New Super Abilities for Custom Races?
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So I was thinking at work, because it's mindless work, about the possibility of the devs adding new Super Abilities that don't necessarily correspond with any of the main races, but are strictly to add more variety to custm races. Would this be viable? I even have a few ideas. I tried to make these as balanced as I could, despite the fact that the normal Super Abilities aren't quite balanced anyway (Super Anhialator anyone?)
Super Capitalist: Your Credits are worth twice and much in the trade window, and Economic buildings produce a small amount of happiness. (Alternatively to the happiness, can build two Economic capitals, similar to the Super Scientist ability below.)
Super Raider: Gain access to the Raider module in the Starship creator. This module is fairly large, but will disguise your ships as pirate ships and allow you to attack freighters without declaring war. Super Raiders get extra credits from destroying freighters.
Super Scientist: 20% chance on colonizing a new planet to discover a low level tech. Can build two Technological capitals.
Super Builder: Can put two costruction modules on a ship, letting one ship build two modules on a starbase. Galactic Acheivements and Super Projects build 25% faster
Super Imperialist: Colony Maintenance reduced by half. Influence conquest easier. (Possibly two colony modules allowed per ship, or faster building Colony ships.)
Super Stealth: Stealth Modules can be built on ships. Ships with this module cannot be seen on the minimap, and cannot be seen on the main map unless within one tile per two sensor ability of a ship, or 3 tiles of any planet. Stealth Modules are extremely large.
Super Politician: Gain an extra 15% Economic Bonus and 5% Diplomacy Bonus when your party controls the government.
Super Capitalist: Your Credits are worth twice and much in the trade window, and Economic buildings produce a small amount of happiness. (Alternatively to the happiness, can build two Economic capitals, similar to the Super Scientist ability below.)
Super Raider: Gain access to the Raider module in the Starship creator. This module is fairly large, but will disguise your ships as pirate ships and allow you to attack freighters without declaring war. Super Raiders get extra credits from destroying freighters.
Super Scientist: 20% chance on colonizing a new planet to discover a low level tech. Can build two Technological capitals.
Super Builder: Can put two costruction modules on a ship, letting one ship build two modules on a starbase. Galactic Acheivements and Super Projects build 25% faster
Super Imperialist: Colony Maintenance reduced by half. Influence conquest easier. (Possibly two colony modules allowed per ship, or faster building Colony ships.)
Super Stealth: Stealth Modules can be built on ships. Ships with this module cannot be seen on the minimap, and cannot be seen on the main map unless within one tile per two sensor ability of a ship, or 3 tiles of any planet. Stealth Modules are extremely large.
Super Politician: Gain an extra 15% Economic Bonus and 5% Diplomacy Bonus when your party controls the government.