Difficulty Levels: Governor, Planetarch, Star Smudge, Starlord, Dauphin, Emperor, Deity
Unit Rank:Green, Veteran, Elite, Legend
I'm thinking about 50-54 planets in all in a 160x160 map, each designed for up to three cities, but there maybe moons closeby with resources.
Team win/Financial/domination/princess captured victories could be allowed
Barbarian units are stealth and due to their strength, it's possible they could wipe out a civ, under certain condition, so I've set them to scarce appearences. Probably early will be the Amoeba/Hydra and later on Crystal(or was that only trek?) and Antarrans.
RACE DESCRIPTIONS(unknown if I'll be able to implement all, we'll see)
Alkari(Descedants of an ancient Avian species): Dictatorship, better aerial units, units have ranged attacks, better pilots(never lost during space expeditions)
Bulrathi(Bearlike): Dictatorship, Sturdier Units, have better defensive abilities, settlers and workers can defend and thus never captured. Slower units, since they go for the bulk, less science
Darloc(Shape Shifters):Veteran Spies, Dictatorship, Stealth, starts with map revealed and embassy on each world, might be the only race with spies or spy units are better, all units have stealth. Big corruption problems(Due to their nature)
------DARLOCS were Orion slaves, bred inside their ships and designed to serve them as their eyes and ears in the various worlds. With time they gained valuable knowledge of alien territories and civilisations------ Part of my Civpedia for them
Elerians(Matriarchical, Female elves): Only Female combat Units, Feudal stratocrats, Fanatics, Can build missile type land units, units start at veteran status, are backwards technologically, can see two tiles away
Humans: Charismatic Diplomats,possibly the most Democratical gov., commercial, Cheaper Units, Cultural bonus(might keep for other race), minimal battle readiness, can't maintain large army
Klackons(Insectoid): Always content, Hive Mind Govment(but rulled by Queen), agricultural, No corruption(as they're driven by instinct to work towards a common goal, the mere concept of corruption seems inconceivable), Low culture(Culture requires a certain level of individualism Klackons simply do not have),
Meklars(Cybernetic Exoskeleton): Cybernetic, Industrious, machine based world, production is faster(more of it), Dictatorship, more expensive units due to materials used and higher production values
Mrrshan(Cat-like predators): Warlords, less support for units, weaker economy, Dictatorship, units are faster and have better attack, can retreat from battlefield, all units can detect most stealth units except maybe the barbarian ones
Psilons(Super size head intellects): Many artifacts world, Dictatorship, Scientific, Faster Reasearch, Technologies none other can research, refined level of research, Very resistant to conversion, due to their technological mindset. Weaker land units(prefer to be a scholar than an athlete),
Sakkra(Reptilian, with Regenerative abilities): Pop Growth, Live both in surface and under it, Feudal, Starts with city and extra settler, settlers don't require populace reduction. Possible largest closeby moon(enough to hold another city), or bigger planet
Trilarian(Naval Superior lifeforms):Expansionist, Spacefaring, starts with space travelling techs and in a city closer to space launching window(many sea-water related buildings).
Silicoids(Crystaline- Sentient): Lithovores, Repulsive to all races, Workers can transform everything to habitate from the start. They ignore city-wide force fields{can eat their way under them}, also have a nack for recycling(read: eat everything in their way), so they're pollution free.
To that, I'll consider the proposition (I think tledge1) for doing the planets more habitable to some and less to others.
One of the Sakkra's is a Kinboat model, I just replaced the head. Might lose the winged ears also for it.
Btw, Hikaro, I'm probably doing this MOO2 only, as I said. I'll not get the game just for the mod, and so I don't want to add something I'm not familiar with. The Arachnid model you have I've tried to make a walking path for it before(for a drow), but couldn't then, so the leaderhead itself only will not do.
Unless I can make it work, but then I have to come up with traits for that race too.
I'm thinking I might want at least 5-7 units for land for each race(plus the leaderhead into unit as the king) but probably more. Which is why I'm rather negative so far for new civs. I'll see what can be done with the already conceived and we shall see from there. I can't exclude something, but can't say something will be in.
Keep it in the back burner, but don't work on it(unless you're planning a MOO3 mod, which as I said will sholve a few problems since I might disagree with posters on a few things and don't want to limit their vision), as I don't want to add needless work on your back.
More this weekend(Probably, have to do some artwork and I've neglected a combat armor I'm making for Wasteworld).