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  #141  
Old September 29th, 2001, 07:56 PM
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Default Re: Some of my ideas and questions

ok ok heres their faciltys

Bioharvester:itkills a thouend and makes 2 thusend

Bioextractor:the usael

HIve:spaceyard,supplydepot(they dont use spaceports.)

honeycombs:rad storage

biodup rganic storage



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  #142  
Old September 29th, 2001, 08:12 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Some of my ideas and questions

quote:
Bioharvester:itkills a thouend and makes 2 thusend
may I ask how many a thousand killed is?

The minimum you can kill per turn is 1 Million.
A thousand units of pop killed would be a Billion people per turn.
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  #143  
Old October 3rd, 2001, 01:02 AM
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Default Re: Some of my ideas and questions

a thousend units...

new tech bistromathics rquires a maximum in math as does,Temporal studies and so does Psychohistorysand megascale and many components ie hal 9000,Bistromathics drive,Improbabibilaty drive,AC,Deep thought
oh and if a primitive species researchs everything they then become a regular speicies and the normal tech tree opens and if a regualr does the same the thing happens and they become omnipotent!and a new type of space monster maty make it into Version one as they have very little to add GIENT SINGLE CELLLED PROTOPLASM!
heres their stuff thye all heal and can make new ships

Nucleas:Bridge
Vacuole:supply storage and cargo
Cell wallor
Cell membrane:sheildingand a weapon their only weapon so its powerfull and its an engine
Mitocandria:life support
Cytoplasm:crew quarters
ChlorapLastes:Quantem reactor
Nuclear membrane:boarding defense

Heres their ships

Cell:their only ship
Tisue:their base and production house

new facilitys

Psychohistory lab redictsa stuff


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  #144  
Old October 3rd, 2001, 04:22 AM
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Default Re: Some of my ideas and questions

> a thousend units...

Which is either rounded up to 1M people, or is 1,000M people, depopulating even a huge, breathable world in less than a year.
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  #145  
Old October 3rd, 2001, 04:54 AM
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Default Re: Some of my ideas and questions

OOPS i geuus its been THAT long since i acutalley played.....
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  #146  
Old October 3rd, 2001, 05:04 AM
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Default Re: Some of my ideas and questions

Say the average colony holds 500M people (since most are domed).
At a decent reproduction rate of 15% per year, that's only 7M increase per turn.

Your facilities will have to kill less than 4M people in order to remain stable. (ie. not force a player to build, then scrap after a few turns)
Now you just have to decide how many organics you can extract from a million people
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  #147  
Old October 4th, 2001, 11:06 PM
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Default Re: Some of my ideas and questions

Bone ships and bone stuff!!


Components

Stillsuit:for infantry its a quantem reactor.

Facilitys:


Transfer Booth Networlk:makes the pop happy

Capping facility:it makes the opulas happy and work harder,but it makes some populas unhappy so on real big planets it may cause a revolt.

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  #148  
Old October 4th, 2001, 11:26 PM
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Default Re: Some of my ideas and questions

Stillsuit:for infantry its a quantem reactor.

Well, troops don't use supplies, so that is kinda useless.

quote:
Capping facility:it makes the opulas happy and work harder,but it makes some populas unhappy so on real big planets it may cause a revolt.
How does it make people both happy and unhappy at the same time?
Or is it just a productivity boost at the cost of happiness, like in SE3?
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  #149  
Old October 5th, 2001, 12:50 AM
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Default Re: Some of my ideas and questions

i never use troops vectorians are inept at ground combat so i personalley never bother

and yes its a productivity boost at the cost ofhappiness.

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we are not the same.....
never forget that..
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  #150  
Old October 6th, 2001, 06:45 AM
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Default Re: Some of my ideas and questions

In my experience, you cannot make facilities that lower population per turn (a negative replicant center) or that lower the population growth rate of a planet (a negative gestation vat). Also, happiness decreasing facilities do not work very well. I think that they lower the happiness to indifferent, but no lower.
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