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 Special buildings for minors 
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I agree with Huntington, we probably should cover all the bases with the special buildings, so govt tech would be good.
Under this note, I would also suggest we get a deuterium bonus building somewhere in the future (I wasn't able to think of any races that would have this, except maybe the Malon)

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02 Jun 2005, 23:33
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Races and bonuses breakdown (I can't find the A-B thread because boss is peering suspiciously at me...)

+Food
Evorans

+Sabotague
Excalbians
Flaxians
Krenim
Ktarian

+Espionage
El Aurians

+trade route
Corvallans
Evora
Ferengi
Karemma
Lurian

+trade credits
Dosi
Hupyrians
Karemma

+morale
Deltans
Edo
Kantare
J'Naii

-morale (forced labor things)
Capellans
Dremans

+Raw Materials
Capellans
Horta

+Deuterium

+Dilithium
Coridans
Dremans

+Credits
Ferengi

+Internal Security
Cairn

+officers
Iconnu

+Ship Experience
Kazon

+Construction Tech

+Ground Defense
Gorn
Hazari
Kazon

+Resistance to Bribery
Cairn
Halkans

+Defense Tech
Chalnoth?
Cheronians
Halanans

+Industry
Kaeolon
J'Naii

+Social Tech
Denobulans - bonus to medical buildings
Elaysians - poss. govt tech?
Grazerites
Kantare

+Offense Tech
Chalnoth
Cheronians
Haakonians
Kellerun

+Growth Rate
Deltans

+Scan Range
El Aurians
Hirogen

+Energy Tech
Coridans - listed as propulsion!
Hakkonians
Hekarans - Propulsion
Kaelon

+All Research
Caldonians

+Ground Offense
Dopterians
Hazari

+Government Tech
Kreetassans

Where more than one suggestion was made I've listed the most popular, or where the're no difference - the one I like best in the hope that you'll be subliminally more inclined to accept it...

Some of the bonuses refer to items which aren't on the list. I don't knowIwulff has modified the tech tree since then? At the moment I've listed propulsion as energy. Biotech/medical stuf is lsited as scoial tech. We may need to weak some of them...

Some of the bonuses are system specific, too. What we do have is a seeming glut of trade route races - not very helpful if you're at war with everyone (although I imagine it's less likely with the better AI) so should we be looking into making some of those trade routes workable even in war, to make them especially desirable/more useful. The Lurians and Ferengi for instance - to reflect the Dominion War?


03 Jun 2005, 11:29
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Next races:
Malcorians - In original as propulsion - switch to energy?

Malon - deteurium extrcactors? +2 deuterium

Markalians? - Espionage?

Menk?

Meridians - Dimensional shift Research Facility - +25% Energy research

Mintakans - In original Game - Mintakan Farm +100% food

Miradorn - No idea for a name - + 10% Officers.

Mizarians - In original Game - Statue of Surrender - +1 morale

Mokra - Mokra Order - +20% offensive Tech, +20% Defensive tech

Nak'hul - Nak'hul War Office - +20% Ground Offense

No Medusans?


03 Jun 2005, 11:46
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I like the sound of your ideas, Huntington.
I agree that the Malcorians (with their Kinetics Lab) should just be energy, since prop. is missing
I agree with the Malons, after all we need the deuterium bonus
Markalian Bodyguard Training University
+25% Ground Defense
Menk Genome Research Facility
+1 morale, +10% Social Tech
I like the sound of the Meridian one
Miradorn War Council, perhaps, with your bonus

Nausicaan Recruitment Center
+30% Ground Offense, +10% Ground Defense
Night Race Polaron Facility
+25% Offense Tech
Nyrian Long Range Transporter Array
+30% Sabotague

I agree with you, we should have the Medusans, that's one of the races I'm gonna add to the game once it comes out (Who wouldn't like a species that makes you insane?)

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03 Jun 2005, 20:56
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Just imagine you got them to join you - you'd go insane coz of it! :lol:

They'd make perfect saboteurs though... :wink:

Huntingdon, subliminiminimal messages don't work on me! (Always Coca Cola) I am a trained member of the Tal Shiar, (Ford - Designed For Living, Engineered To Last) and such attempts to influence me are futile. (Buh ba ba ba baaa...i'm loving it)

I think i'll drive to Mcdonalds in my mum's Ford Escort and buy a bottle of coke now. :wink:

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03 Jun 2005, 22:19
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Medusans were great navigators weren't they, so scan range seems the best bonus, although you can have people imagining seeing things in the extra distance if your really want... :D

*Cashes in shares with Coca cola* :twisted:


04 Jun 2005, 00:24
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M-N

Malcorians - Malcorian Propulsion Institure - +Energy Research

Malon - Malon Deteruium refinery - +2 deuterium

Markalian Bodyguard Training University
+25% Ground Defense

Medusans - Undecided - +scan range/sabotage?
Medusan Navigational Centre: Medusans have an innate ability to oriente themselves within space. Consequently, they are able to determine the shortest routes amongst stars with ease. +scan range...

Menk Genome Research Facility
+1 morale, +10% Social Tech

Meridians - Dimensional shift Research Facility - +25% Energy research

Mintakans - In original Game - Mintakan Farm +100% food

Miradorn - Miradorn War Academy - + 10% Officers.

Mizarians - In original Game - Statue of Surrender - +1 morale

Mokra - Mokra Order - +20% offensive Tech, +20% Defensive tech

Nak'hul - Nak'hul War Office - +20% Ground Offense

Nausicaan Recruitment Center - +30% Ground Offense, +10% Ground Defense

Night Race - Polaron Facility - +25% Offense Tech

Nyrian Long Range Transporter Array - +30% Sabotague

Just the Medusans unsettled in that lot.

As a thought, and reviewing the Intelligence thread on page 2, are we going to have races that target specific aspects of intelligence - similar to the Ferengi had last time with Economic matters? It's a constant irritation that the Intel screen lists Science, Military and smething else as departments, but it's not possible to get bonuses for them.

Next races (+Medusans):
Ocampa - Ocampa Hydroponics Garden - +100% food
Orions - Orion Syndicate - +50% Sabotage, +50% Espionage (economic focus?)
Ornarans - ?
Pakleds - Pakled Collection Facility - +100 Research points
Parada - Paradan Cloning Institute - +50% Sabotage


05 Jun 2005, 14:43
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I like your ideas for the Os and Ps, Huntington.
How 'bout these for the undecided.
Medusan Navigational Consortium (since they can "feel" where things are) (with your intended bonuses)
Ornaran Trade Federation + 3% Credits

How 'bout we try for the 2 Rs too, since i got an idea for one
Rakosans-?
Risan Horga'hn
+1 morale, +10% Social Tech

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05 Jun 2005, 17:12
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Those three sound good. It's not like you could have anything else for the Risans! :lol:

Rakosan Border Patrol: The Rakosans specialise in small, highly maneuverable fighters. These cheap defensive fighters permeate the Rakosan system, ensuring security for all.

I like the concept, but I don't know about a bonus?
+ 10% Internal Security - the craft intercept and search traders, unauthorised vessels etc making agent insertion difficult for enemies.
Or:
+50% to system trade routes - the fighters intercept all pirates and ensure well-being of ships passing through their space...
Or:
+20% Ground Defence - the atmospheric craft harry ground troops. (I'd say a low bonus for this though because they'd be easily picked off.

Or we scrap the concept and good for Gov't Tech as they're friendly towards other races...


05 Jun 2005, 17:43
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I think the +10% Internal Security sounds like a good one.

So how 'bout on to the Ss? Here's some ideas (Not sure about the Son'a one, and still need a Swarm and Species 116 building)

Selay Mustering Base (BOTF1)
+40% Ground Defense, +15% Officers
Sheliak Bioengineering Center (BOTF1)
+25% All Research
Sikarian Spatial Trajector
+2 Scan Range, System-Wide
Son'a Subspace Research Institute
+30% Energy Tech
Suliban Cabal Genetics Lab
+25% Ground Offense, +5% Espionage, +5% Sabotague

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05 Jun 2005, 20:03
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I like the Suliban one!

Species 116 (can we get a better name?) - Univeristy of Linguistics
+ 20% Govt Tech, +5% Intel (cryptography)

The Swarm - The Swarm Hive - The hive acts as the gathering area for the highly territorial swarm ships. This multitude of ships leach the energy from enemy vessels.
+ 20% Ground Defence, +10% Energy Research

Perhaps the Sona would be better with Offensive Tech? The name is good and would still work.

Are the Sphere builders and Cytherians (It's a C not an S!) still in, or did consensus remove them? It's a long thread to read. Anyone remember the decision?


05 Jun 2005, 20:17
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It was decided they would be randoms.

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05 Jun 2005, 23:28
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Thanks. Both were a bit powerful.


06 Jun 2005, 00:17
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For the Rakosans, would it be possible for the building to give a bonus to "intercept" command for ships throughout the empire? It seems to be more directly appealing to their talents.

Rakosan Border Veterans:
Rakosan experience with hostile invaders has led their veteran patrol officers to instruct others on the nuances of enemy detection and interception.
+ 15% Intercept rate, empire-wide


06 Jun 2005, 15:31
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^Intercept works totally differently in this version though, I think. You tell the ship to go straight there - it's not a case of picking the right sector.

The possible bonus options are listed at the start of the thread. I'm not sure if this one could be programmed?


06 Jun 2005, 19:03
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Same here - I don't know how well it could be programmed (But there's always a way :wink:)

It could be a worthwhile bonus for some of the races...

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07 Jun 2005, 15:14
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We should probably ask gavin about intercept, but for now lets just leave it

Onto the Ts (o so far we have come)
We still need T'Lani, Tholian, Talaxian, Tak Tak buildings and any of mine can be changed if anyone got better ideas (and people probably do, but im just throwing ideas out here)

Takaran Physics Institute (BOTF1)
+50 % Energy Research
Talarian Defense Network (BOTF1)
+25% Ground Defense
Talosian Telepathic Investigations Branch
+1 morale, +35% Espionage
Tamarian Mythology Library (BOTF1)
+10% All Research
Tellarite Engineering Academy
+30% Construction Research
Trabe Slave Farms
-1 morale, +200% Food
Trill Research Committee (BOTF1)
+10% All Research

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07 Jun 2005, 22:31
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Just for reference, is this going to be a list that definately makes it into the game, or is it a list that will be offered to Gavin as a guide and of which he gets to chose what he likes or doesn't like. If the latter (which I expect) is the case, he can see for himself what to do with the more unusual bonusses like intercept one LongShotSky suggested and the bribe bonusses I suggested a couple of times. Personally, I like those more special things instead of +x% to that resource, +y% to that science or +1 morale. Something like an increase to raid operations and stuff of a race which increase orbital bombardment damage, things like that, could be more fun to have along with it.

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07 Jun 2005, 22:54
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Good point...but a bit late! :lol:

We're on the 'T's' now! :roll: :lol:

I imagine that Gvin will be having the final say on the structures (Since he is gonna program them, afterall)

Like you said though, by giving them an actual bonus, it gives a guide as to roughly how big we think that bonus should be for each race.

Obviously some races will have bigger/better bonuses than others, but overall, it'll have to balance out. Gavin has that (Unenviable) task to do. :wink:

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07 Jun 2005, 23:53
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Nice idea for the Trabe one. The negative morale is a good idea.

Tlani Ministry of Defence - + 10% Defence Tech


The Tholian Academy - +10% Energy Research, + x Officers

Talaxian Resource Centre - +50 raw materials

Tak Tak Social Protocol - +10% social Tech
All I can think of for these guys is that they had a predominantly gesture based language...


Last edited by Huntingdon on 16 Jun 2005, 12:09, edited 1 time in total.



08 Jun 2005, 11:28
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I don't think the T'lani bonus is boring - the Anticans and Selay were like that in BOTF1, afterall. (Although they were pointless races)

What if we gave them opposing bonuses? Like one race has an offensive bonus, whilst one has a defensive bonus? :?

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08 Jun 2005, 13:21
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That actually makes quite a lot of sense :lol:

Brain must be disengaged today...


08 Jun 2005, 13:57
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I disagree on the Tholian one. They are energy creatures, impossible to survive in our environment. Thus it would be illogical (please forgive me the use of that word, please....) for them to produce officers that can work on your ships.

A special building could be:
Web enhancement station: +10% weapon research, 20% energy research

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08 Jun 2005, 15:50
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Are they energy creatures? I thought they were crystalline? It's the Medusans who are energy based, isn't it?


08 Jun 2005, 19:13
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The Tholians are silicon (and therefore crystalline) based, but yes, they can not survive in M-Class environments for any extended period, so perhaps the web enhancer may be good (although I do like the academy idea, perhaps a race in the remainder of the list can have it).

Just to place in the U for good measure
Ullian Psychohistorical Archive (BOTF1)
+15% Espionage

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08 Jun 2005, 21:52
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Ah. Okay. I don't think I've actually seen the Tholian episodes... The web enhancement station sounds fine then. The academy might work for the Zalkonians, Xindi or Zakdorn.

Next are the: Vaadwur, (Valakians if anyone knows anything about them) Vhnori, Vidiians, Vulcans, Vori (again - no info), Voth, and Wadi.

Vaadwur Honor Guard - The Honor guard is made up of the best of the Vaadwur military. All the best warriors, tacticians and scientists work together to make the Vaadwur military the very pinnacle of achievement. - +20% Weapons/Offensive Tech, +Officer bonus?

Vhnori Thanatopoly Centre - + 1 morale
I'm tempted to put a raw material bonus, but it's probably unethical to use bodies of citizens to build starships... :D

Vidiian Immunology Centre - +30% All research
Combatting the Phage has resulted in phenomenal scientific development in all technological areas. The sheer complexity of the virus has required not only biological research, but also in methods of containment, independent energy supplies and, where potential organ donors were not cooperative, new offensive and defensive tech to ensure the survival of the Vidiian People.

Vori holoarena - +10% Ground defence
These are the ones that brainwashed people - right?

Vulcans - In BOTFI - Vulcan Science Academy - +30% All research

Voth Shipyard - +10% construction

Wadi Amusement Arcade - +200 credits, +1 morale empire wide

That leaves the Valakians (Ent fans?).

Would there be a problem with adding the Ventaxians from Devil's Due? They sound like a good one for Social Tech. Ventaxian Civil Service.


09 Jun 2005, 11:27
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For the Vidiians, I think the bonus is a bit too high (Same for Vulcans really, although they should have the highest of the all-round science bonuses)

Seeing as these races technically have the best bonus, either they should be lowered, or it should be offset by having the structure extremely difficult to build (ie, long build time, lotsa resources)

Otherwise, they all sound fine. (I definitely like the Tholian one now) :wink:

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09 Jun 2005, 14:59
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Precise figures are being defined later by Gavin, I think. Right now they're just indications of how siginificant this particular race is. Ones like the Vidiians and Vulcans are significant races so they get high indicators, others get low ones because they're relatively useless. Some species are bound to be more useful than others.


09 Jun 2005, 16:37
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For the Vs
Vorgon Temporal Emitters
+20% Sabotague
Valakian Genetics Consortium
+15% Social Tech, +1 morale

How about these for the Xs
Xepolite Trader Service
+15% Trade Credits, +5% Credits
Xindi Weapons Institute
+25% Offense Tech, +30% Ground Offense
Xyrillian Growth Consolate
+1.5% Growth Rate, +75% Food, +10% Officers

For one of the two Ys (Yridians and Yaderans), we already have
Yridian Intelligence Service (BOTF1)
+25% Espionage, +10% Sabotague
Any ideas for the Yaderans?

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09 Jun 2005, 23:27
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Sadly, I don't know anything about the Yaderans, so I can't think of anything for them.

Where did the sabotage bonus come from for the Yridians? They only had Espionage in BOTF. (Not that i'm complaining, just wondering)

I like the Xyrillian bonus though, it's pretty...substantial. They're certainly gonna be a race worth subverting to our cause... :wink:

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10 Jun 2005, 12:57
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