I'm currently playing around with designing a star trek scenario (ToT) based on the wargame Federation and Empire, which is a strategic level variant of TFG's Star Fleet battles.
All of the major races are playable (although this may not work out too well in practice
) - Feds, Klingons, Romulans, Hydrans, Lyrans, Kzinti and Gorn.
The Orions (and the Andromedans later in the game
) I can represent best by the barbs I think.
The others I'll have to leave out. No LDR, WYN's, Tholians or ISC.
Almost all units (ships) will be ground based (using desert or tundra as space methinks) a la Koby's (
)ST Dominion war.
Starbases/Battle stations will be naval units (giving them an offensive capability but no actual movement - I hope
).
Planets provide a whole ton of resources. The surrounding space virtually none - hence most of the pop will be devoted to specialists to account for the low trade/income. I'm not entirely sure how AI's handle that sort of thing though ...
I was going to model the effect of the homeworld shipyards by a tech collapse event should the homeworld fall - losing the ability (tech) to build cruiser-and-above ships until they've been researched again (To represent the necessity of building of constructing a new shipyard before capital ships can be built).
For those who've done something similar - are there any major pitfalls to avoid before starting out? Any major holes in what I'm trying to do? That sort of thing.
I have the AI settling bit sorted out (only colonizing grass/plain squares) but I'm not entirely sure how to work the terraforming. Are there any circumstances under which AI's transform terrain?
All of the major races are playable (although this may not work out too well in practice
) - Feds, Klingons, Romulans, Hydrans, Lyrans, Kzinti and Gorn.The Orions (and the Andromedans later in the game
) I can represent best by the barbs I think.The others I'll have to leave out. No LDR, WYN's, Tholians or ISC.

Almost all units (ships) will be ground based (using desert or tundra as space methinks) a la Koby's (
Starbases/Battle stations will be naval units (giving them an offensive capability but no actual movement - I hope
).Planets provide a whole ton of resources. The surrounding space virtually none - hence most of the pop will be devoted to specialists to account for the low trade/income. I'm not entirely sure how AI's handle that sort of thing though ...

I was going to model the effect of the homeworld shipyards by a tech collapse event should the homeworld fall - losing the ability (tech) to build cruiser-and-above ships until they've been researched again (To represent the necessity of building of constructing a new shipyard before capital ships can be built).
For those who've done something similar - are there any major pitfalls to avoid before starting out? Any major holes in what I'm trying to do? That sort of thing.
I have the AI settling bit sorted out (only colonizing grass/plain squares) but I'm not entirely sure how to work the terraforming. Are there any circumstances under which AI's transform terrain?
). Plus it only gives a single attack. I may have to settle for making them move=0 units instead if it doesn't work...
The second map is a sort of a phase space and is reserved for the Andromedan transport network (a system of relay satellites that enabled their ships to transit the galaxy at warp 15 or somesuch. ie: Much much faster than the rest of the races). The other players won't get to access this until near the end when the Andro invasion is in full swing.
).
Even changing the cost of a battleship to 10 and surrounding it with a horde of cost 160 warriors didn't incite as much as a twitch.
I knew about the AI govt irrigation/mining setting but I didn't know this actually facilitated city-building on those squares.
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