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Old April 28th, 2001, 02:24 AM
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Default Racial traits and economics (MP idea)

Another idea to toss out to those that play multi -- I haven't yet, but an idea still hit me.

How much would you charge another player for a building contract? Some of the racial traits lead themselves to offering *very* valuable services. Want to maximize utilization of a planet? Lend it to somebody with Advanced Storage Techniques, pay him to build what facilities you want there, and resume control of the planet; the limit will return to normal, but the extra facilities won't vaporize.

Need to boost population in a hurry? Lend a colony -- any world will do -- to an Organic player, and get him to build a Replicant Center III. Then contract a Religious player to build some handy-dandy shrines, if you're willing to pay what he's willing to charge...

Need a pricey Stellar Manipulation ship built quickly? Maybe a Temporal player would sell you ships that might take *you* a long time to build, but don't with his Temporal Shipyards.

Need a spy to do your dirty work? Heh. If you can pay 'em in something that they can't steal...

Hrm. I wonder what happens if you give a plagued planet to Mechanoids. Maybe that cures it? *shrug* Otherwise they don't have that much to sell... and neither to propulsion experts, unless it's critical that a ship get somewhere in the shortest time possible and they can use the bonus if given control.

Just tossing out an idea. I suspect that this game has a LOT of possibilities for wheelin' and dealin'.

(And if there were planetary scanners, it might be possible to dupe an AI into building a nice system-wide racial facility in a gifted planet, which you then take back once it has the desired building(s).)


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Old April 28th, 2001, 02:30 AM
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Default Re: Racial traits and economics (MP idea)

Awesome ideas! I will have to use those in a game sometime. Would add a whole new level to the the trading aspect.

Geo

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