Re: Babylon 5 Mod
Tim,
You don't have to put everything in one structure, now that I think it through. You can ignore spaceyard abilities for the start of the colony, as the default colony build rate is 2,000. What you need are "added abilities" at your 6th, 11th, 16th, and 21st structures, to corespond with increasing abilities as planets get bigger.
Somethin I found in a recent test game is that the current system of having very small populations sent with the colony modules is very much inferior to having larger populations (say 50 or even 100) as the AI so seldom (maybe never?)sends out population transports to its colonies. Just make the colony mod bigger and more expensive (so that the AI doesn't deplete the home planet population too much) and I think the AI will be much stronger.
In my test case, I gave the Minbari a colony mod that carried 100 pop. After 100 turns, they had more than three times the points of any other standard race - and had three times the research rate of the ancient races!
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