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Old October 26th, 2004, 02:56 AM
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Default Making a (Much smaller than the Last one) mod

Those of you who were around for that fiasco know I started a mod where each item was 10% more effective than the Last and had which had my own engine mount QNP. This resulted in 160-180 types of ships and engine mounts. Suprisingly, I managed to avoid burnout long enough to get a sorta-playable mini way-before-alpha Version out.

Well, a few days before Starhawk posted his Ascendancy mod, I came up with something along the same lines as his. So, I'm posting this idea file to avoid overlap and accusations of copying. I looked through his adea post again and it doesn't look like we've got any collisions, so

I will, however, cheerfully steal his idea for how to post the data. Unless he objects or something.

I call it the 'Race Styles mod', because I'm not good at coming up with names. Races have three designators for how high there tech goes in something, bad: level 7, average: level 8, specialty: level 10.

There will be no intelligence projects. I don't like seiv's intelligence projects, so I'm dropping them.

These are all the race styles that come to mind. I may add more, suggestions are always welcome.

Nomads: All their tech is 0.7 of normal in cost. Half-done.
Ships: Small, cheap, fast. Level 7
Engines: Two types, strategic and tactical. Tactical engines provide combat bonus movement at a high supply cost. Level 10 tactical engine ships will probably require a dedicated supply ship for each tactical ship. Level 10
Missiles: Long-ranged, low-powered, ok spread of types. Level 7
Beams: A couple of short-ranged, high-powered beams. One for ripping shields, one for blowing apart armor and ships(Quad to shields and Quarter to shields). And I do mean short-ranged; range 2 to start. Level 7
Cargo and Supply: Level 10, best in the mod.
Resources: Not very high production, 70% to production and cost. Level 7
Research: Low-powered, 58.3_% to production and 70% to cost. Level 7
Planetary Improvement Tech: Expensive, not very effective.

Pirates: Maybe.

Marauders: Mini-monsters, basically. Especially short-term.
Ships, armor and beams: Small, cheap, not very good. Level 7
Resources: Massive production, but each facility lowers planetary value by 1%. Also, each resource facility has a lot of storage. Level 7
Planetary Improvement Tech: Expensive, only 1 level of each facility, facilities drain resources.
Research: Bad.

Imperialists: Starts out as a basic 'warring faction'.
Ships, shields, armor and beams: Well-rounded, able to fight at any distance and anything effectively, not very many or no special weapons. Level 10.
Resources: Suck. About 50% of normal. With some very, very expensive system-wide facilities thats the equivalent of putting a 'kick me' sign on the planet, it can go up to about 80-85% of normal. Basically, the idea is that the facilities, at least in that sector, transform your warring faction into a real government that takes your citizens needs at least somewhat into account. Level 7
Research: Bad. About 70%. Level 7
Planetary Improvement Tech: Expensive, average effectiveness.

Industrialists: Basically, the opposite of imperialists.
Ships, armor, missiles and beams: High-power, tough, low-range. Level 7
Resources: Best in the mod. 150%. Level 10
Research: Not very good, 80%. Level 7

Merchants: More for role-playing than conquering the galaxy, merchants have a wide range of average stuff. All merchant tech goes to level 8. I'm going to do this one Last.
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