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Kirei Race (custom)

Posted: Thu Sep 18, 2014 8:42 am
by chasesan
It might be overpowered obviously since well, yeah, I never tried to balance it to hard.

Anyway, I was using the extended universe mod, and I noticed that I didn't find any of the races particularly aesthetically pleasing. Sure they were diverse and varied, but none seemed to fit the niche I wanted to play.

So I made these guys.
Kirei

Race Family: Rodent
Native Planet Type: Desert
Default Reproduction Rate: +10%

Characteristics
Quite Aggressive
Very Reckless
Very Friendly
Quite Stupid
Quite Unreliable

Bonuses
Natural Optimists: happiness + 20%
Master Engineers: ship maintenance -5%

Race Victory Conditions (I don't use these, so I just set them to whatever seemed to fit)
25%: Have the Happiest Population in the galaxy
25%: Control your Homeworld
25%: Have the largest military in the galaxy
25%: Control the most Homeworlds (yours and others) in the galaxy

Colonies
Desert colonies can usually avoid natural disasters

Characters
Less likely to generate new Intelligence Agent characters (-20%)
Less likely to generate new Pirate Leader characters (-100%)
Leader characters have the Energetic starting trait

Other
Disallowed Governments: Despotism
Special Technology: [None]
Disallowed Technology: Torpedo Weapon, Missile Weapon, Area Weapon
Smaller military ship sizes: -30%
Smaller civilian ship sizes: -30%
Faster Construction Speed: +200%
Higher Migration Rate: +40%
Faster Troop Regeneration: +40%

Basically, military service is an expected requirement of the species, they use swarms of small sleek ships, but they hate guided or large area weapons (torpedo, missile, area). I guess something to do with facing your enemies head on.

Image

RE: Kirei Race (custom)

Posted: Thu Sep 18, 2014 9:28 am
by Blackstork
Hello. Are there package available for download? (With policy , ships, troop art, race file, race art file with transparency, pedias) ? Seems it is just an idea. It could be good one but making of race involves making it in the game. Also about ship size ... 30% could be thought call... It could be quite punishing, and also it is nightmare for designs .. Since minimum games , as I and majority here will say, should be played with Ai and extended mods combined. Weapon wise you might want beams.

RE: Kirei Race (custom)

Posted: Thu Sep 18, 2014 12:04 pm
by chasesan
Oh it's actually in the game. I am just not sure how to package it up.

RE: Kirei Race (custom)

Posted: Thu Sep 18, 2014 9:46 pm
by Nanaki
The -100% pirate leader generation may do absolutly nothing, as pirates appear to get their leader appearance chance from the same stat as national leaders.

Aside from that, the race is somewhat weak. -30% military and civilian shipsize is absolutly punishing, the disallowed technology and government is also strange. The racial advantages mostly effect stats that have less of an impact on the game. The 10% growth rate means the migration bonus is kind of useless. Maybe this race's troops are useful, but you did not list the troop strength. Assuming this race has strong troops, they might make nice troops but you would not want to play them if all you want is troops.

Unless your goal was to make this race deliberately weak/difficult.

Overall, the Gizureans will probably outmatch this race in the selected niche. They have -40% ship maintenance so they can swarm a lot better, they lack the penalties, they have extremely high growth which lets them spread everywhere, and they have -100% leader chance (which applies to both pirates and nonpirates), and finally they have a very powerful starting character. The only advantage your race has is troops, and if Gizureans can annex a planet that has its dominant race as one of the troop races, then it will be able to field strong troops as well.

RE: Kirei Race (custom)

Posted: Sat Sep 20, 2014 2:11 am
by NephilimNexus
Basically, military service is an expected requirement of the species, they use swarms of small sleek ships, but they hate guided or large area weapons (torpedo, missile, area). I guess something to do with facing your enemies head on.

You misspelled "Kilrathi" ... but then again that's just a misspelling of "Kazinti."

An interesting play style, looks promising.

Problem: Forbidding missile and torpedo tech also effectively locks them out of the better fighter techs as well, and this looks like a race made to use fighters. Also smaller ship size of -30% does not weigh well against a mere -5% of maintenance costs. If they're to make up for size with numbers then their maintenance needs to match or exceed their size loss; i.e. 30% or more and probably more, because ship effectiveness with size is not linear. A single size 1000 ship is significantly more powerful than two size 500 ships.

Troop recovery seems good but without any significant reduction in troop maintenance then you're not going to see swarms of troops transports getting used, as the sheer upkeep of all those troops will prevent them from being used in any numbers greater than average.

You may want to consider increasing their ship captain & admiral generation rate, since they will need more of them.

And naturally you'll want to add some kind of bonus to reduce war weariness. No military themed race should be without that perk.

RE: Kirei Race (custom)

Posted: Thu Sep 25, 2014 4:30 pm
by chasesan
Well they are not overly aggressive, perfectly happy to mind their own business until poked (or someone has the gull to inhabit what they consider their territory, such as systems).
Race Family: Rodent
Native Planet Type: Desert
Default Reproduction Rate: +10%

Characteristics
Quite Aggressive
Very Reckless
Very Friendly
Quite Stupid
Quite Unreliable

Bonuses
Natural Optimists: happiness + 20%
Master Engineers: ship maintenance -40%
Warrior Class: troop maintenance -20%
Fierce Rivalry: lower war weariness -20%

Race Victory Conditions (Again, I don't use these...)
25%: Have the Happiest Population in the galaxy
25%: Control your Homeworld
25%: Have the largest military in the galaxy
25%: Control the most Homeworlds (yours and others) in the galaxy

Colonies
Desert colonies have -20% construction speed. (not sure if this was good or bad)
Desert colonies can usually avoid natural disasters

Characters
More likely to generate new Fleet Admiral characters (+40%)
Less likely to generate new Intelligence Agent characters (-20%)
More likely to generate new Ship Captain characters (+40%)
Leader characters have the Energetic starting trait

Other
Disallowed Governments: Despotism
Special Technology: [None]
Disallowed Technology: Torpedo Weapon, Missile Weapon, Area Weapon
Smaller military ship sizes: -30%
Smaller civilian ship sizes: -30%
Faster Construction Speed: +200%
Higher Migration Rate: +40%
Faster Troop Regeneration: +40%

I buffed it some, since apparently it was underpowered (by a lot).

I also boosted the troop starting strength from 50 to 75 (not listed above).