8/13/2023 0 Comments Oolite wiki anarchyIn 1.80, that's changed - it gets regular raids from the nearby anarchies, and has extremely well-armed Viper Interceptor patrols paid for by the wealthy system government who try to intercept the pirates as soon as they jump in. Previously, though, if you've actually visited Xevera, there's not been anything in-system to distinguish it from any of the other Tech 15 Rich Industrial Corporate States. On the ClymAngus maps of chart 5, Xevera, a Tech 15 Rich Industrial Corporate State, is surrounded by five Anarchy systems in jump range, and the label on the chart just says "The Siege Worlds". Previously, one Corporate State was much like another - economy had a small effect, but only a small one - but there's so much more potential in the maps. One of the things we wanted to do with this release was use the variety already in the galaxy maps a bit more. make a couple of high-tech Anarchy systems) There are various expansion packs which add extra distinctions, add additional ships or stations only to certain government types, or modify some of the above rules (e.g. Tech Level tends to be better nearer the Corporate end of the line (which affects the ships which police use, among other things), as are various other parameters such as population or productivity which have little or no in-game effect. Anarchy and Feudal systems do not have Rich Industrial, Avg Industrial, Rich Agricultural or Mainly Agricultural economies rock hermits in systems near the Anarchy end are more likely to be covertly or even overtly sympathetic to pirates the Corporate end pays higher bounties for captured pirate escape pods police and bounty hunters will attack Offenders with lower bounties near the Corporate end of the line pirates may raid systems closer to the Corporate end than their home system bounty hunters may raid systems closer to the Anarchy end than their home system certain extremely dangerous pirate types are only generated in Anarchy systems governments near the Anarchy end of the line generate more and better equipped pirates, assassins and smugglers ![]() governments near the Corporate end of the line generate more and better equipped traders, couriers, bounty hunters and police ![]() the governments are in a line from Corporate to Anarchy In the basic game, there are relatively few differences (which, by and large, you've basically spotted as "much more dangerous"):
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