Yeah, a big problem is I'd like the choice of a state religion (Preferred Lifeform) to have the same consequences as a Civic. So there's an argument to be made that Lifeform should be captured by a Civic rather than (or perhaps in addition to???) repurpose the Religion engine.
Krikkitone said:
As for buildings Instead of population, I don't think the AI could handle that well,... I was thinking more of extra factories (+% to production) for the Borg..... They just don't have extra 'Libraries' like the Cyenid, or 'Theaters' + 'Granaries' like the Mutagens, or 'Banks'+'harbors' like the Natives.)
Yeah, that was my concern too. The AI likes food! I've seen the AI do things like make cities unhealthy or unhappy, but never purposefully go into negative growth. A momentum human player can do the math and realize that building boreholes would allow the quick construction of buildings that replace citizens and thereby enable a "rush" strategy. Can the AI?
I had this vision that the game board would
look different from civ to civ... that the Borg territories would be big stretches of scarred lands that they'd exploited for every last mineral... Perhaps one way to do that is to give Borg +Food on Boreholes/Mines, -Food on farms -- easily modeled with Civics, not so easy with Religion.
Because Boreholes eventually collapse, you have to keep building them to get that quick fix. (They should work like crack.) The only way to survive them is to BUILD citizens rather than GROW them -- but if you're right about the AI not handling this well, that's a problem.
Maybe I will take vanilla Civ4, create a borehole improvement, and see what the AI does with it in the Ancient era...
Krikkitone said:
Assuming that you are using a 1 specialist per species model, where the 'specialist allowing' buildings come in three types
1 requires proper tech only (say gives max of 1 at a high tech)
2 requires species present (say 1 as early as the species)
3 requires species to be official (allows 2 as early as the species, with some special midtech 'cathedrals' that allow an additional 3)
Yup! In the proto-mod posted, that's already modeled to some degree. Not balanced or tested, tho, b/c by the time you get there there are no more techs to research so the game is basically "over." But it's there...
Krikkitone said:
(Or is Pure Breeding a stronger form of Anthrocentric? No state species at all?) ... That might be good to have since I don't think you get the bonuses for No state 'Species' even if there are no 'species' present.
Well, the root problem is that in this mod, "No religion" = "pure human." So "Pure Breeding" could be a more virulent form of Anthrocentrism. OR it could be a "new" lifeform in the sense that the original human settlers have evolved so much by the time this tech is discovered, "pure" homo sapiens are actually a different race.
So probably 2 civics for 'Pure Breeding'
1=Pure Breeding Humans (No state Species, Building that eliminates non-state non-Holy city Species, +2 unhappy for all non-State Species Present, and Military Bonuses, Unlimited Human Specialists for all cities)
2=Pure Breeding Nonhumans (Building that eliminates non-state non-Holy city Species, +2 Unhappy for non-State Species Present, GPP bonus...aiming to "perfect the species")
This meshes with what I'm currently describing as "Chauvinism," the name of which I'm not attached to.
1. Multispecies/freebreeding... No state Religion,...+1 food per specialist, can build 'Missionaries' without 'Monasteries'
Great, very similar to "Tolerance."
2. "Organized Religion" One that eliminates City Distance Maintenance+Gives a Production/Commerce Bonus to the Capital. (High Maintenance)
In the game as it stands, the default Anthrocentrism is low maintenance, +1 unhappy for other Lifeforms. So switching to Tolerance (no traits whatsoever) is a step up from bad because it eliminates unhappiness; however, it is high maintenance. I like your ideas because I think starting from 0 and going to 2 is better than starting from -1 and going to 1, if you know what I mean (?)
btw, there is a weird bug if you mouse over the existing "Chauvinism" civic. It shows the +1 unhappiness as +[very large number] happiness. It still works, tho.
Species Specialist ideas
1. Generics: +2 Commerce, no GPP
2. Humans: +2 Happy? if possible?, GPP
3. Cyenid: +3 Research, GPP
4. Mutagen:+2 Health, +4 Psi, GPP
5. Borg: +2 Production, GPP
6. Natural: +3 Gold, GPP
Yeah, the current specialists are a bit more, um, punitive than this. The "Vitaologist" is +3 food, -1 hammer, -2 psi (turning minerals into food is very demoralizing). The Borg are also -1 psi. I was doing this because I was thinking that Psi could work like a "bank" and that Psi borders should grow and shrink, rather than only grow. Culture then becomes a resource like everything else. Any thoughts on that?
Each "Great Person" can
5. Do some OTHER special thing (Mutagen=Psibomb, Cynoid=Academy+Scotland Yard, Borg=HeroicEpic+Barracks, Natural=Bank+Hospital, Human=Forbidden Palace+Happiness)
I was actually thinking of the Borg as potentially being upgradeable to a fighting super-unit of the current era.
Free Society..No Maintenance
(Military units extra+'Emancipation' effects)
Engineered Society..(Medium Maintenance)
Building Bonus, +Happy from 'Courthouses'/'Schools'/ or 'Jails'
Collective Mind/Thought Control (High Maintenance)
no WW, no Trade Routes, +Happy Military Unit
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These all mesh well with the civics we've got on the table; we needed one more for governance and society. The Gov civic closest to Collective Mind is either "Consentience" or "Hive."