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  #1  
Old March 5th, 2001, 10:51 PM

Windborne Windborne is offline
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Default Re: Natives

Dirkhowitzer:

Keep in mind how little the tech level changes from one class to another, twenty years from 1950 to 1970 was enough to put us from the world war era all the ways into the space age, and ten years after that Mere was going up. Some races may be smarter then us, others may take much longer to progress, especially if you make the chance of any one race advancing small and only let them advance when a higher ranking race has been destroyed. Of course usually i play with other human players so our games Last a minimum of four to five hundred turns in a large galaxy without the ability to steal/trade techs.
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Nitram Draw:

I didn't suggest such a race because minor races that start out with only one colonizable planet in their system seem to fit the bill perfectly, though it might be fun to create such a minor race with a special text file to make them seem old wise and maybe a bit tired.



[This message has been edited by Windborne (edited 05 March 2001).]
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  #2  
Old March 6th, 2001, 12:01 AM

Lerchey Lerchey is offline
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Default Re: Natives

Also consider the option of a native race that *could* develop space faring technology, but is not motivated to do so. Such races could have advanced weaponry, large weapons platforms, satellites, fighters, etc., and just not make space ships.

A race on a single planet, call it large and well developed, with a massive planetary shield generator, a well developed industrial base, lots of high-tech fighters, and a pile of weapons platforms, could be a tough nut to crack.

Just a thought...

- John
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  #3  
Old March 6th, 2001, 12:11 AM
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Baal Baal is offline
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Default Re: Natives

I like this idea. It sounds like it could be easy to stick pre-space flight races in. just make neutrals that have no colonization tech.

I think that neutrals should get a bouns on their weapons. Like a racial modifier that gives them insane power or extreme range on all the normal weapons with out having to edit the weapons tables.

Give a neutral race a sphere world in the beginning. They researched all the stuff to make planets and made themselves a sphere world and moved into it. Now that would be a tough nut to crack.
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Old March 6th, 2001, 12:53 AM

DirkHowitzer DirkHowitzer is offline
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Default Re: Natives

quote:
Originally posted by Windborne:
Dirkhowitzer:

Keep in mind how little the tech level changes from one class to another, twenty years from 1950 to 1970 was enough to put us from the world war era all the ways into the space age, and ten years after that Mere was going up. Some races may be smarter then us, others may take much longer to progress, especially if you make the chance of any one race advancing small and only let them advance when a higher ranking race has been destroyed. Of course usually i play with other human players so our games Last a minimum of four to five hundred turns in a large galaxy without the ability to steal/trade techs.



You make a good point. I guess I should've said perhaps natives starting out before the industrial age shouldn't be allowed to advance...after all it took us thousands of years to get to the industrial age. After that things progressed much more quickly. Unless, of course, this particular civilization progressed more quickly than we mere humans;-).

As for neutrals getting bonuses and such, I've always opposed this as well due to another realism factor. In the real world how long would little "neutral" country such as Cuba, Switzterland, Panama, etc...Last against a much larger power such as the US if we really decided that we wanted that country? Not very long...I do think, however, that a diplomatic penalty should be charged to the Empire that slaughters the neutrals because, once again alluding to the real world, if the USA ever decided to decimate some small nation such as Cuba/Switzerland/Panama, etc...the worldwide outrage would be enormous. Trade sanctions would be imposed etc...Therefore I don't think neutrals should be given bonuses, but I do think they should be protected by the fact the the other AI's would hate you if wiped the neutrals out. Kind of like in MOO 2 when the AI's got angry when you used biological weapons and the like.



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  #5  
Old March 6th, 2001, 06:46 AM
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Default Re: Natives

Another way to protect the neutral races would be to give them special racial techs.

Then if you wipe them out, the techs are lost, but if you keep them alive, you can capture their ships & use the flux capacitor cannon that they put on.

PS: the flux cannon would be somthing like the temporal shift-em-to-beginning-of-time device, but would smear the ship out over all time instead.
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Old March 6th, 2001, 05:00 PM
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Default Re: Natives

Once discovered, natives might advance much more quickly than they would otherwise progress if left undisturbed. That is a dominant theme in many sci-fi sagas. For instance, how many StarTrek episodes mention the "prime directive?"

Remember, in SEIV there are supposed to be scads of independent traders roaming the galaxy. The unscrupulous ones would be willing to trade technology for a green Orion slave girl.

Plus, empires would have their own reasons for "helping" the "natives." I think a good example would be native populations on Earth who encountered European empires. It didn't take the Plains Indians (e.g., Lakota Sioux) very long to incorporate metal knives, horses, and rifles into their culture.
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  #7  
Old March 6th, 2001, 06:42 PM

Windborne Windborne is offline
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Default Re: Natives

It's hard to imagine a stone age culture STAYING stone age for long after my ships enter the system, for one thing it would be in my best interest to give them a gift of, for example, mining technology so they could trade with me. And if I ever planned on conquering them I'd want to make sure that:

(A) They had something built on the planet I could use
(B) they were somehow defended against my rival human players, ground troops and one of MY space stations in the air at the least. lol

Which brings up a point I had not thought about, how much of my technology should a level 1 culture be able to understand? There should certainly be limits or we'll all simply raise the natives up to full player status in a few turns.

I suggest that we limit them to level one of anything they couldn't research themselves, and block their ability to gain certain techs at all, things like steller manipulation for example.
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