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February 28th, 2007, 09:41 PM
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Sergeant
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Join Date: Jan 2007
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Re: Multiplayer games
I believe resources are only not limiting in Large, long-term games and in short games, with the small amount of planets at least 30-50% of your resources are going to maintaining your facilities and defense.
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February 28th, 2007, 09:54 PM
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Second Lieutenant
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Join Date: Sep 2006
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Re: Multiplayer games
It doesn't seem to really matter though, as players are able to to get 80 colonies in 30 turns and a few hundred thousand rp's. Resources don't seem to limit rushing tactics.
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March 1st, 2007, 09:05 AM
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Second Lieutenant
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Re: Multiplayer games
Does GG prevent that type of massive expansion?
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March 1st, 2007, 09:49 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Multiplayer games
It dosen't *prevent* it, but it does limit the usefulness of such a tactic.
For example, it does take a while to build up infrastructure on your colonies. The quick and cheap facilities are pretty weak.
You also don't really have a problem with build rate, since if build rate is an issue, you just notch down the size of the ships you're building to take advantage of the "Build Time = size squared".
In short, your homeworld can pretty much do most of everything on its own if nessesary. Colonies are an investment, not a license to print money.
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March 1st, 2007, 10:08 AM
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Second Lieutenant
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Re: Multiplayer games
I'll have to try out the rushing tactics on it. I am really looking for a slower multiplayer game that doesn't require a mad rush to win.
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March 1st, 2007, 11:33 AM
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Second Lieutenant
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Re: Multiplayer games
I made a small mod to BM 1.04, which increases the amount of minerals/org/radio that the populations use. I tried soem rush tactics:
Space yard and Emergency Build's. New colonies produced research and yards. Another homeworld went into emergency build too. Around turn 13 I had 5 colonies, 2 colony ships in other systems, 1 space yard and I was pretty much bankrupt of minerals. 2 planets and the space yard we also now in slow-build.
I'll have to play a regular growth game to make sure the costs don't get too out of hand midgame.
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March 1st, 2007, 05:08 PM
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General
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Join Date: Feb 2001
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Re: Multiplayer games
Another option would be to play a "roleplaying" game rather than a competitive one. Rather than trying to win, you just do what your race and culture would do, not necessarily the optimal course of action. The main goal is to make your empire interesting.
The chief problem with multiplayer roleplaying games is that there's usually somebody roleplaying a race that wants to conquer the galaxy, who will probably steamroller the non-aggressive races if they stay "in character".
For most of the races that I've created for my solo games, I wouldn't even try to play them in a competitve multiplayer game.
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