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				August 13th, 2002, 01:18 AM
			
			
			
		  
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				Lieutenant Colonel 
				
				
				
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				Re: An idea to balance out tech
	
			 
             
			
		
		
		
		Hmm I wonder if you could mod this idea by making Intell really easy to get.  Make it much more effective and remove all projects but the tech Espionage? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 13th, 2002, 01:35 AM
			
			
			
		  
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				Re: An idea to balance out tech
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Originally posted by DavidG: 
Hmm I wonder if you could mod this idea by making Intell really easy to get.  Make it much more effective and remove all projects but the tech Espionage?
			
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 That might be a worthwhile mod to make.  It could be fun to play on an occasionally leveling field.  Then winning would be based on tactics rather than who researched what first. I dunno though, that sounds similar to high tech start, which doesn't guarantee a fun game. 
 
Anyway, some of the current intelligence projects really seem uninteresting to me. Late in the game, cargo destruction really doesn't make much of a dent in the massed weapon platforms, for instance. 
 
And what's with poisoning the population?  Maybe this seems horrific to a human player -- but does it really dent production? Ditto for destroying one facility or damageing conditions or planet value. 
 
Some people want more complicated intelligence, then a wise person pointed out -- if you want that, take out the ships and planets and call the game  Intelligence Wars     
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 13th, 2002, 01:58 AM
			
			
			
		  
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				Re: An idea to balance out tech
			 
             
			
		
		
		
		"And what's with poisoning the population? Maybe this seems horrific to a human player -- but does it really dent production? Ditto for destroying one facility or damageing conditions or planet value." 
 
Yes, it does. It also makes planets easier to invade/kill off. Knocking out one facility can be critical if that facility is, say, a Robotroid Factory. Conditions doesn't do a whole lot, but the hurt from planet value drops should be obvious- less of that resource can be produced there. 
 
Phoenix-D 
		
	
		
		
		
		
		
		
			
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				August 13th, 2002, 02:09 AM
			
			
			
		  
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				Re: An idea to balance out tech
			 
             
			
		
		
		
		And of course the loss of population will have a more profound effect in mods like Proportions. 
		
	
		
		
		
		
		
		
			
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				August 13th, 2002, 02:26 AM
			
			
			
		  
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				Re: An idea to balance out tech
			 
             
			
		
		
		
		Trust me, the pop-killing intel project can really screw over colony worlds. It kills a few 100 million at a time (IIRC). This can be used, in conjunction with cargo bombs, to prevent those colonies from ever having any population. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 13th, 2002, 02:49 AM
			
			
			
		  
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				Re: An idea to balance out tech
			 
             
			
		
		
		
		Yup I think sadly intel is useless in SE4. Well it can be fun for a bit early on but it seems that it quickly becomes useless as races get defenses which seem impossible to breach.  I would like to have any intell project have at least a certain minimum chance of succeding. Intell defense should just reduce the percentage chance of a project succeding. Getting back to my idea is it acutually possible to mod the game so that you could run an Espionage project and have a gauraneted chance of success?  I'm thinking if you could remove counter intel and basically all the projects except Tech Espionage.  But will this mean the tech espionage would always work or can you set the percentage chance that it will work. ie say 10 or 20% chance of sucess? 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 13th, 2002, 02:50 AM
			
			
			
		  
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				Re: An idea to balance out tech
			 
             
			
		
		
		
		PS yes when Pop killing tech reduces a planet to 0 that is nasty! 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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