Tc generation: none

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Sunrise Samurai
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Tc generation: none

Post by Sunrise Samurai » Sat May 05, 2018 12:48 pm

Disables TC generation. Instead, players start with a command center (on land) or capital ship (in space) containing a worker/technician, and a resource gatherer/supply ship next to it.

Resource gatherers and supply ships are expensive vehicles/buildings/spaceships (depending on race and land/space) that only serve to increase building capacity as a tc would​, and​ must be built by workers/technicians.

Command centers and capital ships are even more expensive, but powerful and can build anything a tc or mega building could. They count as mega buildings.

Production of both is enabled, allowing players to expand their base from a production based system, rather than an exploratory based system.

Mainly intended for space, where it's reasonable to suggest a fleet must be self sufficient and must do without planetary resources. Instead, specific ships gather resources, collect energy, and grow food to supply the needs of the fleet as it moves.

These ships would be almost as fast as the rest of the fleet. 3 speed if compared to SwS, which makes it much slower than fighters, but as fast as any other big ship. This means fighters and fast, light bombers would be very important to chase down a fleeing enemy fleet.
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General Brave
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Re: Tc generation: none

Post by General Brave » Sat May 05, 2018 3:07 pm

Nice idea.
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Midonik
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Re: Tc generation: none

Post by Midonik » Sat May 05, 2018 3:09 pm

Might need a little Daniel's work. Once we get playable game, we can think of that.
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Savra
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Re: Tc generation: none

Post by Savra » Thu Aug 30, 2018 12:08 am

Me like.
Remember to check the unit ready list for AOF to see for any changes.
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