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-   -   Primitives for proportions? (http://forum.shrapnelgames.com/showthread.php?t=9247)

Dingocat85 May 3rd, 2003 10:16 PM

Re: Primitives for proportions?
 
Quote:

Originally posted by QuarianRex:
Dingo,

Why do you think that primitives would have cultural unity. Usually, the less advanced a culture, the more isolated and fragmented it is. I'm not sure why you would think that they would be acting with one mind, one voice.

As far as never surrendering, primitives may be a little technologicaly backward but they are not stupid. Courage and bravery mean nothing when your foe opens up the heavens and liquifies a small continent with a hail of APB XII's (or even just the threat of such). As for why you would bother keeping them around, that all depends on how you are simulating the primitives.

<font size="2" face="Verdana, Helvetica, sans-serif">At least the way it looks (on earth) to me, the more primitive people are, the more zealous they *tend* to be. Off the top of my head, some examples are the Aztecs, The Crusades, and Emperor-worship in both Rome and Egypt.

However, as society has progressed, it has become less and less dangerous to speak out against your government. From teachers on strike to the French Revolution, people rally together in Groups, demanding that they get their 'fair share'. Sure, living conditions are a lot better than they were back then...but people now have the chance to voice their disapproval, and anti-government feelings are not suppressed by survival instincts.

I'm no historical expert, I could be entirely wrong. And of course, there are exceptions - WWI/WWII Germany, Communism, Dictatorship - there are plenty of oppressive governments in this day and age. Not to mention the fact that this isn't a game of competing humans, it's competing alien species...their mindsets could be completely different from ours.

Why not have some races be surrender-prone, and others be stalwart never-surrender zealots?

[ May 03, 2003, 21:18: Message edited by: Dingocat85 ]

PvK May 4th, 2003 09:52 PM

Re: Primitives for proportions?
 
Quote:

Originally posted by Dingocat85:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by PvK:
One reason to keep natives alive would be trade. If their production is inferior to yours, they can still receive trade income from full empires, which generates resources which wouldn't exist if they were wiped out.
PvK

<font size="2" face="Verdana, Helvetica, sans-serif">But if you made them surrender, then you would control them entirely, get 100% of their resources, planets, etc. - It ought to be impossible to force Natives to surrender.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I think you misunderstood me. Suppose the primitive produces only 5% of the resources that your empire does. If you conquer them, you will be up to 105%. If you give them a trade alliance, however, you will be up to 101% (after two years), while they will rise to 25%. THEN, you may be able to trade with them to get a good chunk of that 25%, for instance if you have a shortage of minerals but a surplus of orgs, you can trade them 101,000 orgs and get 100,000 mins, or something. Or, you could do intel attacks against them to steal their reserves. Or, you could gift them defense bases that you don't want to have to maintain, but they might... assuming of course you can get them to stay hostile to your enemies.

PvK

ZeroAdunn May 5th, 2003 07:59 AM

Re: Primitives for proportions?
 
It is too bad you can't remote mine alien worlds, or kidnap their colonists.....

You could remote mine their world, getting resources, and then every few years take half their population and move them onto another world, well, it would be suefull if they breathe a different atmosphere.

Loser May 5th, 2003 06:21 PM

Re: Primitives for proportions?
 
You kinda can kidnap colonists. Make a big transport. Make it specifically a 'population transport'. Give it to the poor AI idiot.

The AI minister in charge of population and whatnot will then fill the ship with population, simply because the ship is there and that's what it is for. Then you attack the ship with a Ship Capture capable force. Now you have his kind of population. Blam.

Alternately, I believe you could wait for him to fill the ship, then offer him some really, really cool stuff for it in trade. You should be able to pull that one off without breaking treaty.

Does the AI still trade avidly for large hull ships with no components (other than the obligatory Bridge, Crew Quarters, and Life Support)?

So yeah, you can steal some AI pop now and than, I'm pretty sure.

[edit: The words 'bride' and 'bridge', while close in spelling, are quite different in meaning. Now you know, and knowing is half the battle.]

[ May 05, 2003, 17:24: Message edited by: Loser ]

JLS May 5th, 2003 06:43 PM

Re: Primitives for proportions?
 
Quote:

[edit: The words 'bride' and 'bridge', while close in spelling, are quite different in meaning. Now you know, and knowing is half the battle.
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon10.gif Ain't that the truith http://forum.shrapnelgames.com/images/icons/icon10.gif

PvK May 6th, 2003 12:24 AM

Re: Primitives for proportions?
 
At the Electronic Entertainment Expo in 1999, the catalog of new games on display included a Star Trek game listed as:

Bride Commander

... http://forum.shrapnelgames.com/images/icons/icon12.gif

PvK

JLS May 6th, 2003 12:27 AM

Re: Primitives for proportions?
 
Quote:

edit: The words 'bride' and 'bridge', while close in spelling, are quite different in meaning. Now you know, and knowing is half the battle.
<font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/images/icons/icon10.gif Ain't that the truith http://forum.shrapnelgames.com/images/icons/icon10.gif

'Bride Commander'
http://forum.shrapnelgames.com/images/icons/icon7.gif ~~~exactly~~~ http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 05, 2003, 23:29: Message edited by: JLS ]


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