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March 12th, 2004, 10:46 PM
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First Lieutenant
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Re: Imperialism Mod
Quote:
Originally posted by Puke:
- tarriff income from Protectorate raised to 200%
- tarriff income from Subjugation raised to 400%
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I don't know much about how the ai decides when it will sign either of those treaties -- but if it is based on Player Score or something, then it seems like a pretty hefty bonus will be given to the players in the lead, maybe creating a runaway leader problem?
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March 12th, 2004, 10:49 PM
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National Security Advisor
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Re: Imperialism Mod
Um, don't Protectorate and Subjegation TAKE from your resources? As in 200% would leave them with negative resources?
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March 12th, 2004, 10:57 PM
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First Lieutenant
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Re: Imperialism Mod
Quote:
Originally posted by Puke:
- lowered cost for political savvy
- higher maximum setting for political savvy
- characteristic optimization for neutrals
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Maybe also greatly increase the cost of mining, farming, and refining aptitudes so they are out of the question for the player to raise them.
For political savvy, maybe reduce the cost up until the threshold, but then at the threshold, make the cost still somewhat reasonable (like 25 or 50pts). What this will do is (almost) guarantee that people will buy up to the threshold (making trade more attractive, like you stated), and then it will be a interesting decision to make if people want to go still higher.
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March 12th, 2004, 11:08 PM
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Lieutenant General
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Re: Imperialism Mod
200% would leave a normal empire with a deficit. But as an AI with a high bonus, they make 5x normal. What they give in trade and tariff reflects their pre-bonus output rather than their actual totals.
as for the runaway leader problem, the Neutrals will be made amicable enough that the first person to get to them should have a high chance of obtaining the treaty. I will run some tests to see how willing they are to switch over if someone else demands a similar exclusive treaty of them. that could be problematic, but even if protectorates were removed as a primary factor in the mod, it will still be more profitable to establish trade relationships than to conquer.
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March 12th, 2004, 11:12 PM
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Lieutenant General
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Re: Imperialism Mod
Spoon, that is what I have done. The computer with the tweaked file is not Online for me to copy and paste from, but I will paraphrase:
PS Max %: 200
min %: 0
% cost: 10
Threshold: 25
threshold cost (positive): 50
threshold cost (negative): 100
hence it is entirly possible to buy it down to nothing, and play the warmonger race.
edit: i am hesitant to make it prohibative to increase resource production rates, as I planned on using those to give the AI higher production values.
edit again: i am also contiplating changing the threshold to 50..
[ March 12, 2004, 21:19: Message edited by: Puke ]
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March 12th, 2004, 11:26 PM
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First Lieutenant
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Re: Imperialism Mod
Quote:
Originally posted by Puke:
PS Max %: 200
min %: 0
% cost: 10
Threshold: 25
threshold cost (positive): 50
threshold cost (negative): 100
hence it is entirly possible to buy it down to nothing, and play the warmonger race.
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I think the negative threshold cost is too high... you could get like 8000 pts by dropping to zero -- a bit too much of incentive to go war-monger...
Neutrals should be able to garner enough points to purchase inflated aptitude costs by dropping their combat-related skills to the min. If that doesn't do it, maybe increase the negative cost of something that the player absolutely needs (like Combat Defense) and let all the neutrals drop it to zero.
And come to think of it, really only Mineral Aptitude cost should be inflated, since orgs and rads are usually ok to drop...
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March 12th, 2004, 11:37 PM
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National Security Advisor
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Re: Imperialism Mod
Quote:
Originally posted by Puke:
200% would leave a normal empire with a deficit. But as an AI with a high bonus, they make 5x normal. What they give in trade and tariff reflects their pre-bonus output rather than their actual totals.
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SE4 just deducts the totals anyway, so it shouldn't cause a problem..careful, though- subjegated races can't accept treaties, but they can gift them (and accept them as gifts)
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- Digger
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