Technologies

- Settler
- Worker
- Warrior (a primitive archer/spearman/etc.)
- Barracks
- City Building
- Wood / Jungle Chopping

Star wars people have always had a lot more tech then us
a worker would be useless in a few turns with only 3*3 planets

Why not just start them with a city
 
Star wars people have always had a lot more tech then us
a worker would be useless in a few turns with only 3*3 planets
True, the worker wouldn't be needed for very many turns (unless its moved to another planet via transport), but the worker is still needed to lay down Roads, Villages, Drill Mines, etc. Perhaps the worker should be a space unit? Then it can ALSO lay down Hyperlanes and eventually mines that are off-world.

Why not just start them with a city
Because what if the player wants to place their city in a different area then the pre-placed one (perhaps have 'Moons' just one space outside the planet that can give bonuses)? Also settlers (or possibly Settler Ships) will still be needed at some point for settling on other planets anyways.
 
Well i finished the tech tree already to the one i posted earlier but I see several flaws in mine. Im going to have to massively edit it, but your tech tree looks good so far I will probably change most of the starting techs to yours but here are some things i saw.

- I would change warrior to a different name to make it both more star wars ish and make the civilization seem like they have some advancement (since they took control of the planet)

- What is a rider? and why not have a mech or vehicle instead of an it (just a suggestion not sure what were doing with that)

- I think tech building (Alphabet) is too early use it for a later tech, to meet civilization IV way of building it

- Starting with a worker makes since to help the tiles around for the first couple of turns, but if there it is a water planet there should be a utility trawler instead. Also, there should be a worker ship of some kind that is seperate from the worker and the AI should know the difference.

-Again assuming your nation has taken control of the planet they would have the technolgies, so mining would probably be invented, engineering makes more since though.

umm there might be other things but thats it for now.
 
True, the worker wouldn't be needed for very many turns (unless its moved to another planet via transport), but the worker is still needed to lay down Roads, Villages, Drill Mines, etc. Perhaps the worker should be a space unit? Then it can ALSO lay down Hyperlanes and eventually mines that are off-world.

You do not lay hyperlanes, they are pre placed. One of the interesting things of star wars is the hyperlanes, its makes planets strategic, allows for quick escapes and quick victory. Making them like roads is not acceptable.
 
You do not lay hyperlanes, they are pre placed. One of the interesting things of star wars is the hyperlanes, its makes planets strategic, allows for quick escapes and quick victory. Making them like roads is not acceptable.
How do you propose that hyperlanes be pre-placed properly on a random map? I don't see it working well. Also, wouldn't you need some way to have "roads" connecting from a city to resources out on space tiles?
 
You do not lay hyperlanes, they are pre placed. One of the interesting things of star wars is the hyperlanes, its makes planets strategic, allows for quick escapes and quick victory. Making them like roads is not acceptable.

I hate to tell you this... but there is no way that hyperlanes will be preplaced. You HAVE to have them be buildable, otherwise:

-Resources cannot be connected
-Planets might not always be connected
-The code to make them random would be very complex to get around points 1 and points 2.
-In order to make them anyway realistic (some planets would have lots of lanes, some would only have one, they would all be connected), the code would have to be even more complicated, I think...
 
I hate to tell you this... but there is no way that hyperlanes will be preplaced. You HAVE to have them be buildable, otherwise:

-Resources cannot be connected
-Planets might not always be connected
-The code to make them random would be very complex to get around points 1 and points 2.
-In order to make them anyway realistic (some planets would have lots of lanes, some would only have one, they would all be connected), the code would have to be even more complicated, I think...

Oh...to bad
You could still have them in a pre-made map. If a good map if the GFFA is every made, and its small enough for use.
 
You could use the justification that potentional hyperlanes are everywhere, they just need to be discovered. The act of "building" a hyperspace route could represent mapping out the local space and placing beacons that mark the path.
 
You could use the justification that potentional hyperlanes are everywhere, they just need to be discovered. The act of "building" a hyperspace route could represent mapping out the local space and placing beacons that mark the path.

only on certain kinds space, we could have a orbit, space, deep space, and unknown regions/wild space or something like that.
 
Hyperlanes will be unbuildable in the orbit.
 
Ideas for the Spaceships:

Settler Ship(Available from start)
Worker Ship(Available from start)
Fighter(Good against bombers, bad against interceptors and corvettes)
Interceptor(Good against bombers and fighters, bad against corvettes)
Bomber(Good against large ships, bad against fighters, interceptors and corvettes)
Planetary Defense Ship(Can be built at Turbolasers, can be upgraded later on)
Invasion Ship(Can be built at Hyperdrives, can also be upgraded later)
Transport Ship(Available at Hyperdrives, can't be upgraded)
Cruiser(Medium ship, can carry units, good against corvettes, bad against bombers,frigates and capital ships)
Frigate(Slightly stronger ship, can't carry units, good against cruisers and corvettes, bad against bombers and capital ships)
Corvette(Weaker ship, good against fighters, bombers and interceptors, bad against larger ships)
Capital Ship(Really strong ship, good against everything but bombers)
Superweapons(Usually will take out anything)

Imperial Space:

TIE Fighter
TIE Interceptor
Skipray Blastboat -> TIE Bomber
Acclamator-class Assault Ship(Cruiser)
Victory-class Frigate
Tartan Patrol Cruiser(Corvette)
Imperial Start Destroyer(Capital Ship)
Executor-class Super Star Destroyer(Capital Ship or superweapon?)
Eclipse-class Super Star Destroyer(Superweapon)
Death Star(Superweapon)
Note: There should probably only be one superweapon built.

Rebel/New Republican Space:

Z-95 Headhunter -> X-Wing(Fighter)
A-Wing(Interceptor)
Y-Wing(Bomber)
MC30c Frigate(Cruiser)
Nebulon-B Frigate
Corellian Corvette
MC80 Cruiser(Capital Ship)
MC90 Star Cruiser(Executor-like Capital Ship)

Clone Wars Republican Space:

ARC-170 Starfighter
Jedi Interceptor
V-wing Starfighter(Bomber)
Acclamator-class Assault Ship(Cruiser)
Victory-class Frigate
Jedi Starcruiser(Corvette)
Venator-class Cruiser(Capital Ship)
 
Would you please put that in the Units thread for me?
 
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