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  #1  
Old July 23rd, 2002, 08:40 PM
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Default 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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Old July 23rd, 2002, 08:47 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

That couldn't be modded in at this point.
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Old July 23rd, 2002, 08:51 PM
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Default 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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Old July 23rd, 2002, 09:36 PM

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Default 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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Old July 23rd, 2002, 09:40 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

Play Proportions. Homeworlds are definitely very, very different than colonies in that mod.
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Old July 23rd, 2002, 09:48 PM
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Default 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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Old July 23rd, 2002, 09:58 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

Yeah, anyone running in the red would be absolutly toasted by losing the palace then. Especially if you eliminate the other storage faciliites. A sneak attack on your home planet by your largest trade partner stabbing you in the back could knock you out of the game in one shot.

Without some way to only allow one palace per empire though, it would be tough. It's have to be a gentelman's agreement not to build any more.

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Old July 23rd, 2002, 10:19 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

I figure Malfador could make some changes to accommodate. This is what I think the palace should be able to do:

- +15% to attack and defense in system
- bonus to moral in system
- +15% production bonus on capital planet
- +15% research & intel bonus on planet
- palace has a high hitpoint defense (3000pt+)
- loss of palace severely lowers empire moral
- limited to one capital per empire

Malfador, any chance adding this in? How difficult could this be to complete? We could mod most of this except for the moral and one palace limit.
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Old July 23rd, 2002, 10:29 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

Quote:
Without some way to only allow one palace per empire though, it would be tough. It's have to be a gentelman's agreement not to build any more.
I guess you could give everyone one of these at the start of the game, and then make the facility really expensive to build... I'm talking astronomically expensive. Then people wouldn't build extras, atleast not until well into the later phases of the game. By then, who knows, maybe they've discovered decentralized government
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Old July 23rd, 2002, 10:30 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

automannj,
all of that can be done...except the Last two. What hinders creating effective palaces are any empire effcting abilities.

There are two ways to go. The Proportions way, where in making it a long arduous process to build alternative centers of everything, you make the homeworld indispensible. So then if the palace has abilities which significantly hurt the homeworld, you accomplished your goal. To me that is the more realistic way to go.

Or try to make the palace itself important. This is nearly impossible given the present abilities available.
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