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Old November 29th, 2000, 08:14 PM

sapperland sapperland is offline
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Default Re: Neutrals?

Is there a way to have neutral races start out at a higher tech?
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Old November 30th, 2000, 01:49 AM
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Jubala Jubala is offline
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Default Re: Neutrals?

Or at least give them huge research bonuses and ability to colonize all types of planets. Without that ability falling into a player hands when/if the neutral is conquered. Could be done like a special tech tree as someone suggested in another thread but then the neutrals would have to be edited to have that techtree. Or maybe give neutrals way high race bonus points and give them super bonuses in research and resource production that way. I'l have to fiddle around with the race files and see what can be done.
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Old November 30th, 2000, 03:01 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Neutrals?

You could invent a "racial advantage" that gives access to a special tech field. In this tech field is ONE item, a colonization module that has all three colonization types. Starting level of 1 would mean that races with this tech would start the game with it. Since it is a "racial" advantage, it will not be transfered to a conquering AI or player empire.

Unfortunately, you cannot make a race that breathes any atmosphere equally well (or rather, is indifferent to atmosphere) like the Silicoids of MOO. Too bad. That would be a cool racial advantage, to be able to treat any and all planets as breathable without having to build a converter and wait two years of game time. A race with this power would be immune to "conditions" too, and only have it's reproduction affected by happiness levels.

[This message has been edited by Baron Munchausen (edited 30 November 2000).]
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