Ancient Race too powerful?
I've been playing some solo games, and I think I've decided that the Ancient Race racial trait is just too powerful for its price.
In the first turn, you can:
1. Identify the home systems, homeworlds, planet types, and atmospheres of ALL opponents, including neutral races.
To do this, look for medium planets with resources of 100% +/- 5%. If races start with more than 1 home planet, you can even distinguish neutrals from the others (neutrals always start with just 1 planet). The only hitch is the possibility of 2 races close together both on Rock/Oxygen--you wouldn't be able to tell whose planet was whose--but normally they are spread far enough apart to tell.
This knowledge allows you to:[*]plan your expansion/growth/system claiming/empire borders[*]plan a defensive front or early-game offensive attack[*]plan your early trading partners, especially for other colonization types, and even send scout ships straight to their home systems
Obviously, these are all huge advantages.
2. You can also identify every planet in the galaxy with Ruins.
My first colonization ships are always to colonize planets with ruins, even if it takes the ship far away from my home systems. Not only can you get some very cool unique techs, but you can get a huge advantage in early research, getting a big jump in some main research areas that, at this point, would take you many turns or years to develop.
My current solo game (SIEV Gold Demo), I think I've colonized at least 8 ruins worlds, and I'll get at least 5 more once I get Ice Colonization (and its only turn 20!!) I have 4 different unique ruins techs, Gas AND Rock colonization (from ruins, not from trade), and received some great research boost in Physics, Organic Tech, and a couple of weapons areas.
(One ruins planet, incidently, gave me nothing. Was there a unique tech here that I already had? Or was this a bug?)
Proposed Solutions for discussion:[*]Make the Ancient Race more expensive. 2000? 2500?[*]Hide the details of planets. Either until you actually colonize them (don't know if I like this idea), or until you actually get into the system--"sensor range" (other people have made this suggestion: put an "As of 2402.5" -- either the date you Last visited, or some arbitrary "historical" date for Ancient races, but things might have changed since then...)[*]Make the other homeworlds less obvious. With 1 homeworld per race, you're pretty much stuck, but with 3 or more, you could do some averaging. How about a Large HW at 110/92/87, a Medium HW at 88/107/94, and a Small HW at 97/101/108? It averages out, especially if you simply shift research centers to account for the difference (instead of shifing mining facilities)[*]How about: have homeworlds (or maybe ALL colonized worlds?) MISREPORT their %'s - this would be a quick and easy solution to the "find everyone in the galaxy" problem[*]Don't reveal ruins on planets until colonized. (or maybe just until you get into "sensor range"--similar to idea above) or[*]Show MORE planets that HAVE ruins, but FEWER that have any cool new tech to find. Maybe 1/3 have advanced techs, the rest just have stone relics. (I don't know if this reduces the advatage of an Ancient race, it simply reduces the effectiveness of Ruins planets)
What do you think? Maybe the counter argument is as simple as "Well, for the same 1000 pts, you could have THIS racial tech, and look what kind of advantages THIS has..." Any other techs that give you this kind of INSANE advantage for 1000 pts?
[ 23 January 2002: Message edited by: MegaTrain ]
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-MegaTrain-
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