Alpha Centauri Forums
  Strategies and Tactics
  PKs Talents on Transcend Level

Post New Topic  Post A Reply
profile | register | prefs | faq | search

Author Topic:   PKs Talents on Transcend Level
Smeagol posted 05-08-99 08:39 PM ET   Click Here to See the Profile for Smeagol   Click Here to Email Smeagol  
Has anyone else noticed that when the PKs are played on transcend level, their extra talent/4 citizens becomes an extra talent/8 citizens? I just realized this... are there any other penalties given to factions on transcend? I know of course that the computer controlled factions get advantages, but I'm wondering if anyone else has noticed an actual reduction of their abilities.
JT 3 posted 05-08-99 09:05 PM ET     Click Here to See the Profile for JT 3    
That's not true! Something's wrong with you're counting!
Smeagol posted 05-08-99 09:30 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Actually, I'm pretty good at counting.

Seriously, I did a test on it-- just use the cheat mode on transcend, and you'll see it too. I had a size 17 base, and so had 3 talents (one for the first citizen, 1 at 9, and 1 at 17). I then switched the difficulty to Librarian (with the cheat mode), and I then had more talents (I believe it was 5-- one for first pop, 1 at 5, 9, 13 and 17).

Empath posted 05-09-99 01:23 AM ET     Click Here to See the Profile for Empath  Click Here to Email Empath     
Hmm... I have not paid attention to this, but I may have an answer from my Civ2 days...
Is it possible that your extra Normal->Talent conversion was taken up & used as a Drone->Normal conversion instead? Thus, instead of seeing 2 Normal->Talent, are you seeing 1 Drone->Normal->Talent or 1 Drone->Normal & 1 Normal-Talent?
Smeagol posted 05-09-99 01:35 AM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
I'm pretty sure that's not it. I've never seen a talent become a worker when it replaces a drone-- whenever I boost psych way up, after all the workers become talents so do the drones. Maybe it's a game balancing issue, but it's odd that it isn't mentioned anywhere.
David Johnson posted 05-09-99 01:48 PM ET     Click Here to See the Profile for David Johnson  Click Here to Email David Johnson     
I would guess that it *is* it. Certainly I've had a look at what happens to the University and in a sense the converse happens.

Because of bureaucracy my cities usually are all drones even before the University effect, so I was wondering if I was getting something for nothing - can't have more than all drones?

Seems that you can to some extent. Psych bonuses begin by removing a bunch of "virtual drones" before you can notice any difference. After that the drones are made into workers, and the workers become talents, at the usual rate of 2 psych/civilian change.

But facilities that eliminate drones rather than add talents seem to by-pass this. perhaps virtual anti-talents is more accurate than virtual-drones. This makes 2 drones less worth more than 2 specialists more.

A talent bonus from a secret project seems to behave oddly. Human Genome will give make a worker a talent only if there are more workers than drones as the result so far. [And it will be unless the city is in riot anyway] If there are more drones the Genome goes towards paying off the virtual anti-talents and has no visible effect at all.

The net result is that it's pretty pointless trying to use psych to prevent drone riots with the university [you can create non-psych specialists and they'll do as much good - which is to say they will remove one drone *themselves*.]

Smeagol posted 05-09-99 06:08 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Yep, you guys are right. The bonus talents turn workers into talents and drones into workers.

Thread ClosedTo close this thread, click here (moderator or admin only).

Post New Topic  Post A Reply
Hop to:

Contact Us | Alpha Centauri Home

Powered by: Ultimate Bulletin Board, Version 5.18
© Madrona Park, Inc., 1998.