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  #11  
Old July 15th, 2003, 02:58 AM

Taera Taera is offline
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Default Re: Mining mounts and making resources different

neither is it affected by the planetary value or racial bonuses -- right?
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  #12  
Old July 15th, 2003, 04:55 AM

Loser Loser is offline
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Default Re: Mining mounts and making resources different

Quote:
Originally posted by civ2buf:
If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.
Actually you can but, well, this is going to be complicated.
  1. Space Yards build with only Minerals
  2. Space Yards build hollow husks of ships and put them in orbit
  3. Retrofit allows conVersions of Minerally expensive hulls to Organically expensive Working Ships.
Now Ships cost Minerals to build and Organics to maintain. Note that this will not work for Units.
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  #13  
Old July 15th, 2003, 06:09 AM
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Ares Ares is offline
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Default Re: Mining mounts and making resources different

Quote:
Originally posted by Loser:
quote:
Originally posted by civ2buf:
If we could have build costs different from maintenance costs, I could make organics primarily a maintenance cost, but we can't.
Actually you can but, well, this is going to be complicated.
  1. Space Yards build hollow husks of ships and put them in orbit
  2. Retrofit allows conVersions of Minerally expensive hulls to Organically expensive Working Ships.
Now Ships cost Minerals to build and Organics to maintain. Note that this will not work for Units.

This shouldn't be a problem for units because:
1. Units don't take maintainence to begin with
2. Planets can inherently build with 2000 organics. More if you mod it.

I agree that rads should be solar generated. Not too sure about organics, though. They depend greatly on the fertility of the land, and are therefore subject to it's organic value. What if you give them both solar generation and normal? Will the planet value affect it then, or, at least, the amount generated normally?
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  #14  
Old July 15th, 2003, 11:52 AM

civ2buf civ2buf is offline
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Default Re: Mining mounts and making resources different

If Organics are normal then planetary conditions would matter primarily for them.

Then you have remote mining for minerals

Planetary standard mining for organics (so based on soil conditions and such built into the Organics %)

And solar gathering for rads(energy)

That could work.

Then, this way, an empire uses exclusively energy weapons would go extremely heavy on rads.

Whereas someone using lots of missiles and particle cannons would go heavy on minerals.

Maybe Organic racial trait should get an extra way to harvest organics then.

It would also be neat to have racial traits for each resouce.

Minerals experts and Rads experts.
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  #15  
Old July 15th, 2003, 11:53 AM

Taera Taera is offline
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Default Re: Mining mounts and making resources different

crystallurg is for Mineral experts. what about rads??
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  #16  
Old July 15th, 2003, 12:02 PM

civ2buf civ2buf is offline
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Default Re: Mining mounts and making resources different

Hyperphysics experts.

Or something like that.
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