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Old December 14th, 2004, 06:00 PM
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Default Re: Starting Facilities?

In the STM we use differant facilities for general race to standard race and these facilities are chosen by the amount of resources they produce. So the races start with THIER own facilities.
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Old December 15th, 2004, 10:45 AM
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Default Re: Starting Facilities?

Wow. This has all been quite helpful. Thanks a heap!

Anyhoo...I figured that it was only one of the radiation and organic, but I wasn't 100% sure on the rest, or exactly how it went through the different levels of available things.

Now that those questions are answered, I'll reveal my evil plot: I'm toying with the idea of having the Resupply Depot be more like the capital of the colony than just a place to resupply things. A basic RD is dirt cheap and can be built for 200 minerals, but really doesn't give you much (mind you, I'm also using the Quasi-Newtonian Propulsion idea that I've seen and taken quite a liking to, and making supply matter more, somewhat limiting the range of ships). The upgrades are progressively expensive and are (mostly) available from the beginning of the game. The biggest one initially available I figure on having produce less resources than the big extraction facilities you start with and being able to resupply. Basically, it would represent development to the colony as a whole.

I'm also considering the bigger ones giving you a population bonus, bonuses to production, and so forth, but not to the level that the facilities that actually do these things do. That way, the capital has a level of influence that generic facilities don't have, while the actual bonus facilities would drastically increase this (as the add further development to the planet). This are still a bit up in the air at the moment, as I'm not anywhere near finished, but that's the basic idea so far.
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