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  #11  
Old October 18th, 2003, 01:17 AM
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Default Re: Conquest Mod (Under Development)

You are truly a man after my own heart, I had planned something like this but with fewer govs and more of economic focus. However my complete inability to use the modder and unwillingness to dedicate soo much time to it left on my shelf of good ideas never tried. One thing I would like to see (if your open to suggestions) in this mod is a focus on economics and ecology- something thus far looked over, ie., ALL facilities have attributes in population happinness, conditions change, and value change so that as you play your planets and facilities are a dynamic force and you have to steadily adapt your planeteering techniques as well as control a sometimes unruly population. Plus it would add a feel like you really were a leader where every action has an equal and opposite reaction. And of course the facilities and their effects differed from government to government (you can see that this would be a formidable task and so I only had the big three -MONARCHY, REPUBLIC, COMMUNIST- and their three economic counterparts -COMMUNISM, CAPITALISM, PURE FREE-MARKET- as well as three ecological outlooks; RECYCLE(fights pollution), ENHANCE(rebuilds environment), INTEGRATE(depends on pre-existing environmental resources)....OK sorry that was a lot of suggestions as well as an outline of what mine had been but as i said i have very little time myself and to here you(an excellent modder by all accounts) announce these intentions...well i get a bit carried away THX for reading!
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  #12  
Old October 18th, 2003, 01:21 AM
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Default Re: Conquest Mod (Under Development)

Quote:
Originally posted by tesco samoa:
Dictatorship should have minus in produciton
Some dictators increased (Industrial) Production though; such as Pinochet and Stalin.
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  #13  
Old October 18th, 2003, 02:14 AM

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Default Re: Conquest Mod (Under Development)

1. Your definitions of Monarchy and Tyranny don't suggest any real differences between them other than the likelihood that power in the Monarchy is inherited. Without any other differences between them, I wonder why the Monarchy should have a Trade minus and the Tyranny a bonus; the Monarchy get a Happiness bonus and the Tyranny a minus; and the other differences in Ground Combat and SY Rate. What do you see that makes them different in these attributes?

2. The Communists get a -bonus- in production?

3. I'm not seeing a big definitional difference in Theocracy vs. Religious; however the difference in Happiness (Theocracy -10, Religious +10) suggests that maybe not everybody in the Theocracy follows the same religion as the ones in charge of the government? If they are all true believers, why would they be unhappy?

4. I don't really see a connection between the goals of an Imperialistic culture, as you define it, and the the various plus and minus areas.

5. I understand the political difference between a Democracy and a Republic; I don't really see why this would result in the difference in their plus and minus areas. Why would the Republic be better at Research, Happiness, SY Rate and Repair, while the Democracy is better at Production, Space Combat and Ground Combat?

6. Some of them seem to be apples and oranges - some are political labels, some are more economic, others are attitudes such as Militaristic, Imperialistic, Isolationist. Although perhaps you intend to represent the one factor that is most important in summarizing a culture, so that while you might have several monarchies that are both imperialistic and capitalistic in nature, their label would depend on which aspect of their culture was most important: their form of government, their economy, or their imperialistic attitude?

I hope not to be over-critical, just to help you refine your concept a bit, perhaps.

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  #14  
Old October 18th, 2003, 02:38 AM
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Default Re: Conquest Mod (Under Development)

A Theocracy should have -10 in research, not +10. New ideas threaten the rule of the church (or whatever), and are suppressed. There is a plethora of evidence for this throughout history. Why do you think the Fundamentalism government in Civ 2 gets -50% to tech advancements? Also, their people would be happier, as they are closer to the gods than others are and all. Also, I'd give them massive bonuses to ground combat, as you can't get any better than fanatical troops willing to die for no reason, just cause you ask them to.

Also, why does a Republic get -5 to combat, and Democracy gets +5? What is the reasoning behind that?

[ October 18, 2003, 01:41: Message edited by: Imperator Fyron ]
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  #15  
Old October 18th, 2003, 04:03 AM
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Default Re: Conquest Mod (Under Development)

I like everything you guys are saying. I loosely based these cultures off of an on line game I played a few years back.

Please keep in mind that these cultures are not set in stone, they are just the starting point. I can change things around as more logical approaches become clear. I can even drop cultures that are redundent.

The info you all have provided is an utter gold mine to me. Thank you.
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  #16  
Old October 18th, 2003, 04:20 AM
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Default Re: Conquest Mod (Under Development)

I suggest you remove all specific monothesitic references from the Theocracy and Religious ones (why are they different, anyways? A "religious" government is necessarily a theocracy...). The vast majority of the people on this planet are polytheists, not monotheists. There is no reason to assume that all alien religions would be monothesitic (nor polytheistic). Being a bit more generic would IMO be a good thing.
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  #17  
Old October 18th, 2003, 04:24 AM

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Default Re: Conquest Mod (Under Development)

Although it is cleaner looking and more convienient to use set amount of bonuses and penalties (ie, +20 / -10), the various traits are not balanced. For example, +10 in space combat is worth far more than anything you could put in repair. See PvK's Balance Mod for discussions on this.

However, if you wanted to keep it simpler than PvK's point system, you could probably group the traits in three categories, and give equivelent bonuses per Category. For example, here's how I'd group the traits (without putting too much thought into it):

Good: Space Combat, Maintenance, SY Rate
Fair: Production, Research, Happiness
Poor: Intel, Trade, GroundCombat, Repair

Then, if you assign a +10 to a Good trait, you should assign a -5 to one of the remaining Good traits.

This should give you sufficient variation to choose from, I would think, and you could still keep the culture types fairly balanced.
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  #18  
Old October 18th, 2003, 05:06 AM

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Default Re: Conquest Mod (Under Development)

I hope that as well as better fighter roles--that also the role of troops can be added. I dont enjoy spending a colony ship--then transporting population--and reasearching planet defenses--just to have a ship or fleet waltz in and bake the planet to a cinder. While i do agree that certain races and or ideoligies do in fact destroy planets--- the use of troops to conquer an inhabited world is key to me--so i hope to see this))).
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  #19  
Old October 18th, 2003, 05:19 AM

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Default Re: Conquest Mod (Under Development)

my thoughts

Fascism should have a minus to happiness and a plus to intel

Isolationist perhaps they could be your neutral

i do not understand why religion has the minus for reseach... ( a religous tech tree would be really cool )and Theocracy has a plus ???

Hmm.... it is a good start though.
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  #20  
Old October 18th, 2003, 06:07 AM
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Default Re: Conquest Mod (Under Development)

Quote:
The vast majority of the people on this planet are polytheists, not monotheists.
vast majority? doubt that.
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