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  #1  
Old March 12th, 2004, 11:08 PM
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Default Re: Imperialism Mod

200% would leave a normal empire with a deficit. But as an AI with a high bonus, they make 5x normal. What they give in trade and tariff reflects their pre-bonus output rather than their actual totals.

as for the runaway leader problem, the Neutrals will be made amicable enough that the first person to get to them should have a high chance of obtaining the treaty. I will run some tests to see how willing they are to switch over if someone else demands a similar exclusive treaty of them. that could be problematic, but even if protectorates were removed as a primary factor in the mod, it will still be more profitable to establish trade relationships than to conquer.
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Old March 12th, 2004, 11:12 PM
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Default Re: Imperialism Mod

Spoon, that is what I have done. The computer with the tweaked file is not Online for me to copy and paste from, but I will paraphrase:

PS Max %: 200
min %: 0
% cost: 10
Threshold: 25
threshold cost (positive): 50
threshold cost (negative): 100

hence it is entirly possible to buy it down to nothing, and play the warmonger race.

edit: i am hesitant to make it prohibative to increase resource production rates, as I planned on using those to give the AI higher production values.

edit again: i am also contiplating changing the threshold to 50..

[ March 12, 2004, 21:19: Message edited by: Puke ]
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Old March 12th, 2004, 11:26 PM

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Default Re: Imperialism Mod

Quote:
Originally posted by Puke:
PS Max %: 200
min %: 0
% cost: 10
Threshold: 25
threshold cost (positive): 50
threshold cost (negative): 100

hence it is entirly possible to buy it down to nothing, and play the warmonger race.
I think the negative threshold cost is too high... you could get like 8000 pts by dropping to zero -- a bit too much of incentive to go war-monger...

Neutrals should be able to garner enough points to purchase inflated aptitude costs by dropping their combat-related skills to the min. If that doesn't do it, maybe increase the negative cost of something that the player absolutely needs (like Combat Defense) and let all the neutrals drop it to zero.

And come to think of it, really only Mineral Aptitude cost should be inflated, since orgs and rads are usually ok to drop...
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Old March 12th, 2004, 11:37 PM

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Default Re: Imperialism Mod

Quote:
Originally posted by Puke:
200% would leave a normal empire with a deficit. But as an AI with a high bonus, they make 5x normal. What they give in trade and tariff reflects their pre-bonus output rather than their actual totals.
SE4 just deducts the totals anyway, so it shouldn't cause a problem..careful, though- subjegated races can't accept treaties, but they can gift them (and accept them as gifts)
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  #5  
Old March 12th, 2004, 11:42 PM
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Default Re: Imperialism Mod

right. moving threshold to and neg cost both to 50 then. higher incentive for positive, lower for negative. still respectable numbers of points to be gained from zeroing it out.
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Old March 13th, 2004, 12:01 AM
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Default Re: Imperialism Mod

Quote:
Originally posted by Phoenix-D:
..careful, though- subjegated races can't accept treaties, but they can gift them (and accept them as gifts)
gifting can be disabled easily enough for the AI, at least making them give a gift or tribute to an enemy. they could be made to be willing to give gifts and tributes to a friendly race but not an enemy one, which should extend to any no-treaty races.

I believe that if you gift a subjugation treaty to some one, you will be on the paying end of it. of course, that could possibly break the AIs existing treaty, and allow it to be re-established with someone else. I will have to test.
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Old March 13th, 2004, 12:46 AM

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Default Re: Imperialism Mod

Another idea, maybe get rid of troops? Capturing neutral worlds is much more appealing than blowing them up...

Also makes it trickier to get all those breathers, which further serves to reduce player base income...
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