Industrial Age NPRs'Industrial NPRs' have been added for v2.6. These are conventional races, but are not on the path to Trans-Newtonian Technology.
They have a population similar to minor races and have conventional industry, ground force construction complexes, tracking stations and ground forces, including primitive STOs. They do not have shipyards or research facilities. although they may have conventional-engined freighters and colony ships and might colonise a suitable body in their home system. They are effectively 20th Century or early 21st century civilizations. They can train additional ground forces and build additional academies, tracking stations, ground force construction complexes and conventional industry. The latter cost 240 BP and require a variety of minerals (for balance purposes).
There are effectively five different starting levels now:
- Pre-Industrial
- Conventional Only (Industrial)
- Conventional Progressing to TN (Player Conventional Start)
- Minor TN Race
- Major TN Race
Player Races can be 3 or 5. NPRs can be 1, 2, 4 or 5. The process of 3 becoming 5 would be very complex for the AI to handle, so I am adding 2 now and I might add an NPR version of 3 at some point in the future.
Industrial NPRs have a percentage field on the Game Details window in the same way as Pre-Industrial races, with a default of 10%. The chance for industrials is checked after pre-industrials and before minor races, with the same adjustments made as for pre-industrial so that they are true percentages. The total for pre-industrial, industrial and minor races cannot add up to more than 100%
Industrial NPRs present a more interesting situation than the 'speed-bump' Pre-Industrials and can engage in diplomatic relations, become friendly, declare war, etc. If you conquer them, they provide a source of conventional industry that can be converted into TN factories. In this regard, they fulfil a similar function to ruins, albeit with without the Precursor guardians. On that basis, a high % of Industrials will tend to make the game easier.
Because Industrial NPRs are now possible, the Conventional Option on the Create Race window can be applied to NPRs, allowing you to manually create an Industrial NPR,
I considered including a shipyard and some limited conventional warships, but it would be a lot of coding for something that would not be any threat - even to unarmed survey ships. If I get around to creating a Conventional Progressing NPR, I will tackle it then.