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Soil Enrichment (Fertile and Gaia) |
Posted by: Zeraan - March 9th, 2014, 00:32 - Forum: Master of Orion
- Replies (9)
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Got another question. The technology descriptions states that:
Soil Enrichment - Changes planet to a fertile planet, increases population growth by 50%, and increases max population by 25%, for a one-time cost of 150 BC
Advanced Soil Enrichment - Changes planet to a gaia planet, increases population growth by 100%, and increases max population by 50%, for a one-time cost of 300 BC.
My questions are the following:
What is "fertile planet"? in OSG, the first planet type that fits the category for randomly determining if a planet have fertile bonus is "Desert" planet. So if a planet is "Minimal", does it change to "Desert" (if not, what type does it change to?
I remember that "Gaia" is basically Terran type, but with 200% regular pop growth. Let me know if this is incorrect
How does the "25/50% max population" work? In OSG, it gives the increases in increments of 5. So planets with 105 to 120 base maximum population all get the same 30+ for fertile, as an example. Non-hostile planets with max population of 10 gets 5 for fertile (so it's actually 50% instead of 25%), but gets 0 from Gaia. What's the formula for determining the amount of increase in max population?
And in cases where you have both technologies researched, does Advanced Soil replace regular Soil? In that when you invest in soil enrichment, do you pay 300 BC to get both? Or do you build first before the second, for a total cost of 450 BC? It looks like if you don't have regular soil enrichment, but you build advanced soil enrichment, you get the benefits of the regular soil enrichment as well. So I'm assuming that latter replaces the former. What about the cases when you already have soil enrichment on some planets, and you discover advanced soil enrichment? Do you pay only 150 BC on those planets to get Gaia, or pay another 300 BC for a combined cost of 450, while new planets only pay 300 BC?
Thanks for bearing with me as I try and figure out the intricate details.
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[spoilers] Caledorn gets eaten by a ragtag band of riffraff |
Posted by: Caledorn - March 5th, 2014, 17:27 - Forum: Pitboss 18
- Replies (27)
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So, uhm. Yeah. I wanted to make the spoiler thread. No idea what to actually write here as of yet, but we can always discuss some random stuff like, uh.. Thief? Did any of you play the new Thief? I have played it a little bit, but had to put it away a few days ago because I've had crazy lots of stuff to do.
I guess I can also mention that I am rather inexperienced with writing spoiler threads, so I fear that my thread will get a bit dull with rather informative but not very entertaining posts about what's going on. I'll do my best though at some feeble attempts of witticism etc.
I am completely new to playing with RBMod btw, and the main reason I wanted to join this game was because it's going to be absolutely crazy. Crazy is fun, so yeah. Even if I'm pretty green compared to the RB veterans, I didn't want to miss this one, just for the ability to say "I both played in AND hosted that lunatic 34-player Pitboss over at RB in 2014..." I'll carefully read the RBMod changelog etc - but I will appreciate any pointers about major changes I really should know about from the base game.
That wasn't so bad for a first post where I had no idea what to type? *pats myself on the shoulder*
Edit: My civ password is leo13 just in case someone needs to log in for me, or wants to log in just to take a look around
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Dhal [Spoilers] |
Posted by: Dhalphir - March 4th, 2014, 03:50 - Forum: Pitboss 18
- Replies (48)
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So I got Huayna Capac of England.
A good combo. In a 34 civ game Ind is pretty weak with 34 players, but you get cheap forges. FIN is always good, even nerfed in RBMod. It makes coastal cities very strong and cheap Banks are awesome if you can get that far.
England is a nice civ. The starting techs aren't exactly ideal - Fishing can be a real liability, but Mining is an expensive tech that's nice to start with. If there's a seafood resource as my third or even second capital food, Fishing will be nice, allowing me to grow off a workboat instead of a warrior.
In addition, the change to Hunting as the requirement for Pasturing animal food like pigs means that you will never be in a situation where your worker finishes faster than the tech required for him to do something. This is also an area where starting with mining is nice - there's always a grass hill to mine somewhere if your worker runs out of stuff to do.
Guess I'll be waiting to see my start, but a tentative tech path assuming I have one agri and one hunting resource will be agri -> Hunting -> Bronze Working -> Wheel -> Pottery.
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