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				 Spacers 
 Hi all
 I've been working on a mod to create what I call "spacers", that is, a race which does not like living on worlds at all. I'm trying to think up ways to encourage them to use space-based options rather than facilities.
 
 This race-style is given access to a huge, cheap hull size and the plan is that they build this hull on the first turn, then give up worlds as much as possible. They live in these huge mobile ships.
 
 Like this:
 
 Name                          := Worldship
 Short Name                    := Worldship
 Description                   := Massive hull, home to a race which prefers to not live on planets. Will need to be modified and upgraded over time.
 Code                          := WW
 Bitmap Name                   := Starbase
 Vehicle Type                  := Ship
 Tonnage                       := 10000
 Cost Minerals                 := 10000
 Cost Organics                 := 10000
 Cost Radioactives             := 10000
 Engines Per Move              := 20
 Number of Tech Req            := 1
 Tech Area Req 1               := Spacer
 Tech Level Req 1              := 1
 Number of Abilities           := 12
 Ability 1 Type                := Combat To Hit Defense Minus
 Ability 1 Descr               := Bonus to hit this ship size = 1000%.
 Ability 1 Val 1               := 1000
 Ability 1 Val 2               := 0
 Ability 2 Type                := Modified Maintenance Cost
 Ability 2 Descr               := Dedication of race reduces maintenance cost by 40%
 Ability 2 Val 1               := -40
 Ability 2 Val 2               := 0
 Ability 3 Type                := Remote Resource Generation - Minerals
 Ability 3 Descr               := Automatically mines 500 minerals per turn
 Ability 3 Val 1               := 500
 Ability 3 Val 2               := 0
 Ability 4 Type                := Remote Resource Generation - Organics
 Ability 4 Descr               := Automatically harvests 500 organics per turn
 Ability 4 Val 1               := 500
 Ability 4 Val 2               := 0
 Ability 5 Type                := Remote Resource Generation - Radioactives
 Ability 5 Descr               := Automatically processes 500 radioactives per turn
 Ability 5 Val 1               := 500
 Ability 5 Val 2               := 0
 Ability 6 Type    		:= Solar Supply Generation
 Ability 6 Descr     	      := Generates 50 supplies for each star in a system per turn.
 Ability 6 Val 1               := 50
 Ability 6 Val 2               := 0
 Ability 7 Type                := Supply Storage
 Ability 7 Descr               := 20 Thrust per move; has abnormal abilities for it's size.
 Ability 7 Val 1               := 0
 Ability 7 Val 2               := 0
 Ability 8 Type                := Space Yard
 Ability 8 Descr               := Can construct with 1000 minerals per turn.
 Ability 8 Val 1               := 1
 Ability 8 Val 2               := 1000
 Ability 9 Type                := Space Yard
 Ability 9 Descr               := Can construct with 1000 organics per turn.
 Ability 9 Val 1               := 2
 Ability 9 Val 2               := 1000
 Ability 10 Type               := Space Yard
 Ability 10 Descr              := Can construct with 1000 radioactives per turn.
 Ability 10 Val 1              := 3
 Ability 10 Val 2              := 1000
 Ability 11 Type               := Component Repair
 Ability 11 Descr              := Can repair 1 component per turn.
 Ability 11 Val 1              := 1
 Ability 11 Val 2              := 0
 Ability 12 Type               := Master Computer
 Ability 12 Descr              := Cannot be taken over by enemy Alliegence Subverters.
 Ability 12 Val 1              := 0
 Ability 12 Val 2              := 0
 Requirement Must Have Bridge  := True
 Requirement Can Have Aux Con  := True
 Requirement Min Life Support  := 10
 Requirement Min Crew Quarters := 10
 Requirement Uses Engines      := True
 Requirement Max Engines       := 12
 Requirement Pct Fighter Bays  := 0
 Requirement Pct Colony Mods   := 0
 Requirement Pct Cargo         := 0
 
 (Still in testing)
 
 To encourage them to give up worlds, they don't get access to normal colonization. They DO get a super-high-expensive colonize-anything component (one planet is much liek another to them)
 
 I have made Normal Colonization a racial trait which they can't choose, and made Normal Colonization a pre-requisite for all of the starting facility types.
 
 This is the spacer's first facility:
 
 Name                := Spacer Ground Base
 Description         := USE ONCE to create worldship then DELETE for pity's sake!.
 Facility Group      := Space Yard
 Facility Family     := 38
 Roman Numeral       := 1
 Restrictions        := None
 Pic Num             := 16
 Cost Minerals       := 50000
 Cost Organics       := 50000
 Cost Radioactives   := 50000
 Number of Tech Req  := 2
 Tech Area Req 1     := Space Yards
 Tech Level Req 1    := 1
 Tech Area Req 2     := Spacer
 Tech Level Req 2    := 1
 Number of Abilities := 12
 Ability 1 Type      := Space Yard
 Ability 1 Descr     := Can construct with 20000 minerals per turn.
 Ability 1 Val 1     := 1
 Ability 1 Val 2     := 20000
 Ability 2 Type      := Space Yard
 Ability 2 Descr     := Can construct with 20000 organics per turn.
 Ability 2 Val 1     := 2
 Ability 2 Val 2     := 20000
 Ability 3 Type      := Space Yard
 Ability 3 Descr     := Can construct with 20000 radioactives per turn.
 Ability 3 Val 1     := 3
 Ability 3 Val 2     := 20000
 Ability 4 Type      := Planet - Change Minerals Value
 Ability 4 Descr     := Destroys planet value.
 Ability 4 Val 1     := -75
 Ability 4 Val 2     := 0
 Ability 5 Type      := Planet - Change Organics Value
 Ability 5 Descr     := Destroys planet value.
 Ability 5 Val 1     := -75
 Ability 5 Val 2     := 0
 Ability 6 Type      := Planet - Change Radioactives Value
 Ability 6 Descr     := Destroys planet value.
 Ability 6 Val 1     := -75
 Ability 6 Val 2     := 0
 Ability 7 Type      := Planet - Change Conditions
 Ability 7 Descr     := Destroys planet value.
 Ability 7 Val 1     := -75
 Ability 7 Val 2     := 0
 Ability 8 Type      := Change Population Happiness - System
 Ability 8 Descr     := Causes population to rebel.
 Ability 8 Val 1     := -75
 Ability 8 Val 2     := 0
 Ability 9 Type      := Change Bad Event Chance - System
 Ability 9 Descr     := Causes plentiful bad events.
 Ability 9 Val 1     := 10000
 Ability 9 Val 2     := 0
 Ability 10 Type     := Resource Generation - Minerals
 Ability 10 Descr    := Burns minerals
 Ability 10 Val 1    := -500
 Ability 10 Val 2    := 0
 Ability 11 Type     := Resource Generation - Radioactives
 Ability 11 Descr    := Burns radioactives
 Ability 11 Val 1    := -500
 Ability 11 Val 2    := 0
 Ability 12 Type     := Resource Generation - Organics
 Ability 12 Descr    := Burns organics
 Ability 12 Val 1    := -500
 Ability 12 Val 2    := 0
 
 They also have a few, weaker, Version of the necessary (anything which can't be put on ship; resource storage, intel, research)
 
 This is a real tough one to balance though. I would appreciate anyone's thoughts, ideas, or opinions on this. In particular, a better name than "spacers".
 
			
			
			
			
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