scratchthepitch
King
- Joined
- Feb 13, 2010
- Messages
- 798
Decided to give the Klackons another try and thought I'd post the starting save, as it looks like it could be tough one and might prove interesting:
View attachment 263153
There is only one system within range....
This is on impossible, average tech and age, huge galaxy and 8 players.
It turned out that I got lucky in that game. When I started that game, I had resigned myself to being trapped in that small corner of the galaxy until at least in the area of turn 200. Other than the 4 local systems, the nearest systems were beyond range and when I checked the tech tree, I saw the first fuel cells I would get were the urridium ones, the next to the last. It's likely I might have been able to tech trade with another alien race for enough range before I reached the level I could research the urridium fuel cells, but still, that would have been towards mid game and by then I would have been left in the dust by the others. But around turn 70 the leader Jarred and his irridium fuel cells showed up and I was able to get out of that hole and then play a normal game. I didn't play it to the end, but close enough. This was the first time I was able to win a game using a player with the uncreative race pick. If Jarred had not shown up with those irridium fuel cells, I probably would not have been able to win, since the others would have got the lucrative monster systems and Orion before I could have caught up.
This game confirmed my idea that giving leaders techs would allow a disadvantaged race a chance to make up for what they cant research or trade. But it also showed up a few other things that needed changing.
The worst fault was that the cost of researching the later techs was too high. When I increased those costs I was going on how quick it took to research those late techs for my late game players who had huge empires and could put 10000+ points into research and I didn't take into account that the AI players would not be able to do that. I found in that game that the AI Psilons, with their democracy, +2 research and creative could not keep up with my uncreative Klackons towards the late game because they did not have enough planets under their control (and these were #3 of the players in size, so they were no lightweights). The tech cost was too high to allow normal sized AI empires to keep up with even a disadvantaged human player.
Other faults found were that phasors cost too much for the damage they did.
Neutronium bombs were too powerful. With Locknar's ship, I was able to knockout a neut. armoured battlestation and a planetary missile base/fighter garrison combo on the first turn before they could fire a shot, mostly because the neutronium bomb outfit on that ship could take out the planet defenses by itself, doing around 1600+ damage there.
The monster weaponry was still too weak.
Orbitals were not carrying enough heavy and regular sized beam weapons.
So I adjusted those things. Also, I changed some of the racepick point costs (as I mentioned earlier I would do) and changed some of the race's racepick suites. I'm running a test game of these changes now and will post the new version of the mod in the beginning post once I'm sure the changes work OK.