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  #1  
Old July 27th, 2001, 03:40 PM

Nitram Draw Nitram Draw is offline
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Default Re: Quibbles

The biggest problem I have with the culture modifiers is that too many of them allow you to get something for nothing. I think each one should have more negative effect than positive effect. That way if you really want the bonus in a certain area you have to pay for it.
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  #2  
Old July 27th, 2001, 04:01 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Quibbles

quote:
I disagree that Happiness isn't important, since it can affect resource production, research, and intel.
But, I've yet to pick Artisans since I can get a better mix of modifiers from other cultures and bump up happiness under characteristcs (more efficient IMHO).
Happiness the in-game population statistic is very important, but in the race setup it means litte to nothing.
Unless you're choosing "neutral" happiness type, you can make any population Jubilant with the application of 100k research and 6k minerals per planet. Unarmed "Police" troops are great, though if I have the resources, I'll build "Wobbly Bob" warmechs with ground cannon and plasma armor instead.

By setting happiness to 50%, I can get some nifty bonuses in other areas. I enjoy having every racial tech available, and stealing the levelups from everybody else . Temporal yards, crystalline armor, organic weapons, psychic training, nature shrines. And the crossover techs are cool too.

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[This message has been edited by suicide_junkie (edited 27 July 2001).]
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  #3  
Old July 28th, 2001, 04:16 AM
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Quikngruvn Quikngruvn is offline
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Default Re: Quibbles

ND: Exactly, though I'd be satisifed if the cultures gave, at best, a +0 net racial point bonus equivalent. So, for example, Artisans could keep their +10% happiness but would also suffer -5% production and research together, or just -5% aggressiveness. (Wait, that wouldn't work for aggressiveness, since it and defensiveness are combined into Space Combat for cultures.)

SJ: Interesting tactic. And now I see the point of your original 'happiness isn't important' comment.

(Omigod! With that tactic, you could have ships with allegiance subverters and religious talismans! That is diabolical....)

Quikngruvn, shuddering at the thought

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Old July 28th, 2001, 05:07 AM
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Default Re: Quibbles

Subverters, Talisman, and Organic armor!
With temporal shipyards to build them with, and crystalline maintenance reduction facilities...

Instant, vast fleets, of hard-to-kill, perfect accuracy, all-defense skipping, capture destroyers.


Though, I prefer the Bio-crystal armor, Harmonic shielding, 100% accuracy, heavy-HEM-armed, psychic-trained dreadnaughts, with 6,000 hitpoints worth of internal "armor".
They'll only cost 100,000 minerals, and take 3 years to build, but they'll never die.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.1>- (Now with extra scenario support!)
-<Download V1.7>- (With default AIs patched)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon)
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)
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  #5  
Old July 28th, 2001, 05:54 AM

Phoenix-D Phoenix-D is offline
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Default Re: Quibbles

As I've recently found for myself, Neutral is a PAIN. Do anything, and they get pissed. Literally- the only things that make them happy are none, non-agression treaties and the passage of time. Not even troops.

Speaking of troops, perhaps the happyness bonus for them should be reduced a bit?

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  #6  
Old July 28th, 2001, 07:05 AM
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Default Re: Quibbles

quote:
Originally posted by suicide_junkie:
Subverters, Talisman, and Organic armor!
With temporal shipyards to build them with, and crystalline maintenance reduction facilities...

Instant, vast fleets, of hard-to-kill, perfect accuracy, all-defense skipping, capture destroyers.


Though, I prefer the Bio-crystal armor, Harmonic shielding, 100% accuracy, heavy-HEM-armed, psychic-trained dreadnaughts, with 6,000 hitpoints worth of internal "armor".
They'll only cost 100,000 minerals, and take 3 years to build, but they'll never die.






I am NEVER playing against you....

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