VIDRUAND’S MODIFIED COB

List of Changes made to English Ascend00.Cob

2108-2333 Ship Items to Change:

2144: Wave Scatterer: Changed to 1 power cost for 2 defense (1 1 0 2)

2165: Inertia Negator: Changed to 2 power cost and 50 industry cost

2198: Van Kreeg: Moved from tech 28 to tech 47 (Nanoenergons)

2201: Nanotwirler: Moved from tech 47 to tech 9 (where Sub Scoops are)

10 to 40 power cost and 100 to 10 industry cost

2213: Brunswick Dissipator: Changed 15 to 90 power cost.

2222: Smart Bomb: changed from 15 to 2 damage; 30 to 90 industry cost.

2249: Myrmidonic Carboniser: changed from 4 to 8 power cost

2291: Disintegrator: Changed 25 to 90 power cost.

2294: Lane Endoscope: Changed tech 58 to 6 to allow it where Xenos were,

changed from 10 to 8 power cost.

2333: Hyperfuel: Changed from 40 to 30 power and

from 20 to 90 industry cost

 

7598-7713 Planetary Items Changed:

7613: Colony Base: 2 industry and 2 prosperity (2 0 2 2 1)

7616: Industrial Megafacility: Reduced to 2 industry

7619: Artificial Hydroponifer: Reduced to 75 cost.

7622: Research Campus: Reduced to 2 research

7625: Logic Factory: 1 research, 2 prosperity (like Agris).

7664: Shipyard: Changed from 240 to 120 industry cost.

7712: Xenodig: Changed from tech 6 to tech 58 (Snooping)

The following is the only rule that really needs to be used with the new cob:

Banned items:

  1. Nanotwirlers
  2. Self Destructotron
  3. Invulnerabliser

 

The following is the suggested play style to be used with the new cob for experienced players:

300 Turn start

Hostile Antag

3 species

 

Rules for setting:

  1. Turn penalties, in addition to the 300 turn start penalty:
  2. Dubtaks: +200 turns

    Mebes, Govorom, Minions: +100 turns

  3. Leave one space free for each colonization module placed on the ship. This means, one module needs 2 slots.
  4. Only 1 planet allowed on micro management (MM), all others on self management (SM): Once you are allowed to switch this MM to another planet and place your home planet on SM. If the planet you are manually managing is invaded, you may switch to another planet. Ship building and repairing (re-designing) is allowed on the actual MM planet only.
  5. Ship restrictions: No more than 4 attack ships in any system. No more than 10 ships at any one time.
  6. (optional) Research Xenos last

 

 

Comments:

Nanoshells as original? Or 0 4 ?

Do you think, we need the 4 attack ship limit, when we have the 10 ship overall limit? I prefer not. Then, no necessity to define attack ships.

Usually, the one MM pl is much stronger than any SM pl, that re-invading the MM pl is preferable to another switch.

I would prefer to stick to the rule: One switch only (even when invasion occurs)! Otherwise, misuse is possible: If a second switch is allowed after invasion, you could abandon all pl defence on your MM pl and let enemy invasion ships take it without resistance. Then make your switch and reinvade the former MM pl again, putting it on SM. Like this, as many switches could be done as the cheater likes.

If invasion of MM pl occurs, one has to reinvade it to be able to have an MM pl again. Or do your switch, in case you still haven’t switched.

Suggestion:

.3) Only one planet allowed on micro management (MM), all others on self management (SM): For one time you are allowed to switch this MM to another planet and place your home planet on SM. If you have done your one switch already, and your MM planet is invaded, you have to re-invade this lost planet to have an MM planet again. Ship building and repairing (re-designing) is allowed on the actual MM planet only.