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  #11  
Old October 10th, 2002, 10:59 PM
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Default Re: Zero Resource Production game idea

Your second idea is a fun one to do against the AI to make the game more challenging.

I've played one game against the AI that way, giving myself 30 turns before scrapping all of my resource generating facilities, not building new ones and living off of what I could mine. You can actually Last for a really long time that way. You have to micromanage a large fleet of miners and you have to run straight for baseships to get the most pership. A maintenance reduction helps.

I have been thinking about producing a series of maps for team play. I might use the VP system just mentioned in them.

And another idea in addition to that is a sort of liberation theme...possibly better for a pre-made scenario....of having neutrals in a system with only one planet. One side has all the neutral worlds close to its own starting position while the other side is systems and systems away. Each neutral HW has a point value and they must be taken intact for the points to count. So after some turns one side is trying to take the neutral worlds from the other....or something to that effect.

But I might use the neutrals as VPs but higher ones. Who knows.
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  #12  
Old October 10th, 2002, 11:10 PM
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Default Re: Zero Resource Production game idea

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Originally posted by Jmenschenfresser:
And another idea in addition to that is a sort of liberation theme...possibly better for a pre-made scenario....of having neutrals in a system with only one planet. One side has all the neutral worlds close to its own starting position while the other side is systems and systems away. Each neutral HW has a point value and they must be taken intact for the points to count. So after some turns one side is trying to take the neutral worlds from the other....or something to that effect.

But I might use the neutrals as VPs but higher ones. Who knows.
Ooo, I like that idea too. To really protect the neutrals you are going to want to have ships in their system, and they may not like that. So you might end up fighting them in small skirmishes, while your actual goal is to protect them. That sounds interesting.

Have some neutrals on both sides. The players would play like superpowers. Cool.

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  #13  
Old October 11th, 2002, 04:55 PM
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Default Re: Zero Resource Production game idea

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Originally posted by geoschmo:
Yes they do. They add resources as a percentage of planetary value. The more value the planet has remaining, the higher the value improvemnet planet will add to it. Conversly if you allow the planet to get all the away to zero you will get nothing from the value improvement plant.
This sounds broken... A planet with enough intial resources and a value improvement plant can produce an infinite number of resources! That sorta defeats the concept of a finite resources game. Granted, the whole point of the value improvement plants is to "generate" resources, so it might make more sense for them to generate a fixed number of resources instead of doing so as a percentage. This is still infinite resources, but hopefully on a smaller scale. Perhaps enough to supply 3 mineral mining facilities.
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  #14  
Old October 11th, 2002, 05:28 PM
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Default Re: Zero Resource Production game idea

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Originally posted by Mylon:
This sounds broken... A planet with enough intial resources and a value improvement plant can produce an infinite number of resources! That sorta defeats the concept of a finite resources game. Granted, the whole point of the value improvement plants is to "generate" resources, so it might make more sense for them to generate a fixed number of resources instead of doing so as a percentage. This is still infinite resources, but hopefully on a smaller scale. Perhaps enough to supply 3 mineral mining facilities.
I wont disgree with you that it doesn't make a lot of sense. There have been many people that have chosen to turn off the planetary utilization tech area for finite resource games. Your suggestion would work, but it wouldn't work for the regular game though. He had have to hard code some sort of flag to tell if the game was finite of infinite resource, and process the value planets differntly. I suppose that would be doable with the ability value 2 entry for the facility.

I know you can mod in a negative value resource plant that will put resources back in the ground for a particular planet. But it takes them out of your empire pool to do it, so that's kind of self defeating.

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  #15  
Old October 11th, 2002, 05:55 PM
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Default Re: Zero Resource Production game idea

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I know you can mod in a negative value resource plant that will put resources back in the ground for a particular planet. But it takes them out of your empire pool to do it, so that's kind of self defeating.
Unless you modded out the resource storage facilities, so the only way to store resources is by putting them back in the ground. And then of course your opponent can come along steal the planet and all the resources from you...
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