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January 12th, 2001, 06:06 PM
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Private
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Join Date: Jan 2001
Location: Elkton, MD, USA
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Racial Traits/Culture Mod
I changed the point costs of most of the racial traits. I didn't think they were properly balanced as some traits like mechanoids and emotionless I would never pick because they cost too much.
Here the list of what I changed
Racial Traits
Increase:
Advanced Storage Techniques and Hardy Industrialists costs 1500 instead of 1000.
Decrease:
Emotionless costs 250 instead of 3000.
Mechanoids, Lucky, and Natural Merchants cost 250.
Ancient is 500.
and Power Conservation is 750 now.
Cultures
I reduced the cultures down to five and balanced them using my new point system so they all come out the same as neutral. I thought many of the current cultures overlapped too much.
Warrior
+10 Space Combat, Ground Combat
-10 Research, Intelligence, Trade
Scientist
+10 Research
-5 Space Combat
Schemer/Xenophobe
+10 Intel
-10 Happiness, Trade
Worker
+10 Production, Happiness
+5 Ship Yard
-10 Research
-5 Space Combat
Merchant
+10 Maintenance, Repair, Trade
-10 Intelligence
-5 Ground Combat
-1 Space Combat
Racial Advantages
Increased Intelligence, Cunning, Reproduction, Mining Aptitude, and Construction to 50 points instead of 25
Lowered Repair, Farming, Trade, and Environmental Resistance to 10 instead of 25
And left all others the same except for Reproduction where I changed the minimum to 80 instead of 91.
Of course this is just the first Version so it may not be any more balanced the the default settings. Please let me know if you think some of these costs are not balanced. I wanted to make the cultures more distinct and ideally be friendly with other cultures and enemies of others. For example the merchants would have a hard time dealing with the xenophobe culture because of the difference in Intelligence point modifiers but may be friendly torwards workers and scientists because of the trade benefits.
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January 12th, 2001, 07:29 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Racial Traits/Culture Mod
Emotionless 250??? Why?
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January 12th, 2001, 09:09 PM
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Private
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Join Date: Jan 2001
Location: Elkton, MD, USA
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Re: Racial Traits/Culture Mod
I put emotionless at 250 because you loose the +20% production bonus for jubilant planets. It seemed to me that that would hurt you more than losing the negative happiness penalties as you do not experience them as much. There could be something that I am missing though. I don't think there are any way to gain advantages with the price of angering your people. (other than not building a urban pacification center).
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January 12th, 2001, 09:32 PM
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Lieutenant General
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Join Date: Dec 2000
Posts: 2,555
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Re: Racial Traits/Culture Mod
I thought the same thing before. However, somebody posted here that if you have Emotionless race, your morale is Jubilant not Indifferent. That would mean that you ALWAYS get that bonus. If that is true (haven't tried it myself) Emotionless is quite powerful and worth 3000 points. I suggest you try it and see it if it's true before changing that cost.
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January 12th, 2001, 09:49 PM
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Join Date: Jan 2001
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Re: Racial Traits/Culture Mod
Yup you are right I just tested it. It says emotionless for mood but in the abilities screen it says +20% for population happiness, I didn't see that before. So I'll guess I will put emotionless back at 3000 then. Thanks a lot!
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January 13th, 2001, 12:39 AM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
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Re: Racial Traits/Culture Mod
One more thing reproduction defaults to 10% per year so if you decrease it to 80 you will actually have a -10% reproduction before bonuses from happiness effect it. Small planets that get unhappy will die off fairly fast. 91 on reproduction actually comes out to 1% growth per year before bonuses so that is why that is the limit.
[This message has been edited by Tomgs (edited 12 January 2001).]
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