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Starting resources: Low
Starting planets: 1
Home planet value: Good
Score display: allies only
Technology Points: Low (50000)
Racial points: Medium (3000)
Quadrant size: Medium-Small (depends on ammount of players)
Event frequency: Medium
Event severity: Catastrophic
Technology cost: High Back to top
High tech cost will make for a very slow game. It also makes low tech points quite pointless (pun intended). If you're worried about tech swaps speeding up or unbalancing the game too much, you could disable those. Back to top
I played 4 games with this settings and liked them. Low tech points provides you choise:
1) bombardment + one more cheap tech
2) or not full use of tech points, but posibility of future trade (sensors, engine e t c)
In games i played even high price were too low - there were players with emissive armor and players with armor lvl3-4, at medium price that players would reach maximum too fast, technological difference will be even higher. (medium or low price always unbalance game a lot and makes retrofit problematic)
In "Unnatural Selection" game my development became so fast, sthat i had no posibility to retrofit all my ships even ones in 6 turns, researching each turn 2-4 important technologies + trades.
Medium starting points will provoke a lot of trades, the fastest player with good trade abilities may find most of contacts fast and may became technological leader because of this trades, farther trade may become problematic.
Size of galaxy will be low or medium, so this slow development will work for some racial technologies, that may be a reason for medium starting tech points.
I think i will put question about medium tech points at game forum for voting, as far as it is not vital factor. Back to top
Well yes, the tech trade rules make the biggest difference. The most unbalancing in any game will be the swapping of colony techs. The ones that meet other homeworld type species last will face a hard time to remain in the game long.
That's why I host a game that allows only for colonization of one's homeworld type. It forces players to consider alliances or invasion strategies from the start and it slows down tech research because you can't colonize that fast. Back to top
i usualy gifting all col techs to empires i have no direct contact with (if i already got all techs).
Colonization tech problem is only half of dificulties - i'm usualy able to colonize much faster then regular player, so the bigest problem is individual speed. Also fastests players almost always get these techs in time, players not able to get ol col techs usualy are totaly weak as SEV comanders.
"Only own planet type" is a good solution, but only posible for big ammounts of players with equal ammounts of planet types, even with 9 players that would be 3 alliances where 1 of them will not last long. Also only 1 "leaver" can kill such game. So i made my team game "Hellstorm" without this rule and the game continued until last alliance surrendered.
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