If being like the original is the ultimate goal, then:
1) The pirates should be able to show up in round 12. They did on the C-64 version (dunno about the Atari version). it would def ad an element of surprise :-) I know it did when they hit the first time on the C-64 in round 12. both the pirate ship and the colony ship could "land" on the store in the C-64 version at the same time because they actually landed in different spots.
2) anything else?
The pirates never showed up in round 12 in the original.
As for what's missing.
- three high crystite deposits. (as opposed to four)
- food and energy requirements in the 12th round. To have enough food in the 12th round meant that you needed 1 unit of food for each plot. Energy was needed at a rate equivalent to the number of non-energy producing plots. Believe it or not, this changes late game strategy a lot.
- Smithore prices when not spiking were assigned values based on a $7 variation. 22,29,36,43,50,57,64,71, and 78 were the variation numbers when smithore was not scarce. I'm not sure if 15 and 85 were a part of the variation, since they would have occurred extremely rarely in any event.
- Crystite prices are correct. Although auctions were skipped in the event there was no production.
- Pub gambling is a tad high in the early game. AI regularly wins more than $200 in the early game pub.
- The original pirate ship was cooler in the original, and the sound effect of the pirate attack was also cooler. The same applies to all the events. Make the events sound more sinister, like the original.
- It's hard to tell when there is a sunspot activity, because every production round now seems to say "energy at 100%," even when there isn't a sunspot activity. Should it say energy at 200% in the event of a sunspot activity. Maybe I didn't notice.
- The store is correct.
- The AI was better, largely because it can catch the wampus now, and it gets really good results at gambling in the pub. Other than that, the AI seemed to make bizarre choices, like making 8 plots of food when food wasn't at a high price. They played better than the Nintendo version (but worse than the commodore version)
- The AI seems to have a lot of time on its hand. For instance, I've seen an AI player do this much in a given turn. It would develop a plot of land, then catch the wampus, then assay three plots of land, then gamble at the pub for a large sum of money as if it didn't use up any of its time. That is a lot, particularly variable is the time it takes to catch the wampus. On top of that, the pub gambling after the AI did of of the above stuff, and then won about $200 in the first round. Pub gambling in the 1st round was usually about $50 if you've used up most of your time. You'd get about $100 in the first round if you used up a small amount of time, and that is if you're lucky. $200, is a bit much in the early game.
- The AI failed to purchase enough energy on a few occassions where it could have relatively cheaply. One time an AI player was short 3 units of energy and it sat of the $2x dollar line (I think around $28 or so) and that was the highest it was willing to bid for energy when it was short. Of course the old AI had the opposite problem, paying $300 per unit of food and the like.
- In the classic version the maximum number of times any event could occur is as follows.
From
http://www.smithore.com/eventstats.phpOut of 1093 games, each of these events occurred a certain number of maximum times. For instance pest attack occurred 4 times in two out of 1093 games. Meteor Strike happened 3 times in three out of 1093 games.
Pirate Ship:
2 x
(in 301 Tournaments)
No. 1091
Pirates take all crystite
Sunspot Activity:
3 x
(in 150 Tournaments)
No. 1089
Energy output is increased
Acid Rain Storm:
4 x
(in Tournaments)
No. 883
Food output up, energy reduced
Pest Attack:
4 x
(in 2 Tournaments)
No. 580
Meteorite Strike:
3 x
(in 3 Tournaments)
No. 1080
Meteor makes new crystite deposit
Fire in Store:
3 x
(in 345 Tournaments)
No. 960
All the stock in the store is lost
Planetquake:
4 x
(in 4 Tournaments)
No. 716
Mining production half of normal
Radiation:
3 x
(in 14 Tournaments)
No. 1082