posted 05-08-99 01:35 PM ET
Beta -I also play on custom built (i.e. big) maps to make sure that all the factions have up to 100 turns of solitude before encounters.
You don't want to make the maps TOO big (256x256, for example) because then it can be up to 300 years before actual combat occurs.
Smeagol -
I think it's around 20-25% as Beta said. My settings do slow technology more than tech stag.
jimmytrick -
Sure. (These are under FUNDMENTAL RULES, #RULES, I believe.)
40, ; Technology discovery rate as a percentage of standard
150, ; Extra percentage cost of prototype AIR unit
3000 ; Normal ending year for lowest 3 difficulty levels
3000 ; Normal ending year for highest 3 difficulty levels
10, ; Population limit w/o hab complex
20, ; Population limit w/o hab dome
Most of these things are to help offset slow technology (since sometimes I'll set it down to 20 or 30%) And some things are personal preferances.
The Air Prototype is to make the leap from land/sea to air darn big. Almost like making a minor secret project, sometimes the game can get boring once airpower is discovered because it's easy to just pump Needlejets and 'Copters and take over. This slows things down and gives the Sparta AI a bit more oompf and make Skunkworks a useful structure.
The ending year is to compensate for slow technology. I've never actually made it to 3000 but just in case things drag out because of some Yang-induced WWIII it's there.
The Hab stuff is just personal preferance. Morgan (as the AI) always plays better like this, and since it can, occasionally, take over 100 years before Industrial Automation comes out of the assembly line it keeps the game going along for builders. Then after Complexes that enormous leap to Hab Domes is less important because at 20 population all squares that can be used are being used.
That's it.