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	<title>Comments on: Special agents</title>
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	<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/</link>
	<description>Updates on the new version&#039;s design and progress</description>
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		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-541</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Tue, 13 Jul 2010 10:57:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-541</guid>
		<description>Yeah, that would work. Or the cost of having extra agents (beyond 1/planet) could be made high enough as to either discourage recruiting extra agents for the sake of it.</description>
		<content:encoded><![CDATA[<p>Yeah, that would work. Or the cost of having extra agents (beyond 1/planet) could be made high enough as to either discourage recruiting extra agents for the sake of it.</p>
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		<title>By: Absolutis</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-538</link>
		<dc:creator>Absolutis</dc:creator>
		<pubDate>Tue, 13 Jul 2010 10:17:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-538</guid>
		<description>[...]Do you think it could help smaller players compared to big ones, or that it will make bigger players even more powerful?[...]

Well, It should be so that for the first few planets, 1 agent per planet. Then 1 per 2, 1 per 3, 1 per 4 and so on... And after 1 per 10 planets provide no more agents. Also, a building should give similarly, 1 agent per building in he first ones...</description>
		<content:encoded><![CDATA[<p>[...]Do you think it could help smaller players compared to big ones, or that it will make bigger players even more powerful?[...]</p>
<p>Well, It should be so that for the first few planets, 1 agent per planet. Then 1 per 2, 1 per 3, 1 per 4 and so on&#8230; And after 1 per 10 planets provide no more agents. Also, a building should give similarly, 1 agent per building in he first ones&#8230;</p>
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		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-240</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Wed, 26 Mar 2008 10:19:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-240</guid>
		<description>To add to what Ju said, we actually considered resource &quot;creation&quot; for quite a while - having a whole chain of production where obtaining resource Z needs you to process resources X and Y inside a specific factory. However, the complexity added was simply too much: we already plan on having quite a few types of &quot;natural&quot; resources, and the list would have gotten enormous, not to mention the fact that you&#039;d have ended up managing how much of a resource you want to turn into another (as you might still need the original resource for some other stuff).

As for actual trading - Hyperiums. Meh. &#039;nuf said. :p</description>
		<content:encoded><![CDATA[<p>To add to what Ju said, we actually considered resource &#8220;creation&#8221; for quite a while &#8211; having a whole chain of production where obtaining resource Z needs you to process resources X and Y inside a specific factory. However, the complexity added was simply too much: we already plan on having quite a few types of &#8220;natural&#8221; resources, and the list would have gotten enormous, not to mention the fact that you&#8217;d have ended up managing how much of a resource you want to turn into another (as you might still need the original resource for some other stuff).</p>
<p>As for actual trading &#8211; Hyperiums. Meh. &#8216;nuf said. :p</p>
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		<title>By: ju</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-232</link>
		<dc:creator>ju</dc:creator>
		<pubDate>Tue, 25 Mar 2008 10:01:15 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-232</guid>
		<description>Managing various goods and trading them becomes too complex if you rely on a micro-management by the player. If you have a system which calculates production and trades for you for ease of play, it doesn&#039;t bring anything compared to the current system where all this goods production and trade is virtual and where in the end factories make money.</description>
		<content:encoded><![CDATA[<p>Managing various goods and trading them becomes too complex if you rely on a micro-management by the player. If you have a system which calculates production and trades for you for ease of play, it doesn&#8217;t bring anything compared to the current system where all this goods production and trade is virtual and where in the end factories make money.</p>
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		<title>By: Yuckwitte</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-228</link>
		<dc:creator>Yuckwitte</dc:creator>
		<pubDate>Tue, 25 Mar 2008 01:30:37 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-228</guid>
		<description>I am sorry for posting out of context but there was nowhere to post it...

TRADE!
Will you be able to get trade revenue?  Also, if you do (which I think you should) it should be automatically (as in no special &#039;Trader&quot; units) based on the population, amount of goods, links to places without those goods and distance to/from the places without the goods 

Granted, for this you would have to make 30 or so resources that do nothing, except be trade but they could also affect happiness.  Also, you should be able to give/sell trade right to other people, meaning that you could trade with them as well.  

Also, trade/getting goods should affect happiness a little bit, not a lot as there are a lot of different goods, but if you manage to get say 75% of the goods, each planet would recieve like 5% happiness.  The reason it is so small is because trade is mainly to get money :P

Also, this would facilitate the construction of market/port facilities which would allow for a greater amount of goods to enter/leave the port.

Also for goods, I dont know if each planet should have a lot of goods or only a few.  BUT some goods can be created/discovered by science and a base ingredient. (for example, you have the good &#039;Gold&#039; then you research Transmogrification and you have both gold and  hover boards (OK bad example but I wanted to say &#039;Transmogrification&#039;))</description>
		<content:encoded><![CDATA[<p>I am sorry for posting out of context but there was nowhere to post it&#8230;</p>
<p>TRADE!<br />
Will you be able to get trade revenue?  Also, if you do (which I think you should) it should be automatically (as in no special &#8216;Trader&#8221; units) based on the population, amount of goods, links to places without those goods and distance to/from the places without the goods </p>
<p>Granted, for this you would have to make 30 or so resources that do nothing, except be trade but they could also affect happiness.  Also, you should be able to give/sell trade right to other people, meaning that you could trade with them as well.  </p>
<p>Also, trade/getting goods should affect happiness a little bit, not a lot as there are a lot of different goods, but if you manage to get say 75% of the goods, each planet would recieve like 5% happiness.  The reason it is so small is because trade is mainly to get money <img src='http://blog.legacyworlds.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Also, this would facilitate the construction of market/port facilities which would allow for a greater amount of goods to enter/leave the port.</p>
<p>Also for goods, I dont know if each planet should have a lot of goods or only a few.  BUT some goods can be created/discovered by science and a base ingredient. (for example, you have the good &#8216;Gold&#8217; then you research Transmogrification and you have both gold and  hover boards (OK bad example but I wanted to say &#8216;Transmogrification&#8217;))</p>
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		<title>By: Lemorsa</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-209</link>
		<dc:creator>Lemorsa</dc:creator>
		<pubDate>Thu, 20 Mar 2008 02:55:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-209</guid>
		<description>makes sense... yeah, i like it a lot... :)</description>
		<content:encoded><![CDATA[<p>makes sense&#8230; yeah, i like it a lot&#8230; <img src='http://blog.legacyworlds.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: ju</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-190</link>
		<dc:creator>ju</dc:creator>
		<pubDate>Thu, 13 Mar 2008 08:38:27 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-190</guid>
		<description>On the choosing which planets have high counter-infiltration, I think things have to remain logical. If you want one planet to get very difficult to infiltrate, you send several agents with high experience and skills to that planet on a counter-infiltration mission, and that&#039;s it ;)</description>
		<content:encoded><![CDATA[<p>On the choosing which planets have high counter-infiltration, I think things have to remain logical. If you want one planet to get very difficult to infiltrate, you send several agents with high experience and skills to that planet on a counter-infiltration mission, and that&#8217;s it <img src='http://blog.legacyworlds.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Dav</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-189</link>
		<dc:creator>Dav</dc:creator>
		<pubDate>Thu, 13 Mar 2008 08:21:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-189</guid>
		<description>its not really true that smaller players cant do anything to larger ones, me and cyliis are quite small compared to some of the alliances and to a few of the players on top of the rankings but we still do quite a bit of damage.

i love the idea of agents, i dont think there should be limits on them besides wages and experience because some members will want to concentrate all their efforts towards the agents and and a player like that could be a useful tool for a alliance to have...

can you chose what planets have the most anti infiltration? so you could have like your government planets or whatever they are called in the next beta nearly impossible to infiltrate but your rim planets are easy to infiltrate</description>
		<content:encoded><![CDATA[<p>its not really true that smaller players cant do anything to larger ones, me and cyliis are quite small compared to some of the alliances and to a few of the players on top of the rankings but we still do quite a bit of damage.</p>
<p>i love the idea of agents, i dont think there should be limits on them besides wages and experience because some members will want to concentrate all their efforts towards the agents and and a player like that could be a useful tool for a alliance to have&#8230;</p>
<p>can you chose what planets have the most anti infiltration? so you could have like your government planets or whatever they are called in the next beta nearly impossible to infiltrate but your rim planets are easy to infiltrate</p>
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		<title>By: ju</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-180</link>
		<dc:creator>ju</dc:creator>
		<pubDate>Thu, 06 Mar 2008 21:59:44 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-180</guid>
		<description>Well if your empire is big, you have plenty of planets which might be infiltrated and you may not have the resources to have agents on counter-infiltration missions everywhere, so I guess it should do the trick ;)</description>
		<content:encoded><![CDATA[<p>Well if your empire is big, you have plenty of planets which might be infiltrated and you may not have the resources to have agents on counter-infiltration missions everywhere, so I guess it should do the trick <img src='http://blog.legacyworlds.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Lemorsa</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/comment-page-1/#comment-177</link>
		<dc:creator>Lemorsa</dc:creator>
		<pubDate>Thu, 06 Mar 2008 19:05:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-06/special-agents/#comment-177</guid>
		<description>I think that it will be cool. I don&#039;t think that we should limit them either, simply because some players may want to totally focus their researches on their agents, I know i might be tempted to do that myself. Plus having players like this in an alliance would become an essential to counteract other alliances. I think it would be amazing, and it would add a totally knew factor to the game that would be awesome! 

I think that to counteract the bigger players, just make it that the bigger your empire, the easier it is for you to be infiltrated... Ugh, you just got me excited!</description>
		<content:encoded><![CDATA[<p>I think that it will be cool. I don&#8217;t think that we should limit them either, simply because some players may want to totally focus their researches on their agents, I know i might be tempted to do that myself. Plus having players like this in an alliance would become an essential to counteract other alliances. I think it would be amazing, and it would add a totally knew factor to the game that would be awesome! </p>
<p>I think that to counteract the bigger players, just make it that the bigger your empire, the easier it is for you to be infiltrated&#8230; Ugh, you just got me excited!</p>
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