Master of Orion: Winging It Part Three
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- Опубліковано 6 лют 2025
- We're starting over from scratch with a new Alkari game using the same variant.
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Enjoyable first session. I like how the oddball Darlocks are the leaders and the galaxy is more or less split between them and the Silicoids. Interesting times indeed. Looking forward to the next one!
Those bugs.. But in the long run.. U know.. It is an old game, U have played it immensely.. Now u found something new of the game.. Perhaps wan't to try if the bug is consistent.. Like trading 2 planetary thing in one turn and c if it only gives one? Thank u so much for the content. My highschool rly took a hit because of this, Homm 2&3 and Starcon 2. Please name one of ur future planets "Pkunk" :D I just loved them :D And a ship with beams&shields... "Yehat" :D Thnx 4 the content. Watched all of the Moo-series's :D
Oh.. And u were quite lucky not 2 have Darloks&Psilons.. And so unlucky with the Cnn.. Reminds me of that stupid murder of embassador. Why not perhaps turn them off on ur future games?
LET'S GO!
Planetology tech giving boost to production was new to me. I don't recall reading that in any manual.
It increases the production produced by each population point.
At Planetology level 1, each population produces 0.5 BC.
At Planetology level 50 (or 99?), each population produces 2 BC.
In comparison, an operated factory produces 2 BC, so it's far more efficient to spend BC on building factories first since one point of population can operate multiple factories.
All of the above numbers are without considering waste cleanup.
Had no idea, that's pretty cool. Really does highlight the game design efficiency in it's depth.
@@Kralnor Actually, at Planetology level 0, each population produces 0.5 BC. At Planetology level 1, each population produces 0.53 BC which is where the player starts at game start. Each operated factory produces 1 BC, not 2. Hence, with 40 population and 30 factories, the turn 1 production is 40x0.53 + 30x1 = 51.2 rounded down to 51 (not 50). The Klackons are an exception to this as their population production is doubled.
When considering waste cleanup at the outset of the game, it costs 1 BC to clean up 2 factories worth of waste. Hence, the production "tax" on factories is 50% and each operated factory only produces 0.5 BC net of waste clean-up costs, not quite as much as an individual population unit. This is why waste clean up improvements are so important in the early part of the game and why the Klackon production bonus is so powerful. The Silicoids also benefit early in the game by not having to pay to clean up waste but this advantage erodes over time as waste clean-up becomes cheaper for the other races.
@@JohnJNestor-n6p Perfectly explained. Thanks for the corrections!
48:31 ... I've heard multiple times like how the youngsters feel sorry for us old ones 4 them games being so difficult.. But we knew no better.. Imagine playing this as being 12-15y... How difficult it is for Sullla and there were no (well the were boxes.. Like some txt-files could be possibly found) but immensely difficult. And ofcourse we had 2 pirate this shit 'cos poor and no money. Finland (or atleast we were) super poor and it took all the effort 2 get a 286 (when everyone else had 486) :) Times were different..
Games were HARD...
What kind of planet would warrant an immediate Colony ship build pre-maxed homeworld?
Maybe a size 100 Ultra Rich?
Hawk Tuah
Why don't you use a fan patch to patch the bugs?
I can't like the video more than once so I'm leaving a comment.