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Old March 8th, 2004, 07:08 PM
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Default Re: Neutrals: eliminating their research

I did a test and Phoenix is correct they will start researching other stuff if you don't give them anything to research in the files. Although, I can't quite figure out the logic behind the research choices. It almost seems random. One neutral started researching cargo. Another started researching ice colony, although there was not a preponderance of ice colony worlds in their home system.

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Originally posted by Combat Wombat:
There is one simple answer here that I am suprised no one has said. Make a tech area that costs an insanely large ammount of research points and make the neutral ai research that.
That would work of course if the objective is to only restrict their research and not give them some compensation for the wasted facility space as I was trying to do.

For that matter you don't really need to modify the tech file. You could make them research only applied research to the max. It would take them longer to get through that track then any reasonable game would be likely to Last. Or you could let them research other things that would make sense for a system-bound race. Space yards, sattelites, resource generation, etc.

You could also modify the AI_general files and set their research attribute to 50%. Use the points to raise their rates of resource extraction in the other areas. It's a less effective, but also less mod-intensive way of doing my previous idea of modding the facilities themselves.

There are a lot of ways to do this. It just depeneds on what other factors you'd like to change as well.
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Old March 8th, 2004, 08:18 PM
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Default Re: Neutrals: eliminating their research

You could make the research facilities require a new racial trait. Human and regular AI empires would all take this trait, neutrals would not. No more research possible, except through trade, which would be rather slow.

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Give them a raacial trait and a special research fac that only generates 1 point of research (So the AI will select it when filling out the research facility homeworld requirement) and also generates standard resources they can use
This is unecessary. If there are no research facilities available to use on the HW, mineral facilities will be used instead.

[ March 08, 2004, 18:26: Message edited by: Imperator Fyron ]
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Old March 8th, 2004, 08:34 PM
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Default Re: Neutrals: eliminating their research

Edit: Never mind. My brain took a little vacation there.

[ March 08, 2004, 18:39: Message edited by: geoschmo ]
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Old March 8th, 2004, 08:36 PM
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Default Re: Neutrals: eliminating their research

Apples to apples. The research facilities with the highest research ability will be used to fill out the homeworld facilities, so the only way to prevent the neutrals from getting the normal research facilities is to make them unavailable to build.
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Old March 8th, 2004, 08:50 PM
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Default Re: Neutrals: eliminating their research

Ok, minor brain freeze there, I forgot the racial facility had to have more points to be chosen by the AI for the homewolrd. But the idea was really more about giving them something usefull to augment their lack of resaerch anyway. So the idea is still valid. You would have to modify the resaerch txt file to make them ressearch stupid stuff, or even add a do nothing tech area for them to waste their points on. Then give them a racial research fac that has +1 research points and also generates resources.

Mainly I was trying to avoid having to modify all the other AI. I would only want to have to change the neutrals. So I was trying to stay away from making research require a racial trait.
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Old March 9th, 2004, 03:06 PM

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Default Re: Neutrals: eliminating their research

Ok, in my case I will be using Proportions, so I have no worries with the research facilities.
Then, what I have to do is:

1- Create a new tech the Last forever. (How many research points should it cost? what's the maximum?)

2- Put that tech on each Neutral research.txt file.


Did I get it right?

[ March 09, 2004, 13:42: Message edited by: SB ]
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