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June 9th, 2004, 08:10 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Empire setup and specialization
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I am not too sure how Repair works when improved, but I seem to recall it doesn't affect the actual repair rates. Is it so?
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It works fine if you raise the trait. Just be aware that the trait affects the total repair in the sector, not individual components. If you have components with 1 repair, a 20% bonus would do nothing if it made each of them 1.2, as decimals are lost. Instead, it totals up all repair, then increases by 20%.
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June 9th, 2004, 08:27 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: Empire setup and specialization
I think that specialized empire designs are quite viable in PvK Balance Mod, and in other mods with balanced starting costs.
The reason balance provides this, is that when there are not enough points to buy everything worth buying, then there are choices, and some abilities, anyway, are worth their threshold cost, because they get better the more you get.
Particularly Attack, Defense, Maintenance, Construction, and perhaps some of the others that generate points of various things (research, intel, savvy, resources).
The proposal to set the Normal range to high is interesting, but unfortunately because of the limited options, it will also mean the default choice will be a minor reduction to get a bunch of refund points, since you can't have a different Normal cost for positive and negative.
The cultures though do offer ways to enable enforced specialist types. I would combine with a balanced mod for best effect.
PvK
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June 9th, 2004, 09:49 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Empire setup and specialization
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Originally posted by PvK:
because of the limited options, it will also mean the default choice will be a minor reduction to get a bunch of refund points, since you can't have a different Normal cost for positive and negative.
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This is a problem... Though if you only apply the "specialist" formula (High normal cost, low threshold cost) to the items that are dangerous to lower by much(research, aggressive, defensive, minerals, maint, construction) the idea will still work... Then you could address the other stats in the Cultures to make additional specialist types...(like +1000 Repair...)
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June 9th, 2004, 10:57 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Empire setup and specialization
This is already being done (to some extent) in the Imperialism mod. Which i need to run turns for, but since ive been trapped at work for such stupid hours over the Last few weeks...
anyway, i did the exact thing you describe - but only for political savvy. high cost to raise or lower a few points, lower cost to raise or lower beyond the threshold. and it pays off even with fewer players (works better with more players) because its more profitable to subjugate AI races (with a high bonus) than it is to conquer them outright.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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June 10th, 2004, 10:37 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Empire setup and specialization
Well, I tend to make my Empires with a generalist mindset under PvK Balance, but is it because it is better, or because I am used to it? At any rate, your mod helps making some choices be more attractive. 150% repair is actually worth it (thank you Fyron for explaining this one), and raising Happiness may be a good choice once it is tweaked. Mineral production would also be a good one to raise to high levels, as it doesn't cost a lot and saves a lot of headaches if you have few planets with many minerals.
I will have to check what happens with a 0 point setup though, as it may make matters that much more complicated. While an Empire with at least decent stats in the important characteristics can be made with 2,000 points, it may be very well another story with 0 point and much less free points from Happiness.
There would be two ways to mod such a specialization in the mod, as using the regular characteristic system will not exactly work:
- You could make pointless traits costing a certain amount of points, and these would be needed to raise a given characteristic above Average. For example, you will have to take the Scientist trait to raise Research above 100, and it will cost, say, 1,000 points.
- Or you could make a chart and ask your players to design their own cultures, as explained a bit below in the thread. This may allow to hide a part of the Empire setup as well, but it would take longer for the game owner.
Both options require the game owner to check Empire files, but I wouldn't expect such games to take place too often, so. 
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