Posted by: Rabid_Cog
« on: July 27, 2012, 11:02:42 AM »The plant race is nice, but we have to think a bit how it would mesh with current aurora mechanics. Current races have the restriction that unless you already have some sort of construction capacity, you cannot increase your construction capacity. The plant race's mechanic could be that they bypass this restriction. How about this?
Perks:
Instead of shipping colonists, you have a ship that carries a 'spore pod' that you crash into a planet (ship is consumed) dropping off a base population. You can drop off as many as you like.
Each population has a ground attack/defence based on population size (more defence than offence).
Each population has a construction rate based on population size (can still build factories as normal).
Each population has a mining rate based on population size (can still build mines/automated mines as normal).
Each population has a shipyard capacity/construction rate based on population size (CANNOT build shipyards normally).
Unused construction points increase population growth.
Increased genetics research.
Every planet is treated as if it has +200 infrastructure to determine max population.
Penalties:
Cannot transport any facilities besides automated mines/mass drivers/infrastructure.
Cannot transport population.
Low base growth rate.
Low RP generation rate (except for genetics).
No normal ground units.
Edit: I can see what you were trying to do, creating a 'hands off' race with colonies that don't need much micromanagement. This seems like the best way to achieve that.
Perks:
Instead of shipping colonists, you have a ship that carries a 'spore pod' that you crash into a planet (ship is consumed) dropping off a base population. You can drop off as many as you like.
Each population has a ground attack/defence based on population size (more defence than offence).
Each population has a construction rate based on population size (can still build factories as normal).
Each population has a mining rate based on population size (can still build mines/automated mines as normal).
Each population has a shipyard capacity/construction rate based on population size (CANNOT build shipyards normally).
Unused construction points increase population growth.
Increased genetics research.
Every planet is treated as if it has +200 infrastructure to determine max population.
Penalties:
Cannot transport any facilities besides automated mines/mass drivers/infrastructure.
Cannot transport population.
Low base growth rate.
Low RP generation rate (except for genetics).
No normal ground units.
Edit: I can see what you were trying to do, creating a 'hands off' race with colonies that don't need much micromanagement. This seems like the best way to achieve that.