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READ ONLY Backup - Star Trek Fan Games - View topic - Special buildings for minors
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 Special buildings for minors 
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Last edited by iwulff on 21 Apr 2005, 14:32, edited 8 times in total.



09 Apr 2005, 21:27
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Here's a base list of bonus options. The techs are from a rough list Iwulff discussed with me, and I'll change them to the final ones once the final tech trees come out. The rest are mostly from the 1st game.
+Food
+Sabotague
+Espionage
+trade route
+trade credits
+morale
-morale (forced labor things)
+Raw Materials
+Deuterium
+Dilithium
+Credits
+Internal Security
+officers
+Ship Experience
+Construction Tech
+Ground Defense
+Resistance to Bribery
+Defense Tech
+Industry
+Social Tech
+Offense Tech
+Growth Rate
+Scan Range
+Energy Tech
+All Research
+Ground Offense
+Government Tech

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15 Apr 2005, 17:35
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20 Apr 2005, 10:25
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20 Apr 2005, 10:45
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The races are every race that has ever been on trek (As far as we can remember)

The entire list is here: -



It will take a while to load though, because there are pictures as well, so I don't recommend it if you have a slow connection. :wink:


20 Apr 2005, 10:54
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Here are my ideas so far...

Coridans - Corridan Dilithium Mining facility + 1 Dilithium

Corvallens - Corvallen Trade Centre (or something more imaginative :? ) + 1 trade route to system

Caldonians - Research Accademy - 100% to all research

Denobulans - Denobulan Biomedical Research Centre/Cold Station 12 - 100% biological research

Dremans - Disaster Management Centre - Reduce Damage from disasters empire wide

Well thats as far as I have got so far. Most are pretty obvious suggestions to be honest! :P

Comments? suggestions?

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20 Apr 2005, 14:17
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Just pointing out that the Denobulans do not excell in Medical science whatsoever just because the only Denobulan we know happens to be a Doctor. The most distinctive feature of them is the fact that they need only 6 days of sleep in a year. Perhpas we can come up with someting that has to do with that?

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20 Apr 2005, 15:23
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Cold Station 12 was a Denobulan/Starfleet research facility dedicated to biomedical research, not only that but Phlox tells us that Denobulans used genetic engineering in the past to remove various diseases and mutations from their genome. I do think the Denobulans are better suited to biological/medical research bonus. :wink:

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20 Apr 2005, 15:30
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Cairn:
Telepathic Communications Center -
Adds to internal security and bribe resistance, just to distinguish it from the Betazoid special structure.

Caldonians:
I say just keep the structure from BOTF. It worked perfectly.

Capellans:
Capellan Mining Protectorate: Bonus to ground defense and raw materials, since they were a war-like race that signed some sort of mining agreement.

Chalnoth:
Again, I think that the structure from BOTF worked well. Maybe some kind of morale penalty to reflect their rebellious nature.

Cheronians:
Cheronian Pursuit Agency
A large bonus to intelligence is the best I can think of, since Bele chased Lokai quite tirelessly. Or perhaps all ships should be given a bonus to intercept orders?

Coridans:
Coridan Engine Corporation
Coridan had a vast supply of dilithium, so I say give them some sort of bonus to that... and maybe give them a bonus to propulsion research, since their ships were faster than Vulcan ships in Enterprise.

Corvallens:
The_Logical_Man's idea works quite well. Perhaps call it the Corvallen Merchant Consortium.

Denobulans:
The Interspecies Medical Exchange is extremely tempting, but there's also the hibernation factor and the complex marriage system. Maybe we could give them a bonus to social research, since they seem to be a very socially sophisticated people.
Maybe compromise by giving them bonuses to the "peaceful" research avenues?

Dopterians:
Dopterian Thieves' Guild
Increases the effectiveness of all raid actions.
They always seemed to be portrayed as thieves or scoundrels in general.

Dosi:
Dosi Trade Arena
Adds to trade credits in this system only.

Dremans:
Deep Core Dilithium Mines:
Maybe +2 dilithium, with an increased chance for planetary disasters in the system?
If I recall correctly, they had the highest concentration of dilithium crystals the Enterprise-D had ever seen, but that caused damage to their ecosystem.


20 Apr 2005, 16:29
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Here are my ideas

Cairn Communication Institute
+10% Society Tech
Caldonian Research Think Tank
+10% Empire-Wide Research
Capellan Forced Labor Mines
-1 morale, +25% Raw Materials
Chalnoth Gladiatorial Arena
+30% Offensive Research
Cheronian War Room
+10% Defense Tech, +10% Offense Tech
Coridan Dilithium Mine
+1 Dilithium
Corvallen Trade Imperium
+5% Trade Credits, +1 Trade Route

Deltan Pleasure Spas
+1 morale
Denobulan Medical Consortium
+15% Social Tech
Dopterian Attack Hangar
+25% Offense Tech
Dosi Trade Assembly
+5% trade credits, +1 Trade Route
Dreman Dilithium Mines
+2 Dilithium

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20 Apr 2005, 17:42
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Ooh, I like the Dopterian Attack Hangar! It sounds really evil! I'm not sure about the bonus though. It sounds more like it should be a planetary assault bonus really.

I also think the Coridan should have a Propulsion bonus, LongShotSky. Your point about the Dremans' is true as well. Whatever bonus they do get, they should also have the planetary instability drawback.

When the Denobulans or their homeworld is mentioned, something medical is also mentioned. I know that Dr. Phlox is...well a Doctor, but I think it is more than that. I agree then that their structure should be medical (Social)related, therefore, I think their structure should be the Denobulan Interspecies Medical Exchange, as put by LongShotSky.

I also like the The_Logical_Man's idea of having a bonus to decrease the likelihood of a disaster in your empire. I don't think it should be a bonus specifically for the Dreman's (Because I prefer the above) but it is definitely a bonus worth considering for later races.

...

On a side-note, I think that any of the races that were in BOTF should keep their structures/bonuses. These worked well enough as they were. Perhaps we should adopt this for all the races, unless a better one is thought of for them? It makes less work for us, anyway.


20 Apr 2005, 19:26
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20 Apr 2005, 21:46
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Most of the suggestions look good overall (although whats social tech?).

As far as the Denobulans go, while arent any lines I can think of like, "The Denobulans are excellent researchers.", or "They excel in biotech.", we are led to believe that the Denobulans are excellent researchers, and do excel in medicine. (Their medical staff exchange, Cold Station 12, and other tidbits about their succesful forays in genetic enginering, etc to name a few examples. I can think of a few more, but no one probably cares. :lol: )

Anyways, I think they should either give a research bonus to bio tech (10% or so), or perhaps they could give a 5 or so percent increase in all research areas (they're no Vulcans, but they're still pretty damn smart).

The sleep cycle idea is also interesting, but how could we turn that into a bonus?

(No problem about the name, Var'Din.) :wink:


21 Apr 2005, 02:55
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Some of the structure bonuses will be changed, but we will most likely use all pictures in the game.

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21 Apr 2005, 08:16
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21 Apr 2005, 14:36
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21 Apr 2005, 15:38
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21 Apr 2005, 16:11
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Never dispatch your entire armada into a single battle, never decloak the entire fleet before assaulting and never have all your ships attack and move simultaneously.
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21 Apr 2005, 19:05
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21 Apr 2005, 20:10
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Don't worry iwulff, i've got all the structure pics from BOTF. :wink:

Here's the Chalnoth's Gladitorial Arena: -


And the Caldonian Think-Tank: -


I'll put the pics up for the races as we go along if you want, or I can send them to you iwulff. (You probably already have them though) :wink:

...

The Shrine of Sensuality is perfect for the Deltans, LongShotSky! The bonus works really well because that is their err...personality... :wink: :lol:

I think the Hangar should be for the Dopterians, since we already have the BOTF structure for the Nausicaans. We could always save it for another race of course. :wink:


21 Apr 2005, 20:12
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24 Apr 2005, 15:07
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what do i need to makr pics for? someone mail me a list of structures without a pic yet please, sorry but been busy with ships :oops:


24 Apr 2005, 22:56
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Jig, i put the list in the staffroom. You can see the buildings that are already done, and still need to be done. :wink:

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26 Apr 2005, 08:19
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06 May 2005, 17:09
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Never dispatch your entire armada into a single battle, never decloak the entire fleet before assaulting and never have all your ships attack and move simultaneously.
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08 May 2005, 10:35
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Let's just keep going edit-less, Iwulff has things to do and can get to it all in good time.
Here's my ideas (keep in mind the species; Edo (in first game), Elaysians, El-Aurians, Evorans, Excalbians, Ferengi, Flaxians):

Palace of Edo (In first game)
+1 morale empire-wide
Elaysian Transit Authority
+20% Gov. Tech
El-Aurian Listening Post
+20% Espionage, +1 Scan Range
Evoran Vineyards
+50% Food, +1 Trade Route
Excalbian Shapeshift Training Center
+15% Sabotague

Ferengi Commerce Authority
+50% Credits
Flaxian Assassin Camp
+25% Sabotague

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08 May 2005, 21:03
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08 May 2005, 22:35
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09 May 2005, 12:48
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11 May 2005, 03:20
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How diifficult is it going to be to get the Ferengi as members, actualy? In the series they are almost a major empire and I presume that they are able to grow as wel in BotF2.
So if it is going to be extremely difficult, how about we give them the two bonusses combined into a single building. (as some kind of a reward for the efforts you had to do to get them.)
Ferengi
Tower of Commerce: +50% credits, +3 trade routes.

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11 May 2005, 08:56
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