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- Newsgroups: comp.sys.mac.games
- Path: sparky!uunet!cs.utexas.edu!asuvax!ncar!niwot.scd.ucar.edu!charlesa
- From: charlesa@niwot.scd.ucar.edu (Charles Albrecht)
- Subject: Re: Letter to Changeling (long)
- Message-ID: <1992Dec28.170435.28205@ncar.ucar.edu>
- Summary: Colony Spending = Colony Growth
- Keywords: Colony spending
- Sender: news@ncar.ucar.edu (USENET Maintenance)
- Organization: Scientific Computing Divison/NCAR Boulder, CO
- References: <1992Dec27.231021.170566@bmug.org>
- Date: Mon, 28 Dec 1992 17:04:35 GMT
- Lines: 26
-
- In article <1992Dec27.231021.170566@bmug.org> Jimmy_C._Tso@bmug.org writes:
- >Jason Ehrlich,jason@retina.anatomy.upenn.edu writes:
- >
- >> What does colony spending do? The manual says it speeds up
- >> progress towards becoming a homeworld, but a homeworld is just
- >> a colony with a port.
- >
- >I think when you have a colony, you need to pay for its uptake, but
- >when you have a homeworld, it generates taxes for you.
- >
- >My question is: what stops you from making every colony a homeworld? There
- >doesn't seem to be any penalty to making a colony a homeword and every reason
- >to do so.
- >
-
- An increase in Colony spending increases the reproduction rate of the colony
- (see page 42, it's too bad they didn't repeat this on page 78). As soon as
- I can get them, I'll use Seeds or Taxis (or Deliverers...) to colonize
- other worlds. I can land them one turn and start developing on them the
- next. Assuming I can afford it (one thing that could stop you), I'll
- turn it into a Homeworld as soon as the population gets to be around 15,000.
-
- -Chas
- charlesa@ncar.ucar.edu
-
-
-