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| | Re: CP Limits (was RE: Bubble Gum Crisis: A Great Game)
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| Okay, that's a good point, Joe. I guess I was more *thinking* that lower CPs translated into lower unit counts, and that's probably flawed. To be honest, I think what I'm driving at is how to make the game turn a bit quicker? More bang for the buck. (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
| | | | Re: CP Limits (was RE: Bubble Gum Crisis: A Great Game)
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| I have to agree with Joe. I used 1200cp (more than I was supposed to) for this game and I was able to finish all of my turns within 15 minutes. I did this by reducing the number of troops that I had to move, the number of attacks per turn, and (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
| | | | Re: CP Limits (was RE: Bubble Gum Crisis: A Great Game)
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| Actually, Shaun and Wayne, I think you've missed the important point. I don't think it has solely to do with small CP caps, but rather the number of units. While the CP limit can clearly influence the number of units you can create, in a game like (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
| | | | CP Limits (was RE: Bubble Gum Crisis: A Great Game)
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| (...) <SNIP> (...) Actually, I think limited CP is always a good idea (and I'm always happy with TL5+). With this many people, it's really *necessary* to have lower CP. It's about the only way we can squeeze this many turns in. Most of the games I (...) (21 years ago, 16-Sep-03, to lugnet.org.us.nelug, lugnet.gaming.brikwars)
| | | | Re: Thoughts on a multi-sector organisation for security and development
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| (...) The cities of Spraw can also serve the diplomats' needs, and civilians can move in to cater to the diplomats, which will then start the repopulization of Spraw. We agree with this idea of Mr. Highflyer's. -*-New Republic Civil Command & (...) (21 years ago, 15-Sep-03, to lugnet.gaming.starship, FTX)
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