Spacers
Hi all
I've been working on a mod to create what I call "spacers", that is, a race which does not like living on worlds at all. I'm trying to think up ways to encourage them to use space-based options rather than facilities.
This race-style is given access to a huge, cheap hull size and the plan is that they build this hull on the first turn, then give up worlds as much as possible. They live in these huge mobile ships.
Like this:
Name := Worldship
Short Name := Worldship
Description := Massive hull, home to a race which prefers to not live on planets. Will need to be modified and upgraded over time.
Code := WW
Bitmap Name := Starbase
Vehicle Type := Ship
Tonnage := 10000
Cost Minerals := 10000
Cost Organics := 10000
Cost Radioactives := 10000
Engines Per Move := 20
Number of Tech Req := 1
Tech Area Req 1 := Spacer
Tech Level Req 1 := 1
Number of Abilities := 12
Ability 1 Type := Combat To Hit Defense Minus
Ability 1 Descr := Bonus to hit this ship size = 1000%.
Ability 1 Val 1 := 1000
Ability 1 Val 2 := 0
Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Dedication of race reduces maintenance cost by 40%
Ability 2 Val 1 := -40
Ability 2 Val 2 := 0
Ability 3 Type := Remote Resource Generation - Minerals
Ability 3 Descr := Automatically mines 500 minerals per turn
Ability 3 Val 1 := 500
Ability 3 Val 2 := 0
Ability 4 Type := Remote Resource Generation - Organics
Ability 4 Descr := Automatically harvests 500 organics per turn
Ability 4 Val 1 := 500
Ability 4 Val 2 := 0
Ability 5 Type := Remote Resource Generation - Radioactives
Ability 5 Descr := Automatically processes 500 radioactives per turn
Ability 5 Val 1 := 500
Ability 5 Val 2 := 0
Ability 6 Type := Solar Supply Generation
Ability 6 Descr := Generates 50 supplies for each star in a system per turn.
Ability 6 Val 1 := 50
Ability 6 Val 2 := 0
Ability 7 Type := Supply Storage
Ability 7 Descr := 20 Thrust per move; has abnormal abilities for it's size.
Ability 7 Val 1 := 0
Ability 7 Val 2 := 0
Ability 8 Type := Space Yard
Ability 8 Descr := Can construct with 1000 minerals per turn.
Ability 8 Val 1 := 1
Ability 8 Val 2 := 1000
Ability 9 Type := Space Yard
Ability 9 Descr := Can construct with 1000 organics per turn.
Ability 9 Val 1 := 2
Ability 9 Val 2 := 1000
Ability 10 Type := Space Yard
Ability 10 Descr := Can construct with 1000 radioactives per turn.
Ability 10 Val 1 := 3
Ability 10 Val 2 := 1000
Ability 11 Type := Component Repair
Ability 11 Descr := Can repair 1 component per turn.
Ability 11 Val 1 := 1
Ability 11 Val 2 := 0
Ability 12 Type := Master Computer
Ability 12 Descr := Cannot be taken over by enemy Alliegence Subverters.
Ability 12 Val 1 := 0
Ability 12 Val 2 := 0
Requirement Must Have Bridge := True
Requirement Can Have Aux Con := True
Requirement Min Life Support := 10
Requirement Min Crew Quarters := 10
Requirement Uses Engines := True
Requirement Max Engines := 12
Requirement Pct Fighter Bays := 0
Requirement Pct Colony Mods := 0
Requirement Pct Cargo := 0
(Still in testing)
To encourage them to give up worlds, they don't get access to normal colonization. They DO get a super-high-expensive colonize-anything component (one planet is much liek another to them)
I have made Normal Colonization a racial trait which they can't choose, and made Normal Colonization a pre-requisite for all of the starting facility types.
This is the spacer's first facility:
Name := Spacer Ground Base
Description := USE ONCE to create worldship then DELETE for pity's sake!.
Facility Group := Space Yard
Facility Family := 38
Roman Numeral := 1
Restrictions := None
Pic Num := 16
Cost Minerals := 50000
Cost Organics := 50000
Cost Radioactives := 50000
Number of Tech Req := 2
Tech Area Req 1 := Space Yards
Tech Level Req 1 := 1
Tech Area Req 2 := Spacer
Tech Level Req 2 := 1
Number of Abilities := 12
Ability 1 Type := Space Yard
Ability 1 Descr := Can construct with 20000 minerals per turn.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 20000
Ability 2 Type := Space Yard
Ability 2 Descr := Can construct with 20000 organics per turn.
Ability 2 Val 1 := 2
Ability 2 Val 2 := 20000
Ability 3 Type := Space Yard
Ability 3 Descr := Can construct with 20000 radioactives per turn.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 20000
Ability 4 Type := Planet - Change Minerals Value
Ability 4 Descr := Destroys planet value.
Ability 4 Val 1 := -75
Ability 4 Val 2 := 0
Ability 5 Type := Planet - Change Organics Value
Ability 5 Descr := Destroys planet value.
Ability 5 Val 1 := -75
Ability 5 Val 2 := 0
Ability 6 Type := Planet - Change Radioactives Value
Ability 6 Descr := Destroys planet value.
Ability 6 Val 1 := -75
Ability 6 Val 2 := 0
Ability 7 Type := Planet - Change Conditions
Ability 7 Descr := Destroys planet value.
Ability 7 Val 1 := -75
Ability 7 Val 2 := 0
Ability 8 Type := Change Population Happiness - System
Ability 8 Descr := Causes population to rebel.
Ability 8 Val 1 := -75
Ability 8 Val 2 := 0
Ability 9 Type := Change Bad Event Chance - System
Ability 9 Descr := Causes plentiful bad events.
Ability 9 Val 1 := 10000
Ability 9 Val 2 := 0
Ability 10 Type := Resource Generation - Minerals
Ability 10 Descr := Burns minerals
Ability 10 Val 1 := -500
Ability 10 Val 2 := 0
Ability 11 Type := Resource Generation - Radioactives
Ability 11 Descr := Burns radioactives
Ability 11 Val 1 := -500
Ability 11 Val 2 := 0
Ability 12 Type := Resource Generation - Organics
Ability 12 Descr := Burns organics
Ability 12 Val 1 := -500
Ability 12 Val 2 := 0
They also have a few, weaker, Version of the necessary (anything which can't be put on ship; resource storage, intel, research)
This is a real tough one to balance though. I would appreciate anyone's thoughts, ideas, or opinions on this. In particular, a better name than "spacers".
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