terololo
Posts: 15
Joined: 12/20/2013 Status: offline
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Honestly, gameplay-wise, i think 20 races is a little overkill for a 4x game, and most of the difference between races are their victory conditions. Personally I Prefer good ol' Ability Penalties in 4X games to make gameplay variations, instead of Racial Goals/Victory Conditions which i feel very limiting(e.g. you can't play as The "Union of Evil People's Democratic Socialist Soviet Republic of Quameno" if racial goals are enabled). Without Racial Goals enabled, some race just felt like a copypasted, "de-extremed", or "jack-off-all-trade'd" version of others, which i find uninteresting. ---------------------- For me, in DW, races can be categorized into several categorisations: ---------------------- By Foreign Affairs: *Militaristic/Warmongers: Races with major Troop cost/War Weariness Reductions *Neutral: Races without major troop cost/war weariness reductions *Pacifist: Discarding Victory Conditions, there are technically no race that could qualify as pacifist. Negative points are still unmoddable. Utopian Paradise Races could be categorized into Pacifist though, but Government Types are always optional. By Internal Affairs: *Moneymakers: Races with major income bonus, with Teekans as the most obvious. *Researchers: self-explanatory. *Builders: Low maint, huge ships, fast construction, fast mining. Builder races can build many things fast, cheap, and HUGE.(Ackdarians is the most obvious example) *Spies: Major bonus on intel operations. So far only The Ketarov Comrades qualify for this. *Diplomat: Race with diplomatic events and major Ambassador bonus(Securans, mostly) I put Happiness and Pop Growth in another independent variable groups since they affect many things. ---- Well, i guess this is the end of my rant, i still love the concept this game tho, can't wait for the more moddable universe expansion! :P
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