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July 7th, 2005, 05:55 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Aliance encouraging mod
That would require a 900% maximum trade level, and would take 900 turns of solid alliance to achieve.
It would be quite possible for two players who ally right from the start to specialize...
One player could colonize everything and have a race with massive resource, research and SY bonuses, while the other takes massive combat and maintenance bonuses.
Player 2 would no economy except the trade profits, but be incredibly deadly in combat by using player 1's ships.
Player 1 would have a powerful economy, protected by player 2's combat skills.
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I suppose you could also make a mod where critical technologies are restricted by racial tech.
Each race would only be able to choose one, and would have to trade with the others to get their basics.
EG: Resource extraction facilities, ship construction, and research/intel.
Race A would trade resources to Race B for ships.
Race B would trade ships to race A so they could build and maintain a fleet.
Both would trade with race C for research and intel points.
In that way, each race would be nearly helpless on its own, and having those "alliances" set up would be 90% of your strength.
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July 8th, 2005, 09:45 AM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: Aliance encouraging mod
Thanks those are some great ideas for what I was thinking about. I looked last night at the settings file and saw that I couldn't change the per turn increase for trade like I wanted to. Seems its hard coded at 1%. Just means I'll try a different way of doing it. I could even separate the 3 resources so you could, for example, trade minerals that you are good at mining for organics that you can't grow much of.
The only downside I can think of is having to constantly ask for or send things to other empires.
Thanks again for the kickstart, I have a few ideas now.
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July 8th, 2005, 02:31 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Aliance encouraging mod
Quote:
Wolfman77 said:
The only downside I can think of is having to constantly ask for or send things to other empires.
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In SJ's Carrier Battles Mod, there are cheap intel projects which at least take care of the sending aspect of such trade...
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July 8th, 2005, 03:20 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: Aliance encouraging mod
I think that would allow you to steal from your enemies and not just you allies though. Still it would make those intel projects useful. I'm thinking more along the lines of larger storage capacity so you could go for 20 or so turns without running out.
Or fill a planet with mineral miner, if it’s your races specialty, and trade it foe a planet full of organics farms, for example.
Thanks for the intel idea though, I forget about that part of the game too often.
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July 8th, 2005, 04:09 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Aliance encouraging mod
The intel projects he is referring to actually SEND resources to the race you are targetting with the project.
However, it sends all three resources in equal amounts, so it wouldn't apply here unless you go with a production/construction split instead of a minerals/organics/rads split.
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July 8th, 2005, 05:13 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: Aliance encouraging mod
Oh OK, I never tried to do that, didn't know you could. I'll have to try a few things out this weekend and see how they work. I might go the Production/construction split to keep it from getting to cumbersome.
Thanks again. hopefully I can try some of this out this weekend.
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July 11th, 2005, 10:34 AM
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Sergeant
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Join Date: Jun 2005
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Re: Aliance encouraging mod
After looking at the files some more I was able to get it to work like my original idea. I changed the Political savvy in the settings to 500-1000, so 1% per turn trade increase is actualy 5%. turned up the max to 100%, tweeked the AI some to make them keep aliances easier. works pretty good but still needs a bit more touching up.
I only had time this weekend to run about 50 turns with the 20 stock races(player controled with complete AI on so I could monitor it). The AI has a "first 50 turns" modifier so I want to test it farther. They are making more treaties but they don't seem to get angry with allies ever.
If anyone is interested let me know and I will try to attach them later this week so you can try it. Just keep in mind it isn't done yet.
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