on low PQ planets or moons and treat them as starbases. Paul.
Solitair
eone! Something I would have loved to have seen. Paul.
ome aspect of this, but I'm sure there would be some races that breed like rabbits. Paul
sift through. Obviously this can wait till beta and see how it plays first. Paul.
slow to expand and another empire can easily overcome them. Paul.
reduced in a war zone or even in another empires space. If a ship has full range in open space, 3/4 range in neutral empire space and 1/2 range in enemy space. Simple solution which would reduce the problem. Paul.
BR> Paul
s very expensive. Paul.
way I definitely would be against any hard limits set for the actual number of ships. Paul.
ations, to embargoes, to trade route disruption. Consequences can be fun! Paul.
ese are hotly contested! Having 4 economic resources in the one empire skews the numbers far too badly. Paul.
One of the questions that seems to pop up every so often is whether, with the new ship design and refit, and with the new logistics ability and fleet size limits, there will be any change to the actual numbers of ships in the game. The two sides of the debate here are a) Lots of ships: Keep the current GC1 system where ships are cheap to maintain and there is therefore absolutely no limit to the number of ships you can have. Hundreds of ships is
o make, fewer ships but more personal attachment and enjoyable experience, versus strategic gameplay with hundreds of ships and no attachment. Whichever choice they make will have a serious impact on the refit option chosen. paul.
rs or majors. Paul.
ut quarries, dumps, parks, lakes, gardens, marinas, shopping malls, private land (industry, commercial, residential, recreational), fishing quotas, whaling protection, and so on... Paul. Paul.
Sounds like things are progressing nicely towards the beta. Paul.
ld events continue to vanish after X turns. Paul.
'any' being an option). They can they compete against other empires of similar size and playing style. Simple to implement and done so without any changing to current scoring systems. Paul.
races) as well as being used to generate an end of game replay for those that desire it. Paul.
nce the production on my major production planets, enhance the research on my major research planets, enhance the culture from my major culture planets and build military starbase in important areas (such as on resources). Paul.
p for space orbitals. The actual orbitals you can build would depend on technology, just like the actual factories or research labs would. Paul.
relations between races. For example, block 2 races from ever being at war or at peace. Block two races from ever allying. Block 1 race from ever being culturally assimilated by a different race. Paul.
[quote]don't have to controll placement of buildings, troop deployment, etc[/quote] I'd second this. I don't want the game to collaspe into micromanagement of troop levels and ground combat issues. It's a space strategy game not a ground tactical combat game. Some eye candy would be nice so long as it doesn't detract from playing the game. Paul. ~SDC~
=0 ALIGN="absmiddle"> Paul.