Major

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Intro

A "Major", indeed a major race, is a playable race and represent an empire. There are Federation, Romulans, Klingons, Cardassians and Dominion.

see http://supremacy.square7.ch/wiki-files/Data/Races.xlsx

Quadrant

Mention, that Majors are from these quadrants (see also Memory-Alpha.org):

Gamma-Quadrant:

  • Dominion


Delta-Quadrant:

Alpha-Quadrant:

  • Federation
  • Cardassians

Beta-Quadrant:

  • Klingons
  • Romulans

Table of Strength and Weakness

Collections

The Dominion, they'll most likely have a bonus to their relations with minors (like the Ferengi, or something else), and their techtree is geared towards generating credits. We can have the Founders not consume food if we find it necessary to free up population, shipyard output can be increased, etc.
The faster shipbuilding rate of the Klingons comes with a cost, a morale penalty (which affects industry, research and taxes). They also need the resources to keep that building rate.
Cloaking Romulans ships take longer to build, cost more dilithium (they have the reman dilithium mine), and are slower, but notice that cloaking is not yet fully operational; they wil have their unopposed alpha strike combat round with their plasma torps when it is.
BTW, I've read those PDFs too (re your other thread), but the database has been pretty much taking this route ever since I've started reworking the ships stats.
Thanks for the feedback, I'm just trying to explain the rationale behind the current stats. I'm not done with them yet, some tweaks are still in order.
One of the next changes I'm thinking of making is to lower the tech levels of the top ships, to 10~11, so that they actually get used in the game. Some of the Federation ships also need a tech level realignment, to keep them within their proper era - that might be hard to accomplish fully though, without throwing the ship list out of whack.


About non-combat ships, I've kept their build times identical, but their stats differ. The Klingons and the Dominion have armed noncombat ships, and their colony ships have less colonists (and hence less starting Production Facilities), which makes their native colonies grow slower than the rest of the empires. The goal being them focusing more on alternate ways of acquiring colonies, of course. Also, the ships' costs (build cost) will be relevant for rushing production, when it is implemented; in that light, I'm not sure having very different costs is a good thing.
I'm open for suggestions though. What would you propose?
The Federation having cheaper colony ships and more expensive transports? And the Klingons, the opposite? What about construction ships?
Keep in mind that, like I've already mentioned, colony ships have different amounts of colonists already, and that each race has a "combat strength" value which affects their transports' combat ratings. And the Federation have a construction ship upgrade while the other empires don't, which makes them build higher level stations faster.


Romulan ships are the slowest of them all. They have been for a long time (in timeline). They're not strong either, only the Klingons have a little less hull than their ships. Romulans also have stronger plasma torps, and average shields. Their cloak strength increases with tech level.
It's a matter of balance. Notice that cloaking is not working properly now. Them having fast building cloaking vessels...

Table

Following table is first try, uncomplete and not verified. Classifications:

  • o neutral
  • +/- good/bad
  • ++/-- high/very bad
  • +++/--- best/worst
(uncomplete, please suggest entries) Humans Romulans Klingons Cardassians Dominion
Strengths
Weakness
Food
Industry
Energy
Research
Credits
empty
Diplomacy
Diplomacy-Bonus
empty
Ships military power
running cost of ships
empty
System Assault
Dilithium
Deuterium
Duranium          

Costs

Colony Ships

Type I:

  • 1600 = Federation
  • 1550 = Romulans
  • 1800 = Klingons
  • 1500 = Cardassians
  • 2000 = Dominion


Industry Plant

(at the moment all races the same):

  • 110 / 270 / 520 / 990 / 1640 / 2640 / 3920 / 5670 / 7810 / 10530 / 13760 = BuildingCosts
    • Output: 10 / 15 / 20 / 30 / 40 / 55 / 70 / 90 / 110 / 135 / 160

Disable a major

There is an modding method to disable a major (source: http://botf2.star-trek-games.com/viewtopic.php?p=73872#p73872).

(In MP-mode it should be working be de-activating yellow button left of empire's name without the need of the following method)


Edit Resources\Data\Civilizations.xml and change

<CivilizationType>Empire</CivilizationType>

to

<CivilizationType>MinorPower</CivilizationType>

or some of the other minor types (doesn't really matter, there's no difference).