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March 27th, 2001, 08:22 PM
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Corporal
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Join Date: Mar 2001
Location: lansing,michigan, usa
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conquered races
It seems to me that conquered races should use more of their own empire stats, minus any cultural baggage, some should breed slowly, while others breed like rabits, some should work faster as shipbuilders, and some should man the best warships. I know that some of this would be hard for MM to implement, especially determining which ships have what kind of crew, but in the end it might be well worth it. What does everyone think?
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March 27th, 2001, 08:44 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: conquered races
In theory, yes.
Combat bonuses, certain abilities like advanced storage techniques and all the racial tech trees, and so forth probably would need to be VERY carefully balanced. For instance, if you capture a Cue Cappa colony ship with 4M people, and build a colony with it, should you be able to research psi tech with all your RP? Should you be able to assemble psychic ships elsewhere? On crews, where does the crew come from when you build hordes of ships/bases in deep space? And so forth. Tricky.
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March 27th, 2001, 11:57 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: conquered races
Some of the racial characteristics do carry over. I conquered the Phong in one of my current games and they still have the high Environmental Resistance that I gave them. Characteristics like production or research abilities are harder to carry over, I think. How do you calculate the research on a planet if it has several different races? What would be better is if the conquered races retained some memory of their identity, so that their empire of "origin" if it still exists can incite planet rebellion on worlds with this race much more easily and they are much more likely to join that empire than go independent.
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March 28th, 2001, 12:21 AM
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Corporal
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Join Date: Dec 2000
Location: Irving,tx,usa
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Re: conquered races
Excuse me sir but this lowly corporal begs to differ with the colonel.
I just ran a test in 1.30. I created a 150% resist race and a 50% resist race and gave them the same reproduction rate.
I then procceed to have the 50% race capture a 150% races colony.
The reproduction on a unpleasant world before this was @ 20% for the 150% race (Mood happy). After the 50% race captured the planet with troops the reproduction rate was 0% at happy and the next turn was 3% at jubilant.
I then colonized another planet with the subject 150% race and got very little growth on it as well.
To me it appears that environmental resistance in 1.30 does not carry over to the new owning race.
I can upload a gam if you want to see my test
[This message has been edited by Hydraa (edited 27 March 2001).]
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March 28th, 2001, 04:03 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: conquered races
Well, there was a difference in the game I am currently playing. Whether that's because of a change in this beta, or because of something I did in the text files, I don't know. The Phong do get a reproduction bonus on worlds with 'unpleasant' climate compared to my original race. I can't reload this game with 1.30 so we'll have to wait for the next patch to see if it works for you. Of course, it might be that the Phong simply have a higher base reproduction rate than my race? I haven't looked.
[This message has been edited by Baron Munchausen (edited 28 March 2001).]
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March 28th, 2001, 05:21 PM
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Private
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Join Date: Jan 2001
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Re: conquered races
One thing that definitely does NOT need to carry over is vulnerability to plagues. If you conquer a race that has Mechanoid as a racial trait, they shouldn't be able to become sick because you as the conquerer don't have that trait.
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