View Full Version : Public Poll on Civilizations/Government Civics


adambot
Mar 22, 2007, 11:08 PM
Greetings to all,

I would like to poll all of you to see which you would prefer:

Races for the civilizations (EX: wookies, humans, sullistans, etc...) with different Government types as the civics (anarchy, confederacy, rebublic, empire, rebellion)

OR

Different government bodies as civilizations (ancient republic, raktan infinite empire, alliance, empire, etc...) with different leader types as the government civics (EX: emperor, chief of state, senate, etc...)

Qdin
Mar 23, 2007, 03:56 AM
Couldn't we add races as a feature to the mod?

You know, just like religion the races will be spread. But this time we'll make alot of the buildings and researchings add/subtract the amount of races to that city :) This will mean that there will be bonusses, and negates in the longer run.

Of course it shouldn't be like we get all Warfare technologies to all connect to 1 race. That wouldn't be fun. But if we instead made it so 'religions', techs, buildings and such appealed to certain races more than other's. Maybe even make it so the more of 1 race the more that population will slightly increase. The more the better. And if we actually DO it like this, we could then afterwards make it so if the majority of the amount of people in a city will change to this other race. Everybody would start as humans, and then later would be able to switch to some other races or species such as Gamorreans, wookies, twi'leks, Mon Calamaris etc.

Making a few predefined relationships between this races wouldn't hurt... alot :rolleyes:

i also like the Government types, Anarchy.. hmm... what about adding Kingdom? Remember there's a huge difference in a kingdom and empire xD Emipre is forced, the king owns. The empire will take the best suited/his right hand to take over one day, the king will let his son rule.

Kissamies
Mar 23, 2007, 05:38 AM
Hmm, tricky question actually. It's not always so clear cut in SW universe. Sometimes a nation is pretty much composed of one race, sometimes not. Qdin's idea of species as religions is very cool, though. I'm all for it. Only question is how you would discover a race. Goody huts? Research? Conquering a neutral city? Move the Force orientation to civics. As for civics in general I have few ideas forming in my head as well.

Qdin
Mar 23, 2007, 06:38 PM
I know.

I remember in Galactic Civilizations 2 you can discover some minor races... *thinks*

Yes... how would we approach this angle.. *hmm*

What about if we look into what 'brought' the mainraces into the galaxy?

I think gamorreans because of Bounty Hunting. so when Bounty Hunting has been researched you can appeal to Gamorreans. When a population of one of the races is reaching more than 20% you should be able to get new buildings and units. Maybe a Gamorrean warrior, bountyhunter or whatever the 'time' we're in. (no - we should have many 'steps' so you don't start off with suddenly getting the gamorrean race, and we've only made 1 unit for them which has like 20 strength in the beginning of the game - that will be too much, lol)

So we can make levels all naturally but these guys will get other good and bad stuffs. (better against something and negative bonusses against somethign else)

Maybe Slavery and 'Free liberation' (if there's something called that - lol) would introduce the Wookies to your civilization. Slavey because they were slaves, and the liberation because they got free. It's more or less really classic for the wookies, so you'd need both to get them introduced to your world.

Tell us your ideas when you have the time to, Kissamies :)

Kissamies
Mar 23, 2007, 11:14 PM
Gamorreans are into bashing people with clubs, not much else. Hutts like them because they are willing to do it for free pretty much. It's the Rodians who are into bounty hunting. I suggest that any species that gets to be a civ isn't one of these 'minor races'. Hutts, for example. I also think these species should mostly be kept "as seen in movies."

One Civic group could be about how the different species are treated. Some examples are Slavery, where they are treated as slaves causing buildings to be finished faster, but there is more unhappiness; Chauvinism, where "lesser" species are second class citizens and taxed more; Equality, which will give you more culture.

Some race ideas:
Bothans - Spynet and oppoturnism, less maintenance?
Ithorians - In touch with nature, better farming and health bonus?
Mon Calamari - Artistic nature; more culture?
Sullustans - Underground cities, pragmatic nature and SoroSuub Corporation; better production?
Rodians - Violent, tenacious, and dedicated. Consider bounty hunting a form of art; free units of some kind?
Twi'leks - Cunning, charismatic, and profit oriented; more trade?
Then there is the obvious warrior race. Could be Barabels, Gamorreans, Noghri, Trandoshans, or Wookies, for example.

Qdin
Mar 27, 2007, 07:20 AM
We shouldn't just have them like that. Dont' give them 'classes' ;) The noghri? No - definately not. They are a primitive specie which is moreful as a cannon fodder than in melee if you ask me :rolleyes:

How would we like the races to act like? :) Should we have the 'appealing' be for increasing the amount of that race defined per city?

In simple this'll mean that we could let it spread like religion. A city will have official races, and you could use the same way as missionaries to spread and make your races spread around. then again, we SHOULD make it so it's possible with Holocaust :D yep - killing and entire race from a city :wink: we'll see later :lol:

a good idea you got there about the civic group :)

Maybe even effect it so Slavery will increase production - as you said - but where you had wookies you'd get extra production BUT also alot decreased happyness. we should consider this :)

The more races the better, then we can always cut someone off. Maybe we could start with some 'known' first? I don't know what the 'Barabels' are... O.o

So anyone's got any suggestions? a comment or two about the idea of spreading the races just the same way as religion (so the cities will officially be under 'influence' of this race, giving bonusses and negative effects.) would be appreciated

- Q

Kissamies
Mar 27, 2007, 11:39 AM
Easiest way would be using the religion approach. Species either is or isn't in the city and don't worry about specific numbers. If not classes, the species could at least have an unique building each that you can build in a city when you have the species and tech you need. Spy center for Bothans, Bafforr grove for Ithorians and so on.

Holocaust civic, yep. Massive unhappiness and some population drop on cities with non-ruling class species, but it will slowly kill them off. Extra happiness in "cleansed" cities too maybe, I don't know. Having multiple species in a city should cause some unhappiness except with Equality civic. That could be its main advantage. One civic could have something to do with droids.

Getting species from start occurred to me as well. In that arrangement, the civ species could also be spreadable species. Many civs would start with Humans. The Republic civs would start with one extra, possibly random, species. Hutts would get Hutts, Gamorreans and possibly other species of Hutt Space (http://starwars.wikia.com/wiki/Hutt_Space). Having a lot of slave races could be a main advantage of Hutt civ.

If you don't know what something is, check Wookiepedia (http://starwars.wikia.com/wiki/Main_Page), that's what it's there for. I just tossed some examples off the top of my head.

Qdin
Mar 28, 2007, 06:15 AM
well, I meant for other people.

It's simply not fair to make an advanced mod to people who barely know what all the stuffs are ;)

An excellent idea there, Kissa' :D

but I don' tknow about the slaveraces...

hmm... So so far we've made a suggestion sounding like this:
species will be and work the same way with religions. Missionaries for those species could be discussed; building 'racial' buildings could be another way (maybe after building X amount of this racial building it'd be 'adopted' in the city.).

We shouldn't just have 1 unique Racial building, but more than one. But we should make the Racial Projects then instead like any other wonder ;)

The discussion currently occuring is whether players should start off with a certain race to begin with when he/she/it selects a leader... We should probably look at how the 'classification' of the leader would appeal to the different races and species.

If we've got Diplomat Leader, then we'd consider how many races and species which this 'job' would appeal to. Veteran Bounty Hunter as another Leader could also work for most 'start classes'. Businessman?

i'm not sure about the holocaust as a civic... Maybe making some Galactic Superproject could result in the ability to wipe out an entire race or specie... O.o

Otherwise it'd work on the other way like you proposed that we somehow made a 'hunt' in your own cities to finally remove that race. :) But I guess that should be more of a 'sideeffect' activated through one of the other civics - Holocaust as a civic? heh - I doubt it ;) Holocaust is just the term used for specifically targetting one and an entire race or specie for then to hunt them down.

Unnamed_Sniper
Apr 23, 2007, 08:14 PM
Here's a mod that I posted on the other forum, but i think either noone noticed, or they didn't need it.
http://forums.civfanatics.com/showthread.php?t=182334

It doesn't seem to work very well for me, but it has some good ideas.
The civic options shouldn't be so confined. Think of all the governments in Star Wars. The movies don't actually show much normal citizen's life. I like the idea of races by "religion" and I was thinking about the types of life you see in both Knights of the Old Republic games, if any of you have played them. On Taris in the first, only humans are given any status and any other species are forced to lower, less maintained levels of the city. That could be the idea behind an "aristocracy" or "privileged class" civic, giving unhappiness for each non-state race in a city but the advantage of increased culture,production, not sure what a good benefit would be, but many of the KOTOR planets have ideas for civics.
Everything shouldn't be tied into the Force and Jedi, as many races and civilizations existed without the force being much of an influence and the Force certainly doesn't affect the majority of civillians lives.

Qdin
Apr 24, 2007, 01:16 AM
well said on the last one :)

We'll see, but maybe adopting new alien species which ARE tied to the force would also grant the discovery of The force for i.e. the Ithorians? (big ugly snail humanoids - you must've seen them in the KotOR Series :p)

Unnamed_Sniper
Apr 24, 2007, 05:35 PM
That sounds good, but what about the civs with force ties? I dont know who is in the mod, but would the Jedi, Sith, or Rakatan need to "discover" the force too? they could have it as a starting tech while others must research it and/or discover it through races like Ithorians. What's with their flat heads anyway?:)
Maybe there could be a force sensitivity rate for cities and ones with a high enough rate could make extra buildinds or specialists like jedi or sith acadamies/temples/training grounds etc. and then train new units granted by those buildings.

Qdin
Apr 25, 2007, 04:51 AM
the Jedi and sith are a way of living, and it's not considered a race or covic if that's what you mean. So we won't end up with those problems :wink:

Kissamies
Apr 25, 2007, 06:15 AM
Force tends to be a matter of small elite groups of Force sensitives and the general population usually doesn't have much say in it. Therefore it shouldn't be handled as religions. I would like a civic group determining how the Force sensitives are mainly organised in a given civ (OR Jedi order, prequel type Jedi order, Sith and so on.) The Force is still a big thing in SW universe after all and the Force users tend to be influental.

Unnamed_Sniper
Apr 25, 2007, 05:42 PM
Well, the Sith do have a way of coming up with empires armies and such, like Revan/Malak, Exar Kun, The Emperor, but maybe they shouldn't be a seperate civ if Jedi aren't. I guess the Jedi aren't a civ at all. Jedi could be special units for the Republic. What about the Rakatan? They could be a civ.

Maybe Force could be like religion civics in cIV. A civ could be aligned with dark, light, neutral (equal treatment and belief of both),or no state (doesn't believe in either or the force). At least Jedi and maybe Sith could act as a "species" like ithorians and rodians in that they spread like religion.

Qdin
Apr 26, 2007, 02:37 AM
Unnamed_Sniper - what about reading our discussions before repeating what we've already suggested? ;)

Kissamies
Apr 26, 2007, 12:55 PM
The Sith 5000 BBY are even better example of a Sith empire. The Jedi usually were content to stand aside and let the "mundanes" run the show, while they acted as guardians for the goverment. The Sith preferred to run things. In either case, the general populance didn't seem to have much say in the Force matters.

I'd say a Sith civ would be valid, because there was Sith empires. I believe the Republic had a Jedi channellor at one point, but there really wasn't Jedi empires, so they shouldn't get a civ. It's a bit tricky question... Civics, civs, or a little bit of both?

The main effect with Force civics would be the kind of Force user special units you could build, I think. There might be other effects too.

Qdin
Apr 26, 2007, 04:12 PM
I agree with the last one, but then again - it should go under more advanced discussions :o

Unnamed_Sniper
Apr 26, 2007, 06:58 PM
sorry, read that post, didnt comprehend...till now, a little late.
Not sure where to ask this, but how many of the threads in this mod's devlopment forum are still accurate? Like how much do you guys have done now?

Qdin
Apr 27, 2007, 02:02 AM
First of all, we need to plan ahead. Which is our current stage of development. Then later we can implement stuffs as we want it.

I'd say the last posts in the topics are the ones we'll listen to :p or the ones from this year :rolleyes: *lol*

I still don't know how to get units in-game, but I guess all we need is someone who knows? But I'm also afraid that I might end up asking a few more advanced questions >.>

Joxer
Apr 27, 2007, 02:45 PM
If I may add something.

I like the concept of species as a religion. Especially if a city is given bonuses to such things like production, research etc, depending upon which race resides in the city.

I think that the Force Jedi/Sith issue should be kept to techs. The Force as stated, was a way of life, much like religion today. Since the religions are replaced with species/races the Force can be researched.

Make it like Liberalism in that the first Civ to get there gets a handful of Jedi units. But make an Anti-Force tech ie the DarkSide. Only one side of the Force can be researched by a Civ so as to not negate the little twist. First person to research it gets half the Jedi Units out there and then every Jedi made after it has 50-50 chance of being Dark or Light.

If they are Dark, goes to player who found DarkSide, Light to Light. Make the Jedi/Sith like Spies, cannot attack other units but just each other. Other units cannot see them, just other Spies/Jedi. With the exception of Bounty Hunters which can be made by the other Civs who were not the first to research the techs. The BHs will also act like the Jedi/Sith in concept.

Unnamed_Sniper
Apr 27, 2007, 10:44 PM
So you don't know much about xml? I am pretty sure that that's how to do most or all of the adding/deleting/changing units that you need. I downloaded a tutorial that helped a little, but that's not advanced enough for this. I'm sure there are more advanced ones to be found here somewhere, if we're willing to learn



@Joxer: I think Jedi/Sith should be researched as techs like you say, but then alignment would be governed by civics. Your units idea also doesn't seem like a very fun application of the units now, does it? and it is also probably hard to script in. If you think about it, any civ with light alignment should be able to build Jedi, right?

Qdin
Apr 28, 2007, 09:06 AM
I'm not sure about that, though.

I was thinking of having those units based on the light and dark and all to be military based, but the force would especially affect the world as a whole. The mood, the affections, the cultuers, the building and everything.

Unnamed_Sniper
Apr 28, 2007, 12:28 PM
Definately militarty combat units. When you think of Jedi and Sith, what do you think of? Lightsabers!:D good for cuting people up.

"For my ally is the Force. And a powerful ally it is. Life creates it, makes it grow. Its energy surrounds us and binds us. Luminous beings are we, not this crude matter. You must feel the Force around you. Here, between you… me… the tree… the rock… everywhere! Even between the land and the ship."--Yoda

That sure sounds like it affects the whole galaxy too me.

Qdin
Apr 29, 2007, 03:29 PM
it does :p

but the lightsabers was actually invented a long time AFTER the first Jedi and the force was discovered and all that... :o

This is when I'd like to mix that up a little. The Force Units shouldn't really have lightsabers before lightsabers actually got researched. It should require multiple techs and it should get developed through a Universal Wonder or something :D then it would be available to all players... if they have the prequisites-thing-stuffs-whatever-heh which is needed :)

and I think what you suggested before about the military part would be pretty good for it.. 'unlocking' depending on the Civ and all. But what about using the force as Religion instead? Then it would be independant on the city of whether it would be Siths, Jedies, Force Adapts or whatever... but then again, if we do have it as a fovernment then it would get more of 'converted' and all... *hmm*

what about making a mix? both a religion and also making it affect the government or whatever we'd call it? :D

If anyone has any ideas of how we can put some differences in them we can see if it'd work.

Unnamed_Sniper
Apr 29, 2007, 09:57 PM
that sounds good. The civic liberalism reqs no state religion, so a dark side civic could require the Dark side as a religion. can there be two seperate religion tracks? one for species, and one for Force? If the species are done in religion fashion, then the "state religion" would be whatever species you want dominant. this however would obviously interfere with the Force as a religion. It would be cool if there were a way to get a religion OUT of a city, if you convert to being a light side civ, then build an imp or something like wealth to get rid of a "religion"

If I may add something.
Make it like Liberalism in that the first Civ to get there gets a handful of Jedi units. But make an Anti-Force tech ie the DarkSide. Only one side of the Force can be researched by a Civ so as to not negate the little twist.

This sounds like a good way too do the tech part of it. The Force, then light/dark side, then lightsabers. a few other, more specific techs could go in between. Can there be a tech to research mulitiple times? A player could research a the dark side to get dark side points and a light side tech to earn light side points. much like KOTOR, except techs replace actions.

Qdin
Apr 30, 2007, 04:54 AM
dunno... I think Star Wars Mod would be pretty easy in Galactic Civilizations 2, but it isn't for Civ4 XD heh

sound sgood enough, but I think that having the whole force and alignment be a mix of religion and a state thing. Just because a city or planet is influenced by Dark Side of the Force it doesn't mean it's the 'State Force'. If we could make it so there's also governments and such being influenced by the 'State Force' and individual Force Alignment it owuld be great :)

Joxer
Apr 30, 2007, 03:14 PM
I was just thinking of way to have 2 separate wars going on. Maybe everyone is at peace but you could still have the war going on between Jedi/Sith/BHs. Everyone could build Jedi once they research the techs. But you had to make a choice to either follow the Light or Dark side.

Then when you build your Jedi, they could follow either Light or Dark side, even if you picked the other side. If they went against your chosen side, the unit would be "gifted" to the other side, more specifically the first person to research either Light/Dark.


It was just an idea because I did not know how you would balance the Jedi/Sith against the other units effectively.

Qdin
May 01, 2007, 04:05 AM
interesting :)

but would this mean that we'd have like 'gang wars' going on depending on the state of Alignment? (i.e. whether you're Jedi, Sith, Force Adapter or whatever instead of Bounty Hunters.)

if you ask me, there shouldn't be a whle Civic called Bounty Hunting as it's more of a proffesion. We could make Bounty Hunters through training, but we shohuldn't compare them to being in the same cases as the Force Alignments.

Joxer
May 03, 2007, 09:05 AM
:blush: I did not know that you were making the Force alignments civics. Althought a society built upon Bounty Hunters would be interesting just to think upon, but not really practical.

I was just making them all units like Spies where there could be a whole separate war raging besides the land/space struggle. I thought to keep the Force as a civic, not Light and Dark as 2 different civics to choose from.

Qdin
May 04, 2007, 06:43 AM
why not have both? :p

Both force-struggles and land/space wars in case there's an 'open' war?

It would strengthen what you wanted, isn't that right? :p But of course they should also be able to go directly in war and participate if there's an official war going on, and not just have an internal struggle.

Then the question would be, where would they stop? Would such force-struggles and fights making it capable to capture a city if it got 'invaded'?

I personally wouldn't say that, but if we instead could make it, so if a city was invaded by this other force, it would get directly turned to this new alignment, making it unavailable to build ANY other Force-units than the one(s) seizing... :p So you'd have to reconquer it back without fully going into a war, because this would be Force-struggles. Then you'd chase those hostile Force-units out of the city, converting back to your own alignment again.

Does this sound good, or do you have any suggestions or totally disagree?

Unnamed_Sniper
May 04, 2007, 04:08 PM
That sounds good. No capturing cities by themselves, but being able to convert city alignments. I guess one Jedi/Sith wouln't really affect an entire war or battle, but it would still be fun to see a combat version of these units:)

Joxer
May 07, 2007, 03:25 PM
Aye, a truly religious war where the missionaries are the only combatants allowed. That would definately be something of an interesting perk.

Im not sure if that should be a focal point of the game but a nice diversion for sure. If time allows, it would be nice to see that feature.

NikNaks
May 20, 2007, 11:51 AM
Just wondering, but has the idea of using the religion side of the game as the empire, senate, republic etc been suggested? That way the 'brothers of the ...' happiness bonus would already be in place. What do you guys think?

Qdin
May 20, 2007, 03:16 PM
actually it has - and we'll most likely do it the way so there won't be any 'full CIS' as the player can choose himself how to develop - maybe create his own republic, or CIS? :D

Kissamies
May 20, 2007, 06:12 PM
I like the idea of 2 layer war going on. One with regular military and the other with the Force and special units. The Jedi can also take part of open war, however. My idea would be making the Force units something of a mixture of spy, missionary, and Great General in Warlords. The Force units wouldn't need to respect borders and only other Force could challenge then. Like missionaries, they would change the alignment of a city (light, dark, maybe neutral too). When running a light side civic, you would benefit from the light cities more and other way around. The Force units could also be merged with military units giving unique Force promotions, bit like GGs. That symbolises a Jedi taking part of conventional warfare.

Should keep the alignment thing pretty basic if we are going for the species as religions solution. Alignment shouldn't be a religion, just Jedi or Sith leaving their influence on the place, or goodness or evilness of a planet.

There should also be some wonders that have synergy with Force civics. For example, having Valley of the Dark Lords would make a Sith civic more appealing, while having the Jedi Council would make Jedi civic seem like a wiser choice.

Unnamed_Sniper
May 20, 2007, 09:36 PM
THAT, kissamies, sounds like a plan! :thumbsup:

NikNaks
May 21, 2007, 04:50 AM
Whoa... that sounds like a hell of a lot of SDK and Python...

adambot
May 21, 2007, 11:39 AM
Kissamies - are you interested in coding that part?

Kissamies
May 21, 2007, 02:34 PM
Willing? Perhaps. Able? Definitely not! Heh, you just crushed my dreams.

Qdin
May 22, 2007, 06:41 AM
@NikNaks - get used to it ;)

Glad to see you're back, Adambot!

And we'll see how things will go, right, Kissamies?

adambot
May 22, 2007, 10:52 AM
yeah, sorry about disappearing like that, real life got in the way :(

WGW
May 22, 2007, 02:31 PM
no problem good to have you back here ^.^
as you can see lots of things happend.

Sovin nai
May 27, 2007, 02:42 PM
I like the idea about races as religion. Problem is, instead of having "Convert Religion" on the taskbar on the top, you would have to rename it to something like "choose new race" or something. Then, you could have a wonder that eliminates all non main races from the city. Is it possible to get more than 7 religions? I was under the impression that it is impossible to have more, but I don't really know. Because we would need more than 7 if we were going to have races as religions. You would be able to research the races from technologies, like someone said earlier, and maybe have races as resources too. Then you could build a special building if you have the religion, and the resource. That way, the race you choose is based on the environment around you. I don't know if that is too hard to do, but its just a suggestion.

For the force, you should have a lot of civics based on the Force. Probably based on how the civilization sees the Force. Dark Side, Potentium, Light Side, indifference, heretics (people who can use the Force are considered heretics), or something else. Each one would have a different unit that you could build. I think that is possible, that civics could have unique units or buildings that only civilizations who have that civic could build. For example, heretics civic would allow "Jedi Hunter" and Light Side would allow "Jedi" or something like that. Indifference would allow nothing, and would be the first civic, and the one that civilizations start with. It would have no upkeep cost.

NikNaks
May 27, 2007, 03:20 PM
I know for a fact that you can have more than 7 religions. Eusebius has 19 I believe...

Has anyone looked at Zebra_9's zCivics. There's a useful 'lock civic' potion, which we could apply to light/dark sides of the force. Thoughts?

Sovin nai
May 27, 2007, 03:22 PM
I have not heard of that. Where is it?
If we can have more than 7 religions, that would help. Is there a limit at all, or is it just as many as you want to put in?

NikNaks
May 27, 2007, 03:24 PM
I'm fairly sure that you can have as many religions as you want. You'd have to make room in the 'Change Religion' screen of course.

And zCivics is here (http://forums.civfanatics.com/showthread.php?t=223329).

snipperrabbit!!
May 28, 2007, 05:58 AM
I can tell you it is better to limit to twelve religions/races because of city bar display. By the way, if you can post a list of the different species sorted by importance order ( with signs if possible ) , I can alter the Gamefonts and give the needed dds files as I already done that for SotM : R .

Sovin nai
May 28, 2007, 06:49 AM
Well, it really depends on which races we will use in general. Some are more important in relevance, but aren't a good choice, I think. Humans, for example. But here are a few I can think of off the top of my head:
?Humans?
Mon Cal
Bothans
Ryn
Gammoreans
Weequay
Hutts
These are all the ones I can think of right now, and I'm not sure if the Humans should be included. Probably, but I'm not sure.

snipperrabbit!!
May 28, 2007, 07:39 AM
Well, it depends on what is the goal to change religions to races. If it intends to represent the ruling elite then humans must be included.

NikNaks
May 28, 2007, 07:40 AM
Surely humans would be in most cities automatically?

Sovin nai
May 28, 2007, 07:43 AM
Maybe humans would be an automatic race in every city, and the default beginning race. Or each civilization would be a different race to start with. The Vong wouldn't have the humans as a default one, would they.

NikNaks
May 28, 2007, 07:53 AM
Surely humans would be in most cities automatically?
Maybe humans would be an automatic race in every city, and the default beginning race. Or each civilization would be a different race to start with. The Vong wouldn't have the humans as a default one, would they.Well of course... Not every civ would have humans as a 'base race'.

Sovin nai
May 28, 2007, 07:56 AM
In fact, the more xenophobic civilizations would hate humans, and not let them anywhere near their cities. And the more "superior" civilizations, like the Empire, wouldn't let anything but humans near their cities. That should be a civic, too.

snipperrabbit!!
May 28, 2007, 08:19 AM
Maybe a 'paganist' race first and then a favourite race/religion ( I recall that there is a mod doing this ) will be sufficient enough.

Sovin nai
May 29, 2007, 05:13 AM
I have put together a few races, and possible benefits.
Bothans:
Bothan Spies (self explanatory, better than normal, can spread "Bothan," like missionary)
Bothan Shipyard (+Production, allows Bothan Assualt Cruiser)
Bothan Assualt Cruiser (good ship, better than normal ships)
Ryn:
Ryn Spy (like Bothan Spy, stealthier, can spread Ryn) (too similar to Bothan, can someone else think of something else better?
Ryn Fortune Teller (+Happiness, +Commerce, maybe something else)
Ithorians:
Ithorian Gardener (can increase culture, spread Ithorian)
Ithorian Boforr Garden (plus defence vs. Vong, +happy, +culture)
Hutts:
Hutt Enforcers (self explanatory, spreads Hutt)
Hutt Casino (+Commerce, +Happiness, allows Enforcers)
Mon Calamari:
Mon Cal Cruiser (self explanatory, like Bothan Assualt Cruiser)
Mon Cal Shipyard (+production, allows Mon Cal Cruiser)
Mon Cal ????? (spreads Mon Calamari, something else?)
That's all I have thought of for now, I'm going to think of some more, later. Any suggestions, comments, critticisms? Thanks.

snipperrabbit!!
May 29, 2007, 05:39 AM
Yes, a building/unit/promotion format will be good for each race.

NikNaks
May 29, 2007, 05:45 AM
Nice work, Sovin_nai! We should have a discussion thread for those...

Sovin nai
May 29, 2007, 03:37 PM
The only problem is, for some reason, I can't think of any other races off the top of my head. Other than the Gammoreans, and the Weequay. But those are kind of part of the Hutts. If someone would suggest more races, I could make more ideas, like my earlier ones. Also, I don't think that it should be the Ryn Spy, but I can't think of anything else that they are famous for. If anything.;)

Qdin
May 30, 2007, 02:11 AM
No... and a 'Hutt Enforcer'?

Ever heard of a 'killer snail'? That's more or less what I think of... and no - the only thing a Killer Snail really do is eating more and si more slimy :lol:

I doubt people know what a Weequay is anyways... not something you remember. A Rodian, for instance, or Duros! Those are more classics and will benefit more.

And if you won't call it Hutts, call it Hutt Societies as it will bring those bounty hunters as an option.

Sovin nai
May 30, 2007, 05:00 AM
By Hutt enforcer I meant the Weequays, Gammoreans, and their Hutt commanders. If they have young Hutts, well, those guys can move. But if you want, it could be "Hutt Societies." Might make more sense, anyway.
But, here you go for more. The Rodians, Duros, Twi-leks, and Collicoids.
Collicoid: (these are the creatures that made the droideka)
Droideka (self explanatory, needs Collicoid race in city, but not state race)
Collicoid Factory (allows Collicoid Droideka, and Collicoid Factory)
Collicoid Droideka (Better than normal droideka, spreads Collicoid)
Collicoid Frigate (huge transport room, not great strength)
Rodians
Rodian Bounty Hunter (Self explanatory, can enslave, spreads Rodian)
That's all I can think of that they are famous for. Anything else, really?
Duros
Duro Orbital City (+production, creates pollution)
Duro Beurocrat (Spreads Duro, something else)
Twi-leks
Twi-lek Slave (requires Slavery civic, and Twi-lek non state race, worker type unit, spreads Twi-lek)
Twi-lek Dancing Girls (city improvement, +happiness, something else.)

Kissamies
May 30, 2007, 07:14 AM
Duros are known for their spacefaring tradition. I'd say Duros building should be something that adds a trade route and unit a Duros scout.

Priority here should again be the "seen on movies" species and those that are required for civs we are going to include. Chiss, Massassi (possibly for Sith) or Yuuzhan Vong, if any of those are included, for example.

Qdin
May 30, 2007, 07:36 AM
What about putting the list of what they are, can do and all that until we actually decide how we're gonna do this?

How much of the game and the gameplay will we let to get affected by the races?

Sovin nai
Jun 03, 2007, 12:34 PM
I personally think that it should be more than the religous affect in vanilla Civ, but not a whole lot. It should be more a way to choose a style of play, rather than the entire point of the game. But certain races would have a completely different unit choice, if that's possible. For example, if you have a Mon Cal state race, you might replace one or two units, but if you have Yuuzhan Vong as a state race, you would replace all of them. Or have a Peace Brigade style of play...Sacrifice the Jedi to the gods for money, and all that.

snipperrabbit!!
Jun 03, 2007, 05:57 PM
then, you must set race prereq to almost every unit;

Sovin nai
Jun 03, 2007, 06:08 PM
True, but it would make the game much more fun. Which is better, more work, but more fun from playing, or being lazy, but having no fun when playing it? My opinion rests with the former, but its just that, my opinion.

Kissamies
Jun 04, 2007, 04:23 AM
Something is better than nothing at all, though. Feature creep can kill mods.

gostanford22
Jun 04, 2007, 02:24 PM
if u make it be race, its more orginal and easier, all star wars games seperate the factions by there offiliation with government, not only would it be repetitve, but it would be a simplier way to make units, how would u determine what a normal rebel unit looks like, a wookie, human, etc., if u seperate by race, then u solve that problem

please excuse sp.

Sovin nai
Jun 04, 2007, 04:22 PM
Exactly my point. And they would each have slight advantages, say the wookies would have more strength, the Chiss would be better pilots, etc.