New Minor Civ Event - Biased Against Humans? - and other ways to improve this event
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I've noticed that the new minor civ event appears to be biased against the human player. The new minor civ gets to start with every tech that the human player gets. I read somewhere else that the new minor civ is supposed to get every tech already discovered, plus one bonus tech. If the humans aren't the tech leader, then the new minor civ isn't getting all the techs it deserves. The humans should be able to exploit the new minor to catch up on tech, and the AIs should also exploit the new minor. The new minor civ does not appear to get techs that an AI has, but the humans do not have.
I also noticed that the best strategy for dealing with new minors is pretty simple: Sell them all my trade goods for cash, and dispatch an invasion fleet. The new minor civ should be given enough starting stats so that it can survive for a few years. I was thinking that a new minor civ should get some or all of:
- A cultural resistance rating that allows it to survive, given the current level of influence by the majors. I think this already happens.
- Enough ships so that it has a military rating of 100 or 200, so it isn't an automatic invasion target. The ships should be of the best quality currently available, or maybe even 1 rating better.
- Enough +soldiering and +defense to enable it to withstand an invasion.
- Give the new minor every social project and capital appropriate for its tech level, or give it a +production boost so it can catch up quickly.
- Enough freighters, created in position, so it can start its trade routes immediately.
- A planet of PQ better than 16, or a good +PQ racial ability.
- A starting population of more than 100, or a huge +population growth ability.
- A good +economy and +trade rating, so it can pay the upkeep on the above.
- Sometimes, a new minor should be created with an alliance with a major or the I-League.
As it is right now, the new minor is just a cash cow and imeediate invasion target. The new minors should have more staying power.
I also noticed that the best strategy for dealing with new minors is pretty simple: Sell them all my trade goods for cash, and dispatch an invasion fleet. The new minor civ should be given enough starting stats so that it can survive for a few years. I was thinking that a new minor civ should get some or all of:
- A cultural resistance rating that allows it to survive, given the current level of influence by the majors. I think this already happens.
- Enough ships so that it has a military rating of 100 or 200, so it isn't an automatic invasion target. The ships should be of the best quality currently available, or maybe even 1 rating better.
- Enough +soldiering and +defense to enable it to withstand an invasion.
- Give the new minor every social project and capital appropriate for its tech level, or give it a +production boost so it can catch up quickly.
- Enough freighters, created in position, so it can start its trade routes immediately.
- A planet of PQ better than 16, or a good +PQ racial ability.
- A starting population of more than 100, or a huge +population growth ability.
- A good +economy and +trade rating, so it can pay the upkeep on the above.
- Sometimes, a new minor should be created with an alliance with a major or the I-League.
As it is right now, the new minor is just a cash cow and imeediate invasion target. The new minors should have more staying power.