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  #1  
Old December 14th, 2004, 12:19 PM
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Alneyan Alneyan is offline
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Default Re: Starting Facilities?

Welcome on the Boards! The following facilities are chosen by the AI:

- A facility with the Spaceport ability. I am not sure which one is chosen when there are several of these; I think it might be from the first family in the facilities file, but don't quote me on that.
- A facility with the Resupply ability.
- A facility with the Spaceyard ability. The AI should pick the one with the highest construction values here.
- One facility producing Organics, and one producing Radioactives. The highest values are chosen here.
- Half the remaining slots (rounded up) are used for facilities producing Minerals, and the rest goes for Research facilities.
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Old December 14th, 2004, 01:45 PM

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Default Re: Starting Facilities?

Here's an example of a facility designed to give a starting empire a boost in organics and rads on his starting homeworld.

-----
Name := Capitol City Resources
Description := Starting Cities generate better income.
Facility Group := Starting City Facilities
Facility Family := 100
Roman Numeral := 1
Restrictions := None
Pic Num := 21
Cost Minerals := 50000
Cost Organics := 0
Cost Radioactives := 0
Number of Tech Req := 1
Tech Area Req 1 := Recruitment and Construction
Tech Level Req 1 := 1
Number of Abilities := 3
Ability 1 Type := Resource Generation - Minerals
Ability 1 Descr := Nets 600 minerals, 500 orgs and 500 rads each turn.
Ability 1 Val 1 := 600
Ability 1 Val 2 := 0
Ability 2 Type := Resource Generation - Organics
Ability 2 Descr :=
Ability 2 Val 1 := 500
Ability 2 Val 2 := 0
Ability 3 Type := Resource Generation - Radioactives
Ability 3 Descr :=
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0

-----
A starting homeworld on an average planet (15 facility slots available) would start with a spaceport, spaceyard, resupply depot, 1 rads extractor, 1 organics extractor, 5 research facilities, and 5 of these Capitol City facilities. (Note that this assumes that the lowest-tech Mineral Extraction facility generates less than 600 minerals and that the basic Organics Extractors and Rads Extractors generate more than 500 resources.

Also note that the cost of the facility should be high, but not too high, since the player can then scrap the facility for a significant boost in resources (unless, of course, you want the players to be able to do something like that...)
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Old December 14th, 2004, 01:52 PM
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Alneyan Alneyan is offline
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Default Re: Starting Facilities?

This is not quite on topic, but... Spoon, Geo reported that scrapping a facility does *not* work in simultaneous games, unless you abandon the planet as well. While the resources do appear in your storage, they are removed at the end of the turn, so that would solve your problem with homeworld facilities.

The thread in question can be found here .
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Old December 14th, 2004, 02:52 PM

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Default Re: Starting Facilities?

Quote:
Alneyan said:
scrapping a facility does *not* work in simultaneous games, unless you abandon the planet as well. While the resources do appear in your storage, they are removed at the end of the turn
Yipes! Thanks for letting me know...
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