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				February 27th, 2001, 10:26 PM
			
			
			
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 Private |  | 
					Join Date: Feb 2001 Location: MN, USA 
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				 Lousy galaxy generation/player placement 
 Anybody else feel that the way SE4 generates the galaxy and places players needs a MAJOR overhaul?
 MM borrowed quite a few ideas from Starfire, but did not borrow the balanced start.  IMHO, this was a major mistake as the game can be won/lost on your starting location the way it is now.
 
 I'm in one PBEM where I started with 1 breathable planet and about 6 colonizable planets within 2-3 jumps of my start.  Another player with the same planet/atmosphere choice started with 5 breathable and an unknown number of colonizable planets within 2 jumps (and I've only seen 3 of his systems).  To make matters worse, the one breathable I found 2 jumps away was 1 jump from the other player's home system.  There is virtually no way I can compete against him (especially since trading for another colony tech only gave me 2 medium breathable planets and another 5-6 colonizable).
 
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				February 27th, 2001, 10:31 PM
			
			
			
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 First Lieutenant |  | 
					Join Date: Jan 2001 Location: Randallstown, Maryland, USA 
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				 Re: Lousy galaxy generation/player placement 
 Yeah, I've had some pretty bad starts too. I wish they would spread you out more. How can you be in a large quadrant with 5 other players and run into one them 10 turns into the game? That happens to me quite a bit.
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				February 27th, 2001, 10:33 PM
			
			
			
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 Lieutenant General |  | 
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				 Re: Lousy galaxy generation/player placement 
 yep, it sucks.  I have a game going that took about 5 restarts to get started because of race file resubmissions and whatnot.  each time the game restarted I was holding my breath.  first time, i was pretty happy.  second time, i knew i was screwed and would be completely unable to compete.  third time, i knew i would be untouchable.  it kind of went back and fourth like that.
 the 'all players evenly distributed' option does not seem to do doink.  with it checked, some players were directly adjacent, others were completely isolated.  this certainly does need work, and I dont even think it cares at all about what planets are near to you.
 
 at least they fixed the thing with players starting in black hole systems, man that sucked (your ships right out of orbit).
 
				__________________...the green, sticky spawn of the stars
 (with apologies to H.P.L.)
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				February 27th, 2001, 10:52 PM
			
			
			
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					Join Date: Feb 2001 Location: Lisbon, Portugal 
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				 Re: Lousy galaxy generation/player placement 
 I think what you mention can be easily mitigated by choosing to have 5 or 10 planets at start. With this many planets, there is always waypoints to other good systems.I am all in the full randomization of the process as it is.
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				February 27th, 2001, 10:57 PM
			
			
			
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				 Re: Lousy galaxy generation/player placement 
 Yes, it can be somewhat mitigated by choosing 5 or 10 planets.  What if I just want everyone to start with 1 planet and have a roughly equal starting position.  The only option right now is to start a game with 5 or 10 planets, then go in and abandon all except 1.  This causes problems as you loose the research point bonus from the first turn. |  
	
		
	
	
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				February 27th, 2001, 11:02 PM
			
			
			
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 First Lieutenant |  | 
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				 Re: Lousy galaxy generation/player placement 
 Hey, Ubik      
What you're asying is very true, but a large start like that makes for a very different game experience from a single-planet start.
 
I think you and I should come up with a new Facility, the Large-Scale Intergalactic Portugese Software Pirate facility. It wouldn't actually do anything, but your opponents' planets would become unhappy due to paranoia about the possibility of software piracy     
Hmm, then again, maybe it should be an Intelligence Operation... |  
	
		
	
	
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				February 27th, 2001, 11:06 PM
			
			
			
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 Lieutenant General |  | 
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				 Re: Lousy galaxy generation/player placement 
 you really should not say things like that Possum.  Its highly inconsiderate.  I nearly pee'd myself, and that would have gone over very poorly for me since I am at work right now.  next time, warn me first with a little disclaimer at the top of the post. 
				__________________...the green, sticky spawn of the stars
 (with apologies to H.P.L.)
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				February 28th, 2001, 12:22 AM
			
			
			
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			|  | Shrapnel Fanatic |  | 
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				 Re: Lousy galaxy generation/player placement 
 On a somewhat similar topic.
 Why are home planets not Optimal?
 
 I started a game with a race that had no maintenance, and gave myself 91% reproduction as compensation.
 
 My home planet was something below 'mild', and had ZERO pop. growth.
 
 Fortunately, there was a nearby optimal planet, whose atmosphere I couldn't breathe.  I could get 1% growth over there.
 
 Shouldn't every home planet be optimal, seing as you're evolved for it?
 
				__________________ 
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				February 28th, 2001, 12:55 AM
			
			
			
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				 Re: Lousy galaxy generation/player placement 
  quote:Originally posted by suicide_junkie:
 Shouldn't every home planet be optimal, seing as you're evolved for it?
 
 
You're making some huge assumptions: 
1) Evolution is true. 
2) Every race evolved on its "home" planet. 
3) Every race reached optimum. 
4) The planets are uniform. 
5) Each race doesn't have to compete with other lifeforms. 
6) Each race hasn't had to compete for long enough for evolution to take that into account. 
7) Ability to breed quickly is the main driving force of evolution. 
				__________________Give me a scenario editor, or give me death!     Pretty please???
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				February 28th, 2001, 04:07 AM
			
			
			
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 General |  | 
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				 Re: Lousy galaxy generation/player placement 
 Maybe your homeworld is Unpleasant because your large population is overwhelming the ecosphere. Pollution problems might be what's driving your race into space. 
				__________________Cap'n Q
 
 "Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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