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Posted: Sat Oct 06, 2007 12:39 am
by I'm Murrin
Somehow it doesn't seem right that there is no option for hiring mercenary armies in the game. You could have them with standard strength/weakness levels, a lower cost than recruiting (you don't have to train them), but they only stay as long as you pay. How come there isn't something like that in the rules?

Posted: Sat Oct 06, 2007 2:03 am
by Loredoctor
Murrin wrote:Somehow it doesn't seem right that there is no option for hiring mercenary armies in the game. You could have them with standard strength/weakness levels, a lower cost than recruiting (you don't have to train them), but they only stay as long as you pay. How come there isn't something like that in the rules?
You know, I was only thinking about this a few weeks ago. I'll implement the rules by the end of the weekend. Thanks, Murrin.

Posted: Sat Oct 06, 2007 10:50 am
by Loredoctor
Okay, I have updated the rules for tax and industry. Basically, I've come to the realisation that tax is not really realistic. For the entire game I have been concerned that populations mean nothing. Well, now they do. Plus, it's fairer for those empires that can't trade. Basically, income from tax and industry has grown significantly.

Posted: Mon Oct 08, 2007 9:24 am
by T'lesir Core
Loremaster wrote:Build Defensive Facilities (16) – Defensive structures (ground to air missiles, orbital defences, fields protecting cities and industrial regions) are built on a designated planet.
Did this not cost 5 CCs before? Is it the only item that received an inflation of 11 CCs?

Posted: Mon Oct 08, 2007 9:31 am
by I'm Murrin
It was raised to 15CCs a little while ago, before the 1CC hike. I don't know why, but it was.

Posted: Mon Oct 08, 2007 9:45 am
by Loredoctor
Typo. It should be 6.

Posted: Wed Oct 10, 2007 11:58 am
by Montresor
I have two new game suggestions which you might be interested in implementing. The first is an alternative to Bread & Circuses. Though this may simply be a matter of semantics, it could be interesting to have a Repress Dissent order, which has the same effect as Bread & Circuses, essentially, though it might suit more draconian civilisations more.

The second suggestion is to allow a decoy factor in espionage missions. For instance, let's say that player A wants to sabotage player B's industry. He anticipates that player B will have Counter-Espionage going, so he sends a decoy mission in the same turn to do something else (such as an assassination etc), so as to to distract the counter-intelligence, from the real sabotage mission.

Furthermore, is there any provision for having double-agents?

Posted: Thu Oct 11, 2007 1:31 am
by Dorian
The game threads awefully quiet now. Im trying to think of something worth posting :s

Posted: Thu Oct 11, 2007 7:42 am
by Montresor
I'm waiting for the next turn results until I post. I'm not going to post in the game thread just for the sake of it.

Posted: Thu Oct 11, 2007 8:28 am
by Loredoctor
Dorian wrote:The game threads awefully quiet now.
It's the calm before the storm. I mean it.

Posted: Thu Oct 11, 2007 9:45 am
by Loredoctor
Turn Twelve submissions deadline is friday!

Posted: Fri Oct 12, 2007 11:35 am
by Montresor
Are we missing an entry for the Galactic History?

Posted: Fri Oct 12, 2007 12:18 pm
by Loredoctor
Montressor wrote:Are we missing an entry for the Galactic History?
Yes.

Posted: Fri Oct 12, 2007 12:46 pm
by Loredoctor
I wont name who helped me come up with this rule, as it might give the empire away, but I've been assisted in creating a new rule - Piracy. Basically, you hire pirates to attack merchant lanes and steal money. There's a chance the trade route will shut down, too.

Posted: Fri Oct 12, 2007 4:17 pm
by I'm Murrin
Are there ways to counter that kind of action, or for the source to be discovered?

Posted: Fri Oct 12, 2007 8:13 pm
by balon!
Montressor wrote:Are we missing an entry for the Galactic History?
On it tonight. Sorry guys! Work has been busy as of late.

Posted: Fri Oct 12, 2007 10:17 pm
by Loredoctor
Murrin wrote:Are there ways to counter that kind of action, or for the source to be discovered?
Yeah.

Posted: Fri Oct 12, 2007 10:48 pm
by Montresor
Loremaster wrote:
Murrin wrote:Are there ways to counter that kind of action, or for the source to be discovered?
Yeah.
Such as . . . ?

How about assigning destroyers to protect specific trade lanes?

Posted: Sat Oct 13, 2007 12:45 am
by Loredoctor
Montressor wrote:
Loremaster wrote:
Murrin wrote:Are there ways to counter that kind of action, or for the source to be discovered?
Yeah.
Such as . . . ?

How about assigning destroyers to protect specific trade lanes?
Given that I don't calculate merchant vessel movement, I can't say destroyers are used for protecting them. At the moment, it's looking likely that you will have to pay between 6-11CCs to protect trade routes.

Posted: Sat Oct 13, 2007 7:51 am
by Atrus
I like that. It's more like just building specific guard ships to ride alongside the trade freights.

On another note, thanks for the patience with the History. New one's up, and my turns been submitted. Should be fun! :D