[In Progress] the Tauran Combine

A full race mod

Hey there!

I'm Mechanis, Modder and Meddler extraordinaire!

I'm currently working on a custom race, complete with unique tech-tree, shipstyle, ETC. while not ready for release yet, I'd like to talk about their history, unique gameplay, and other suchlike, bounce ideas around with you folks.

the Tauran Combine is an offshoot of the Human Race, based in Tau Ceti, and is strongly transhumanist (think Eclipse Phase,) using A.I. and personality uploading, nanotechnology, and other unusual tech heavily.

the interesting thing about them, as a player, is the Morality Paths. unlike the other races, the Taurans do not research governments. instead, picking your alignment determines the path your civilazation takes.

an Evil!Tauran race will initially garnish a across-the-board 50% increase to everything...

but as you advance down the tree, the diplomatic, trade, influence, and other nonmilitary bonuses decline, as non-synthetics are marginalized, then exterminated. the final research, Annihilator Spores, gives access to sporeships. by that point, you economy, population, and approval will be in the toilet, and if you aren't already fighting the entire galaxy you will be shortly. however, the ludicrus bonuses to all things military means that you'll still be able to pump out armed sporeships like nobody's buisness.

 

on the other hand, the 'Good' path essentially turns you into The Culture. sure, if you wanted to you could basically level everybody in 3-6 weeks, but you're far more interested in this odd phenomena over here...

on the other other hand (Zaphod, Baby!) *Downs pan-galactic Gargle Blaster,*

the Neutrality path blurs the line first between man and machine, then between 'you' and 'me,' until it no longer exists, turning the Taurans into a massive hive-mind-like group-mind entity.

essentially, Evil!combines are Warrior/annihilator hybrids, Good!combines are meddling superpowers that nobody messes with, and the Neutral!combines are that odd guy who talks in third person all the time and is smarter than you by a larger exponent than you can comprehend times several trillion.

now, many will ask, particularly about the Evil Path, 'isn't that a tad unbalanced?'

however, the better technologies are all behind the alignment-specific trees. can you play a game without picking an alighnment? yes.

will you ever be able to build medium+ hulls or better-than-particle-beam-level weaponry and defenses or advanced planetary improvements? no.

that's how it's balanced- you can't just sit on the first Evil research and go LOL50%BOUNUSLOOSERS and expect to field anything better than medium hulls- the research you need to construct large hulls for evil alignment requires the next Evil-tree research before it's available.

evil players, of course, will go for either ascension or military victories, by desgin.

Neutrals are best at either diplomatic or research victories, while the Good player has the 'most' choice, being relatively capable of any victory set, but excelling at Cultural victory and research victory- Hyperspacial Computing Centers, a planetary improvement unlocked by the end of the 'good' tree, boost planetary research by 250% when built (one to a planet) and the 'good' culture upgrades are... well... the second culture research for good players is called 'Galactic Dominance' for a reason, after all.  

feel free to begin your wild speculations now, fridge logic is the best logic.

3,481 views 3 replies
Reply #1 Top

Let's not let this thing lanquish in obscurity.  It sounds . . . interesting and complex.  About how much do you have done for them?

It sounds like the AI would have a bit of trouble with the concept.  For example, if the good Taurans are supposed to be super-powered meddlers, it seems like the only thing restricting them is the player's sense of role playing.  The AI, however,  doesn't do meddling very well.  Give it super powers and it will use them to run roughshod over the galaxy, in say 3-6 weeks.  There's nothing wrong with a TechTree that the AI can't use, just an observation.  I'd be concerned even for a player, though, that it sounds like enabling god-mode.  My advice at this point is to beware power-creep. That is, the new thing doesn't have to be better than the old, only equal to.

That said, if you get to a point where you need to start testing your TechTrees, I'd be happy to run it along with my playtests and let you know how it goes.

Reply #2 Top

They're not really 'Super-powered,' not weapons-wise anyhow. essentually: good path= ++strong defenses, +strong research +strong trade, -really powerful weapons (the goodie types can't build Terror Stars, for example,) evil path= ++Strong military, +strong manufacturing, ----really weak economy ----really bad diplomacy, and neutrals are the 'middle way,' with a general robust everything.

 

I've got most of the tech tree figured out (not implemented, but I've got names, layout, flavor text, ETC. the style is being developed, I've got a medium, a small, and some of the cargo ships done, and I've been looking through the images to 'pick-and choose' the improvement style- and looking for pictures to use for the racially-unique ones as well. I must say, the SD tools make implementation a cinch if you've got things figured out.

Reply #3 Top

On the subject of improvement images, I was directed to Sporepedia by one of the posters here. I think perhaps Foxthree.  You'll need to sift through a bunch of sub-standard stuff, but you can find some gems in there.  I ended up using two images for my mod and could use a number of others if I ever get around to it.

http://www.spore.com/sporepedia

Just narrow the search to buildings and browse away.  Once you find a good creator you're likely to get a good set.