Stardock: Please be kind to my favorite race.

Ive seen little communication from players to stardock on tech-tree/customization suggestions. We all have our favorite race; we all have some definate ideas about what we would like to see. While it might be a bit late for Stardock to use customer ideas as a driving force for race customization, balancing issues will remain and the game will continue to be updated frequently. So...who is your favorite race and what touches would you LIKE to see to individualize them?

My favorite race are the Korx. I invision them driven by trade first, economy second.

Possible Disadvantages:
-Limited to Federalist or Mercantile political parties.
-Weak production (ideally Korx commanders will have the cash to buy their ships from the private sector).
-Fewer points to customize, but they would begin with higher trade and economics bonuses.
-Cannot align with weak economy civilizations.
-Lower Taxes/ higher morale penalties associated with taxes (We are talking about capitalists here, people).

Ideas for unique techs:
-Subdivision--would allow the purchase (or sale) of planets tile by tile.
-Desire Scanners--psionic devices that would measure any sentient beings intent to aquire--result--a numeric score indicating exactly how much opposing races value each technology (and possibly ship, planet, etc).
-Tariff regulations- perhaps a whole branch that would gradually increase the amounts Korx would receive from foreign trade routes.
-Insider trading--automatic notification of when races were willing/desiring to commit to economic treaty.
-Piracy--pirate ships capable making prey of of lucrative foreign trade routes...light on weaponry/heavy on stealth technology.--Related tech: Mutiny--would make enemy ships in home terriotory susceptible to defections in Korx space, becoming Korx pirate vessels. Alternatively, mutiny could occur as a result of bribery.--Related tech. Mercenaries--purchase specific foreign ships for cash for a few turns (cant flip enemy ships). Pirates could operate WITHOUT declaration of war. Note- the game could have piracy as an active hunt and attack part of the game, or set up pirate "routes" like parasitic trade routes that automatically suck money off of trade routes.
-Tourism--a whole line that would boost tourist income and provide extra cash making buildings (galactic casino) etc. Tourism capital, anyone?
-Sanctions- the ability to enforce sanctions or manipulate trade (threaten) for diplomatic persuasion purposes (make war, make peace, trade tech, etc.) For example, at level one, Korx could use sanctions linked to their own own trade (embargo), level two they could control sanctions on their own trade and the trade of allied races, level three all races with like alignment, etc. Related idea: allowing research of multiple tech treaties (ideally all diplomacy benefits available to the Korx would be tied to money or trade somehow).
-Slave Trade- the ability to capture slaves from conquered worlds and sell them as a commodity or use them to populate planets. This would have the potential to be a whole new kind of trade.
-Drug trade-freighters would earn less cash, but they would undermine a planet with INFLUENCE, linking cultural rebellion to drug trade =)
-Smugglers- would allow the continuance of trade with nations with whom the Korx were at war. The idea of smugglers, incidently, REALLY appeals much more than galactic "just in time technology" associated with the Galactic Privateer achievment.
-Mercantile Might-Computer opponents would index Korx economy and react to it (in diplomacy) like military power.
-Starbase modularization-interchangable modules (economy modules on a starbase, etc). I would like this because I tend to use a lot of starbases with Korx.

These are just some ideas about how I imagine my favorite race. Im sure I will never see them all, if any, but it kind of gets the brain going. So...who is your favorite race and how do you imagine their individualization?

Just a sidenote :Yor are my second fav. and I am thrilled with how they have been done in TA =)

Cheers,
Boogly
6,994 views 6 replies
Reply #1 Top
I have to add to my last- I was a bit disappointed to see so little in the way of cultural domination techs for the Yor. I mean, cybernetics has to be the ultimate way for a machine species to subvert the biological. Virtual reality has the same potential. I dont use a LOT of cultural domination as the Yor, just enough to help solidify my own territory (we are isolationists, after all).

I might also see justification of exceptional surveillance/ perhaps espionage abilities associated with a machine race.

On disadvantages- the rationalization of penalizing the robot men on research by adding a few extra techs was very well thought out and implemented (cheers to Stardock).
Reply #2 Top
What about allowing the Korx to give multiple economic treaties? The Korx use their economic might to their diplomatic advantage.

Or you could go the other way with this; the Korx aren't allowed to give out any economic treaties. They don't like to share their hard earned cash.


On a side note, your Piracy idea brings to mind an idea I had (and I'm sure others have as well) about bringing a new dimension to GalCiv: ships that act without "official" government sanctions. Basically used to break laws for the good of their people.
Reply #3 Top
Well I'm disapointed with my favorite race, the Yor. They've been nerfed in many ways, but I'll list those that I feel are most important.

________________

1. Game Mechanics
When I heard that morale was going to be dead to the Yor, I thought that stardock was going to remake the game mechanics for the Yor. But instead, they restricted the Yor to a short supply of economic structures and techs. Now I find, I need to buy techs, and hunt down green and yellow resources to remain competitive as the Yor.

Here is a post I made talking about an alternative:
WWW Link

2. Soldiering
The Yor used to have the best soldiers in the game. I recall getting on many occasions having 170 in soldiering. This was due to a base ability of +30, and the whole default soldiering tree. Now they have a bunch of techs that ammounts to something weaker than what they used to have.

3. Maintaince and economy
Maintaince costs are simply diffult to deal with as the Yor. They have a short supply of economic buildings. Add in some of the maintiance costs for some of their buildings, and you have a recipe for economic problems.

From my experience, I ussually need to build economic structures to support my economy. Now that the Yor have so few of them, those tiles are now empty. Natually, you would want to fill those empty tiles with structures, but that would only increase maintaince costs, and increase spendings. The need result is, the Yor will ussually have a lot less money than the other civs.

4. Weak influence
The Yor are missing a significant amount of influence techs, structures, and starbase modules. I don't disagree with the arguements that the Yor are not the best influencers, but their current influence starbases are less than 15x as powerful than what they used to be able to do (and what some civs still can). If the difference was only about 4x, I wouldn't have much of a problem, but 15x is a really big difference. It makes you wonder why the Yor still have influence starbases.

I talk about this more here:
WWW Link

5. What is their strength?
I've played the Yor many, many times since the TA betas, and I'm still not sure what their strength is (beyond their super ability) at this time. They have some useful industry structures, which is limited by their weak economy and high maintaince. They don't have their nano eradication invasion tactic yet... They don't seem to show any historic connections to the Precussors (they might not have coexisted with them, but they were modified by the Dread Lords, and their home planet once belonged to a race that did coexist with them). What are they good at?

________________
I haven't had much time to beta test for the lately. As such I'm not sure of my accuracy, so forgive me if I got some information wrong.
Reply #4 Top
The Yor in my experience with TA are very good at production. If you want to play them as they seem to be conceptualized by game designers in TA, Id suggest going Industrialist political party and putting some of your customization points in social/military production.

The production advantage the Yor have is most noticeable in the early game, I find. I also think that they do pretty well with the efficiency techs for economics (only in the early game tho). Mid and late game, I have to agree with you Divine, they suffer and are forced to trade for economics techs if they want to remain competetive in longer games.

I have experimented with building up production capacity, thinking its not necessary to have the ships (and maintenance costs) if Im not at war and can produce them quickly. It makes sense, and makes me feel comfortable, but the AI cant or wont read into production capacity when sizing me up, forcing me to war constantly, and consequently, my strat is not as useful as it might be if the AIs were able to understand that I can kick their asses whenever I want to.
Reply #5 Top
Also, the Yor ROCK during colony the rush phase...The military/social production, combined with the ability to build so many choices if NO MAINTENANCE buildings make them able to expand very rapidly/efficiently while using that social production to at least be building something while waiting for populations to grow.
Reply #6 Top
+ The Yor should have no need in the beginning for any kind of life support for their spacecraft.There robots for god sake.They should have excellent beginning ranges on their ships.And as a result of no life support their ships should cost less.Less redundancy systems needed.Freighters as well should cost less.And starbases to.


+They should have faster repair skills.

-Creativity should be off limits as they think like machines.
-Research should be weak. as a result.

+To compensate for weak research since the robot bodies can stand higher levels of radiation powerful energies could be applied to invent teleporters to help steal techs and spying. Obviously very slow in the beginning but increasing.Biological tissue would not stand for this.
(Of course survey ships go through blach holes but it is amatter of repeated exposure to radiation.)
+Ships might be able to teleport small distances as well.
Super Ability should be a mechanical version of the hive.No individuality.

Good,evil and neutral simply confuse robots.(unless we are going with the Asimov model.
Perhaps they would get synthetic versions of these at a reduced benefit for choosing alignment.
There should be a chance for the Yor at some point in there life cycle to decide to become cyborgs half man,half machine.This could be an offshoot race of the Yor perhaps.They would gain benefits of better research and the benefits of learning good and evil etc. at a cost of taking on some of the weaknesses of human flesh or the strenghts of combining man and machine.
Maybe their could be a mini expansion pack where the theme is a precursor robot race wants to cyborg the universe in general.