Would It be possible to create NPR's with Conventional Empires? As it stands selecting Conventional Empire blocks the NPR button when selected. I currently don't have a mindset to micromanage several civs at once, but starting at Trans-Newtonian level seems too unbalanced for the setup I desire. So is it possible?
It will be a lot of work for me to implement conventional NPRs. The issue is that the AI will need changing to deal with the problem of only having partial tech in every area, and that would affect a huge chunk of the AI code. At the moment they always have at least the first level of every tech, which makes life much easier.
In addition, I suspect the AI is significantly worse at strategic tech planning than a human. (This is not a slam on Steve or the AI - AI stuff is
hard.) The practical implication of this would be that any conventional NPR that are there are game start will be far behind you technologically by the time you encounter them, while those that are generated when you encounter them will automatically be far behind you (because they are generated as conventional empires when you encounter them, and you're (obviously) already star-faring).
On the other hand here are two ideas:
1) The problem I run into when doing conventional starts is that NPR tech level for discovered (as opposed to startup) NPR is determined by how long the game has been running, so by the time I start generating them they're several TL ahead of me. It would be very easy for Steve to put a "time handicap in years" on the startup screen that becomes active for conventional starts. This number would be subtracted off from the "time since game start" (with a floor of 0, of course) when generated new NPR. So if I did a conventional start with a handicap of 15 years, then any NPR generated before year 15 would be generated using parameters used for start-up NPR in a TN game, while an NPR generated at year 17 would use the parameters equivalent to year 2 in a TN game.
2) In SF, there were High-tech, industrial, and pre-industrial NPR. It probably wouldn't be a lot of work for Steve to write an "Industrial civilization" AI that didn't try to research TN tech, and didn't try to build ships. Basically, all it would build would be ground training installations (which would have to be buildable with conventional tech) and army battalions (would probably want to put in low-tech HQ units too). The idea is that it might be fun to drop a heavy assault division on an industrial world an watch it fight the 200 conventional army divisions on that world. The pre-industrial NPR could just be a big pool of population, which would be available for working in trans-shipped mining and factories (think low-tech slave labor) - the % workers available could be tweaked so only 1% or so of the population was available to simulate the inefficiencies of no tech training.
BTW, this reminds me - it seems like it would make a lot of sense for ground training facilities to be a conventional tech.
John