Save The Centaurs (How to make them a viable race)
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[edit] Overview
Centaur with host 201, is a very feeble race, without any ally. They need improvements to allow them a fighting chance. There have been some changes around:
- Host 205 that have included change proposals discussed here giving the centaurs a much better start. They still need some changes to be of "average" power instead of weak.
- Host 209 Bring hope to the centaur with some positive change to them.
- A new race pack has being released at the same time as Host 209.
[edit] Bases
[edit] Natives
They need to start with 1 Ghipsoldals, 1 Humanoids,1 Reptilians,1 Avians so their race track can pay. Most of the time you will not be able to gather those 4 type of natives before the other races can.
[edit] Buldings
[edit] Special Builings
[edit] Racetrack
They makes 15mc a turn, gives a +5 native happiness bonus and a +5 native attraction
If we reduce the ridiculous high price of the Racetrack.
Now
Tech Level : 3
Cost : 850mc + 120 Supply Units
Maintenance : none
Limit per Base : 3
They should be
Tech Level : 1 <========
Cost : 150mc + 30 Supply Units
Maintenance : none
Limit per Base : 3
So they can be build early when Natives and the small amount of
contraband gathered from planet surface is needed.
Tech 5 mean they are no natives left when they reach this tech making
the building useless, also the cost of 3 race track should close to
the cost of a psp. This is one of their few race ability. And since
they need natives this would help them.
P.S. The Solarian can make all natives enter their base by landing only one of their personel (+15% entry chance) costing them nothing and able to do from turn 1.
[edit] Starting Stuff
Also it would be probably a good idea to start them with 2 market place at their HW instead of the one they have now. This would give them a 1.6X cities income (and still low growth) from the start. This is not needed if they get their starting natives
[edit] Fuel Trouble
The last point is the high cost of fuel to move their swarming ships via HYP. Moving 100 of their ships cost 5000 fuel per turn using the cheap and only cost effective tech 1 HYP drive, even if they seem to have a lot of starting fuel, they will be in fuel crisis very soon.
Adding a DTMS-N Fuel Converter on their Shahmia Class Starbase would help them.
I would give them a 50% Hyp fuel cost reduction, moving 100 of their ships would cost 2500 fuel instead of 5000, we are far from the Pax or Firecould cost but make them using swarm to attack from their main ship yard possible, instead of having to build the swarm right next to the enemy, witch is riskier, longer and add a lot more micro...
P.S. This also far from the 10% Hyp consumption of the The Commonwealth of Mivorari (race not released yet) but fuel reduction already coded into host.
[edit] Ships
They need to have one hull that mount large weapon that is cost effective, with will probably need a little attack bonus. The ship would need to be at the very least as cost effective as a Rebel Bullrout Class Scout witch is far from being the best warship. The Shariza Class Carrier could become the ship using large weapon with let say 75 attack bonus and 20 defensive bonus 150kt weapon mount and 4-6 guns, and 1500 shield (0 armor) with a cost of 350-500mc for the hull (tech 7) witch is more costly and less powerful than a UA Hunter-Killer Class Cruiser who is tech 4, the large weapon could even be removed from the Raffa Class Heavy Cruiser
[edit] Fighters
FB211 Ahir Fighter is the most costly fighter of all race, and suck vs ships due to his too short missile range, and many rule (host) change of how fighter work in vcr. The Range of missile should increase by at least +100 and maybe up to +800 to reach the best of anti ships fighter (Birdmen / Stormers who cost a lot less).
