Quick question: if they do get the "destroy all buildings in a turn" thing, wouldn't that make using concentration camps on them a real difficulty, if not basically impossible?Vezzra wrote:In that case you'd need to add some disruptive effect to them that even applies if you don't conquer their planet. And something even worse if you try to wipe them out (something that causes some kind of massive disruption within a certain distance, a unique kind of defence they have). Otherwise there isn't much to decide here: either leave their planet alone as completely worthless, or just kill them with Concentration Camps.
I have to admit, I like the idea of a native species that's nothing but a major PITA...
MatGB wrote:So do I, you could use the Xenophobic macros as a basis and make it apply to all within range fairly easily, I think, and it would be quite cool to have a real annoyance hanging around in some areas. But it needs to be an annoyance, not a game breaking malus.
Vezzra wrote:Of course. That's exactly how I'd envision such natives: Having an annoying effect on the not-to-far neighborhood, nothing too bad. Unless you try to conquer them, that could make things already worse. And if you even try to wipe them out to get completely rid of them, things should get really nasty. So you have to decide: put up with a minor annoyance forever, or a really nasty one for a limited time.
I like that people are into the idea of this species. However I think these suggestions are getting into the territory of overly-complicated, especially with the idea of them destroying building after a turn. Let's try one of these ideas at a time, and see how it makes them play. Maybe infrastructure or the "destroy buildings" script, then if they really need more work let's do that. I'd much rather see them in a form that's able to actually make it into the game than something so complex that it never makes it in. I defiantly like the idea of a PITA species, maybe ultimately a few, as it makes the idea of "bad grabs" a bit of fun, they're not just less good than the other possible options, they're actually trouble.em3 wrote:Maybe give them great infrastructure so that planet defenses and shields are resotred faster?
If the xenophobia on a non-colonizing/non-shipbuilding species isn't a good idea then maybe they should just get ultimate quality stealth. Maybe they could be marked for a happiness reducing effect on their neighbors for once we get the happiness mechanic worked out.