Ancient Warrior Ancient Warrior

Submit Ideas For Evil Techs Here

Submit Ideas For Evil Techs Here

Hi all,

I started this thread in response to Brad’s comment on the forum about waiting to see what ideas the players came up with regarding more techs for evil races. Please keep this thread limited to your ideas, no comments on other peoples ideas. This way it will be easy for devs to look in here and see what we’re thinking of and not have to sift through a bunch of chitchat. Thanks. ;)

1.) Sterilization weapon: Sterilizes populations

a.)How it works: Once its been researched it becomes an option for invasion but only if you lose the battle. Here’s why. One reason is that sterilizing the population won’t help you win the battle in the here and now. So lets say you invade a planet, before you invade the options list comes up where you decide what kind of warfare you will use. There will also be an option to use this weapon, but the catch is it only gets used if you lose the battle (while you are retreating let’s say). It’s kind of a way to smite those who have just beaten you. The weapon is released into the atmosphere and it cuts the planets reproduction rate in half or by whatever percent the devs deem necessary. The planets population will suffer these affects for a certain number of turns but will eventually go back to normal, i.e. its not permanent.

b.) Reasons for this weapon: It may not affect systems that much with enormous populations, but new colonies will feel the pain because there population will not increase, or will increase very slowly for however long the affects last. This should effect your empire wide economy.

2.)Metagenic weapon: Destroys all biological life, but leaves planetary buildings intact.

a.)How it works: A weapon like this would require a very high-tech delivery system, therefore, once the weapon has been researched it allows you to build a “Metagenic Delivery Ship”. Now this might get a little complicated here so hang on. The ship by itself is useless because it would destroy all biological life on a planet, which would leave that planet at class 1 or 2, which would be useless to you. So what do you do? You add modules to the ship with a constructor. Lets say you can add as many modules to this ship as there are races in the game(or major races). Each individual model is specifically designed to only attack the DNA of that specific race. Therefore, the weapon will only destroy that race and not the rest of the eco-system of that planet.

b.)Example: I research the tech, then I build a Metagenic Ship. Once it’s built I send a constructor to it to add a “Drengin Module”, once the Drengin Module is added I can then attack any Drengin planet killing only the entire Drengin population and not hurting the eco-system of the planet in anyway.

Sounds to easy, here’s the catch: The Metagenic Ship will not be like a terror star, in that it won’t have very good defense weapons, so you will need to escort this ship unless you want it blown away. A good point is that this ship does not require an invasion fleet. If you can get it to a planet with out it getting destroyed then it can release its weapon into the atmosphere and kill all intelligent life(since the module you added only looks for that specific DNA). The next turn all you have to do is put some troops or colonist on the planet and the planet is yours.

Much like a terror star, the enemy(or you) will hate this weapon and do anything to destroy it if they see it heading for their system. It is different from the terror star in that it leaves a perfectly good planet for you to colonize the next turn.
1,461 views 47 replies
Reply #26 Top
Continue on my post ;p

12) What about having certain trade good that would be addicting ? Like some drug for example.
The race who receives this drug gets dependent on it and would less likely attack the evil society you are since they would have to miss the drug :)

13) What about a Starbase module which can slightly affect people to behave more evil (helps destabilization a bit)
Only available if you are an evil race, works only if you use it against good and neutral races.

14) UP can vote to prohibite trade with evil races if you are good or neutral. (Something like : While trading is becoming more and more important in the galaxy, the UP feels that profit gained from evil races clashes with the guidelines good and neutral races have.
Therefore the UP wants to ban trading between evil and good/neutral races. What do you vote, etc)

15) Manipulating technique to manipulate the UP council and be able to get 5% more votes or so ;)

And to have as little counter (evil must be really disgusted by good and neutral races with all these things suggested lol) having some sort of crusade against evil races which can be an event for good and maybe neutral races

Reply #27 Top
Per Brad's request: a very long summary of ideas (9 pages in Word, would you folks stop thinking so much ;) ).
Grouped into trade goods, technologies, planetary improvements, invasion tactics, espionage tactics, and modules.
Includes "good" techs, duplicates, attributions, and a fair bit of editing. It may even be sorted properly; but don't hold your breath...

EVIL TRADE GOODS

YUMYUM COLA
(Jonathan Veldhuis/The Obliterator)
An evil trade good that can only be traded to other evil civilization, the taste is great but it is prohibited by neutral and good races since it uses liquefied aliens for the extraordinary taste
(The Drengins and Yor would love this stuff, it could be adapted for human people to drink)

DARK PROPAGANDA
(midnight_louie/Richard Uber)
Trade good. Adds 10% to destabilizing efforts.

BRAIN BLOCKERS
(midnight_louie/Richard Uber)
Trade good. Numbs the thought processes of all citizens. +10% morale.

BLACK ACID COKE
(Jonathan Veldhuis/The Obliterator)
A highly addictive trade good. The race who receives this drug gets dependent on it and would be less likely to attack the evil society providing the drug.


EVIL TECHNOLOGIES

SELECTIVE TERRORISM
(Nakor/Kris Kwilas)
"Pour encourage les autres": increase the efficiency of your troops or planet production by killing off a certain percentage of them.

SLAVE-DRIVING
(Nakor/Kris Kwilas)
Boost production by driving your workers harder for a specific span of time. Kills off some of them or impacts morale.

ACCELERATED DEVELOPMENT
(Nakor/Kris Kwilas)
Advancing a planet's infrastructure to be fully developed to the level of your technology.

SUPER SOLDIERS
(Nakor/Kris Kwilas)

SHIPPING COMPANY ENHANCEMENT
(Nakor/Kris Kwilas)

BRAINWASHING
A terror star transport mod to "acquire and re-educate" the population to be more productively employed elsewhere?
(Nakor/Kris Kwilas)

MIND CONTROL
(Roland the Mad)
This is like the other one but a bit different and to a higher degree. Could be used in tandem. Happier citizens (but not too happy, more complacent really), much less opposition in Terran senate, less threat from enemy culture. Downside would be that it precludes more 'freer' societies, causes losses in science and perhaps causes a possible mass revolt as it was instituted.

ADVANCED INTERROGATION TECHNIQUES
(jmgarth/John M. Garth)
Increases your espionage abilities by x%?

ORGANIC COMPUTERS
(Oolon/James Hawtin)
Bablyon 5 shadow ships

“EDDIES”
(Oolon/James Hawtin)
Organic body replace the mind, perfect servant (Sliders)

TRULY CUSTOMISABLE WEAPONS
(Oolon/James Hawtin)
Select the delivery system (beam, bomb, missile, spy, etc), select an effect (biological - can be spread by contact, cybernetic - can be spread by contact with network systems) and then you get the effects, think of a bio-terminator poison that waits ten turns before it kills, but also has a biological and cybernetic vector.

METAGENIC ZOO
(Nakor/Kris Kwilas)
To make weird animals for people to entertain themselves.

LIFE POWER
(Jonathan Veldhuis/The Obliterator)
The ability to have a 10% research bonus by having the own population feeding the machine (5% less population bonus, 5% less moral bonus)

LIFE POWER
(Azog/Steven Henry)
Perhaps a tech that allows life power engines and life power weapons to be used giving evil races a new ship type or two at a cost of some of a planet’s population (if that’s doable).

HELL POWER
(midnight_louie/Richard Uber)
Takes life power 1 step further (only burns slaves for power)

REANIMATION
(LifeWish/Dave Blenderman)
Effectively increases your population growth rate by reanimating the dead.

EUGENICS
(LifeWish/Dave Blenderman)
Forced breeding and/or killing of "unfit" citizens. Results in some kind of enhanced human abilities (or is this the same as the Master Race tech named above?)

INVOLUNTARY EUTHANASIA
(urugur/Ray Kerby)
To weed out the unfit.

CLONE FARMING
(urugur/Ray Kerby)
Breeding clones for organ donation.

HUMAN CLONING CHAMBERS
(LifeWish/Dave Blenderman)
Self explanatory. Granted, only Quasi-evil... the Diet Coke of evil.

TERRORIST CELL INFILTRATION
(LifeWish/Dave Blenderman)
Like spies only they can recruit natives and spread like a virus.

BIG BROTHER SURVEILLANCE
(Nakor/Kris Kwilas)
Big Brother tech to keep subversion down. Morale high. Production at a fixed cap without further bonuses?

EVIL PROPAGANDA
(Jonathan Veldhuis/The Obliterator)
Influences and convinces the people of your race for certain goals.

INTENSIVE PROPAGANDA
(Roland the Mad)
Citizens are thoroughly indoctrinated in the rhetoric of the empire. This would yield happier citizens and less opposition in the Terran senate. Downsides could be a loss in science, a tendency towards fanaticism, and susceptibility to enemy culture. Increases morale and cultural resistance.

WAR-MONGERING
(LifeWish/Dave Blenderman)
Convinces your population to support war giving you a bonus in combat.

FEAR-MONGERING
(LifeWish/Dave Blenderman)
Convinces you opponent that you are so stinkin' evil they are terrified of you, penalty to their combat (Perhaps there could be a "Good" technology that when researched, can actually turn this fear into something positive for the good empire which then causes the Fear-mongering technology to work against the evil empire.)

TERMINATORS / INTELLIGENT MACHINES
(Technician/James Thibault)
Research self-aware war machines/robots. Which of course can turn on their masters.

STRAIGHT SPACE
(Technician/James Thibault)
Technology where Faster Than Light travel becomes impossible for the Alien scum you are trying to destroy.

GLADIATORS
(midnight_louie/Richard Uber)
The evil version of Stadium.

GLADIATORS
(Jonathan Veldhuis/The Obliterator)
Fights to the death would improve morale for sure.

CORRUPTION
(Jonathan Veldhuis/The Obliterator)
Technique to manipulate the UP council and be able to get more votes.

ADVANCED TORTURE
(Technician/James Thibault)
Torture technologies would be fun.

TORURE CHAMBER
(midnight_louie/Richard Uber)
+5%morale...the evil entertainment social project.

TORTURE CHAMBER
(Jonathan Veldhuis/The Obliterator)
people capture by the special cloaked ship will be send to this place first which seems a nice place but is horrible.
Everyone who comes in here will be given 2 options,
- Cooperate with anything and tell as much info you know.
- Send to the torture chambers (which is actually the place they already are)
People who have chosen option 1 will be 'fooled' and given a special diet without knowing what or why, those people will be told that they can go home soon for their assistance. Eventually there will be a holographic simulation that makes it look like the death furnace(s) look like a transport ship. One or two people on each 1000 people are really released so they will spread the word that nothing has happened (they think the other where send to a transport too). People send to the torture chamber will be tortured till they almost die, and then send to the nutrition building which gives people a forced diet which makes them more efficient fuels for the death furnace.

CHIPing
(Twirlip/Leejay Wu)
[surveillance implants; source material ubiquitous] One can posit at least two levels of "evil" cerebral implants: those that simply monitor, and those that actually influence. Both would be considered 'evil' due to the massive invasion of privacy. The introduction of either onto a planet should almost certainly cause a large short-term spike in unrest due to a resistant populace, unless the tech is so advanced it can be done without notice. Once in place, counterintelligence and identification / suppression of dissidents would become far easier.

RESURRECTION PARASITE
(Twirlip/Leejay Wu)
[as in Dan Simmons' “Hyperion” series, last two books] In the last two of the four-book series, a certain human organization makes a Faustian bargain with intelligent, independent AIs. They get apparent immortality, while the AIs in practice get all the power. People are persuaded to accept a parasite which, as far as they can tell, serves only to revive them even in the cases of fairly catastrophic death (E.g. as long as pieces of the parasite itself can be recovered). What the AI didn't tell them was that this ability could be disabled by its creators, and that the parasites could also be used to torture or even kill their hosts. Aside from those bits of nastiness, immortality also results in social stagnation and making those in power able to stay there darn near forever.

DEATH FURNACES
(Jonathan Veldhuis/The Obliterator)
As a real building and tech(why not have the ability to make one planet a big death furnace) would be nice, they use captured enemies or slaves as fuel to make cash.

JAILING
(Jonathan Veldhuis/The Obliterator)
A tech called jailing that can beam the crew of a ship up just before it explodes.(little do they know they will be thrown to the death furnaces) Of course, teleporting has to be researched first.

BROTHELS
(Nakor/Kris Kwilas)
Would brothels be too edgy? Keep morale high AND improve population growth.

VIRTUAL REALITY MASSAGE PARLOR
(Nakor/Kris Kwilas)

ORBITAL BATTLE STATIONS
(Nakor/Kris Kwilas)
Improve the defense of your planets by orbital battle stations. Which just happen to use your citizens as fuel.


EVIL PLANETARY IMPROVEMENTS


PROTEIN CHAMBERS
(Roland the Mad)
This is where citizens are recycled after death. Think “Soylent Green” or the 'recycling tanks' from SMAC. This should cause much unrest unless used in tandem with mind control or something. The benefits would be very high food efficiency though.

SUBTERRANEAN QUARTERS
(Nakor/Kris Kwilas)
Underground living increases security but hurts morale unless more techs are developed to make things pleasant.

PENAL COLONIES
(Nakor/Kris Kwilas)
Keep morale high by "relocating" people in a system to Australia (forms a minimal colony on another planet in the system).

DIRTY TACTICS
(Jonathan Veldhuis/The Obliterator)
To aid warship commanders. Drains 5% defence (only works on good races, not neutral) by teaching fighting tactics that could only be countered by morally bad retaliation


EVIL INVASION TACTICS

LIFEFORCE EXTRACTION
(Oolon/James Hawtin)
If you’ve ever seen "Lifeforce", the film you know what I mean.

MUTAGENICS
(Oolon/James Hawtin)
Spray it on and the people genetically and physically mutate into your race. Should get rid of the little problem of populations wanting to return to their "mother" race.

BIO-GENOCIDE
(Roland the Mad)
This would take a long time to research and it would require a test population of your target specie (I.e. a conquered Drengin planet). Unleashes a Super Virus specifically tailored as a species pathogen. The enemy civilisation would then be in a race against time to find the cure or face total extermination.

MASS STERILIZATION
(Ancient Warrior/Russell Cross)
a.)How it works: Once its been researched it becomes an option for invasion but only if you lose the battle. Here’s why. One reason is that sterilizing the population won’t help you win the battle in the here and now. So lets say you invade a planet, before you invade the options list comes up where you decide what kind of warfare you will use. There will also be an option to use this weapon, but the catch is it only gets used if you lose the battle (while you are retreating let’s say). It’s kind of a way to smite those who have just beaten you. The weapon is released into the atmosphere and it cuts the planets reproduction rate in half or by whatever percent the devs deem necessary. The planets population will suffer these affects for a certain number of turns but will eventually go back to normal.
b.) Reasons for this weapon: It may not affect systems that much with enormous populations, but new colonies will feel the pain because there population will not increase, or will increase very slowly for however long the affects last. This should effect your economy empire-wide.

STERILIZATION VIRUS
(LifeWish/Dave Blenderman)
Slows the reproduction of another race.

EVIRONMENTAL DESTRUCTION
(LifeWish/Dave Blenderman)
Terraforming in reverse.

PLANETARY TERROR STAR
(midnight_louie/Richard Uber)
Modification to terror star to destroy all life on planet, reduces planet quality 50%, keeps all planetary improvement.

PLANETARY DESTRUCTION
(Nakor/Kris Kwilas)
Ability to mysteriously cause somebody else's planet to blow up.

STELLAR DESTABILIZER
(Damelon/Randy Weeks)
It would be cool to be able to destabilize a system's sun. Maybe make it go nova unless something is done (some kind of stabilization or planetary shielding tech).

STEALTH SLAVE SHIPS
(Jonathan Veldhuis/The Obliterator)
Cloaked ship that can go to enemy planets and abduct people for use for the death furnaces.

SLAVE SHIPS
(Nakor/Kris Kwilas)
"Acquire" new slaves to boost production. Bonuses to prevent retaliation/knowledge on the part of the other races.

TRANS-DIMENSIONAL PIRACY
(Nakor/Kris Kwilas)
Inter-dimensional looting of parallel galaxies. With the chance that all the civilizations could suddenly turn evil and you would become good as the balance of the universe shifted inside out.

PIRACY
(Jonathan Veldhuis/The Obliterator)
The ability to have peace with pirates, you support pirates so they can use your worlds 2 repair their ships. People's morale will be affected or the income will drop a bit (everyone knows a pirate can not be trusted) In that case evil propaganda can help keep moral stable. (No, no, these are not pirates, they are... they are our friends!)

ENVIRONMENTAL EXPORTS
(Nakor/Kris Kwilas)
Dump your waste on somebody else's planet.

HOLY WAR
(Nakor/Kris Kwilas)
Start a jihad.

DEHYDRATION BOMBS
(Nakor/Kris Kwilas)
A ship that drains all the water from a planet. Decreasing its class, but leaving all the AI population intact. I think other variations on this would be cool as well. You're not killing anyone off, but you're causing tons of morale problems for the AI. Guns or butter?

TERMINAL RECYCLING
Or an add-on to be like the Borg where you could produce some amount of ships from their resources before you imploded their star and rendered their existence moot.
(Nakor/Kris Kwilas)

SELECTIVE DEPORTATION
(Nakor/Kris Kwilas)
Trade undesirables to other civilizations.

MINDROT / FOCUS
(Twirlip/Leejay Wu)
[source material: Vernor Vinge, "A Deepness In The Sky"] It's a tuneable infection. In its crudest form, it was used as a timed biological attack which induced headaches and even unconsciousness to assist a conventional surprise attack. With more technology, it enabled the selective tuning of brain activity to "focus" people to obsess about their particular areas of aptitude (E.g. a superb manager who cared only about managing to the detriment of practically everything else). In gameplay terms, construction of the appropriate local facilities might result in bonuses to productivity in numerous fields. It would also earn the enmity of all those who oppose such an intrusion on free will.

NANOTECH WARFARE
(Twirlip/Leejay Wu)
One interesting branch might be long-term initially low-profile nanotechnological warfare. Introduce nanites into an enemy-controlled biosphere, by any number of means (flinging large numbers through space in the hope that some survive the vacuum and any atmospheric obstacles; infiltration; landing an infected probe; or, for when the recipient's already suspicious, bombardment). Let them "reproduce" for several months, if not longer, by turning local resources towards duplication. Then let them shred / contaminate / sabotage. Theoretically one could contaminate a SHIP which would then serve as a carrier to spread the 'cites to other victims, but that would require a fair bit of coding, modelling and balancing.

MASS DRIVERS
(Twirlip/Leejay Wu)
At about the opposite end of subtlety is hurling masses at "relativistic" speeds from a great distance away to inflict catastrophic damage on target planets. I'm not sure whether such destructive methods would be considered "evil" or just darn mean / wasteful. Besides, since I haven't been a beta-tester, for all I know this particular staple of sci-fi may already be included.


EVIL ESPIONAGE TACTICS

ULTRA BRIBE
(midnight_louie/Richard Uber)
Adds 10% to espionage efforts.

MANAGEMENT CONSULTANT TECHNOLOGY
(Mjanz2k/Michael Janzen)
This tech allows you to send management consultants into your enemy's empire, where they then funnel large amounts of cash back to you while reducing the target empire's economy. There would eventually be a diplomatic backlash when the target finally realizes they’ve spent 10 million for a PowerPoint presentation and a couple of brochures.

GENDER-BENDING
(Oolon/James Hawtin)
Think of the problems if a whole race was female or male!

BIO-MUTATION
(Oolon/James Hawtin)
Combine effects of a gender-bending virus that made 80% of the population female then only gave birth to offspring of your species.

SUPER COMPUTER VIRUS
(Technician/James Thibault)
Crash all the alien scum’s computers.

WINVOWS
(Jonathan Veldhuis/The Obliterator)
An OS system developed by evil people who can crash systems and send secret info to slow down planetary projects. (maybe a good combo for the satellite)

MIND TERROR SATELLITES
(Jonathan Veldhuis/The Obliterator)
Can drop moral in enemy territory.

SUPER SPIES
(Technician/James Thibault)
To steal technologies, steal ships, start wars between alien races.

INFILTRATOR CELLS
(Jonathan Veldhuis/The Obliterator)
Infiltrators, a small number of people (lets say 100) who try to infiltrate in the world they are send too, they would slumber at first but can be called for action anytime. (for example set charges at buildings) Of course, the risk that the infiltrators will get caught and tell where they came from is significant)

POLITICS OF DIVISION
(Nakor/Kris Kwilas)
Ability to incite war between 2 other races.

TIMEWARP
(Nakor/Kris Kwilas)
To freeze another civilization for X turns.


MODULES

IMMORALITY MODULE
(Jonathan Veldhuis/The Obliterator)
A Starbase module lures people to behave badly (helps destabilization a bit). Only available if you are an evil race, only works against good and neutral races.

METAGENIC WEAPON
(Ancient Warrior/Russell Cross)
Destroys all biological life, but leaves planetary buildings intact.
a.)How it works: A weapon like this would require a very high-tech delivery system, therefore, once the weapon has been researched it allows you to build a “Metagenic Delivery Ship”. Now this might get a little complicated here so hang on. The ship by itself is useless because it would destroy all biological life on a planet, which would leave that planet at class 1 or 2, which would be useless to you. So what do you do? You add modules to the ship with a constructor. Lets say you can add as many modules to this ship as there are races in the game(or major races). Each individual model is specifically designed to only attack the DNA of that specific race. Therefore, the weapon will only destroy that race and not the rest of the eco-system of that planet.
b.)Example: I research the tech, then I build a Metagenic Ship. Once it’s built I send a constructor to it to add a “Drengin Module”, once the Drengin Module is added I can then attack any Drengin planet killing only the entire Drengin population and not hurting the eco-system of the planet in anyway.
Sounds too easy, here’s the catch: The Metagenic Ship will not be like a terror star, in that it won’t have very good defense weapons, so you will need to escort this ship unless you want it blown away. A good point is that this ship does not require an invasion fleet. If you can get it to a planet with out it getting destroyed then it can release its weapon into the atmosphere and kill all intelligent life(since the module you added only looks for that specific DNA). The next turn all you have to do is put some troops or colonist on the planet and the planet is yours.
Much like a terror star, the enemy(or you) will hate this weapon and do anything to destroy it if they see it heading for their system. It is different from the terror star in that it leaves a perfectly good planet for you to colonize the next turn.

DISCONTINUITY GENERATOR
(Nakor/Kris Kwilas)
Same sort of thing, random event to flip all the civs to new alignments. Totally alter the balance of power in the galaxy. Maybe even swap which race controlled which empire. Call it a Discontinuity Generator. Something powerful at the risk of losing the planet you build it on.


GOOD TECHNOLOGIES

UNIVERSAL LITERACY
(Captain Bizarre/Scott Merchant)
Production and research bonus for increased education levels.

CRITICAL THINKING
(Captain Bizarre/Scott Merchant)
Research and morale bonus for increased intellectual debate and social communication.

ALTRUISTIC RESEARCH
(Captain Bizarre/Scott Merchant)
Reduced cost for research due to corporate philanthropy.

End transmission.



~SDC~
Reply #29 Top
Very nice list you made (I was working on 1 in excel, but the layout kept me 2 busy lol :) )

Time to think of some good stuff hehe :)
Hmm candy furnaces ? j/k

1) I'll think of some l8er while I have lunch now hehe

~SDC~
Reply #30 Top
1) Interplanetary Liberation Taskforce. (ILT) These bold people try to rescue people of their own race which are held in captivity. The bonusses will be a moral increase sine people get saved and reunited.
Would be cool if this project could gain exp and be more effective over time. Offcourse this would only be possible if the evil races could capture slaves, people send to death furnaces, etc.

2) A new tech that enables the ILT too also liberate people from other races, this gives you 5% more influence.

3) Special ships that can sabotage evil projects, will be cool if this can be upgraded with cloaking if that gets implanted in the game.

One more thing, having alot projects, techs, modules, ships that can only be build, researched, etc for good, neutral or evil is nice, but what if the player decides to turn evil (or neutral/good) ?
It happened to me that I started to be evil and I changed to neutral after a few game years.
Would the projects and techs be discontiued demolished and destoyed ?

A possible solution : You see a screen coming up if your race have changed alignment. (Together what projects and techs have been discontinues)
But if only do neutral choices as being evil does your alignment raise ? (or lower if you are good and choose neutral)
Implanting this wrong could mess up quite some things :)

What solution have the devs for this problem ?

~SDC~
Reply #31 Top
Organ extraction, got problems breathing? Take nelixes lungs so you can live longer.

Genetic improvent, extract the good qualities from a race, (like pilot's multi-tasking mind) and add that to yours.

replicants, replace foreign leaders with someone who thinks your way.

Inplant bugs, the perfect spy, not even they know they are now your spy.

Mind probes, want information in someone head? Just download it.

Self-war (Brave new world) your people work hard cos they think they are at war with some big evil, but its you bombing them to keep them under control and on a war footing.

Intelligence stunting (Brave new world) need stupid people to run the lifts, your episons are perfect cos they are too dumb to know any better, and are happy to work for the free drugs they get.

Portable planets (Flash Gorden), why take a ship to an emeny system, when you can take your whole planet. No more hurling your body into space.

Alien Zoos, capture leaders of alien races and exibit them in zoos, so your people can see them and feed them and know why we are better. You might also like to genetically alter them first so they look even more "alien" and hate there existance that bit more.

"Enemy drugs" (Outer limits) make your people take drugs to keep them safe from a plague but what your really doing its making them see "aliens" where they are just people.

James
Reply #32 Top
(For good races, continue)
4) If your race is in war with evil races your people will work harder, thus you get more production, a bit more morale.
This only happens if you already got the news project build.



~SDC~
Reply #33 Top
Tech for evil races:

Holier than thou.
A mental enhancement that improves the strength of soldiers by instilling a sense of righteousness and certainty of overcoming one's own death.

~SDC~
Reply #34 Top
Stuff for evil races are easy to think of. I wish I could think of some for good races. I almost gave that last one to good, but the more I thought of it, the more I became convinced that it really is an evil one (think: crusades, Osama binLaudin(sp?), etc.)

~SDC~
Reply #35 Top
lot of reading. I would like to see Terror Star get out of first gear too. The ability to build a 'show' Terror Star is bad. A tech to make them a viable weapon is worse. Planetary Drive: improves Terror Star speed .
Reply #36 Top
The title for this thread is very specific: Evil techs. And evil other stuff too, I assume. May I suggest someone start a thread for Good techs and stuff?

~SDC~
Reply #37 Top
For good Church of the Eternal Light. A new religion that's purpose is the utter destruction of evil. +20% Morale and +15% soldiering as it will encourage the formation of Zealot Soldiers.

~SDC~
Reply #38 Top
There are a lot of techs already in the game that could be changed to be good only. Things like Universal Vaccinations (or whatever it was called). Think about it; even if an evil civilization did develop something like this, why would it get distributed to the general population? It's so much easier just to let them suffer, and besides, you might accidentally kill a potent bioweapon! There are several other techs in the game that could be converted to good or good/neutral only.

~SDC~
Reply #39 Top
There were robotic ships in the Star Wars: Dark Empire comic books. They were also in the last level of Rouge Squadron video game. These ships moved to a planet, sucked all the material into giant furnaces, then turned this material into new ships and fighters. So they destroy planets and make themselves stronger doing it. But from all this power I have no idea how it could be ballanced as a unit. They weren't weak ships although it would have taken a long time to fully disolve a planet. They could perhaps be vulnerable during this state?
Reply #40 Top
"First, your taxes collected are based on the population of your planet. The more people there are reporting themselves as citizens, the more taxes you can collect. Raises taxes and people disappear. They’re not dead. They simply are no longer filing taxes. "

There should be an evil technology to counter this.. like barcoding citizens at birth. Muwhahahaha
Reply #41 Top
Here's another evil tech.

DELAYED GAME TECHNOLOGY.
You create a fantastic game on March 6th, but don't let anyone play it until March 25th. 10% of the population die from the unbearable wait.
Reply #42 Top
This "tech" could be both evil and good:

Missionaries.
Develope the tech "Preacher" and send "Missionaries" to enemy planets luring enemy citizens into believing that you are good. Religious groups could form and either end up in a mass suicide or that they emigrate to your planet.

Hmm...drugs and religion would definately add a new dimension to the game LOL
Reply #43 Top
1. Twisted Vision - This allows the Evil race to "Twist" what other people see when they look at your planets or in battle when they observe your ships.
It give back false information to the other player that lasts say 2 turns focused in the same area or in a battle.

2. Societal Implants - Forced implants into the populous results in higher productivity, but greatly reduced happiness of the people. You can keep implanting more people every turn but run the risk of a planetary collapse but the gain is huge increase in productivity. If it is continued on a planet then that planet is nearly lost and must be started from scratch again but the net result is a large amount of what you wanted to produce. This could only be used once or twice in any game. (Maybe map size would determine if and how many times it could be used.)

3. Meteor Control Device - This allows for the control of a large meteor to be directed toward another planet. If this planet does not have sufficient defenses to attack the meteor then it would hit the planet and wipe out half of all the player has on that planet. Again this would have to be a limited use tech in any game.



Reply #44 Top
Star Trap

Black Hole is cloaked to appear as a Normal Solar System on normal sensors. Any Space craft entering that system with a Speed under X is instantly sucked into a black whole and disappears. Player/AI does not know why. Only sees space craft disappear. Craft with a speed great than X has a chance to escape the gravitional pull and report back on actual nature of the trap.

Reply #45 Top
Tech: Decception Holographic Projector

Projects a hologram about a space craft that makes it appear to be a lower class warship ship.

Effect: Captain, the Transport we are attacking, its a Battleship! We were tricked.

Level 1 - Appears as a ship 3 classes lower.
Level 2 - Appears as a ship 6 classes lower.
Level 3 - Appears as a transport.
Reply #46 Top
Writing up your own tech:

So you want to make a tech? I can put it up for you right now on the library. Here's what you do:

1) Create a file with a .TECH extention. Text file here. So example, CBizzare.tech

2) Put in your tech:



TECH MyTechWithNOSpaces
Name "My Tech"
Model ""
Tech_Requirement "SomeExistingTech"
Research_Cost
Overview "Brief description."
Description "Long Description"
Tech_Category
ENDTECH

Put as many as you want in the TECH file. You can email it to me or try submitting it to the library.

~SDC~
Reply #47 Top
I've not played the demo, so I may err in some definitions here, but how about some good old fashioned counterfeiting. Sort of similar to a spy-type mission, but instead of a destroy action the evil-doer begins to supplement a planet's income with phoney money. "I'm sorry sir, but we do not enough funds to support that construction." "What do you mean... everything's green on the charts... how can this be?"

There are two methods to implement, one more difficult than the other. First, the reported income values would be as usual but the actual "value" is less. I think this would probably require a good deal of code behind the scences but would be very very subtle... sort of like a cancer (you did say evil didn't you?). The other method would be more straight-forward where everything is running normally and all the "individual" income indicators are green, but the bank account is slowly being sapped due to discovery of the "bad" money. Could also be used to trigger conflict between races, where you seed the counterfeiter in one race, they trade with another, and the "another" discovers the bogus money for payment. Heh Heh

AA