Bringing Events to the Final Frontier!

Supernovas honestly should just be scrapped from the game or implemented for one turn only...and anyone who studies astronomy (as said in other posts) will know this. Here is another idea I though of by the way:
Bad traits! (and good)
This in fact can be put into any mod, but on a galactic level it is even more awesome. Think about it, with the *yawn* objectives like Expansive and Imperialistic, you can have traits reflecting negative and positive qualities of the leader instead!
Here is a list I conceived (Bad-Good):
Crazy-Tactical
Violent-Peaceful
Greedy-Generous
Stubborn-Helpful
Dishonest-Honest
Control Freak-Liberating
Dumb-Intelligent
Rude-Considerate
Weak-Strong
Hateful-Kind
Corrupt-Ethical
Each leader would get one bad, one good, or two bad, two good. Example:
Joe Muscular
Good: Strong, Liberating---Bad: Rude, Violent
Anyways just a suggestion, but I think it would be great to implement.
 
I really like that idea, Snaker8; I think it would really add a lot to the personality of the leaders in Final Frontier (and the Epic Game!). Can you flesh them out some more though? I mean, how would they play out in the game mechanics? :)
 
No one will choose a leader with two bad traits unless there's a positive in the bad traits (such as unhappiness but more cash!)

I think what Snaker8 is suggesting is that each leader could/would have two bad traits AND two good traits, or one bad trait AND one good trait. Which I think would be very interesting. I saw a mod on here somewhere, and in the works was this idea (though only 1 bad trait), something about saints and sinners or the like. Sounded cool. :)
 
renegadechicken, that is what I meant exactly. Preferably each leader would have two bad and good traits, but having one of each is OK as well. Also know that traits which are opposites of each NEVER mix. For example, you can't have a leader who is dumb and intelligent, or strong and weak. Here is some possible attributes which go along with each trait: (note that I do not know how to implement all these in the game, but I can probably figure it out)
Crazy--All production is reduced by 30%
Tactical--All production is increased by 30%
Violent-- +3 unhappiness in all cities
Peaceful-- +3 happiness in all cities
Greedy-- +1 commerce in all cities, -30% research
Generous-- -1 commerce in all cities, +2 happiness in all cities
Stubborn-- -1 relations with all leaders, -15% culture
Helpful-- +1 relations with all leaders, +15% culture
Dishonest-- +50% upkeep
Honest-- -50% upkeep
Control Freak-- Each Religion (or whatever it is called) you have is -10 gold per turn
Liberating-- +1 trade routes
Dumb-- -40% research
Intelligent-- +40% research
Rude-- +4 unhappiness in capital
Considerate-- +4 happiness in capital
Weak-- -1 strength to all units
Strong-- +1 strength to all units
Hateful-- -10% culture, -75% chance of great person
Kind-- +10% culture, +75% chance of great person
Corrupt-- +1 sickness in all cities, -50% espionage
Ethical-- +1 health in all cities, +50% espionage
Example: Joe Muscular
Strong-- +1 strength to all units
Liberating-- +1 trade routes
Rude-- +4 unhappiness in capital
Violent-- +3 unhappiness in all cities
If I missed something or screwed up on something (because I do not know FF really well) please tell me.
 
I like the ideas, Snaker8! Looks like these could be pretty cool! The only thing is (besides no GP in FF :( ) that they might need to be tweaked for balance. For example, Joe Muscular's capital city would start the game with +7 unhappiness, which would probably make the city stagnant with NONE of the people being able to work (which wouldn't be very fun). So we'd just need to watch out for stuff like that, and it'll be great! :)
 
Yes, point made. As I said in an earlier post, I don't know FF really well, because I haven't played it much. Perhaps this could replace Hateful/Kind (if there is anarchy...there is anarchy right?):
Kind-- +10% culture, no anarchy
Hateful-- -10% culture, +2 turns for revolution
 
Perfect! Yes, there is culture in FF (it's actually called influence, which makes sense in a star system), but your changes are an excellent revision and should work nicely. Great work! :goodjob:
 
Good. By the way, are you starting a mod on these ideas, or waiting for more, or what?
 
Hi there.

Very good and interesting ideas, i would like to test those in-game.

About the nebula, it should be able to explore, units would have 75% change to disapear, and when they do that, they would become spacejunk. alot of area is unexplored because of the nebula, and there could be pockets of normal space inside the fields to hide. pirates could hide there and even build starbases etc.. :P

i posted some ideas in other FF topic a long time ago.

EDIT:
here is the link:
http://forums.civfanatics.com/showpost.php?p=5776184&postcount=45
 
How about the Space Amoeba, Crystal Entity or maybe a full-blown invasion by the Shadows? ;)
 
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