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February 28th, 2002, 01:09 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: Finite resources vs infinite resources
I've only played one finite resource game, and disliked it so much that I've never played another. IMO completely stripping the resources of an entire planet within a few years is totally unrealistic.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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February 28th, 2002, 02:38 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Finite resources vs infinite resources
Oh, I don't know, I think we've done a good job of significantly reducing our resources in the past 500 years Sure, we haven't quite succeeded in bring our resources down to zero yet, but we've only just left the industrial age! Think of the possibilities once we really get some space-aged/nanotech-aged manipulations happening!
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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February 28th, 2002, 01:38 PM
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Private
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Join Date: Jan 2002
Location: Holland
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Re: Finite resources vs infinite resources
Actually it's not unlikely that in 50 years most of our natural resources will be depleted to the point where it's completely unproductive to mine what's left, so it's not THAT unrealistic.
Fun possiblity with limited resources games would be fighting over worlds, and the sense that your empire might 'run out' just like the universe, so it's a speedy battle to get more then the others, opening up options for necessity of mining asteroids.
Unfortunately mining asteroids is completely unproductive and not an option for the AI, I focus on getting infinite resources via those crystal solar thingies or value improvement plants, and the enemy has a depleted homeworld within 50 turns which makes him die in effect.
Versus humans it might be fun, balancing stripmining versus putting only 1 mine on such planets to prolong it's value.
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February 28th, 2002, 06:24 PM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Finite resources vs infinite resources
Thought i might add my opinion of the topic.
First of all when you play with finite resources the Religious tech finaly comes in handy. Not only you get Value&ConditionImprovementPlant for each planet by single facility, but also you get those handy bonuses to defend those planets.
Now another thing. The Finite Resources just might be fun.. never played it, but thought about it. But the AI wont make it.
But here is an idea, a challenge if you like.
All the modders out there. Its the right time to design a MOD for this.
Nothing too serious. the most of what is requied is a new minister style. We have the Neutral, Defensive and Aggressive. What we need is FRNeutral, FRDefensive and FRAgressive (FR is Finite Resources) that will make the AI:
a. Research Value Improvement Plants ASAP
b. Build them on every resource planet
c. IF IT IS POSSIBLE, put in some mining ships
Religious races will finaly get their edge over the other races.
As for the mod, it might include some races with more personalized AI, and perharps a new layout.
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Green bug from outa space!
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March 2nd, 2002, 05:44 AM
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Private
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Join Date: Feb 2002
Location: Pancakes
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Re: Finite resources vs infinite resources
Well figured out a realistic solution, when i comes to finite resource games.
A. All planets should have the natural ability to regen resouces in a set amount not a % say +1500 inerals and +500 oragincs/rads per turn.(this is due to naturally processes like volcanic activiy and space dust falling on planet).
and also
B. When a sun destroyer goes off all the asteroids in the system should increase in value
both of these i think are very realstic solutions.
- still don't belive in anything that can provide inf growth (those facilities)
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