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August 17th, 2002, 05:57 AM
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Re: Newbie Question: Neutal Races
Quote:
what controls the number of neutrals present in a game?
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As are many parameters, these numbers can be found in settings.txt in the data folder. In this case low is 1 to 3 neutrals, medium is 3 to 7, high is 6 to 10.
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I also notice that the neutral races seem to have flags that are simple - of a single color. Is
this a good assumption to help identify them?
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Yes! A one to one correlation here.
Kim
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August 18th, 2002, 01:35 AM
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Re: Newbie Question: Neutal Races
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Originally posted by tbontob:
For example, if I my empire produces 3 times the resources of the neutral (say 60,000 vs 20,000)have a trade treaty with a Neutral and it reaches 20%, then the benefit I recieve is only 4,000 (20%x20,000) vs the benefit the neutal recieves of 12,000 (20%x60,000).
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Hmm ... as I understood the manual, the trade alliance worked differently. You got 20 % of YOUR production. It wasn't trade with the AI per say, it's meant to reflect a boost to your production caused by the trade. I think that's how I've seen trade income reported in the empire window as well.
So in your example, the 20 % bonus would be 12,000 for you, 4,000 for the neutral.
[ August 17, 2002, 17:09: Message edited by: Arkcon ]
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August 18th, 2002, 01:41 AM
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Colonel
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Re: Newbie Question: Neutal Races
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Originally posted by ckotchey:
So one more question then: what controls the number of neutrals present in a game? Since they seem easy targets, is it simply a fixed percentage, random, or adjusted by the difficulty level of the CPU players when setting up a game.
I also notice that the neutral races seem to have flags that are simple - of a single color. Is this a good assumption to help identify them?
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1). Well at game setup you can select few, moderate, and many AI opponents. If generate neutral empires is on, then it will generate them. I think it's locked together -- if 4 regular AI's are generated, then 4 neutrals are generated
2). For the default game, flag color may do it. But the flag can be any design for a mod race. But then, someone could make a race with a description "Psycho warrior expansionists", give them a fascinating ship set and make them a neutral. 
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August 17th, 2002, 05:14 PM
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Captain
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Re: Newbie Question: Neutal Races
Quote:
Originally posted by Arkcon:
quote: Originally posted by tbontob:
For example, if I my empire produces 3 times the resources of the neutral (say 60,000 vs 20,000)have a trade treaty with a Neutral and it reaches 20%, then the benefit I recieve is only 4,000 (20%x20,000) vs the benefit the neutal recieves of 12,000 (20%x60,000).
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Hmm ... as I understood the manual, the trade alliance worked differently. You got 20 % of YOUR production. It wasn't trade with the AI per say, it's ment to reflect a boost to your production caused by the trade. I think that's how I've seen trade income reported in the empire window as well.
So in your example, the 20 % bonus would be 12,000 for you, 4,000 for the neutral. Sorry Arkcon, I'm quite sure tbontob has it right. The easy proof is that the trade amounts you get from your allies vary widely. If you were getting an amount based on your own production, you would get exactly the same amount from each ally-- at least once they all reached the 20% plateau.
Kim
[ August 17, 2002, 16:17: Message edited by: Grandpakim ]
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August 17th, 2002, 08:58 PM
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General
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Re: Newbie Question: Neutal Races
Neutrals also always spend 0 racial points, regardless of what starting points new players get from the Game Set-Up, so all their characteristics are Average, and they never have Advanced Traits.
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August 17th, 2002, 09:26 PM
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Colonel
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Re: Newbie Question: Neutal Races
Quote:
Originally posted by capnq:
Neutrals also always spend 0 racial points, regardless of what starting points new players get from the Game Set-Up, so all their characteristics are Average, and they never have Advanced Traits.
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That is not necessarily so: you can edit the neutral general.txt file and change it like an ordinary race. I have done that in my mod and it works perfectly. However what is hard coded is, that neutrals don't colonize outside their original system and only on rare exceptions send ships through warp points.
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August 17th, 2002, 09:56 PM
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Re: Newbie Question: Neutal Races
"However what is hard coded is, that neutrals don't colonize outside their original system and only on rare exceptions send ships through warp points."
I think they don't send ships at *all* now. Oh, and don't bother trying to take over a neutral mid-game and make them into a regular race- you give the warp command and your ships will just sit their scraching their heads going "Warp? What's that?"
Phoenix-D
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