How much would someone pay for a trait called Military Strategists?
In the mod, all training facilites are system training, and train at a rate of 1 per turn. The max training is 10% (5 levels, 2 per level). Military Strategists would possibly train at a rate of 2 per turn, with a +2% max training cap. Does 500 points seem too much, too little, or just right for this trait?
Oh... I also changed the costs of the Aggressiveness and Defensiveness traits. They cost the same:
Originally posted by Imperator Fyron: How much would someone pay for a trait called Military Strategists?
In the mod, all training facilites are system training, and train at a rate of 1 per turn. The max training is 10% (5 levels, 2 per level). Military Strategists would possibly train at a rate of 2 per turn, with a +2% max training cap. Does 500 points seem too much, too little, or just right for this trait?
Here's another thought: close Fleet Training out from normal races. Give the Strategists their 2%/max10% Ship training .. and 1%/max10% FLEET training.
That'd be worth 500 IMO. Maybe as much as 750.
If you stick with both training types all the time, then 500 cost seems okay for faster training ... though 750 to pay for a cap of 15% (and that 2% per turn) counds intriguing as well.
Hyper-Expansionists - Gets a modified colony ship hull that can carry 7 engines (fastest thing in space!), and cheaper colony components; enhanced population growth facilities (like Organic)
Stealth Masters - alternate cloaking devices which cost less research and resources; stealth armor that provides level 2 and 3 cloaking; modified base hulls with level 1 built-in Active-EM cloak
Warlords - muchos advanced weapons and big ships!!! also a maintenance reducing facility like the Crystalline Restructuring Plant, and training facilities... this one should be expensive! (since I combined Stars! "War Mongers" with MOO2's "Warlord")
Space Demolitionists - hyper-advanced mines & warheads; mines get built-in long range scanners/anticloak scanners
Interstellar Traveller - cheaper open/close warp points components; open/close warp points facilities (if such things are possible); enhanced supply components & cheaper resupply depots
Space Miners - greatly enhanced remote mining (such that it's more profitable to remote mine than to mine normally)
Master Spies - better intel facilities/ops, small ships get built-in scanner and/or cloak
Ramscoop Engines - can build Ramscoop engines, which move very slow but use no supply
Recyclers - gets advanced recycling facilities right off the bat
Alchemists - gets resource converters right off the bat
Bleeding Edge Technology - would require duplicates of ALL other techs, but it would be cool - new techs initially cost double, but they
improve faster