Search found 234 matches

by Ranos
Sat Mar 27, 2004 12:54 am
Forum: Other Game Design
Topic: Diplomacy
Replies: 11
Views: 2378

Thats what I meant, I just didn't state it. In Civ 3, yeah I know I keep mentioning that but it is the first game I have seen do this, there were eight luxuries. If you had one, one citizen was made happy, two luxuries, two total were made happy and on up to eight. With a certain improvement, by def...
by Ranos
Sat Mar 27, 2004 12:43 am
Forum: Other Game Design
Topic: realistic planet population
Replies: 42
Views: 5764

Something like this was used in MOO3. People would get angry and there were a dozen possible reasons why. Piracy, not liking another race that had populations on the planet and other good reasons. You could build rec centers to help with this, but that was the only way to make people happy, unless y...
by Ranos
Fri Mar 26, 2004 3:38 am
Forum: Other Game Design
Topic: Diplomacy
Replies: 11
Views: 2378

What is the point of having just one? Civ 3 has eight. If there was only one, one or maybe two civs would have direct access to that resource and then everyone would go after those one or two civs to get their hands on the luxury. With eight, there are sources all over the globe and each civ has dir...
by Ranos
Thu Mar 25, 2004 3:09 am
Forum: Other Game Design
Topic: Diplomacy
Replies: 11
Views: 2378

VGA Planets 4 (or 5?) had something like that - special expensive goodies that had little gameplay value except that you could trade them and make lots of money from them. I think this is generally a bad idea - it just makes things more complicated and incoherent (why can you manage your mestybybs ...
by Ranos
Tue Mar 23, 2004 11:57 pm
Forum: Other Game Design
Topic: Moons
Replies: 32
Views: 5414

MOO3 didn't use the moons to their full capacity. You did get a population bonus, but I believe that was all. Now I don't know if some kind of region setup is used in FO as in MOO3, but moons should have given more regions to build things in, in which case Roy would have handled building anything on...
by Ranos
Tue Mar 23, 2004 6:58 pm
Forum: Other Game Design
Topic: Moons
Replies: 32
Views: 5414

Moons should be done exactly the same as MOO3 except that they are more useful than just being obstacles in space combat. They would give bonuses to population, research and production. I haven't gone searching about any information about Gas Giants, but I thought it was stupid that you could coloni...
by Ranos
Tue Mar 23, 2004 6:28 pm
Forum: Other Game Design
Topic: Diplomacy
Replies: 11
Views: 2378

The Research treaty isn't an automatic giving of technology, it is automatically trading research points, just like a trade treaty you get a bonus to your income every turn. Giving of technology is in the trading area and would be exactly like in Civ, SMAC and MOO. Strategic resources would be cool ...
by Ranos
Tue Mar 23, 2004 8:34 am
Forum: Other Game Design
Topic: Ancients - more than dust and ruins?
Replies: 30
Views: 3936

I liked the option in MOO2 to start in pre-warp, normal or established (or whatever it was. Have something like that but make it a total randomization. Ten races in the galazy each with randomized tech levels from pre-warp to having two or three systems in their control.
by Ranos
Tue Mar 23, 2004 8:07 am
Forum: Other Game Design
Topic: Diplomacy
Replies: 11
Views: 2378

Diplomacy

Here are my ideas on diplomacy options. If this is something that has already been discussed, I apologize. I spent an hour looking for details on the game and couldn't find anything. I) Treaties --A) Peace-time ----1) Trade - Automatic trade of goods between empires. Generates money each turn. ----2...