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Galaxy forge and Galaxyscenariodef


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#1 SPECTRE

SPECTRE

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Posted 01 January 2014 - 11:05 AM

So the only Bonus at this current point is crystal miners (which isn't even lore friendly.)

We have Onyx, Reachglassed and Reach (reach still breaks the map upon loading)

Some suggestions,

Earth, tactical slots galore, Very very high population culture spread bonus.

Ship decommissioning Yard, (ship graveyard re placer) Increases ship build and repair time.

Ancient battle ruins (forget who suggested this earlier but not my idea) Forerunner hulks offer an extra tactical/civilian research station.

Premier Holiday resort, Population <5 But high trade income.

Major Inner colony, Bonus Culture and Population.

Major Outer colony, Minus culture, Bonus trade, less population.

Major defensive garrison, Bonus planetary health.

Military complex More logistics slots, Bonus health, quicker production.

Insurrectionists, (not my idea also) major reduced build rate, damage to structures, reduced planetary allegiance, and fluctuating population.

Agricultural society - does what it says on the tin.

Fleet rally point, antimatter charges quicker.

Military academy smaller population <10 haven't thought that one through.

Military proving grounds/ testing grounds Bonus tactical, negative population.

Also any chance you can add the marathon to galaxyforgedef?

Thoughts and any additional ideas?


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#2 XtremeRoflcopter

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Posted 01 January 2014 - 11:07 AM

This has been brought up before. There are other bonuses in the mod, just that the only editable one is crystal miners. 


It's easier to work on a map if a lot of Rum is involved...

#3 SPECTRE

SPECTRE

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Posted 01 January 2014 - 11:11 AM

Its not editable, and whenever i use it it crashes/ makes it a non-responsive galaxyforge.

and the other topic http://www.sinsofthe...ype-suggestions is mainly stars

I'm talking about bonus' not just random pick of the litter or having to convert everything into text and wade on through the planets.


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