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  #31  
Old July 28th, 2003, 11:28 PM
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Default Re: Proportions Question

You can not change when Value Improvement is done. All you can do is change the percents. Perhaps make them all 1%, but have decreasing costs with increasing tech level? Or you could split all of the abilities into different facilities (or both).
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  #32  
Old July 28th, 2003, 11:35 PM
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Default Re: Proportions Question

JLS tried to address this point in AIC mod. He assigned Value improvements to Nature shrine 2 and above. NS 1 improves conditiones only. I think it is a very reasonable solution.

BTW, where is JLS ? He posted once he is back from holidays and disaapered again - no replies to private Messages
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  #33  
Old July 28th, 2003, 11:40 PM
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Default Re: Proportions Question

Yeah, those are good suggestions, Fryon.

Replicants seem fairly severe to me for human players to have, particularly when applied to systems with many colonies at level 3, and using alien breather types. They give the organic player a means to overcome three major gameplay issues at once:

* the need to use more than a few starliners
* the low build rates of most colonies due to low population
* the difficulty of amassing other-breathing colonists

Offhand, I don't think there's a way to limit the replicant centers to single-planet effects (is there?). So I'm thinking it might be more balanced if the effect was limited to 1M/turn/planet, and/or the research and construction difficulty increased a lot. It'd still be very powerful in the above ways, just about 1/4 as severe as present.

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  #34  
Old July 28th, 2003, 11:48 PM
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Default Re: Proportions Question

Quote:
Originally posted by PvK:
Offhand, I don't think there's a way to limit the replicant centers to single-planet effects (is there?). So I'm thinking it might be more balanced if the effect was limited to 1M/turn/planet, and/or the research and construction difficulty increased a lot. It'd still be very powerful in the above ways, just about 1/4 as severe as present.

PvK
Yes, there is ! Take a look on original AIC data files - not the latest release. JLS made Replicant center give 30% increase in population reproduction. Roughly, it is close to the "normal" replicant center benefit, but only when it affects Homeworld and developed colonies ! Basically it becomes a VERY powerfull facility but restricted to your main population.

[ July 28, 2003, 22:49: Message edited by: oleg ]
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  #35  
Old July 29th, 2003, 12:29 AM
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Default Re: Proportions Question

Ah yes - nice technique. Hmmm Hmmm Hmmm...

I don't know what happened to JLS - he sent me an email about the time he vanished which I replied to with questions, but didn't hear back.

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  #36  
Old July 29th, 2003, 01:43 AM
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Default Re: Proportions Question

Yeah, I've only got 90 million on there at the moment, but my migration program is speeding up considerably. I have two pop-transport worldships (19million capacity each) and a number of smaller ships on repeat orders, with plenty more in build. I've re-drawn the galaxy map so it is now only 6 movement points from my homeworld to the rinngworld (and I'll soon be reducing the distance from my other oxy-breather homeworlds as well) so I reckon I can have at the very least 2000m on it inside of a hundred turns. I'll be aiming for at least double that.

I'm on turn ~750 now, btw.

Oh, and worldships work very nicely for stellar manip in proportions: You can put one plating and one cabling component on a worldship (with the necessary C&C) and a SY base will construct it in less than 2 years. You can also build it mobile, if your homeworld is nearby. You'll need 5 of these worldships and a ringworld placement generator (on a starbase- 2.7 years, YMMV) for a ringworld. Maybe they need to be more expensive in proportions. Does 2 years seem long enough to build all that?
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