by Citizen Malleus - 4/11/2003 12:48:51 AM
Here I present a new tech tree branch: Religion. These five technologies will increase your diplomacy or influence (depending on alignment) and will open up two improvements that I will post in a little while. I am interested in honest feedback, asking about balance issues and the look and feel of the mod. Do not spare my feelings, as I can anticipate some responses already (or you can simply ignore the thread and REALLY hurt my feelings ).
Experimental Idea : Three abilities in one tech.
Xenoreligious Thought Mod:
//------------------------------------------------------------------------
TECH 149 XenoecumenicalTranslation
//------------------------------------------------------------------------
Name "XenoEcumenical Translation"
Model ""
Tech_Requirement "AdvancedDiplomacy"
Research_Cost 800
Overview "Understanding the soul of the alien."
Description "By understanding the religious beliefs of the alien civilizations with which we are in contact, we will begin to understand how they and we are related."
Tech_Category 4
Ability "Diplomacy"
ENDTECH
//------------------------------------------------------------------------
TECH 150 XenoreligiousHeresy
//------------------------------------------------------------------------
Name "Xeno-Religious Heresy"
Model ""
Tech_Requirement "XenoecumenicalTranslation"
Research_Cost 1100
Overview "Denouncing the alien's false beliefs."
Description "The alien mind is awash with foul misbelief, and must be cleansed. A program of reeducation and coercion will commence to unify all religious beliefs under human ways."
Tech_Category 4
Alignment_Category 30
Ability "Influence"
ENDTECH
//------------------------------------------------------------------------
TECH 151 XenoreligiousAmalgamation
//------------------------------------------------------------------------
Name "Xeno-Religious Amalgamation"
Model ""
Tech_Requirement "XenoecumenicalTranslation"
Research_Cost 1100
Overview "Embracing the alien's religious thought."
Description "We have so much to learn from others' thoughts on God and the universe. By learning about and incorporating an alien's belief system into our culture, we can acheieve peace and unity."
Tech_Category 4
Alignment_Category 70
Ability "Diplomacy"
ENDTECH
//------------------------------------------------------------------------
TECH 152 XenoreligiousInquisition
//------------------------------------------------------------------------
Name "Xeno-Religious Inquisition"
Model ""
Tech_Requirement "XenoecumenicalHeresy"
Research_Cost 1300
Overview "A crusade to end false belief and rebellious ideals."
Description "The goal of mankind is not to just rule the stars, but to know them with human names, and give them human souls. That will be our legacy to the universe."
Tech_Category 4
Alignment_Category 10
Ability "Influence"
Ability "Soldiering"
Ability "Hitpoints"
ENDTECH
//------------------------------------------------------------------------
TECH 153 XenoreligiousTranscendence
//------------------------------------------------------------------------
Name "Xeno-Religious Transcendence"
Model ""
Tech_Requirement "XenoecumenicalAmalgamation"
Research_Cost 1300
Overview "A final connection of religion and philosophy."
Description "The soul of man is the soul of the alien. We are one in soul, and now we are one in our philosophy, our religion. We have transcended the prior belief of our animal forebears."
Tech_Category 4
Alignment_Category 90
Ability "Diplomacy"
Ability "Influence"
Ability "Morale"
ENDTECH
Improvements coming soon.
M
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#1
by Citizen Malleus - 4/11/2003 1:07:17 AM
The Achievements associated with the religion mod:
//------------------------------------------------------------------------
IMPROVEMENT Ubiquorate
//------------------------------------------------------------------------
Name "Office of the Ubiquorate"
Model "TirQuanTraining"
Manufacturing_Bonus 0 //Manufacturing Bonus
Morale_Bonus 20 //Morale Bonus
Economic_Bonus 0 //Economic Bonus
Prestige_Bonus 50 //Prestige bonus
Planetary_Defense_Bonus 0 //Planetary Defense Bonus
Starship_Quality_Bonus 0 //Starship quality bonus
Research_Improvement_Bonus 0 //Research Improvement bonus
Type "Achievement"
Description "The home of the Ubiquorate, the human-led Inquisition that crusades to convert by force all races."
Tech_Requirement ""
AbilityType 9
AbilityAmount 10
Tech_Requirement_ID 152
ID 11
Cost 400 //Cost
Maintenance 0
ENDIMPROVEMENT
//------------------------------------------------------------------------
IMPROVEMENT Cathedral
//------------------------------------------------------------------------
Name "Pan-Species Cathedral"
Model "TirQuanTraining"
Manufacturing_Bonus 0 //Manufacturing Bonus
Morale_Bonus 20 //Morale Bonus
Economic_Bonus 0 //Economic Bonus
Prestige_Bonus 50 //Prestige bonus
Planetary_Defense_Bonus 0 //Planetary Defense Bonus
Starship_Quality_Bonus 0 //Starship quality bonus
Research_Improvement_Bonus 0 //Research Improvement bonus
Type "Achievement"
Description "The center of new religious thought in the galaxy. Philosophers and priests of all races seek harmony for all."
Tech_Requirement ""
AbilityType 9
AbilityAmount 10
Tech_Requirement_ID 153
ID 12
Cost 400 //Cost
Maintenance 0
ENDIMPROVEMENT
M
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#2
by Citizen Viandox - 4/11/2003 8:17:03 AM
Good idea: Religion is strangely missing from the game.
Some suggestions: May be you can start the branch earlier to let people role playing crusaders from the start.
I understand why you chose to associate Euchumenic behavior with Good and Crusade to Evil (there is no other way to create mutually exclusive branches) but seeing how the "Saintly" Altarians usually behave, you can't help thinking about them as bloody crusaders.
May you could also create a new type of ship: the "Suicide Ship", cheap to build, no maintenance, low attack than explode after usage (like Anti-matter Missiles) to simulate kamikaze (for the "evil" side only of course)
I also think that the Cathedral should a standard improvement (that can be built on all planets) with local moral bonuses.
You can rename the civilization improvement to something more grandiose...
Just my 2 cents
Herve
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#3
by Citizen Malleus - 4/11/2003 11:57:41 AM
"I also think that the Cathedral should a standard improvement (that can be built on all planets) with local moral bonuses."
Hmm, if I did that, I would have to do the same for the Inquisition.
Also, I am fast realizing that the research costs for the higher techs are very low. I am trying to think of a better number for it.
Here's some ideas for improvements then:
Pan-Species Cathedral/Ubiquorate Temple
- small morale bonus
Wonder: Unity Cathedral/Office of the Ubiquorate
- as above.
As for ships, I am thinking of adding a "Crusader" class of vessel. Unsure of it's details as I am still playing with the .ship files.
M
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Jihad! Death to the Unbelievers!
Everyone fears the Inquisition!
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*cries*
Not only did I do this mod already (and it's been available for over a week on the usenet groups), but I called it the exact same thing...
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#6
by Citizen Malleus - 4/11/2003 4:27:09 PM
Noo! Neale! I'm sorry...I had no idea, really. Let's compare notes then, I would like you to post yours here.
I haven't submitted this to the library, so I will be happy to defer to you in this mod idea.
Now I feel bad.
M
(Did you really name it the same thing?)
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//------------------------------------------------------------------------
TECH 600 Xenotheology
//------------------------------------------------------------------------
Name "Xenotheology"
Model ""
Tech_Requirement "UniversalTranslator"
Research_Cost 100
Description "The power of religion can raise morale amongst the faithful of our people."
Overview "Though some scientists have condemned the belief in religion in this modern age, a wise leader knows that the spreading of faith can improve our people's spirtual well-being, and therefore their morale. Allowing religion to spread through the stars will greatly improve the happiness of the faithful."
Tech_Category 4
Ability "Morale"
Alignment_Category 60
ENDTECH
//------------------------------------------------------------------------
TECH 601 Xenovangelism
//------------------------------------------------------------------------
Name "Xenovangelism"
Model ""
Tech_Requirement "Xenotheology"
Research_Cost 500
Description "The faithful of our people want to spread the divine word to other cultures."
Overview "For many of the faithful, part of their calling is to spread the word to the rest of the galaxy. With this type of evangelism, our empire also benefits with more prestige among the converted."
Tech_Category 4
Ability "Influence"
Alignment_Category 70
ENDTECH
//------------------------------------------------------------------------
TECH 602 Xenlightenment
//------------------------------------------------------------------------
Name "Xenlightenment"
Model ""
Tech_Requirement "Xenovangelism"
Research_Cost 2500
Description "With the ultimate display of our empire's piety, we can create a landmark to gather the faithful."
Overview "The primary religion of our empire has grown into a true force. With this level of enlightnment, our faithful can celebreate their piety proudly and enjoy a great inner sense of peace ."
Tech_Category 4
Ability "Morale"
Alignment_Category 80
ENDTECH
//------------------------------------------------------------------------
IMPROVEMENT GalacticChurch
//------------------------------------------------------------------------
Name "Galactic Church"
Model "NewsNetwork"
Description "The structure of faith will give the people a modest boost to their overall happiness."
Manufacturing_Bonus 0
Morale_Bonus 5
Economic_Bonus 0
Prestige_Bonus 5
Planetary_Quality_Bonus 0
Starship_Quality_Bonus 0
Research_Improvement_Bonus 0
Type "Normal"
Tech_Requirement "Xenotheology"
Tech_Requirement_ID 600
Cost 50
Maintenance 1
AI 20
ENDIMPROVEMENT
//------------------------------------------------------------------------
IMPROVEMENT GalacticCathedral
//------------------------------------------------------------------------
Name "Galactic Cathedral"
Model "EconomicCapital"
Description "The cathedral is a grand structure dedicated to the faith. Followers around the galaxy will look to this structure as a standing monument to their piety."
Manufacturing_Bonus 0
Morale_Bonus 35
Economic_Bonus 0
Prestige_Bonus 35
Planetary_Quality_Bonus 0
Starship_Quality_Bonus 0
Research_Improvement_Bonus 0
Type "Wonder"
Tech_Requirement "Xenlightenment"
Tech_Requirement_ID 602
AbilityType 4 //morale
AbilityAmount 25
ID 60
Cost 800
Maintenance 0
ENDIMPROVEMENT
//------------------------------------------------------------------------
SBMOD 56 MissionaryCenter
//------------------------------------------------------------------------
Name "Missionary Center"
Model "Starbase01"
Tech_Requirement "Xenovangelism"
Module_Requirement "RelationsCenter"
Description "Many of the faithful feel the desire to spread their religion into the stars. This missionary center allows them to preach from deep space installations."
LocalAbility "Culture"
LocalAbilityValue 20
ModuleSize 1
Type 3
ENDSBMOD
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Okay, mine's posted. Don't worry, just found it funny that 'XenoReligion' got used twice. You're seems to be a lot more powerful, but doesn't give the starbase module bonus.
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#9
by Citizen Malleus - 4/11/2003 6:14:17 PM
It's very interesting. I'm looking it over tonight in a game.
M
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Suicide bombing is evil... telling your people to fruitlessly commit suicide to prove your own greatness is decidedly evil.
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Spontaneous act of self-sacrifice in order to save one's compatriots = GOOD
State organized programs designed to promote and nurture a culture of suicide bombers = EVIL
The first is the individual's choice. The few (or the one in this case) acts in the best interest of the many. This is selflessness, a hallmark of Good.
The second is the choice of the few in power, so desperate to stay in power that they no longer act in the best interests of the many. They act in the best interests of the few (themselves). The mark of EVIL is selfishness.
Just my opinion, of course.
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If you are queueing up "Suicide Bomber" units, it's a state sponsored program, pure and simple. This is Evil. You can make as many as you want, ergo you are ordering/coercing/brainwashing people into dying for you. Some might do it out of the desire to serve the greater good, but the mere fact that you can create as little or as many as you want points out that the selfish Few hold power over the hapless Many.
If you are gifted random "Suicide Bomber" units as your defenses crumble, I'm willing to concede the moral grey area and call the use of such units pragmatic, neither Good nor Evil. Heck, since pragmatism is a hallmark of Neutrality, I'd declare it a Neutral stance.
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Seems to me that you have ceded some grounds, by changing the subject to "Conscripts", an entirely different animal. 
I bear no grudge either, and am willing to keep an open mind about things.
There is inherent Evil in conscription as well, as you are depriving the individual of choice for the ends of the State. You are far better off with an all volunteer force. But it's less Evil than suicide bombers, as conscripts aren't guaranteed to die.
I disagree with your contention that "you are basically telling them to die". It's all in how they are used. If you institute the draft, but provide adequate training, equipment, and leadership, this is not so Evil. To use them in the way you describe, as "cannon fodder", would be Evil.
Recruiting soldiers in game is abstracted, so I contend you can not enter the process as evidence of moral equivalency in-game (which is what I believe you are trying to do by tying Suicide Bombers to Conscription). The entire process is illogical, from loading anywhere from 1 to 5 Billion soldiers onto *one* transport, shipping them off to fight *the entire tax paying population of the invaded system*, then granting the land rights to the surviving soldiers on your side. I'm sorry, but to draw any conclusions about Good or Evil out of such a warped starting premise is a waste of time. It's a game, this is an abstraction, there is no Good or Evil in this ground combat system.
Queueing up Suicide Bomber units remains Evil in my book. Can we agree on this point?
Your serve.
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Thanks for the discussion. 
You are right, that the definitions of Good and Evil in GalCiv are very pat and simplistic.
But even this simplified ethos system is an interesting game mechanic not usually seen in TBS games. RPGs yes, but not TBS.
I've got to get back to work on my Writer, and I owe you an install package too, don't I?
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#21
by Citizen Viandox - 4/17/2003 6:26:09 AM
Waoh !
It seems that my original comment had started a huge philosophical debat ! (good...)
Anyway, I've put "evil" in quotes due to my prior statement
"I understand why you chose to associate Euchumenic behavior with Good and Crusade to Evil (there is no other way to create mutually exclusive branches) but seeing how the "Saintly" Altarians usually behave, you can't help thinking about them as bloody crusaders."
Malleus clearly wanted to have mutually exclusive path and currently, I don't see any thing except the Morale to achieve that. In fact, this trick is not even perfect as you can acquire technologies from trade or you can change your morale through events.
Ideally we would have a way to create "points of no return" (Exlude_Tech_id keyword) but the cost to implement is probably too high.
Herve
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#22
by Citizen Malleus - 4/18/2003 4:35:09 PM
Viandox,
I agree with you on the "points of no-return issue." The mod as I designed it (the one without the input of the _original_ creator of the idea, Neale Davidson) is not working as intended. The Really Good(tm) Torians have the Ubiquorate up (hehe) and the Really Neutral(tm) Arceans built the cathedral. Now, the only way they could do this is to have traded for the techs needed. I am uncertain how to proceed so the AIs won't do this, but I feel perhaps lengthening the tech tree into a longer branch will allow the player to rush there if desired, but won't allow the AI to pick it up along with everything else quite so easily.
M
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