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Old June 17, 2001, 12:23   #1
bigphil
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ideal settings for a perfect game
which settings (difficulty, factions, world size, custom rules etc) do u think make a perfect game of smax?
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Old June 17, 2001, 12:38   #2
Iskandar Reza
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what's the point of having a perfect game? you'll just get bored of it by turn 2170 or so. Uncertainty is what keeps the game alive and me on my toes.

p.s: same principle can also be used to pick up girls
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Old June 17, 2001, 14:43   #3
b&i_c
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Well I don't really have a "perfect" setting, I always use random factions, but the settings I like to use are:
Custom Map: 128x256
Dense Cloud Cover
Rare Native Life
30-50% Ocean
Average Errosive Forces
All Victories ON
Do or Die ON
Look First ON
Tech Stag OFF
Spoils of War OFF
Blind Research OFF
Intense Rivalry OFF
World Map NOT visible
Pods ARE scattered
Bell Curve ON
Time Warp OFF
Iron Man OFF
Randomize Stuff OFF
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Old June 17, 2001, 17:49   #4
Ned
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I too endorse worlds larger than huge. They remind me more of CIV. I am currently using worlds of 140x120. This puts some distance between factions, allows lots of ocean, and promotes a builder type game.

I like weak erosive forces. This provides mountainous terrain.

I like double blind research - the game is really unpredictable.

Finally Transcend-Ironman for difficulty.

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Old June 17, 2001, 18:13   #5
Blake
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Gimmie a desert anyday.

Size: Huge (I don't go bigger)
Water%: Medium or High
Erosion: High (almost no tiles above 1999)
Rainfall: Sparse (Dry, doubly dry because of flat land)
Native life: Either Abudundant (hostile planet) or Rare (further promotes the "desert" theme, no planetpearl cash)

Then no pod scattering, no random events.

edit: Playing those settings could be considered "perfect" if you want a challenge (or are me), or a cruel and unusal punishment if your used to rainy/low erosion worlds

Last edited by Blake; June 17, 2001 at 18:44.
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Old June 18, 2001, 12:18   #6
Iskandar Reza
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but....
nothing's perfect
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Old June 18, 2001, 12:39   #7
Lefty Scaevola
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I turn economic victory off because the algorithim breaks when the opponents go over a certain number of cities or population. The amount of money required suddenly resets from astronomical down to zero. it may be related to alogorith for the domininace LINE (not bar) chart which I have seen in a huge builder/run up the score game I have seen bottom twice as the population ran up.
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