I'm still working on the loading part, it's not as easy as saving out data :) I haven't had much time lately due to stress from work (got some critical issues to resolve) and holiday weekend. But it's getting there, I promise!
As for the post's title, let's talk about MoO 2's new races. Since the kickstarter campaign raised sufficient funds to fund 3 additional races, these will obviously be equivalent of MoO 2's new races when I implement MoO 2's features. However, the question is, what if I want to play MoO 1's ruleset instead of MoO 2? How will the 3 new races fit in?
I've posed the question over at realmsbeyond.net's forums and after a brief discussion there with Refsteel there, I think I may have a good idea for the new races:
Triliarians - Their racial perk is that they have +25% max population on planets that they inhabit. Coupled with good planetology field perk, this gives them two advantages: More troops to defend/attack, and more production, slightly out-edging klackons and meklars in end-game. However, longer time to build factories and to grow population offsets this advantage.
Gnolams (Pudelhunds is the equivalent race) - This one is a bit more challenging because economics work very differently from MoO 2 than in MoO 1. So here's my proposition: Have their racial perk be that they invest 25% less into doubling a planet's production (75 BC for 100 extra PP on a 100 PP planet), and they only suffer 25% corruption when investing into industry/taxing. So you better ensure that they never colonize a rich/ultra rich planet. The obvious benefit is easier overdriving of production, but there's also the ability to raise funds to give as tribute to other races to improve relations.
Elerians - Again, a bit of challenge. Telepathy as it works in MoO 2 would be too overpowered for MoO 1. Imagine being able to take over a 300-pop Orion just by having ships in orbit? So we need a different approach that is keeping the theme. So for Elerians, I'd say their perks are having the whole map visible to them from the start (removing the need for space scanner technologies), and having a +2 fuel range bonus (maybe +1 if 2 prove to be too powerful) due to their knowledge of obstacles and such. This would be very advantageous in beginning, but towards the end-game, their bonuses are not as powerful. Or perhaps +1 fuel range bonus, with an increased chance of capturing technologies when invading a planet (mind reading and all that)? Coupled with "Good" in Propulsion technology field.
As for the MoO 1's "weak" races, here's what I'm proposing to help them balance against other races, especially with new races:
Mrrshans - The worst race: Their main issue is blood feuds with other races, which makes them waste production on fleets and invasions, this is aggravated by the AI's default warlike personality. What if we reduce their relationship penalties, and boost their computer field by one level (for targeting computer technologies that couple with their racial advantage)? Maybe reduce the chance of having the warlike personality for AI?
Darloks - Their computers are Good, why not Excellent? They should be the master spies after all. This should be enough to give them a boost
Bulrathis - Since AI send massive fleets of transports in hopes that some will make it, maybe just adding this one feature will make them more balanced? Add 25% chance of successfully landing troops, and when the troop landing tech is researched, increases to 75%? So less troops are wasted, and they have a chance of taking over planets?
What are your thoughts on those ideas? Overpowered or underpowered? Don't forget that we can tweak the races' technology fields' affinity to help balance things out.