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Spaceempires.net :: "Evolutionary transcendence" cultural achievement :: View topic
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"Evolutionary transcendence" cultural achievement

 
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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Mon Oct 05, 2009 8:45 pm    Post subject: "Evolutionary transcendence" cultural achievement Reply with quote

Just a thought for use in Nova or any other mod...

Remember the "Evolutionary Mutation" tech in MOO2, where when you researched it you got 4 free race points to spend? You can't do that in SE5, but what you can do is have a cultural achievement that enhances the natural abilities of a race! Very Happy

All you need is a cultural achievement with one ability for every positive race trait that gives some ability bonus or other. Each ability will have in it a check for the race trait, e.g. the mining ability might have this value:

iif(Empire_Has_Racial_Trait("Mining Aptitude"), [%Level%], 0)

So if you chose "mining aptitude" at the beginning of the game, you'd get more mining aptitude when you research the tech, but if you chose "smart" then you'd get more research! Very Happy


That's no space station - it's a spreadsheet!


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TheThirdEye
Space Emperor


Joined: Mar 22, 2009
Location: Toronto

PostPosted: Tue Oct 06, 2009 12:22 pm    Post subject: Reply with quote

And both if you chose both of them?

And I worry about tech (culture) trade treaties evolving other races.

An interesting Idea non-the-less.


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Tue Oct 06, 2009 3:21 pm    Post subject: Reply with quote

If you choose both, you get both...

Trading the tech with other empires would give the empire receiving the tech whatever goes with THEIR racial bonuses...

At least in theory Razz


That's no space station - it's a spreadsheet!


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Ender
Space Emperor


Joined: Apr 18, 2008

PostPosted: Tue Oct 06, 2009 10:33 pm    Post subject: Reply with quote

Nice idea, but I'm not sure whether or not there is a way to make it cumulative with a relevant cultural achievement eg. for smart.

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TheThirdEye
Space Emperor


Joined: Mar 22, 2009
Location: Toronto

PostPosted: Wed Oct 07, 2009 3:26 am    Post subject: Reply with quote

Quote:
Empire_Has_Racial_Trait("Mining Aptitude")
Does this function work?
It should be all you need to mod the culture techs for it.

Quote:
Trading the tech with other empires would give the empire receiving the tech whatever goes with THEIR racial bonuses...
If that function works, then yes, it Should work that way.

But what about Empire_Has_Racial_Trait("Mining Ineptness") and similar traits?
You would want to neutralize them yes?

And wouldn't ALL of these activate at the same time?
Once you have the tech (culture) then all the 'bad picks' go away...

But I don't think all of the traits can be altered by culture.
Like Propulsion Experts.

It would seem experimentation is in order... Very Happy


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Wed Oct 07, 2009 2:55 pm    Post subject: Reply with quote

TheThirdEye wrote:
Quote:
Empire_Has_Racial_Trait("Mining Aptitude")
Does this function work?
It should be all you need to mod the culture techs for it.


I haven't tested it in cultural achievements, but I don't see any reason (other than Aaron being lazy) why it shouldn't Wink

Quote:
But what about Empire_Has_Racial_Trait("Mining Ineptness") and similar traits?
You would want to neutralize them yes?


Possibly, but that might be a separate cultural/evolutionary achievement... otherwise the tech does pretty much the same thing for everybody! (Well, except for those who didn't choose pluses or minuses at all - then it would do NOTHING Razz)

Quote:
And wouldn't ALL of these activate at the same time?
Once you have the tech (culture) then all the 'bad picks' go away...


I was thinking of maybe a 10-level achievement whereby at level 1, you might get an effect equal to one-tenth the racial trait value, and at level 10 you get the full effect...

Quote:

But I don't think all of the traits can be altered by culture.
Like Propulsion Experts.

Might be worth a try Wink And if not, there's always modding the engines to take the cultural tech into account, or simply leaving some traits out!

Ender wrote:

Nice idea, but I'm not sure whether or not there is a way to make it cumulative with a relevant cultural achievement eg. for smart.

If the stacking doesn't work, we can always add in the base values to the modifiers for any abilities where it doesn't stack... so instead of +1 to mining, it would be +11 or whatever...


That's no space station - it's a spreadsheet!


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Oct 07, 2009 4:25 pm    Post subject: Reply with quote

Pretty much any racial trait can be made into a cultural trait. I had a similar idea for the mod along the lines of Ed's suggestion, such as a series of engineering achievements that might reduce supply usage or provide a bonus movement point etc.

Space Empires Depot | SE:V Balance Mod


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Ender
Space Emperor


Joined: Apr 18, 2008

PostPosted: Wed Oct 07, 2009 7:22 pm    Post subject: Reply with quote

I've just done some tests and it looks like an implementation of this idea is doable in case of point generation and SY rate modifying abilities. I'm not sure yet what about traits with other abilities, though.

BTW, Captain, the description of Hardy Industrialists in BM is misleading as it influences all SYs - this is the same ability as in Builders, after all.
Another minor mistake is that starting all tech there is the System Robotoid Factory on every homeworld - it should be the Robotoid Factory instead, I think.


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