador: Palace use idea
It all depends on what you mean by "break up." The CapitalMod, in its first Version, adds palaces to the game, but really only as a way to tell the capital of an empire from the rest of the planets. As yet, I have it givin some minor bonuses, like combat and it stops all star and planet destroyers. However, I do have grand future plans for this mod which will give the palace a more important role, so that if it is destroyed it will severely affect one's empire.
I am not completely sure if this would work, so I'd appreciate some input. But what if you dropped the minimum resource storage for an empire down to almost nothing, maybe even nothing. Then added to the palace facility a large storage ability, and reduced the other storage facilities to small increments or got rid of them altogether. Almost like a central grainary.
This idea depends upon how resources are computed. Not entirely sure, but I think this would hurt any empire operating at a any kind of a loss. Just an idea.
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