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  #1  
Old July 23rd, 2002, 09:58 PM
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Default 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.

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Old July 23rd, 2002, 10:19 PM
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Default 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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Old July 23rd, 2002, 10:29 PM
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Default 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.
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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Old July 23rd, 2002, 10:30 PM
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Default 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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Old July 23rd, 2002, 10:37 PM
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Default 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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Old July 23rd, 2002, 10:39 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

Quote:
Originally posted by jimbob:
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.
That is certainly an option. Two problems with it though are if you have a multi planet start, you would get one on each homeworld, not just one for the empire. And secondly, if they are astronomically expensive you can't rebuild them if destroyed. That would be allright for some people, that is what they prefer for the palaces. But others are of the opinion you should be able to rebuild it if destroyed, or relocate it if needed. But just not have more than one at anyone time.

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Old July 23rd, 2002, 10:44 PM
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Default Re: Attn: Richard/Malfador: Palace use idea

All good points. That why I put it to the attn of Malfador. Maybe they could add some more functionality to this excellent game. The ability to limit only one structure shouldn't be to hard for them to add. Also adding an emipire wide effect would be very cool too. It shouldn't even effect the current AI.

I hope they consider this addition.

[ July 23, 2002, 21:44: Message edited by: atomannj ]
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