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May 16th, 2004, 03:01 PM
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Lieutenant Colonel
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Re: AIC Mod in finite vs. infinite resource settings
Originally posted by Yimboli:
one question directed to QBrigid:
Quote:
Posted by QBrigid
Your AIC home world alone gives you about 15000 minerals and with mineral extraction right from the start and you should be able to get another destroyer or more then several smaller combat missile ships for every 2 or three Mining Facilities as long as you develope your Planets then your economy will develope and then you can aford a large fleet.
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Quote:
Reply posted by Yimboli:
could you elaborate on that? 2 or three mining facilities will empty a planet in a few turns, hardly supporting maintenance for a 1000 min destroyer plus a few smaller combat ships. economy developing? I think that means building colonial settlements then towns then cities, etc. etc., is that what you mean?
thanks for all the info, I'm gonna give it another shot
-Tim
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QB, if I may...
When playing a FINITE GAME {se4 quad start option} you are correct that a Planet will become void of its resource value in that Finite game eventually when any Resource Extraction Facility is constructed on that planet.
However, this will take much time in game turns to achieve in a Finite game if you construct your Resource Extraction Facilities on the appropriate Planets.
For example:
With an AIC Mineral Extraction Facility at a extraction rate of an unmodified := Mines 450 minerals each month. With the average Mineral Rich Planet hosting about 500 kilo tons and best of Planets and Asteroids also to include the Home World boasting as much as ONE MILLION TONS of any a one or more Planet Resource reserves. You can see that only (3) facilities with the extraction of 450 tons each = totaling 1350 tons of Minerals per month at that Planet can Last for 370 plus turns from a 500kt Planet and with any Mega ton reserve resource Planets or (FQM) Asteroids may extend its/your income to perhaps the entire game, if managed well. With Planet Engineering and Utilizations Technologies the techniques offered in these fields WILL make the endeavor probable for the entire game.
(Depending on your choices made, The Home World may be excluded and may become (partially) vacant with one or two of its resources produced in that Finite game )
With all its required methods of play, it can become very difficult to win when PLAYING FINITE.
= = =
However, the defaulted game start. Players will play with Infinite Resource Reserves and there is only a few possibilities of loosing a Planets resource value and some are mentioned below.
With se4. Your journey will be dictated by your desired game style, that game start with all its continuing events. For the most part, you will be challenged both in Solitaire or Multi-Player on all aspects of game play
[ May 16, 2004, 21:04: Message edited by: JLS ]
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May 16th, 2004, 10:03 PM
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Re: AIC Mod in finite vs. infinite resource settings
i'm a bit lost where you said that some planets, other than your homeworld, can boast as much as 1 million tons of a resource. On all of the planets that are generated when I play, only 1e3 tons are available. The only planet with anything other than 1000 tons is the homeworld, which has 1e6 tons of everything.
-Tim
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May 16th, 2004, 10:25 PM
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Lieutenant Colonel
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Re: AIC Mod in finite vs. infinite resource settings
I do not have a Version of 4.11 AIC handy; however the added (1 mt) extra planets and Asteroids may just be in my beta that I referenced in the earlier post.
Nevertheless, if you wish. Please start a v4.11 FINITE test game with a very large Galaxies or Centurion Ruin Map. Then select the Player from existing named {--System Test} then set low amount of AI Players then begin.
Within this test game you will see all Systems, with the (f4) Planets menu you should notice a more then fair amount of planets exceeding 400 kilo tons (25-30%) and with 50% of the Planets exceeding 300 Kilo Tons.
Asteroids should exceed 50% or above 400 kilo tons with many close to that 1 million ton mark of any one given resource.
All Home Worlds will start every Finite game with ONE million tons of each resource.
~TIP~ In any Finite game it may be wise not to have a cramped game and to consider setting the amount of Computer Players (one setting lower) then you normally would for that Quad size/System count
[ May 16, 2004, 22:06: Message edited by: JLS ]
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May 16th, 2004, 11:11 PM
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Re: AIC Mod in finite vs. infinite resource settings
oh, i think i may have realized the problem. I generated the maps with the finite setting DESELECTED, and then saved them to files. I use the same maps often cuz i like to generate til i get one i want, so maybe setting the game to finite and loading a map created while finite was not selected is what messed it up... i gtg now but i'll try it and get back to ya. thx for the quick response JLS
-Tim
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May 16th, 2004, 11:16 PM
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Lieutenant Colonel
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Re: AIC Mod in finite vs. infinite resource settings
Yes, that can happen on some regenerated Finite maps.
I also save my best Home System start setup maps for another random game
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May 17th, 2004, 01:13 AM
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Lieutenant Colonel
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Re: AIC Mod in finite vs. infinite resource settings
Quote:
Originally posted by Yimboli:
you were right - i checked the empire traits and the AI had the *HP* option... probably not a good idea
thanks for that settings.txt bit, thats realy helpful!!
-Tim
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Many of us do play as Oleg recomends:
" nice to have more unknowns in the game ! To regulate how many players you want, edit settings.txt file. It has number of random empires generated for "low", "medium" and "high" numbers "~"
=- - -
However, for a manual selected AI Player game.
Within the AIC Extras Folder contains all the AI players Empire files and some Starliner images along with a few other extras and game play options
You will find all the AIC AI Players EMPIRE FILES in this folder to aid in your choise for AI players manually select for your game.
from: Se4/AICampaign/Extras/Empires AI-Only
You may COPY and PASTE any or all AI players to this directory:
to: Se4/AICampaign/Empires
- - -
Yimboli thanks for the heads up.
For ease of operation. I will post an (auto placement AI Player ZIP file) for the above on the AIC web page
=====
Quote:
also, in infinite resource games, what is the point of making a cities when a mineral extraction facility puts out so much more minerals?
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As Grand Lord Vito posted, Cities are of immense value in a Finite game
In addition, as Oleg Posts in a non-Finite resource game start style. The cities become a very productive option on low yield resource value planets, where Planet values loss has occurred as a result of Combat turnover, Natural random Disasters even the over zealous Resource Miner.
= = =
Production, Intel and Research contributions are but only a few mentioned, Urban Cities also possess other fine attributes... Large Cities can be of great benefit in all styles of play towards the End Game.
Cities will really rake in all types of Imperial Credits, when Cities are built on the potential gold mines located within the Binary or Trinary Systems picturesque and sandy beach vaction Resorts
[ May 16, 2004, 16:24: Message edited by: JLS ]
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May 17th, 2004, 01:59 AM
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Lieutenant Colonel
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Re: AIC Mod in finite vs. infinite resource settings
Quote:
Originally posted by oleg:
How do you fare in non-conected games ? i find it quite difficult sometimes. AI is much more focused, no more fleets sitting around ally planet half-way accross galaxy. With only few systems available, AI can send waves after waves...
in Last game Iwas foolish enough to open WP to cryslonites at about the same time terrans come aftr me. Two wars were totally unsustainable.
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Ouch!!! That had to hurt.
[ May 16, 2004, 13:07: Message edited by: JLS ]
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May 19th, 2004, 07:08 PM
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Re: AIC Mod in finite vs. infinite resource settings
ah-hah! that was it! thanks
-Tim
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May 19th, 2004, 10:42 PM
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Re: AIC Mod in finite vs. infinite resource settings
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