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Space Empires: 4X» Forums » General

Subject: Star Trek scenario rss

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Michael Gardner
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Kingston
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There has been some talk about making races for this game. I've been thinking about it, especially in regard to Star Trek, and I think the best method may be to just make it part of the scenario. Give each political entity it's own techs at the start, make sure they are balanced by CP, place the planets in a specific area and start it up. I'm almost done with the tech levels for the Federation, Romulans, Klingons, and Cardassians. I'll post them when I'm finished.

I'm thinking that if you give the tech to the races at the start, it should be hard and expensive to advance the tech further. Perhaps should probably use the optional research tech rules and increase the CP cost. That way your races are defined, but that doesn't mean they can't change slightly and surprise you.

I'm also considering giving the races a few abstract edges and hindrances.

Perhaps the Feds would have their home worlds (and CP funds) split among the five charter members, making them harder to eliminate. You could have the random alien races join them without a fight on a 5+ d10 roll to simulate their high diplomacy skills. You could also make it either much more expensive to get cloaking or ban it for them all together.

Just a few thoughts roaming around the old skull.
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Martin Swift
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Ormskirk
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Go for it..... Was thinking Star Wars myself, but hey Star Trek will do me fine. Post away friend. goo
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Derek Anderson
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Ennis
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Star Trek is a neat idea and your ideas on it sound like they will work well... I look forward to seeing what you come up with and trying it out!

D.
 
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Jason Cawley
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How about -

Romulans can have raiders/cloaking 2 and start with 1.
Klingons can have only cloaking 1 and start with 0.
Federation can't get cloaking.

Only scanner 1 available, not scanner 2. (Let's Romulans continue to use effective Raiders if they spend in better cloaks, regardless of enemy countermeasures).

I like the idea of significantly increasing tech cost as a general thing, too.

In the computer 4X game stars, the "slow tech" option doubled all tech costs. I think you could go even further here. It also used tech percentage costs as a race attribute - like Klingons having cheaper Offensive technology, here. Might compound the two ideas.

So starting from double the normal tech costs, some races would have normal cost in tech type A and 4 times cost in tech types B and C, with tech D and/or E simply prohibited.

Lets a "scenario designer" come up with his own "combined arms tree" for his scenario, instead of always having the same generic one, and that blindingly fast to climb (other than the "big ships with strong shields" tree, the only long on in the main game, really. OK, very high speed can also be costly, but that's about it).
 
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