Shark7
Posts: 7937
Joined: 7/24/2007 From: The Big Nowhere Status: offline
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This is going to be a long post, bear with me... Special Abilities: the special ability should be the factor that makes each race unique in the universe. They can range from none to two. Not all races are 'special'. Here is what I would assign. Not all special abilities are good, and some can offer a strength in one area but a weakness in another. - Adaptability: Races with this ability can easily adapt to planets that are not of the ideal type. This is basically a +1 bonus to colonization tech, allowing the species to colonize worlds 1 'level' above current tech level, though at a penalty of slower growth.
- Merchant Society: Races with this ability get a bonus to economy development. The private economy will get a 33-50% bonus, which leads to a bigger tax base.
- Pacifist: Races with this ability try to avoid war if at all possible. They are more likely to agree to unbalanced diplomacy to maintain the peace.
- Toughness: Races with this ability get a big bonus to troop survivability. Troop power gets a boost.
- Curiosity: Races with this bonus are naturally inquisitive and get a permanent 10% bonus to research that stacks with other bonuses.
- Industrialists: Races with this ability get bonuses to building speed and mining efficiency.
- Warmongers: Races with this ability are only happy when they are at war. War weariness works inversely to the way it does with normal races. IE long periods of peace will lead to unrest and unhappiness.
- Engineers: Races with this ability get a 20% bonus to ship size (IE starting size is 276 instead of just 230).
- Strategists: Races with this ability gain bonuses to ground combat.
- Tacticians: Races with this ability get a bonus to ship power and defense.
- Tribal Society: Races with this ability suffer from a weak central government and are more likely to suffer revolts or civil wars when happiness declines.
- Harmony: Races with this ability tend to be happier on average and more agreeable to diplomatic offers.
- Entertainers: Increased tourism profits.
- Isolationists: Race is less likely to agree to diplomacy.
- Militaristic: Races with this trait maintain larger militaries than average, but don't necessarily go to war more often. Bonues to fleet and troop maintainence costs.
- Social Order: Races with this trait know their place in society, and are less likely to revolt or suffer civil wars.
- Antagonist: Races with this ability tend to ignore borders and are more likely to use spies and attacks to annoy their neighbors.
- Loyalty: Races with this ability are far less likely to break treaties once signed, and are difficult/impossible to convince to go to war against an ally.
I'm going to add this here as well, is it does fall under species characteristics: Casus Belli: How other species naturally feel towards each other. This is my old Love/Hate example from one of the wishlist threads. To make it breif, this is a setting above the normal relations table that will determine how two races react to each other. Races that love each other will be very easy to form treaties with, races that hate each other will be very difficult...and if races hate one another, diplomatic gifts have little to no effect. And thirdly, in the race file is how we need to determine how races treat conquered alien races: - Assimilation: No changes from current in game post conquest happenings. Races are eventually assimilated into the empire and become productive members of society.
- Annihilation: Wiped off the face of the planet.
- Forced Labour: Unable to leave planet, economy boost from the 'free' labour to operate any mines.
- Quarrantined: conquered race is kept on home planet and never allowed to leave.
- Consumed: Alien population slowly dissapears as the conquering race 'eats' them. This sets up a possiblity of parasitic races.
- Banished: Alien population is forced to leave the planet and go elsewhere...where, we don't care, you just can't stay here!
I relize some of this is rehashing my wishlist items, but it never hurts to get it back into the discussion...fresh on the mind, so to speak.
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Distant Worlds Fan 'When in doubt...attack!'
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