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July 23rd, 2002, 09:40 PM
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Shrapnel Fanatic
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Re: Attn: Richard/Malfador: Palace use idea
Play Proportions. Homeworlds are definitely very, very different than colonies in that mod. 
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July 23rd, 2002, 09:48 PM
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Re: Attn: Richard/Malfador: Palace use idea
It all depends on what you mean by "break up." The CapitalMod, in its first Version, adds palaces to the game, but really only as a way to tell the capital of an empire from the rest of the planets. As yet, I have it givin some minor bonuses, like combat and it stops all star and planet destroyers. However, I do have grand future plans for this mod which will give the palace a more important role, so that if it is destroyed it will severely affect one's empire.
I am not completely sure if this would work, so I'd appreciate some input. But what if you dropped the minimum resource storage for an empire down to almost nothing, maybe even nothing. Then added to the palace facility a large storage ability, and reduced the other storage facilities to small increments or got rid of them altogether. Almost like a central grainary.
This idea depends upon how resources are computed. Not entirely sure, but I think this would hurt any empire operating at a any kind of a loss. Just an idea.
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July 23rd, 2002, 09:58 PM
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National Security Advisor
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Re: Attn: Richard/Malfador: Palace use idea
Yeah, anyone running in the red would be absolutly toasted by losing the palace then. Especially if you eliminate the other storage faciliites. A sneak attack on your home planet by your largest trade partner stabbing you in the back could knock you out of the game in one shot.
Without some way to only allow one palace per empire though, it would be tough. It's have to be a gentelman's agreement not to build any more.
Geoschmo
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July 23rd, 2002, 10:19 PM
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Sergeant
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Re: Attn: Richard/Malfador: Palace use idea
I figure Malfador could make some changes to accommodate. This is what I think the palace should be able to do:
- +15% to attack and defense in system
- bonus to moral in system
- +15% production bonus on capital planet
- +15% research & intel bonus on planet
- palace has a high hitpoint defense (3000pt+)
- loss of palace severely lowers empire moral
- limited to one capital per empire
Malfador, any chance adding this in? How difficult could this be to complete? We could mod most of this except for the moral and one palace limit.
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July 23rd, 2002, 10:29 PM
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First Lieutenant
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Re: Attn: Richard/Malfador: Palace use idea
Quote:
Without some way to only allow one palace per empire though, it would be tough. It's have to be a gentelman's agreement not to build any more.
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I guess you could give everyone one of these at the start of the game, and then make the facility really expensive to build... I'm talking astronomically expensive. Then people wouldn't build extras, atleast not until well into the later phases of the game. By then, who knows, maybe they've discovered decentralized government 
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July 23rd, 2002, 10:30 PM
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Sergeant
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Re: Attn: Richard/Malfador: Palace use idea
automannj,
all of that can be done...except the Last two. What hinders creating effective palaces are any empire effcting abilities.
There are two ways to go. The Proportions way, where in making it a long arduous process to build alternative centers of everything, you make the homeworld indispensible. So then if the palace has abilities which significantly hurt the homeworld, you accomplished your goal. To me that is the more realistic way to go.
Or try to make the palace itself important. This is nearly impossible given the present abilities available.
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July 23rd, 2002, 10:37 PM
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Re: Attn: Richard/Malfador: Palace use idea
You know, come to think of it, why doesn't this game contain some sort of order/command aspect like quite a few wargames.
Either every command or perhaps only every military command takes an order.
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