CUSTOM RACE WIZARD STEP 1 of 6
Choose your Race Name. It is recommended that your singular and plural names have some connection here, eg Hamster/Hamsters or Minbar/Minbari. Having something completely different, eg Invincible/Conquerors might confuse the other players for a couple of years then annoy them for the rest of the game. Similarly, using non-standard characters for a race name (eg ¥Ç£§) makes it more difficult for other races to communicate either to or about you - and in general they will not thank you for it. (As an aside, the same is true where naming ships is concerned).
If the game you are joining asks for passworded race files, then type in a password. The shorter this is, the less tedious it will become in the course of the game. Make a note of this somewhere you won't lose it. There is no way of retrieving a password if it is forgotten...
Click on 'Custom'
Any left over advantage points in excess of 50 will be wasted. Ideally, you don't want to be left with any at all. As to what you spend them on, it is best to decide this once you know how many you have. We will leave this for the moment.
Choose a race icon. You might not get this if any of the other players choose the same one, but if you choose one anyway you have a better chance of getting an icon you can live with for the course of the game…
Go to Step 2
CUSTOM RACE WIZARD STEP 2 of 6
This is where you choose the Primary Racial Trait (PRT) which you will be playing. Some are easier for Novices to come to grips with than others:
Hyper-Expansion (HE): A reasonable choice for the Novice -- but lots of players are paranoid about HEs thanks to meeting them in solo games.
Super-Stealth (SS): This is a good choice for the Novice -- lots of fun toys and good Tech.
War Monger (WM): This is an excellent choice for the Novice -- better weapons means good hunting.
Claim Adjuster (CA): Another excellent choice for Novices -- the automatic terraforming is great.
Inner Strength (IS): This PRT is a decent choice for the Novice -- not as easy as some, but a very good PRT.
Space Demolition (SD): This is not the best PRT for the Novice -- tends to make you too defensive.
Packet Physics (PP): This is not the best PRT for the Novice -- although now that this race's packets do full strength damage it helps.
Inter-stellar Traveller (IT): This is a good PRT for the Novice -- great mobility and good Tech start.
Alternate Reality (AR): This PRT is not recommended for Novices -- since it is so different from other PRTs.
Jack of All Trades (JoAT): This is an excellent PRT for the Novice -- good all around race with great scanning.
Choose a PRT, then go to Step 5. The rest of the article will assume that you didn't choose AR, PP or SD - if you have, then some of the following will not necessarily be correct for your chosen race.
CUSTOM RACE WIZARD STEP 5 of 6
This is the screen where you will decide what TYPE of race your chosen PRT will be. What type of race will be most successful depends upon the type of universe in which you will be playing. In tiny or small universes a QUICK-START (QS) race might be your best option. In medium or larger, a HYPER GROWTH (HG) or HYPER PRODUCER (HP) might perform better - though if starting positions are Close the HP may not survive long enough to come into its own.
The two most important factors for the success of any race are the number of resources it can produce (for research, shipbuilding etc) and how quickly it can produce them. For any but Alternate Reality races, this depends upon the productivity of the population (how many are needed to produce 1 resource), the efficiency of the factories, and the number of factories which can eventually be operated.
The default (Humanoid) settings are:
1 resource per 1000 population
Every 10 factories produce 10 resources per year
Factories require 10 resources to build
Every 10,000 colonists can operate 10 factories
The usual shorthand for this is 1/1000 10/10/10
For standard races having a 1,000,000 maximum population on a 100% world, these settings give 2,000 resources per year once all factories are built. This is not a very inspiring total, and since the factories are a little expensive it will take a long time to build them all. A Hyper-Growth (HG) type of race would have instead something like 1/1000 12/9/16
For standard races having a 1,000,000 maximum population on a 100% world, these HG settings give 2,920 resources per year once all factories are built - almost a 50% improvement. Since the factories are a little less expensive such a race will build them faster too.
HG races try to expand and grow quickly without taking any major penalties that would hurt them in the end game. The typical template for these races would be 1/1000 12 to 13/9/15 to 18.
Conversely, a Hyper Producer (HP) type of race could have something like 1/2500 15/8/25
For standard races having a 1,000,000 maximum population on a 100% world, these HP settings give 4,150 per year once all factories are built - over a 100% improvement on the default settings. The factories are a little less expensive again in order to compensate for the reduced population efficiency. These races begin slowly, only really coming into their own after 60 years or so, which means that they will usually fare poorly in games where early conflicts cannot be avoided.
Finally a Quick-Start (QS) race might have something like 1/1000 15/6/10
For standard races having a 1,000,000 maximum population on a 100% world, these settings give 3,000 per year once all factories are built similar to a HG race. The difference is that they can get their factories (thanks to cheapness and the lesser number built) up much faster and become a major threat earlier in the game. These races take possible long term economic disadvantages in order to maximise early growth. A template for a QS race might be 12-15/6/10-13 and 1/1000 eff.
There are other hybrid types of race which can be designed, but it is generally best to become familiar with the more standard types and understand how these perform before moving on to them.
The Hyper Expansionist (HE) PRT is an exception to this. Thanks to their 50% reduction in max planet population, HEs usually take a hybrid economic profile in order to close the gap. A template for a HE race might be 13+/9/18+ and 1/1000 eff.
When you've decided what type of race you wish to run, and have set the factory settings to those desired, tick the 'Factories cost 1kt less to build' box. The quicker you can get your factories up, the better, and the less Germanium you have to mine the faster you will do it. HP races should always check this box. HGs and others are advised to, though if the number of factories 10,000 population can run is less than 15 you may get away with leaving it unchecked.
Now move on to the mines section.
The default (Humanoid) settings are
Every 10 mines produce up to 10Kt of minerals each year
Mines require 5 resources to build
Every 10,000 colonists can operate 10 mines
The shorthand for this is 10/5/10
Again, these aren't optimal: the mines tend to be too expensive and you can't build enough of them.
Leave the first figure alone for the moment, but reduce the resource cost of mines to 3.
How many mines depends upon the Type of race you are running. HG races tend to choose around 14 to 18, HP races a higher number since they need more minerals to build factories and thus increase resource output.
If you choose over 16 mines, you might consider raising the productivity of mines rather then having really large numbers operated. Up to 16 mines operated and you are best leaving the productivity at 10.
When you have set your mines and factories, you have to find the points to pay for them from somewhere. This is largely what the remainder race designing is all about. Go to Step 6 of 6 - Research Costs.
CUSTOM RACE WIZARD STEP 6 of 6
The default settings have research fields at normal costs. Set Weapons to Costs 50% less - this is the one field in which you cannot afford to fall behind. It is also a good idea to have one other field either normal or costs 50% less - primarily for use in tech trading with other races (since most will have weapons cheap and most of the other fields costing 75% extra). Construction is a favourite field not to have expensive, since it allows you to get the better ships and armour faster. Races with Ramscoop engines might choose Propulsion (so as to get warp 10 engines faster) instead. Electronics is useful if you want to improve your scanner coverage and get the better computers for targeting your torpedoes and missiles quicker. Energy is good for getting the better shields, defences and mass drivers faster. Biotechnology is the least useful field to have normal or expensive, unless you choose Total Terraforming as a Lesser Racial Trait later.
When Weapons is set at costs 50% less, and one other field set to normal or 50% less, then set All other fields to Costs 75% extra.
If you are playing a JoAT race, and/or it will be some time before you come into contact with other races (ie if the game will have distant starting positions in a medium or larger galaxy) then leave the All 'Costs 75% extra' start at tech 3 (or 4 for JoATs) unchecked. If you are starting with close starting positions, however, it is best to check this box. Otherwise, it is nice to have if you can afford it, but the lower levels in all fields are the cheapest to get and not checking the box isn't that much of a disadvantage (if you are going to have time to research them).
Now go to backwards to Step 4
CUSTOM RACE WIZARD STEP 4 of 6
First, go to Maximum Colonist growth rate per year at the bottom of the screen. The default setting is 15%.
If you have the Hyper-Expansion PRT, this setting should be at least 6%, but no more than 10% (HE growth rates are doubled anyway).
Hyper Producer (HP) type races should raise this figure to 16% at least, and 17% if possible. In the upper part of the screen they want to be aiming for a habitat range of between 1 in 6 and 1 in 10.
Hyper Growth (HG) or Quick-Start (QS) type races should raise this further to 18% (or 19% if you later choose the Low Starting Population lesser racial trait). In the upper part of the screen they want to be aiming for a habitat range of between 1 in 4 and 1 in 6.
The upper part of the screen defines the habitat range - what should be aimed for is detailed above. The default setting of 1 in 2 is higher than generally needed, so this presents the opportunity to get back some more of the points you will have overspent by now.
A few points to consider:
No planets ever have the max or min values, so increasing the range to very edges will waste points
Maximum normal terraforming allows +/-15% increases, so try not to leave the ranges within 16 clicks of an edge.
Maximum total terraforming allows +/-30% increases, so if the ranges are 31 clicks from an edge and you have this trait you will still eventually be able to colonise everything up to the edge. (This depends upon your eventually researching Bio to 25, however, which means that Bio research must be at least normal and preferably costs 50% less to get the full benefits from the Total Terraforming trait).
Taking an immunity will improve the speed of terraforming and give you higher value planets - but immunities are very expensive. The best field for an immunity is one which is improved by a research field which will not be a priority. The most popular choice is Gravity - usually taken by races with No Ram Scoop Engines lesser racial trait (LRT) and Propulsion research costs 75% extra. Radiation is the least popular choice for an immunity, since this is improved through weapons research (which everyone researches heavily and which virtually everyone takes costs 50% less).
When you have chosen your growth rate and habitation range, go to Step 3
CUSTOM RACE WIZARD STEP 3 of 6 - LESSER RACIAL TRAITS
This is where you choose your lesser racial traits - and try to claw back some more points.
Improved Fuel Efficiency (IFE) : Even in sparse or normal universes, HE and IT races can get by without this. It more difficult for other races to do so. In dense and packed universes, however, it is not so vital. Races taking this usually take No Ram Scoop Engines (NRSE) to help pay for it.
Total Terraforming (TT): Expensive, but allows you to reduce the band widths of your habitation ranges and makes terraforming less expensive. Races taking this should usually have Bio research normal at least and costs 50% less if possible.
Advanced Remote Mining (ARM): Not generally worth the points for the PRTs which this article deals with. If you decide to go for it anyway, under no circumstances choose OBRM (below) to go with it, since OBRM cancels out ARM and thus wastes the points spent on it...
Improved Starbases (ISB). Very useful for HG races - especially those which don't take IFE. Having said that, IT races are better able to cope without this than any others. Extremely useful for HE races (which will not be able to construct stargates).
Generalised Research (GR): For most races, Bio research over level 7 (for organic armour) will not be necessary, and the GR resources spent on Bio will be pretty much wasted. Having GR also makes your research in any particular field slower and makes you less attractive as a tech trading partner as result. Not recommended unless your race has TT and/or is Super Stealth (who can pick up research speed again from the efforts of others).
Ultimate Recycling (UR) and Mineral Alchemy (MA): Generally held to be too expensive for the benefits received.
No Ram Scoop Engines (NRSE): Gives you points and is actually useful in that it allows you to build warp 10 engines when your Propulsion Research reaches 11 (rather than the 16 needed for a warp 10 ramscoop engine). Not so good for SS races (whose ships are often called upon to operate alone for long periods - though they can get by with the Fuel Mizer engine IFE gives at a pinch). Any races taking this (apart from HEs and possibly ITs) should always take IFE so as to give themselves at least one engine suitable for long range transport vessels.
Cheap Engines (CE): Probably the least popular PRT - and for good reason. Generally not recommended except, possibly, for IT races. Even ITs have to leave stargates to enter battle eventually, however, and engine failure can be catastrophic. Personally, I don't think Beginners need the extra headaches this LRT gives rise to. (Hell, most players at any level don't need the extra headaches...)
Only Basic Remote Mining (OBRM): Useful in that it not only gives you points but also increases the maximum populations of your planets. Mined minerals are usually sufficient until the mid game anyway, without much need for top ups from remote mining. In games which can be expected to last longer than this, OBRM still doesn't hurt HG races who can eventually live on over half the available planets much. HP races (whose worlds will generate large resource totals even without the extra population) might wish to avoid OBRM so as to retain access to better remote mining ships and robots.
No Advanced Scanners (NAS): JoAT races should always take this LRT - the integral penetrating scanners on their smaller ships improve in range as their electronics research increases anyway. SS races - who get race specific penetrating scanners - can also get by without it, and the increased range this LRT gives to their normal scanners helps too, especially in the early stages. Other PRTs should generally avoid it.
Low Starting Population (LSP): If your population growth rate is 19%+, LSP isn't going to hurt you. The same is generally true if the game you are joining will be pregenerated a number of years before play begins.
Bleeding Edge Technology (BET): Another unpopular PRT as it doubles the cost of the best beam weapons, torpedoes and Nubians (when con and wpns reach 26) and makes it longer for any intervening tech advances to become economically feasible to use.
Regenerating Shields (RS): Useful when the main combat vessels are Destroyers (DDs), Frigates (FFs), Cruisers (CAs) and, later, Nubians. Less so when Battleships (BBs) are the main component of warfleets. If you already have four or more LRTs, however, taking RS will cost you points rather than giving you a few back.
MY ADVANTAGE POINTS ARE IN THE HOLE - WHAT DO I DO ?
Try to get some points back :-) Start on the LRT screen (Step 3). Are there any expensive LRTs you could do without? Could you take a liveable LRT from the right hand column to gain back some points?
Other screens to look for points are
Step 6 - If the 'start at 3' box is ticked, could you live with unchecking it? Could you cope with having everything costs 75% extra apart from wpns? In extremes, do you feel sufficiently confident in your ability to stay at peace with your neighbours for long enough to increase the cost of weapons research to normal?
Step 4 - Can you gain sufficient points by shifting your hab ranges a little to one side or another, or reducing bandwidths a little, thus sacrificing a little of your habitation range? (It is not a good idea to reduce growth rates below those recommended, however).
Step 5 - Can you lower the factories and/or mines operated figures slightly? Or maybe increase their cost marginally? If the 'Factories cost 1kt less of Germanium' box is ticked and your race is HG or QS, can you live with unticking it?
Come what may, the points have to be retrieved from somewhere before you will be able to save your racefile....
I HAVE A TON OF POINTS LEFT OVER - WHAT DO I SPEND THEM ON?
It depends how many you have. Can you improve research costs? Would it be useful to tick the 'Start at 3' box? If not, how about productivity of factories and mines (or maximum numbers operated if still not sufficient). How about expanding habitation bands or moving them closer towards the central values?
Don't forget that any points over 50 which you have left will be wasted.
Return to Step 1
So finally we have to decide what to spend any excess points on.
The best is factories, but it takes 5 points at least (and is best if your total is divisible 5 so that no remainder points are wasted).
If you don't have 5 points, or don't wish to waste any remainder over 5, the most popular choices are mineral concentrations or surface minerals, then mines. (Mines cost 3 points each).
Defences are the least popular destinations for excess points. Concentrating on building the means to put up defences when needed is far preferable.
The above should by no means be taken as the last word on race design. As stated at the beginning, those wishing to delve deeper into this 'black art' should consult some of the race specific design articles held on the various websites in the Stars! Ring. Following the above guidelines will at least leave you with a playable race which should be able to hold its own in a beginners game, however. It will certainly leave you with a better race than the Keladons, the first race I designed and played. (See the 'Seven Civilisations' game accounts for some pointers on how reasonable play can overcome poor race design :-)
-- Paul Vernon Lydiate
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This page was created on October 7, 1999