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January 27th, 2005, 11:16 PM
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Re: SEIV Risk Mod game on PBW
You don't need to move population. Risk mod uses Automatic Colonization Population. You give your ship the colonize order and the new colony will have 1B people as soon as it's planted.
Geoschmo
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January 28th, 2005, 03:40 PM
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Re: SEIV Risk Mod game on PBW
I could not find this game on PBW. Is it too late to join in the fun?
EDIT: Nevrmind, I found the link in your first post and followed it to see the game has already started. Have Fun! 
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January 28th, 2005, 04:07 PM
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Re: SEIV Risk Mod game on PBW
Gandalph, if you are interested I might be needing a replacment player. One of the players has missed turn 2 and 3 with no notice. I was getting ready to send him an email and see what's up.
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February 2nd, 2005, 02:01 AM
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Re: SEIV Risk Mod game on PBW
So far I like the mod/game...I haven't had any combat...but I expect to see that in the next few turns. One thought/suggestion. Currently we move 7...which gets us into the system/territory...In Risk, we would own that territory the moment we enter/take it. So to simulate that we should be able to move completely to the middle of the system, and take the planet...This is just a thought. Move 13 unstead of 7 someting to consider. Unless this is an attempt to allow defenders to see an attack comming, or to allow WP defense, which would give the defender and advantage. Defender always won ties in Risk right? Thoughts....?
Kana
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February 2nd, 2005, 03:32 AM
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Re: SEIV Risk Mod game on PBW
You suggested that a single system would help with the mechanics. What about a single system for each Continent?
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February 2nd, 2005, 02:33 PM
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Shrapnel Fanatic
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Re: SEIV Risk Mod game on PBW
That would allow you to use the system-wide abilities to simulate the entire-continent bonus.
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February 2nd, 2005, 02:38 PM
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Re: SEIV Risk Mod game on PBW
Quote:
Suicide Junkie said:
That would allow you to use the system-wide abilities to simulate the entire-continent bonus.
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Not really. System wide abilities work whether you have every planet in the system or not. Plus I'd have to rework the entire mod. Curently you get to build one ship per planet. There is no sysetm wide ability that will make this work faster. I'd have to make it some sort of resource bonus thing, but the current version of the mod totally ignores economics.
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