A Dimensional Portal terrain feature would be nice, I like that. (The alternative would be a Dimensional Portal unit blocking access to and from Antares - I used this in the Civ2 MOOjr4 scenario -, which could be done for a scenario, but not for a mapscript.) The idea of a Dimensional Portal leading to another one (the 1st in Antaran space, the 2nd in "normal" space) again sounds perfect for a scenario, but could it be done for a mapscript? It would need an Antaran space section to be generated, which sounds complex, perhaps too complex for a mapscript?
Regarding the Elerians:
- artifact homeworld = Palace UU; would require some work, but might be alright (ideally ofcourse certain star systems w/artifacts should give 1 or 2 techs, but this is more or less covered w/spacewrecks in Civ-terms, I think). The problem with it is that it gives a regular science boost, as opposed to 1-2 free techs to start with (for a scenario I could do this without much trouble, for a mapscript it's a bit beyond my abilities)*
- Mind Control of colonies: good thinking (regarding the iRevoltProtection), but cultural conversion isn't what I'm thinking of - rather the 0-x anarchy turns after a colony gets taken. Is there a way to minimize this?
* I see this in connection with the 50% Human science boost and the 5% the Psilons now get; as said, I'd like to exchange those values (plus the 50% Human credit boost against the current Gnolam trade gain); that - in addition to an actual Charisma effect - would equalize the Human/Psilon/Gnolam abilities to their MOO II counterparts.
Regarding the Elerians:
- artifact homeworld = Palace UU; would require some work, but might be alright (ideally ofcourse certain star systems w/artifacts should give 1 or 2 techs, but this is more or less covered w/spacewrecks in Civ-terms, I think). The problem with it is that it gives a regular science boost, as opposed to 1-2 free techs to start with (for a scenario I could do this without much trouble, for a mapscript it's a bit beyond my abilities)*
- Mind Control of colonies: good thinking (regarding the iRevoltProtection), but cultural conversion isn't what I'm thinking of - rather the 0-x anarchy turns after a colony gets taken. Is there a way to minimize this?
* I see this in connection with the 50% Human science boost and the 5% the Psilons now get; as said, I'd like to exchange those values (plus the 50% Human credit boost against the current Gnolam trade gain); that - in addition to an actual Charisma effect - would equalize the Human/Psilon/Gnolam abilities to their MOO II counterparts.
(I actually once started up a game like that myself...)
I hadn't thought of a negative Charisma modifier myself, but that might indeed more or less suit the Silicoid Repulsive as well as the Klackon Xenophobic traits (repulsive being even less charismatic than xenophobic). While the Klackons have a productive advantage, the Silicoids have double production speed of Automated Factory (a.o.) plus Soil Enrichment on the first planet of every colonized system, so a negative charisma modifier shouldn't be that much of a disadvantage to leave it out. (I've tried playing them a couple of times - as well as the Elerians - and they seem OK, though not really an obvious first choice to play.) Giving the Elerians some extra charisma to represent their mind reading ability seems fair as well.
