nash pisze: >> There will be no standard method, as it depends on the game. For example, >> Stars! doesn't have the concept of a home planet, instead planets have >> varying numbers of defence installations (I can't remember the name of them >> offhand). > > Bad example. Yes it does ;-) > > Most noticeable characteristic of is that Stars! homeworlds always > produce minerals as if they had 20% concentration of minerals.
Acrually that's 30% :) And it's the lower bound, if you add "at least" before that, that would be right :) > Military > strength is always the same. Late game homeworlds are often > de-populated so they can be remote mined to give 'mineral > fountains' (you can remote mine much much more then you can surface > mine, and late game, all planets but homeworlds will often be in the 1% > concentration range which have extremely poor yields). Isn't that true only for AR (Alternate Reality) races? If they survive this late in the game, they become very precious allies because of that :) -- KS "To an engineer, everyone looks like a chimp" - Dilbert
signature.asc
Description: OpenPGP digital signature
_______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
