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December 12th, 2004, 05:38 PM
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Re: SEIV Risk Mod game on PBW
Hrm. Why can you build at 2400 minerals per turn, and why do you get minerals per turn on your space yard. Wouldn't a more accurate modelling be getting 1 mineral per turn per planet, and ships costing one mineral or something (or a multiple of 20000 since you start out with 20000 resources).
Brian
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December 12th, 2004, 07:34 PM
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Re: SEIV Risk Mod game on PBW
Quote:
brianeyci said:
Hrm. Why can you build at 2400 minerals per turn,
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I didn't change that because it wasn't neccesary. It doesn't matter how much the space yards could build in a turn, only that you can build one ship per turn. And I accomplised that by making the ships really cheap.
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and why do you get minerals per turn on your space yard.
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You don't get any minerals from the space yards. You incoming resources are the same no matter how many planets you have.
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Wouldn't a more accurate modelling be getting 1 mineral per turn per planet, and ships costing one mineral or something (or a multiple of 20000 since you start out with 20000 resources).
Brian
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Wouldn't make any difference for the mod. You'd still get one ship per turn per space yard, and that's all I was concerned about.
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December 13th, 2004, 06:58 PM
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Re: SEIV Risk Mod game on PBW
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geoschmo said:Wouldn't make any difference for the mod. You'd still get one ship per turn per space yard, and that's all I was concerned about.
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Yeah but... okay. Its been a long time since I played Risk but here it goes. In Risk, I remember you getting one soldier per country. Then you could put those soldiers wherever you wanted. For example one country gives you one min, and if you have five mins you could build five soldiers. You might choose to build them all in one country, or two countries. It seems that in your mod, you are forced to distribute your soldiers (er ships) evenly, for example five soldiers in five countries (planets) across the galaxy. Why so?
Brian
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December 13th, 2004, 07:07 PM
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Shrapnel Fanatic
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Re: SEIV Risk Mod game on PBW
You can only have one space yard per planet in SE4, and each SY can only build 1 ship per turn. There is no way around it. A comprimise had to be made.
In Risk, you get 1 army per turn per 3 countries, not per country. You also get bonus armies based on control of entire continents. North America gives you 5 extra armies per turn, for example. Neither of these are really representable in SE4 if each system is treated as a country. Geo's system of one planet per system and one SY per planet, building 1 ship per turn at every planet, is good enough and maintains the basic spirit of the game.
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December 13th, 2004, 09:08 PM
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Re: SEIV Risk Mod game on PBW
Yes, that's correct. This was as close as I could easily get with the SE4 mechanics.
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December 14th, 2004, 04:32 PM
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Sergeant
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Re: SEIV Risk Mod game on PBW
Make all planets be size one. The shipyard/resupply depot also produces one mineral. Your ship costs three minerals. Set the amount the empire gets even with 0 plants to 0 mins.
I can't see bonus armies working in any way though.
Brian
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December 14th, 2004, 04:38 PM
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General
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Re: SEIV Risk Mod game on PBW
Wouldn't drones work to simulate what Brianeyci described? (It has been a long, long while since I Last played Risk, so I do not recall the actual rules of the game) You could build several drones at a single planet, they can warp unlike all other units, and would work almost like ships (once you remove their supply usage).
The two problems are that drones have few movement orders (attack is the only one), and you would need one extra turn to deploy them. The first limitation might be in the spirit of the game though; you would only need to attack one single sector (where the planet is), and not to travel anywhere else in the system. Hmm...
If there is a game master, it may be possible to give extra resources when certain conditions are met, allowing a particular player to build more soldiers where and when she wishes. That requires a game master to be present however; otherwise, I believe you would need some sort of scenario editor to achieve a similar effect.
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