Post by abysmal on Nov 14, 2014 16:27:34 GMT -5
Besides the Morale one which after a while really doesn't matter much except in the higher difficulties, I've been brainstorming some more Negative Anomaly effects:
-Artefact* recovery leads to the colony temporarily going insane and destroying 1-3 random improvements. Improvements should not be a core upgrade, and quality reflects the loss.
-(Particularly with a low morale Colony): Rebels sneak into your factories and cease all production and improvements (basically, whatever you were building is reset to 0%).
-(Particularly with a low morale Colony): Rebels lead an assassination mission against syndicate/clan scientists. (Research is not counted for 1-3 turns for the affected colony)
With some of the negative treatise that go on as well, some of the effects could be tied in militarily as well:
-Spy War: Former Templars sell researched intel to the highest bidder; one turn of research is converted to credits as well (Templars are gonna catch him, but that info is long gone; at least we can keep the money)
-Solar War: Rebel Star Traders employ a sneak attack against one of your ships by mistake; one of your ships is lost.
-Trade Embargo: I have nothing because if anything, my ideas would benefit you.
If I have any more positive ideas, I'll definitely post them, but these were just ideas I had. Seems there are too many positive encounters for just one negative encounter, and the negative morale is easy to fix for a seasoned Civ Player.
*I am aware that some people spell artefacts "artifacts". I prefer the e instead of the i.
-Artefact* recovery leads to the colony temporarily going insane and destroying 1-3 random improvements. Improvements should not be a core upgrade, and quality reflects the loss.
-(Particularly with a low morale Colony): Rebels sneak into your factories and cease all production and improvements (basically, whatever you were building is reset to 0%).
-(Particularly with a low morale Colony): Rebels lead an assassination mission against syndicate/clan scientists. (Research is not counted for 1-3 turns for the affected colony)
With some of the negative treatise that go on as well, some of the effects could be tied in militarily as well:
-Spy War: Former Templars sell researched intel to the highest bidder; one turn of research is converted to credits as well (Templars are gonna catch him, but that info is long gone; at least we can keep the money)
-Solar War: Rebel Star Traders employ a sneak attack against one of your ships by mistake; one of your ships is lost.
-Trade Embargo: I have nothing because if anything, my ideas would benefit you.
If I have any more positive ideas, I'll definitely post them, but these were just ideas I had. Seems there are too many positive encounters for just one negative encounter, and the negative morale is easy to fix for a seasoned Civ Player.
*I am aware that some people spell artefacts "artifacts". I prefer the e instead of the i.