|
|
|
|
 |

April 29th, 2004, 08:11 PM
|
|
First Lieutenant
|
|
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nerfed empires
zero reproduction - I have accedentaly done this in one of my games...
im hoping ill find an organic race to ally with and get them to buld me some facilitys...
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
|

April 29th, 2004, 08:13 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Nerfed empires
Even with minimum reproduction characteristic, you'll get 1% if you have a perfectly optimal planet with jubilant people.
Hard to find or make, but when you do, hang on tight 
__________________
Things you want:
|

April 29th, 2004, 09:04 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nerfed empires
Create a "tribble" race: Reduce every trait to minimum except reproduction and env resistance. No advanced traits.
Use my KanesS shipset for this- those traits suit them well=-)
|

April 29th, 2004, 09:33 PM
|
 |
Sergeant
|
|
Join Date: Apr 2003
Location: Portland, Oregon
Posts: 268
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nerfed empires
Did a few races based on MOO2. The Klaxons (Ant-like race) has minimal research, high reproduction, high tolerance, high productivity. Go beserko on other Aliens picnics! Still playing that game, I'll let you know.
|

April 29th, 2004, 09:51 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 5 Times in 2 Posts
|
|
Re: Nerfed empires
Quote:
Originally posted by dogscoff:
Create a "tribble" race: Reduce every trait to minimum except reproduction and env resistance. No advanced traits.
Use my KanesS shipset for this- those traits suit them well=-)
|
Tribbles.
This would definetly be a disadvantage. Especially the lower ship combat numbers. And with the other numbers lowered as well you'd be hard pressed to come up with a numerical advantage to offset it. You'd have to spread like a virus over the quadrant and really crank out the research facilities to have a shot. I think this would be the toughest challange of any I've heard so far, other then the neutral one. And even the neutral one is likely to kick tribble behind if thye ever try taking them out of their homesystem.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

April 29th, 2004, 10:28 PM
|
 |
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: Nerfed empires
My race from History 2 also kind of fits this thread. They were "big spenders" with Construction Aptitude, Repair Aptitude, and Maintenance Reduction reduced. Everything they made was oversized, overbuilt, and over budget.
I'm not sure of good strategies to overcome these limits; they weren't very competitive in-game. I guess an emphasis on zero maintenance units would help.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|

April 29th, 2004, 11:03 PM
|
 |
Second Lieutenant
|
|
Join Date: Mar 2003
Location: Germany
Posts: 575
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Nerfed empires
Reminds me of an idea I had some time ago for a 20-player PBW game: GM designs 20 empires that all have some definite weakness, and puts them up for grab. May later modify empires not taken with some improvements until they are taken.
So it's not always playing against the same boring standard no-groundcombat/intel/savy/repair improved-research/defense/maintenance religious hardy-industrialist advanced-storage berzerker empires.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|