|
|
|
 |

March 5th, 2001, 10:51 PM
|
Corporal
|
|
Join Date: Mar 2001
Location: lansing,michigan, usa
Posts: 78
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
_____________________________________________
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).]
|

March 6th, 2001, 12:01 AM
|
Lieutenant Colonel
|
|
Join Date: Dec 1999
Location: Pittsburgh, PA, USA
Posts: 1,423
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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
|

March 6th, 2001, 12:11 AM
|
 |
Sergeant
|
|
Join Date: Feb 2001
Location: Utah
Posts: 221
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

March 6th, 2001, 12:53 AM
|
Corporal
|
|
Join Date: Jan 2001
Location: PA
Posts: 82
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
------------------
"He's dead, Jim."-- Lt. Commander Leonard "Bones" McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)
__________________
He's dead, Jim.-- Lt. Commander Leonard Bones McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)
|

March 6th, 2001, 06:46 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
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.
__________________
Things you want:
|

March 6th, 2001, 05:00 PM
|
 |
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
__________________
Give me a scenario editor, or give me death! Pretty please???
|

March 6th, 2001, 06:42 PM
|
Corporal
|
|
Join Date: Mar 2001
Location: lansing,michigan, usa
Posts: 78
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|