ARC (Advanced Race Customization) Discussion

This isn't specifically a thread for or against it, but I'm against it personally and no doubt my views will be reflected in my thoughts.  This isn't reporting it as a bug, either; it's just a place to talk about it.

And this only applies to DA+TA, so DL users will unfortunately be largely unable to participate in this discussion.  Actually, reading over what I've written, my thoughts are primarily on DA, but TA users are welcome to jump in as well, though some things are a bit different there, to say the least.

If you don't know what I'm talking about, you can edit the .customracexml file to change a number of values; most of which you can change in the game, but some that you can't.  For instance, you can change the home system, the way the alien civilizations speak to you (i.e. as though you were the Drengin), your starting ethical alignment (as a note, you can change ethical alignments of opponents ingame, but not your own), your super ability, and some other things.  I've probably missed one or two of the above, and if I have, someone will correct me, but those are the Metaverse legal changes (apart from cosmetic changes such as ship colors, short empire name, etc-which admittedly how alien civs talk to you can be seen as one as well, but I wanted to mention that one specifically just because I think it's cool).

Then we've got things that aren't Metaverse legal to change (i.e. will make an MV game be cheat flagged), but can still be altered: Inherent race abilities, customization point abilities (IIRC, you can spend more in the file than you can ingame, but it's been a while since I've tried and I could be wrong), starting techs, to name the most obvious ones.

So now that we've gotten that out of the way, maybe we can commence with the discussion.

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I've found, in my last several games, that typically using the Korx home system (Oxor) will give me, by far, the best starting rush.  Having two class 8 worlds to build on, to build ships from, and actually capable of sustaining population is far more valuable, to me, than New Iconia or Thala could ever be.  If the two habitable planets wind up close enough to each other, you can actually manage to ferry enough pop over on the second or third turn so that you have a decent growth rate.  This effectively doubles your civ-wide population growth, as new colonies aren't going to be growing very fast, unless you're Super Breeder.

That said, pairing the above with Super Breeder is...ridiculous.  That's the only word for it.  It's just absolutely ridiculous.  Two planets each producing a minimum of 600m pop a turn (before any growth bonuses!) before the first month is up, when a colony module can only hold 250...you won't have to have taxes low for long; you're going to cap fast.

Combine this with the fact that taxes are a function of sqrt(population), which means you'll make about 41% more money by splitting your initial 8.1B pop into two planets, assuming you do it equally.  This doesn't take into account the maintenance of a colony, but you should make more than enough to cover it...unless of course you're doing the 100% approval thing first, in which case, you'll simply be losing less money than otherwise.  Even splitting it up so you have 2.5B on your secondary (enough to hit base growth of 75M, where it is capped), you make about 38% more money.  For reference, if you simply plunk 250 colonists down on your secondary class 3/4 world, you're making about 16% more than you would if you had just left them on your home planet (minus maintenance, of course). This is, then, basically a free 20% bonus to economics.

With those two out of the way, we come to the selection of the actual race.  For the colony rush, it would seem to be a no-brainer...the Yor do after all get that rather tempting miniaturization bonus (less in TA, but still there).  The Thalans aren't a bad choice, either, as they get a heftier industrial bonus than the Yor do, with a moderate miniaturization bonus, as well as an impressive inherent economics bonus (both of those two only in DA).  And, IIRC, these two races have the best starting techs in the game (actually Thalans might be third, I forget), as well-at least from an RP/cost perspective-and they're fairly useful in addition to that.  The Yor technically have a leg up due to already having Ion drive, though.

The kicker is that the Yor get 10 points to spend, whereas the Thalans only get 8.  Now, personally, I've gotten to the point where I always take Speed +2.  I haven't played DL in ages, but I remember engines from way back then, and I do whatever I can to bring that feeling back.  With the Thalans, that's all of my points.  That's okay, really.  But with the Yor, I can get my +10% morale (it's only one point-how can you NOT?), as well as my 25% luck (50% with universalists as well).

Admittedly, the Krynn with their +50 morale are strong contenders for this little contest (especially as Super Hive or Super Breeder is much more attractive than their admittedly subpar super ability), but I'm personally just not seeing it.  The miniaturization is worth more-with only basic miniaturization researched, the Yor can fit a colony module into a tiny hull (albeit without anything else).  With Speed +2 racial and Impulse Drive, that's a 4 speed 75 cost colony ship (in DA).

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So, what's your favorite ARC'd setup?  Can you find something better than (or really, even close to) Yor/Super Breeder/Oxor (without bringing customization points into the mix here, since they're not being debated)?  If so, why do you feel it's better?

And, just to throw a different spin on it-if you were up against a Yor AI hailing from Oxor with Super Breeder, how would you play that game?  Feel free to steal the question and make it apply to any setups you come up with as well.
8,561 views 5 replies
Reply #1 Top
I'll be blunt when i say; Just go download the X-Worlds mod and have at it all you like!

The main difference between modding or 'enhancing' the stock races to fit one's needs and the actual real stuff with custom races is that a player can alter the game patterns (which you can't fully realize unless you play often or regularly!) sooooooo much it becomes another experience altogether.

That's how i made X-Worlds. That was the basic initial concept and became, the final premise; It HAD to re-set ***everything*** from scratch and with the latest work i'm doing on the Buildings/Icons/Queries and the all-new (but adhering somehow to default values) tech-tree...S, the whole concept will simply go even further deep into an alternate dimension (entirely freaky in fact) for any to enjoy. I'd even add the multiple TA tech-trees to this reasoning to stress on the amazing variations this game will gain soon.

As for advancing any race, by choice or through tricky values, anyone should always consider the biggie effect; Balance.
On equal turfs, i'd say Korx has an edge for some Influence victory while Drengin or Korath can militarize any galaxy to bloody conditions in a snap. This is to say that the coders really fine-tuned the current elements to provide excellent playgrounds and that modding the basics always runs the risk of causing strange (but funny) situations. Add, modding capacity to the mix and you've got yourself a heck-of-a-ride.

Thus, be curious about what others came up with for "advancing" GC2/DA+TA intrinsic value(s)... you'd be surprised how much fun you just may have by simply clicking the Use-Mod box. ;)

- Zyxpsilon.
Reply #2 Top
Can someone tell me how to alter those values for TA. I did it for DA but haven't played in awhile and forgot how I did it :(. Thx for any help :)
Reply #3 Top
your starting ethical alignment (as a note, you can change ethical alignments of opponents ingame, but not your own)


In a round-about way you could change your starting alignment in that very way. Make a custom race to play, save it, then back out and pick a different race to play, pick that custom as an opponent and then you got all those controls that you would for an opponent to change (like alignment). Again, back out and start a game with that custom race with those changes in place.
Reply #4 Top
Well, I fell in love with the Super Isolationist. I couple it with +30 social and +20 Military +10 PQ and +10 Econ and Luck. Mid game it works real well.

Duh
Reply #5 Top
So, what's your favorite ARC'd setup? Can you find something better than (or really, even close to) Yor/Super Breeder/Oxor


In DA, Super-Hive/Altarians/Thalis - the Altarian Eco / Morale / Research bonuses are untouchable by any other race. Having a PQ15 planet (+10% morale to start with), filled with labs / factories very quickly due to Super-hive can make mincemeat of the early tech tree and pump out colony ships every 2 turns.

I can out-colonise any AI with this setup. Oxor is a valid alternative starting system, especially on less than abundant settings for stars & planets - I just prefer having one high PQ planet to start with, and as I never have economy problems the extra income Oxor generates is not needed.

I am not going to argue with the Super-Breeder Yor for TA (I still prefer Thalis as a starting location though). Best tech tree by far - best early economy from efficiency studies, best "food" structure, stellar streams for an extra +1 speed early on, most efficient industry building (5IP for 1bc maint). All the best parts of them are available in the early game, when you most need the help. Add in the Maintenance grid for a very cheap +20% morale from turn 1, and you have the perfect super-breeder race!