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September 5th, 2002, 10:49 AM
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Second Lieutenant
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One Planet Challenge
Those of you who know civ may have heard of the One City Challenge (OCC) where you try to win the game, without ever building a city, or conquering one.
Now what if we tried it in SE4, but with one planet?
Anyone interested in taking the challenge?
The rules would be:
No conquering other planet
No colonizing
well, that's it, you can set everything else up yourself.
I think this would be easiest with the Religious trait, but it will take a long time to research alliegance subverter with only one world, so maybe first you should research ship capture, larger ships would also be usefull to, to use with remote mining.
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September 5th, 2002, 12:57 PM
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General
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Re: One Planet Challenge
Nice idea. Remote mining, like you say, would be essential, but medium satellites are a better way of doing that.
Supply would be one of your biggest problems, so getting solar collectors and military alliances early would be a priority. Also you'd need to research larger ships to be able to build bases away from your homeworld.
Personally I'd be tempted to take crystalline for the maintenence reduction facility and strong defence. Oh, and advanced storage would be crucial in order to get the most out of your homeworld. You'd get loads of extra racial points by minimising troop strength, environmental resistance and reproduction. I'd probably spend them all on research, construction and supply bonuses.
Do resource production bonuses apply to remote mining?
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September 5th, 2002, 03:39 PM
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Corporal
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Re: One Planet Challenge
This sounds as though it would be great fun. There would be mining fleets moving through the galaxy, with battleships in tow.
Very interesting. The Storage delimma is a nice problem to have to solve as well. You would almost have to kill all your resource production on the homeworld, so that you could build ample storage facilities for all your remote mining activities.
If this goes PBW...sign me up!
Cheers!
Trajan
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September 5th, 2002, 04:10 PM
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National Security Advisor
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Re: One Planet Challenge
I don't think resource production bonuses apply to remote mining, but I'd have to test it to be sure.
You'd want to do this on an ancient map. More asteroid fields. That'd be where you get most of your resources since they can be over 200% now.
Also I think racial points to maintenance reduction would be a must have for succes.
Maybe use a mod to turn off the resource depletion through remote mining? Otherwise you are putting a time limit on the game. Of course maybe you want to do that.
Geoschmo
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September 5th, 2002, 04:32 PM
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Second Lieutenant
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Re: One Planet Challenge
Haven't thought about PBW yet, but i have made a small mod with a racial trait that gives better robo-components, 3 resourcer ship sizes (cheap to research, big, but very slow, and def/off penalties), can't build mining facilities, and also can't capture planets. And asteroids don't lose their value.
Just to get used to having few planets, and still be able to win
You can still colonize, and build research centers, but they got racial research centers which only give 300 research points intstead of 500.
I think the one planet race should get some more advantages if it has to compete with a normal race, maybe better weapons of mass destruction.
[ September 05, 2002, 15:33: Message edited by: Lemmy ]
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September 5th, 2002, 04:32 PM
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First Lieutenant
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Re: One Planet Challenge
This does sound like fun. For it to be a PBW game it would have to be No-AI Mod otherwise if someone dropped out or missed a turn, colony ships would be the first thing the AI would try to build.
Set it up, I'll join! Hell, I'd join a game that only allowed bowls of oatmeal and spoons as weapons.
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September 5th, 2002, 04:34 PM
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Second Lieutenant
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Re: One Planet Challenge
ok, but i don't do PBW, have no idea how it works either, so if someone else is willing to set it up, go right ahead...
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September 5th, 2002, 11:29 PM
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Re: One Planet Challenge
Can you turn off the colonization techs in Set Up/Technology?
I've never turned anything off so I haven't scrolled down the list to see if the colony techs are even on it.
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September 6th, 2002, 12:08 AM
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Re: One Planet Challenge
No, the colony techs are by default set to always-available. But in a mod you could probably take them out (or just make the colony components so huge no ship can use them)
Phoenix-D
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September 6th, 2002, 02:54 AM
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Corporal
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Re: One Planet Challenge
you could try this with fyrons quadrant mod, tons of asteroid belts and each one has different characteristics
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