Arioch wrote:We're in the process of figuring out how to better implement the Unruly races. Whether they end up being able to staff buildings or not will depend on where the balance ends up.
siyoa wrote:if you ask me, what I find odd about these minor races is that they somehow mange to keep they population at 3 for hundreds of turns ... and then the moment major race colonizes the planet, they realize that they want to start multiplying like rabbits
akkamaddi wrote:Pardon my ignorance on the original topic, but I thought discontent races didn't work? Or was Nweismuller referring to a "socially disconnected" race, and not "unhappy and nearly revolting"?
Gaiads do not produce any economy or industry on their own. I'm not sure if this acts as a multiplier for factory output. So, a planet full of Gaiads produce corn cobs and test tubes, but no hammers or coins.
akkamaddi wrote:And just getting rid of them, why not slavery? It may look a bit cheap, but a slightly darkened image with a shackle image overly could be used to indicate slaves of any race. If you don't like the Pell or Scavengers, just enslave them and experiment them into extinction. (Enslaving an unruly race should be fun.) I know there was something mentioned about primitive races not making good slaves or being protected under old treaties, but do you really think the Gremak would leave a population of Lummox alone because they are an endangered species?
Arioch wrote:That said, we are talking about making some of the native races enslave-able, where it makes sense (Lummox, Wrem, Algorians, Pell). This consideration also applies to Harmonization, which in game terms is more or less the same thing.
Arioch wrote:We are planning to add some interesting characteristics to the unruly races (Gaiads, Scavengers, Viscid) to help make them seem like an investment rather than a pure nuisance. Though they are certainly supposed to be a nuisance. They are placed on choice planets in lieu of some kind of orbital defenders specifically to reduce the value of certain plum planets.
We specifically don't allow you to enslave or exterminate undesirable native species because they are specifically meant to be a disadvantage to an otherwise very advantageous world.
There is also the issue that we would need to add additional "enslaved" art assets for each minor race, but that is a secondary consideration.
If you could simply enslave and execute every sub-optimal native race, then there would be no point in having them in the game at all.
That said, we are talking about making some of the native races enslave-able, where it makes sense (Lummox, Wrem, Algorians, Pell). This consideration also applies to Harmonization, which in game terms is more or less the same thing.
Arioch wrote:We specifically don't allow you to enslave or exterminate undesirable native species because they are specifically meant to be a disadvantage to an otherwise very advantageous world.
username wrote:I find it odd that Scavengers can't be moved, even though Scavengers are explicitly non-native by lore and proliferate throughout places by getting moved.Arioch wrote:We specifically don't allow you to enslave or exterminate undesirable native species because they are specifically meant to be a disadvantage to an otherwise very advantageous world.
That kinda creates this weird behavior where it becomes advantageous to intentionally give away or allow the world to revolt merely to enable the option to then nuke it from orbit, like the old MOO2 thing of giving away junk planets to enemies just so you can blow them up and rebuild them Harder, Better, Faster, Stronger. It's really an unnecessarily daft way to have to go about doing things.
Dacarnix wrote:A tangentially-related element of gameplay is my increasing reliance on loading populations into transports and than scrapping those transports. Transports are so numerous and cheap by mid-game that it's often worth such a low cost to remove units of Humans, Gremak, Enfi, etc. in favor of races with better stats.
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