Race Picks

Calavero
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Race Picks

Postby Calavero » Sat Dec 01, 2012 11:50 am

Do you have any idea of interesting Race Picks?
If you can, please avoid obvious choices which were included in MoO2.
M.O.R.E. under construction

VenomStorm
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Re: Race Picks

Postby VenomStorm » Mon Dec 03, 2012 10:59 pm

No, i think he's looking for things like "proficient farmers +2 to farming". Picks that you would make to create a custom race. Make sure it's not something from moo.

JTL
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Re: Race Picks

Postby JTL » Tue Dec 04, 2012 12:05 am

Compact Building / Spartan so that thy dont waste free Space to docorations / gardens and so on so that the Max pop is higher like the Underground option for MOO2.

Underwater Cities or Space Cities for more Pop. But will be mostly Tech.

Warlord is maybe in but what about Pacifist ? It could provide bonuses in Diplomacy / Trading.

Cruel could help in Assimilating a Species and could lower Diplomacy.

Intelligent is maybe in but what about Dumb for lowering Research / Diplo and Spying and giving Points back. Maybe it enhances Ground Combat ?

Wastfull gives Points back but lowers Industry and enhances Polution. Economically could be the Contrary.

Archenemy choose one of the Races in your Game and you get Figthing bonusses ageinst them.

May Player
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Re: Race Picks

Postby May Player » Tue Dec 04, 2012 12:12 am

One-planet race. Cannot establish Colonies, just Outposts for different purposes (Military, Mining, Science, Agriculture, Diplomacy) and Space Stations (Military, Mining, Science, Agriculture, Diplomacy). The one planet has no growth restrictions and can grow if provided enough food etc (from Outposts)

Telepathic - Can detect ships and events 50 ly around their planets. More than 50ly - not always accurate (can be wrong)

Allure - they are liked by all races does not matter good or evil. That can change after initial encounter depending on the actions performed.

johnpain
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Re: Race Picks

Postby johnpain » Tue Dec 04, 2012 10:01 am

well if thats the case:
Two faced - the higher your diplomatic rating the lower chance a race has of finding your spies.

Forgers - Can produce Items at half the time but double the cost (maybe even have access to Metal armor research like no other.

Dagger in the Dark - all failed assassination attempts are framed on another race or group.

Mad - this should just give access to the worst tech has to offer things that no sane person would use see my bombarbment and bio weapon posts for some ideas of the sort of instanity i mean.

unwavering loyalty - the people think you are the god king or something like this and will not raise against you but this causes reduced manufacturing for you Prays and worship.

Fearless - your race in not afraid to die and will push there ships to the limits, gaining a bonus to damage and speed at the expense of ship hp and dodge bonus.

JTL
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Joined: Sun Dec 02, 2012 3:34 pm

Re: Race Picks

Postby JTL » Tue Dec 04, 2012 5:42 pm

Automization Master for all Categories like Industrie / Research / Money and so on. It gives no Bonuses But it upgrades automatically all your Factories / Research Labs and Banks to the best Building you researched. As an example: You take Industrie Automization and research the first Factory ( 5 Prod.) and build it.Then you research the 2nd Factory ( 10 Prod ) and your first gets automatically Upgraded to it but you can build the second 2nd Factory too ( only when its like MOO2 where you could build them all ). So you get a Prod of 20 and others only 15. And gues what. If you research the 3rd Factory ( 15 Prod ) you can have three 3rd Factories. It then makes 45 instead of 30 Produktion and imagin the Prod bonuses of those Factories for Populations. So it would kick in in the Mid til Endgame and would be very Powerfull so obviusly extrem Expensive but the early Game would be very Weak.

Calavero
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Re: Race Picks

Postby Calavero » Thu Dec 06, 2012 12:02 pm

VenomStorm wrote:No, i think he's looking for things like "proficient farmers +2 to farming". Picks that you would make to create a custom race. Make sure it's not something from moo.


Exactly.

Thank you all for your posts, any more suggestions?
M.O.R.E. under construction

johnpain
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Re: Race Picks

Postby johnpain » Thu Dec 06, 2012 1:39 pm

Slaver: your race gains a bonus to planet manufactur for every captured ship dicomishoned (gain people from the race of the captured ship)

AI savy: gain bonuses to ship combat and manuveerability when the AI takes over, (could have research linked to advanced AI)

Riding the Slipstream: The race can reach anywhere within there influence range in a fraction of the time it would take normal races, entering combat in this way gives a suprise round.

Phase Travel: the race can travel throught planets without stopping simply phasing a whole ship in and out of exsistance speeding up exploration travel.

Black hole masters: give access to Black hole manipulation technology maybe even using being able to use a black hole like a worm hole.

Ancient tech: the Race starts with a ancient piece of tech that is unquie and unresearchable that helps the starting planets growth.

I am Clone: the race can no longer reproduce, every member of the race is a clone, the race no longer ages but every time more clones are made the genetic pool degrigates untill a original genetic sample is taken (either given by a race or taken by force) if the sample is too degrigated then the race can no longer use an original sample.

Untrustworthy: races are always warey agreeing to any deal most deals will cost you more.

Plauged: the race is born with a disease that will kill the members young, this means that a ship can never gain more experience than (top rank - 2 ranks), also leaders cost more and the ground troops are weaker unless fearless.

Ancient survivors guildence: the race had a Ancient Pasivist visitor that has guilded there hand early in there life cicle gain random non weapon Tech but loose starting space weapon tech, and take negatives during war.

Tel
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Re: Race Picks

Postby Tel » Thu Dec 06, 2012 6:39 pm

Honorable - the race never breaks treaties [is not allowed] but gains additional bonus from all treaties (trade, influence...) also can never declare war (unless attacked) but if attacked has double bonus in defense and attack.
(I guess such a pick would not be liked by most players, only pacifists).

Ingenious explorers - Automatically form new in-system colonies on habitable planets as time goes by, without needing colony ships.
(people settle on their own initiative and when a critical number is reached the empire can declare the planet as colony).

Persistent researchers - The race gets increasingly bigger bonuses on research points if all research is concentrated (minimum 80% of all points) in the same field.
(i.e. +10% for the first project, +20% for the second, +30% for the third and above - bonus is lost when the field changes or if research is diminished).

Cowardice - :lol: during combat, ships are twice as likely to retreat on their own compared to the normal game settings for it, but they get a big bonus to evasion because avoiding to be hit is the first priority of their life.

Enigmatic - they take every precaution to conceal everything about them, spying on them is twice as hard, scanning their ships is also twice as hard (requires higher technology than normal).
(perhaps regarding spying, they should have the same penalty for spying on others, but not on scanning).

JPTS
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Re: Race Picks

Postby JPTS » Thu Dec 06, 2012 8:32 pm

I have played many games acting like the "Honorable" pick you described, maybe something like the Federation, from Star Trek.

But I think the race should be allowed to declare war against another empire that does something "evil", like using weapons of mass destruction, for example. Also, when an ally is at war, if they didn´t start it.


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