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				June 18th, 2001, 02:09 AM
			
			
			
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 First Lieutenant |  | 
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				 The Spice must flow 
 i was wondering is it possiblke to add new resources like could i give planets a spice value ala Dune?
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 Some rule some serve
 some declare wars some
 fight them
 i declare wars i rule
 you serve you fight
 wars.....
 we are not the same.....
 never forget that..
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				June 18th, 2001, 02:50 AM
			
			
			
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 Captain |  | 
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				 Re: The Spice must flow 
 No. |  
	
		
	
	
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				June 18th, 2001, 03:48 AM
			
			
			
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 Private |  | 
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				 Re: The Spice must flow 
 Can it be mod so that the universe produce no organic? Only one planet produce it.... |  
	
		
	
	
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				June 18th, 2001, 05:09 AM
			
			
			
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 First Lieutenant |  | 
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				 Re: The Spice must flow 
 oh well i geuss "the spice will not flow"
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 Some rule some serve
 some declare wars some
 fight them
 i declare wars i rule
 you serve you fight
 wars.....
 we are not the same.....
 never forget that..
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				June 18th, 2001, 05:12 AM
			
			
			
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 Corporal |  | 
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				 Re: The Spice must flow 
 Well you could use the map editor to create a galaxy in which only one or more planets produced organics by reducing the percentage of organics for each planet to zero.  However each homeworld would produce organics as each start with percentages based on the Start game and not the percentages as indicated in the map editor.  Further there would be an increase once research was advanced enough to allow resource converters and facilities that allow the increasing of the percentages of each of the resources but it would make organics a premium resouce. |  
	
		
	
	
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				June 18th, 2001, 07:18 PM
			
			
			
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 Major |  | 
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				 Re: The Spice must flow 
 You could also remove resource converters from the facility list to prevent using them to create organics.  You'd probably also have to remove the Value Improvement Plants (or modify them so they don't increase Organics production).
 Also, if you create starting planets in the map editor, can't you specify resource levels?  I haven't upgraded to 1.35 yet because of the fighter bugs, so I haven't played with the map editor yet.
 
 I'd also recommend allowing homeworlds to generate organics anyway, because otherwise it would be too difficult to build anything.  The justification could be spice stockpiles and/or some rudimentary level of spice trade.
 
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				June 18th, 2001, 10:27 PM
			
			
			
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 Corporal |  | 
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				 Re: The Spice must flow 
 You can specify resource percentages in the map editor.  However the setting used during the game setup overrides any levels preset on a map for the planets selected as homeworlds.  You could set the limits to 250% and set the world as the one you want to start from.  Start the game with average homeworlds and the percentages will reflect that average setting and you will get a homeworld with percentages of 103% instead of the 250% preset using the map editor. |  
	
		
	
	
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				June 18th, 2001, 10:28 PM
			
			
			
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 Major |  | 
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				 Re: The Spice must flow 
  quote:Originally posted by Beck:
 You can specify resource percentages in the map editor.  However the setting used during the game setup overrides any levels preset on a map for the planets selected as homeworlds.  You could set the limits to 250% and set the world as the one you want to start from.  Start the game with average homeworlds and the percentages will reflect that average setting and you will get a homeworld with percentages of 103% instead of the 250% preset using the map editor.
 
 
That's a little painful.  But I guess it prevents abuse (setting your own planets to 250% and everyone else to 0%). 
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				June 19th, 2001, 12:03 AM
			
			
			
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 Corporal |  | 
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				 Re: The Spice must flow 
 How I would do "spice" production:
 Create a new racial tech for Spice
 
 Make it allowable only to one particular AI race, a neutral which never creates colony ships (players would have to be told not to choose it)
 
 Make facilities which can only be created with the spice tech tree (doing whatever you need, make it valuable)
 
 NOW the only way for a player to get access to those facilities is to ally with the neutral or take them over, bomarding the world would be pointless (except to deny the failities to others)
 
 Of course there is a sneaky exploit loophole with this, to create extra spice worlds, but I'm not telling what it is
 
 My suggestions for facilities:
 
 1. Increased Population rate
 2. Increased physical fitness creating better combat abilities
 3. Feeling of tyranical oppression, increasing population happiness
 4. Increased value and conditions
 5. Decreased population happiness causing increased chance of rebellion and splitting from empire, accompanied by rapid weight loss
 
 These would of course be known as (in order) baby spice, sporty spice, scary spice, posh spice and ginger spice.
 
 (Based on notes I had for my old Full Thrust campaign system)
 
 
 
			
			
			
			
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