Attempting an experiment
12 "major" races in a game
As mentioned in another thread (link: https://forums.galciv2.com/394402) I was able to mod the minor races to colonize. In that thread there is a link to another discussing the same topic, in which some of the posters debated turning the minors into quasi-major races to, in effect, have more then 10 major races in a game. There were two main objections raised to this:
- Minors are immune to influence
- Minors do no count for victory conditions, so you could win by destroying or allying with all major civs regardless of what was going on with the major-minors
While there is nothing that can be done about #2, it occurred that #1 would actually fit the backstory of two races: the Yor and Thalan. Both are so alien compared to the other races that it makes sense for them to be immune to culture-flipping (their bonus to loyalty just doesn't cut it, in my opinion), and as a side note, both are isolationist and probably wouldn't take part in the United Planets either.
What I'm going to do is replace two of the minor races with copies of the Yor and Thalan, then play a game with the other 10 majors. I'll set minor races to 8 to gurantee the Yor and Thalan make it in, but leave the other minors unmodded in any way, avoiding the problem of 8 influence-immune super minors. If this works (as in, creates a fun and interesting game), I might post an AAR about it here. If not, well, it wouldn't be my first modding failure.
