Random ideas

In need of approval


Large unforseeable events:
I have noticed that good and evil alinments don't really play a big role in megaevents, With this Idea I hope to change it by inplementing megaevents into ethical events that if you choose the wrong answer you can pay for it later.

Examples:

The abandoned ruins (new colony) ethical deision:

Good: The "long-extinct" race of the Poasent Liberation has emerged from the ruins of [planet name] along with other ruins all around the univerese and planets that where prevously thought to be "dead", they honur that there run-down cities were not dimosised and leads us to there labs and factories. (planets with ruins get a 1 bn population boost, + 3 PQ with bounses titles and are allied with the Poasent Liberation which "share" there worlds with yours(Minor Race))

Nuteral: The "long-extinct" race of the Poasent Liberation has emerged from the ruins of [planet name] along with other ruins all around the univerese and planets that where prevously thought to be "dead", They tell of "dead" planets with failed colonies of there race. In trade of this information they want there worlds back that are in your empire. (The planets effected are handed back to the Poasent Liberation and your people on those worlds are packed onto the colony ships, You get a new colony tech called ruined planets planets colonisation and new habitable planets pop-up from dead ones).

Evil:The "long-extinct" race of the Poasent Liberation has emerged from the ruins of [planet name] along with other ruins (while we where dimolising them) all around the univerese and planets that where prevously thought to be "dead", They tell us to get off the planet, we said no and they killed all the citizens on the planets effected with alien weoponary. We are at war with Poasent Liberation. They have already rasied a huge fleet out of there blasted ruins, we must destroy them before they get too powerful.

Bugs at War (New colony) deision:

Good: The peace of the bug war has grown interest within the citizins of other empires, for this we have commisioned the building of zoo's around the deserted hives of the war past. (+ 2% influance, + 2 bounse unflunce titles on each world, new super-project: Hive Historical center +60 influance)

Nuteral: The war between bugs has thought us a thing or two about invading other worlds, we have discovered a sitimulent that will make the bugs hyper-agressive, experimentation of the sitimulent has resulted in many deaths and may result in the abandonment of some of the colonies effected by over-rampent bugs. (- 500 mil to 1 bn on every world effected, chance of abandonment of colonies + 10% and population growth -50%, New super-project: Bug contianment center (- abandonment factor on that world only, + 10% research, + 2 soldiering) New Invasion tech: Bug Ramage: -25 to 50% opponent advantage, planetary inprovements. + 10 to 30% our advantage. Note: every world effected will don the "bugs at war symbol".

Evil: During the extermination prosess of the bugs on [planet name] we have come under forms of resistance, It seems that bugs are working together to wipe us off the planets. There numbers are overwhelming so are forced to abandon some of the colonies but in the ones that did hold out we have developed flamethrower techs to kill all the bugs on some planets and they will be of good use to other targets in the future. (loses some colonies, -50 to 80% of the population on worlds still under control, new tech line: Flamethrowers, Naplam, Advanced Naplam, Ultimate Naplam, Burning Bombs (+ 2 soldiering for each)(New invasion tech at Burning Bombs - Burning Sky ( - 100% improvments, - 100% oppent advantage factor, + 100% advantage factor)(New starship componets - Flamethrowers (Hydrogen burners, 1 damage, 25 space) Naplam(H burners II, 1 damage, 20 space), Advanced Naplam (H burners III, 1 damage 15 space) Ultimate Naplam (H torps., 2 damage, 20 space) Burning Bombs (H112 trops., 4 damage, 15 space).

Worms in ground (New colony) desision:

Good: On [planet name] while studying some of the strange worm mounds, we made a discovery that in drianing the nutrients of the soil that it is in fact returned though the worms pesces, useing this discovery we have increased the PQ of all colonies. (+1 PQ for all, New super project: Worm feritiser (+1 mt of food for all colonies).

Nuteral: On [planet name] while studying some of the strange worm mounds, we made a discovery. The planets terraform tiles are building grade since we moved the worms that surpressed the growth of life in those sectors. (All planets effected have terraformed titles upgraded to green.

Evil: On [planet name] while distroying some of the strange worm mounds, we made a discovery when one of the workers ate the worms, he went though extreme phyical pain. So much so that he killed himself with a shovel. The counil agrees that this has greater uses on spys and rebels, so instead of destroying all the mounds we will havest them for torchre. (-og penelty on PQ on planets effected, + 25% spy detection, + 10% loyalty).

More Ideas to come.

Thanks in advance for replies.
11,933 views 14 replies
Reply #1 Top

Ideas for Minor Races:
I have noticed that the minor races have been dealt a pretty bad card when competeing with other races, I hope these "Minor" races are things to be feared.

Parisidic Union:
Racial Bounses:
+30 weapons, +30 defence, +20 soldiering, -500% population growth, +50 Military production
War Party
Starting techs:
Planetary Invasion, Space Weapons

Other notes:
The Parisidic Union cannot expand without killing other life forms, they must invade and kill to increase there population, thus for reasons of there survival they have horrably powerful spacecraft. Exercise great care when elimateing them, every corpse bolsters there ranks.

The Universal Paragon:
Racial Bounses:
+100% PQ
Univerists
Starting techs:
Xeno Everything, All Planetary Defence Techs

Other Notes:
The Paragon are Anors leftovers, There planets are best in the univerese, however they will not trade techs. because of thier "beliefs". It is rumored that there leader Parithous is immortal and has a "Divine Justise" power.
(Basically if you declear war the Pargon they will not invade your worlds but if you kill anything of the Paragons, Parithous will teleport to one of your colonies and take equal cost in cizitens lives and leave)(I'm not going to tell you what happens when you "kill" Parithous).

The United Raskin Ciditels:
Racial Bounses:
+12 Logistic's, +10 Defence, +1 Speed, +20% Espeonage, +5% influance
Mercantilists
Starting techs:
All Starbase Defences

Other Notes:
The earlist race to evolve from an unintellegent state the raskin is the most enthusiastic race in the known univerese. The raskin have been interglactic since the fall of the precurosers they sent constructer craft far and wide and have a number of heavily armed, soistocated starbases that were protected with a projecting clocking device. A couple of hundred years back when the vile Drengin started there campain they stumbled across an abandoned young Raskin starbase and tracked the clocking signal to Rerals. Needness to say they destroyed Rerals, However unknown to the drengin they have 2 other colonies in a nerby star system (Class 1) and (Class 3) planets of New Rarals and Rebelantic. The Raskin have the most knowlage of other races historys to be nice to them or they could say bad things about us . . .

Still more ideas to come . . . .
Reply #2 Top

This is a idea I had some time back but it's realivent:

Hypercities:
A place were it is practically a planet in the void, but is controlled by the amount of constructors you put on it, it takes 3 constuctors in one place to build the base of the hypercity or the parent bioshpere. Add on constuctors to build factories, labs, defences, trading outposts, defences and offences.

Postives:
+ Can move populations to matian and build the hypercity.
+ Can built industrial sectors and research labs to highten your everything.
+ Starport, home away from home so to speak.
+ Adds new aspects to the tech tree (eg artifial gravity, wieghtless reasearch, solar power etc.)
+ In low planet maps, a real lifesaver.
+ trade is opomised from race to race.
+ puts spin in wars

Negitives:
- Completely erases the need or want for starbases.
- make mantianance cost double or triple (just to make it fair for the planets).
- may make the powerful, more powerful.

More ideas to come . . .
Reply #4 Top

Shareing Planets:

I was just thinking of a idea to incorperate the sharing of planets. If 500 million colonists land on one side of the planet they claim one buildalbe square a turn until the whole planet is theres. Now If two civs land on a planet (at exatly the same time) (for example 10PQ) In five turn they will find each other and depending on your ethic's:

Evil: War = move to a "invasion" screen
Nuteral: Leave as Is = Planet is shared, Bad moves damages realations.
Good: Run the planet together = All titles open to both civs, you get half of all production and reasearch on the planet.

Defence of the planet will also come down to ethic's.

Good:All populance will defend the planet
Nuteral: you can go to the other civ and commision the defence of shared planets, then all of the populance will defend the planet, if not attackers will only invade the side it is at war.
Evil:Attackers will only invade the side it is at war with. Damages realtions all round.

more ideas to come . . ..
Reply #5 Top
That planet sharing idea would make for much more interesting collony rushes! Like when the pesky aliens get to the planet just before yours gets there next turn, you can still land there and claim some of it... then fight them fore it
It could be a little tricky to impliment though... and by alittle I probably mean alot!
All awsum ideas!
Reply #6 Top
You have some bad spelling errors, but some good ideas.

I have always wondered about the evil guy getting his upcomings.
Reply #7 Top
Maybe not sharing planets, but perhaps easier would be "sharing" starports. What I'm thinking is that you could use Ally's planets or starbases to increase YOUR range. Essentailly, your allies allow you to use their starports to resupply and push further into the deep. This could be useful in the colony rush, and in the invasion stage.

Probably wouldn't even be that hard to implement from a coding perspective.
Reply #8 Top

I was thinking about the shared planets and I thought of a good idea to do with treaties:

example:
The Yor at war with the Terrens and the Terrens are losing badly they have 5 undefened colonies across the battle-front. The Terren have an Defending planet Allance with the Acreans and go to them with planetary contraction contracts.

Terrens give building space on 5 planets (the undefened ones) to the sum of 10 building titles.

10 turns later the Yor start invading the Terrens frontline worlds and suddenly find harder to break the Terrens lines. (thats because Terren 6bn + 3bn Acreans = 9bn, Soldiering is averaged Terrens = 25 + Acreans = 60/2 = 43 Soldering ability and tech is averaged Terrens 20124 + Acreans 51265 = 71389/2 = 35695).

More ideas to come.
Reply #9 Top
You have some bad spelling errors, but some good ideas.



Seconded. Some great ideas, the first of which should be looking into a dictionary.

Seriously, though, this is an interesting thread so far.

Reply #10 Top

Thanks to all for your support, and don't worry about the spelling (just think about the people on MSN that go .. u r gd @ spel eh? etc.)
Reply #11 Top

Thanks to all for your support, and don't worry about the spelling (just think about the people on MSN that go .. u r gd @ spel eh? etc.)


Atleast you didn't do that! No chat room talk please.   Imagine if everyone started writing, posting, and talking like that! (Acutally saying the words. Like if everyone said LOL instead of laughing.)

......*Shudders*
Reply #12 Top
Atleast you didn't do that! No chat room talk please. Imagine if everyone started writing, posting, and talking like that! (Acutally saying the words. Like if everyone said LOL instead of laughing.)

......*Shudders*


Scary thing is that some people actully speak in that codex at my school    

Anyho . . .

There been threads about defencive tactics, when somebody invades your world you can make their jobs harder by real hard fire on there soldiers.

I was thinking of these:

Entrenching: tech needed - planetary defence
Cost: 100bc
Affect: +10% advantage, -5% opponents advantage
Describtion: A primative defence but a effective one, we dig treches all around key areas and put our troops in them.

Mining: tech needed - planetary defence
Cost: 250bc
Affect: -30% opponents advantage, -5% population on that planet only (afterwords)
Describtion: Mining several roads will slow the enemies movements, however our citizens after the defece may . . well...bump into them.

Stinger enplacements: tech needed - planetary defence, stinger IV, senors
Cost: 200bc
Affect: - air-supremic opponents advantage, -10% planetary improvments
Describtion: To stop our troops being bombed over and over again we have placed stinger missile groups on the highest mountions. only problem is that we can't control burning aircraft.

Mortor Canons: tech needed - planetary defence, mass drivers
Cost: 250bc
Affect: +50% advantage, -20% planetary improvements
Describtion: Using the latest in gun tech we will deloy several mortor guns, however miss-aligned shots can destroy a destroy a basic factory in one.

Pathfinders: tech needed - advanced planetary defence
Cost: 500bc
Affect: +30% advantage, -400mn people, enemies tactic's revealed
Describtion: Knowing what the enemy will do can be great when defending the planets, before the invasion begins we will use all of the decommisioned spacecraft and paint them enemy colours in a attempt to broad enemy craft and find out as much as we can.

Orbital Pounders: tech needed - advanced planetary defence, starbase in vainity
Cost: Nothing!!
Affect: -50% opponents advantage, -30% planetary improvements, -10% PQ
Describtion: Useing the starbases in our skys we can weaken the enemy by fireing the weapons in there drop zones, there is risk involed with this in that we may have to fire on our building to prevent enemy occupation.

City Sheilding: tech needed - supreme planetary defence, sheilds
Cost: 1500bc
Affect: -50% opponents advantage, +20% advantage
Describtion: To protect our planets buildings and citizen we have commisioned the building sheild generaters that will cover the structures on our planet, the sheild is very hard to break though making the enemy offencive hell.
Reply #13 Top
What I'm thinking is that you could use Ally's planets or starbases to increase YOUR range. Essentailly, your allies allow you to use their starports to resupply and push further into the deep.


Good idea. But then, and this is only logical, a planet should be required to have a StarPort to extend your range. Would make the StarPorts more valuable.
It should also require a StarPort to load and drop population to/from ships, to create trade routes, and even to be spied by other civs - all actions that require an "entry" point to the planet.
Reply #14 Top

I haven't writtien in this in a long time and have just wanted to start it up agian because of the TOA expantion coming in January

I was thinking of how evil civs. get a almost unfair advantage over good civs. so i thought of pasifist weapons primarially for cargo craft, the thing is to shoot to disable and then run like hell. Pasifist craft always get the first shot. Pasifist craft do not get weapon upgrades.

Beam class pasifist weapons:
Cunncusion Beam I
Req. techs: Laser V, Passive weapon theory
Chance of Dissable: 33%
Size: 40 Cost: 120
The Cunncussion series of weapons to not harm the opposing craft but disable it long enough to escape with our vessels intact, the Cunncusion Beam focuses a beam slightly of par of the attacker with a energy obsorbent shpere loaded, the shpere is detonated causeing a misaligning of the enemies engines by shockwave. This will also disable beam weapons and defences by de-stablising the energy outputs.

Cunncusion Beam II
Req. techs: Cunncusion Beam I, Plasma Weapons
Chance of disable: 50%
Size: 35 Cost: 140
Stronger Beam more cunncussion thought better energy absorbing metals, less space.

Cunncusion Beam III
Req. techs: Cunncusion Beam II, Plasma Weapons III
Chance of disable: 75%
Size: 30 Cost: 200
The Ulitimate cunncussion weapon using the best aviable resources, the shockwave is now powerful to disable shielding outputs.

EMP Missle I
Req. techs: Harpoon, Passive Weapon Theory
Chance of disable: 33%
Size: 40 Cost: 120
To passify attacking craft we do it with a EMP ammunitution onto a missile. Disables the firing seqs. on other misslies and knoking out radars.

EMP Missle II
Req. techs: Harpoon II, EMP Missle I
Chance of disable: 50%
Size: 35 Cost: 140
The EMP charges loaded in this missle are supercharged, making them more effective.

EMP Cluster Missle
Req techs Harpoon III, EMP Missle II
Chance to disable: 75%
Size: 30 Cost: 200
We clustered the super-charged EMP's to make them more effecive, the EMP clusters are so effetive they take out Missle defences as well as their offenive counterparts and radar.

Depresserisation Bullets I
Req techs: Mass Drivers, Passive Weapon Theory
Chance to disable: 33%
Size: 40 Cost: 120
These Bullets are to hit the hit the hull and lodge themselves, then with a piston operated inner-bullet made of super-hard, super-dense, super-Saturated dimonad to perse the hull, the result would be a slow estraction of air and gravity rendering the attacking craft immobitised. Also since Mass Driver weapons reliy on Mass the lack of gravity and life support should render them useless until life-support is turned back on.

Depresserisation Bullets II
Req techs: Mass Drivers II, Passive Weapon Theory, Depresserisation Bullets I
Chance to disable: 50%
Size: 35 Cost: 140
Same bullets, Smaller and lot more of them

Depresserisation Bullets III
Req techs: Singularity Driver, Passive Weapon Theory, Depresserisation Bullets II
Chance to disable: 75%
Size: 40 Cost: 120
The bullets in this improvement have been upgraded in two ways. a) The inner bullets dimond fittings have been replaced with super-dense dawf dust (solid core of a dead star) and b) The bullet now carrys two inner bullets, the 2nd inner bullet carry a elcotrote staffer that once struck the hull changes the atom electron configuration, therefore disableing armor upgrades and making the disabling process a breeze.