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  #941  
Old October 27th, 2003, 05:46 PM
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Default Re: AI Campaign => For a Challenging AI opponent

JLS, the values given in the descriptions are not exactly the ones used in the Value lines. According to the descriptions, a Refining Center should produce more than what Oleg has found, because these values are lower. I believe the same is true for other facilities, I will check more in depth.

And worse, the Refining Center is more efficient only when it comes to radioactives, you will have more minerals and organics with a City, for the same amount of research points and a slight difference of intelligence points, in favour of the City.

Perhaps you may also think of increasing the mineral production of the Refining facilities, while lowering their cost? But they do need an improvement of some sort, as for now they are only needed if you are in need for radioactives. And even then, they are not too effective since you only have 500 radioactives or so.

The same goes true with Agrarian Ecosystems, which only produce 550 organics and are beaten in all other fields by a City.
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  #942  
Old October 27th, 2003, 08:05 PM

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Default Re: AI Campaign => For a Challenging AI opponent

[quote]Originally posted by Alneyan:
Quote:
JLS, the values given in the descriptions are not exactly the ones used in the Value lines. According to the descriptions, a Refining Center should produce more than what Oleg has found, because these values are lower. I believe the same is true for other facilities, I will check more in depth.
Hmm, I do not see any error in the data versus the description for the Refining communities family of three.

After all, there has been Hundreds of thousands of entries made by my self and we both know I can miss a few.


Quote:
And worse, the Refining Center is more efficient only when it comes to radioactives, you will have more minerals and organics with a City, for the same amount of research points and a slight difference of intelligence points, in favour of the City.
You will have to play finite to understand the Value of Imperial Trade thru the Refining Family.


Quote:
Perhaps you may also think of increasing the mineral production of the Refining facilities, while lowering their cost? But they do need an improvement of some sort, as for now they are only needed if you are in need for radioactives. And even then, they are not too effective since you only have 500 radioactives or so.
Please note the Refining Communities Descriptions.
An established society focused on energy production~ ~ ~

Adding more Resources, may and would change the intents for this Facilities.

Furthermore, if you wish not to capitalize on the value this Structure yields in Finite Play thru the commerce of Imperial Trade I can understand this. Alternatively, if you do feel the value of the City is greater then your reference in Non-Finite Play; please, build and upgrade to the Cities and if not playing Finite, build Radioactive Extraction Facilities for any needed Rads

But to consider equaling or even cloning all the Urban Centers. Well that sounds like it may take from AIC in what it offers.

Refining and Agrarian Communities have a purpose in AIC and this is different from Cities that you may be refereeing.

Alneyan, I do have an open mind, and I may not understand your specifics.

[ October 27, 2003, 18:25: Message edited by: JLS ]
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  #943  
Old October 27th, 2003, 08:19 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Oleg, I did not forget you, it has been a while since a finite game...

I will have to build a Refining Settlement then Upgrade it and Compare it to the Community. Build a Colonial Settlement and Upgrade to City. Etc...

I will look real close at your suggestion
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  #944  
Old October 27th, 2003, 08:31 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
Hmm, I do not see any error in the data versus the description for the Refining communities family of three.

After all, there has been Hundreds of thousands of entries made by my self and we both know I can miss a few.
I believe I saw why I was mistaken, I thought the description saying "average income [insert values here]" wasn't taking Imperial Trade into account, while it is taking trade into account. (I thought that the Refinering Center produced, say, 500 radioactives and then add a bonus of 300 radioactives thanks to trade)

Quote:
You will have to play finite to understand the Value of Imperial Trade thru the Refining Family.
Isn't there a structure though that generates "solar" radioactives, for finite games? 150 radioactives a turn at best, a bit less than Refinering centers agreed, but much cheaper. Except if you are really limited by facility slots that is.

Quote:
Please note the Refining Communities Descriptions.
An established society focused on energy production~ ~ ~

Adding more Resources, may and would change the intents for this Facilities.

Furthermore, if you wish not to capitalize on the value this Structure yields in Finite Play thru the commerce of Imperial Trade I can understand this. Alternatively, if you do feel the value of the City is greater then your reference in Non-Finite Play; please, build and upgrade to the Cities and if not playing Finite, build Radioactive Extraction Facilities for any needed Rads

But to consider equaling or even cloning all the Urban Centers. Well that sounds like it may take from AIC in what it offers.

Refining and Agrarian Communities have a purpose in AIC and this is different from Cities that you may be refereeing. [/QB]
Yes, it isn't exactly their purpose, but then, Cities also generate quite a few Minerals. Or perhaps you may want to reduce their mineral production? After all, a city has to "generate" minerals in order to build... erh, buildings, but maybe not enough to actually have a surplus. Yes, it is yet another idea thrown quite randomly, as I have yet to delve into these facilities. (Hmm, quite a short post actually, sorry do not develop more)
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  #945  
Old October 27th, 2003, 08:44 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Alneyan:
Except if you are really limited by facility slots that is.
Don't play a tiny map
- - -

Quote:
Isn't there a structure though that generates "solar" radioactives, for finite games? 150 radioactives a turn at best, a bit less than Refinering centers agreed, but much cheaper. Except if you are really limited by facility slots that is.

- - -
Yes,

Solar Power Plants a Massive solar collectors which generate power.

It is real cheap, fast to build, requires very little Population to operate and a real moneymaker when built in a Bi or Tri System and when you consider Trade at a Trade Centers or Offer Trade with other Races; well the potential usually keeps the ink in the black across the board…{FAST}

With your keen mind try a finite game with the AI at No Bonus… Defiantly have Neutrals in your, well all games actually, average 6-9 AI Major Players count is fine for finite and the top AIC Galaxies map, in a size a bit larger then Non-Finite is Suggested… The Centurion Systems Map is more fun with many neat things, but it is also the most favorable for the AI and could be tricky for someone new to finite.

There are many players that enjoy Finite with AIC Economics.

= = =
When Playing Finite:

~TIP~ In the AIC realm of Finite. RADS are the most precious of resource

~TIP~ Many consider Crystallurgy and/or Deeply Religious the best Traits

~TIP~ All insist that Planetary Utilization is the best Tech Area

~TIP~ Above all avoid any and all early game WARS!


[ October 27, 2003, 20:41: Message edited by: JLS ]
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  #946  
Old October 27th, 2003, 09:21 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Yes, it is yet another idea thrown quite randomly, as I have yet to delve into these facilities.
Keep throwing the Ideas, we will only make it better
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  #947  
Old October 27th, 2003, 11:36 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Please, ignore, some computer mistake...

[ October 27, 2003, 21:40: Message edited by: oleg ]
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  #948  
Old October 27th, 2003, 11:40 PM
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Default Re: AI Campaign => For a Challenging AI opponent

nm then

[ October 27, 2003, 21:41: Message edited by: Imperator Fyron ]
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  #949  
Old October 27th, 2003, 11:48 PM
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Default Re: AI Campaign => For a Challenging AI opponent

It is difficult to balance all game setups with one set of files.

From my experience, radio and agro facilities do not need improve in productions.

But they definetly must be made much cheeper. By 30 or 50 percents. Just like I suggested in older post.
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  #950  
Old October 27th, 2003, 11:55 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Are ya'll saying that I may actually have to trade to survive in AIC?! *pathy passes out*
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