<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Species</title>
	<atom:link href="http://blog.legacyworlds.com/index.php/2008-02-18/species/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/</link>
	<description>Updates on the new version&#039;s design and progress</description>
	<lastBuildDate>Thu, 01 Sep 2011 22:05:29 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-559</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Fri, 16 Jul 2010 07:11:37 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-559</guid>
		<description>We already have species that more or less match this description, despite their having nothing to do with humans. Please do not suggest any more species, we already have 23 (which is A LOT).</description>
		<content:encoded><![CDATA[<p>We already have species that more or less match this description, despite their having nothing to do with humans. Please do not suggest any more species, we already have 23 (which is A LOT).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Absolutis</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-551</link>
		<dc:creator>Absolutis</dc:creator>
		<pubDate>Thu, 15 Jul 2010 14:51:05 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-551</guid>
		<description>New specie- ArtiMind™ 
Not exactly a bot, but a mind of a creature uploaded into a computer inside a hard core and a robotic body outside the core. They are much like biological drones, but still like humans. They are resistant to propaganda, thats both good and bad The good things are that they are intelligent, so they can do research and they are usually strong so they are better at working. The bad things are that they are a bit more peaceful than humans and  they have more needs than bio drones, altough still less than humans. (They do not need food or WCs , but still need some entertainment and stuff.</description>
		<content:encoded><![CDATA[<p>New specie- ArtiMind™<br />
Not exactly a bot, but a mind of a creature uploaded into a computer inside a hard core and a robotic body outside the core. They are much like biological drones, but still like humans. They are resistant to propaganda, thats both good and bad The good things are that they are intelligent, so they can do research and they are usually strong so they are better at working. The bad things are that they are a bit more peaceful than humans and  they have more needs than bio drones, altough still less than humans. (They do not need food or WCs , but still need some entertainment and stuff.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-299</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Wed, 07 May 2008 07:52:58 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-299</guid>
		<description>@Yuckwitte,
War will affect your people through both alignment and influence; the details are still sketchy as they depend on a lot of other features, that&#039;s why I&#039;m not saying too much about it :p

Happiness is still mostly computed on a per-planet basis, so no, having a species on a planet in your empire doesn&#039;t affect the other planets, at least not directly. Depending on the relative population sizes, average happiness, buildings, etc... however, this species might start migrating to other planets of your empire.</description>
		<content:encoded><![CDATA[<p>@Yuckwitte,<br />
War will affect your people through both alignment and influence; the details are still sketchy as they depend on a lot of other features, that&#8217;s why I&#8217;m not saying too much about it :p</p>
<p>Happiness is still mostly computed on a per-planet basis, so no, having a species on a planet in your empire doesn&#8217;t affect the other planets, at least not directly. Depending on the relative population sizes, average happiness, buildings, etc&#8230; however, this species might start migrating to other planets of your empire.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Yuckwitte</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-291</link>
		<dc:creator>Yuckwitte</dc:creator>
		<pubDate>Wed, 07 May 2008 06:48:58 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-291</guid>
		<description>(OK, I love Civ. and in Civ. People get pissed off about war...)
Will different species get war weary?  Do some like war and hate peace?  If you attack a planet with lots of a race that is hated throughout your empire are your people happy?  If, however, you keep it, are your people unhappy?  Pretty much... How will war affect people, will it affect them at all?</description>
		<content:encoded><![CDATA[<p>(OK, I love Civ. and in Civ. People get pissed off about war&#8230;)<br />
Will different species get war weary?  Do some like war and hate peace?  If you attack a planet with lots of a race that is hated throughout your empire are your people happy?  If, however, you keep it, are your people unhappy?  Pretty much&#8230; How will war affect people, will it affect them at all?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-251</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Sun, 06 Apr 2008 08:01:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-251</guid>
		<description>&lt;blockquote&gt;&quot;But is there going to be *Ahem* Genocide?&quot;&lt;/blockquote&gt;

Not exactly under that name as exterminating a species can&#039;t always be done the same way as another - plus, species in question tends to fight back. But basically, yes. This will cause your alignment to shift towards intolerant tho.

&lt;blockquote&gt;&quot;And if not genocide (and maybe if there is), then can you select who goes into your fleets/to your dankest, most dangerous mines?&quot;&lt;/blockquote&gt;

For the mines, nope, employment is considered only on a global basis - it would be redundant with extermination / segregation. We haven&#039;t worked out exactly how ground armies will work at this point, so I can&#039;t give you a definite answer, but it&#039;s quite likely that you&#039;ll be able to select which species are used as an army.

&lt;blockquote&gt;&quot;You don’t want to send humans to die&quot;&lt;/blockquote&gt;

In some cases, humans may be the &quot;alien that everyone hates&quot; and you may want to send them to a brutal death.

&lt;blockquote&gt;&quot;Also… with the controllers (Cant spell their actual name), will people be unhappy to be on a planet with them? Will their be racial tentions and possible death of the populace?&quot;&lt;/blockquote&gt;

Yes, Arc&#039;kha&#039;to tend to make the biological species &quot;a bit&quot; uneasy (except for the biological drones who aren&#039;t clever enough to notice they&#039;re being eaten / used as hatcheries). But such a behaviour is not specific to them, actually - Humans for example tend to consider one species as a very good component for aphrodisiacs, the species in question doesn&#039;t like it.</description>
		<content:encoded><![CDATA[<blockquote><p>&#8220;But is there going to be *Ahem* Genocide?&#8221;</p></blockquote>
<p>Not exactly under that name as exterminating a species can&#8217;t always be done the same way as another &#8211; plus, species in question tends to fight back. But basically, yes. This will cause your alignment to shift towards intolerant tho.</p>
<blockquote><p>&#8220;And if not genocide (and maybe if there is), then can you select who goes into your fleets/to your dankest, most dangerous mines?&#8221;</p></blockquote>
<p>For the mines, nope, employment is considered only on a global basis &#8211; it would be redundant with extermination / segregation. We haven&#8217;t worked out exactly how ground armies will work at this point, so I can&#8217;t give you a definite answer, but it&#8217;s quite likely that you&#8217;ll be able to select which species are used as an army.</p>
<blockquote><p>&#8220;You don’t want to send humans to die&#8221;</p></blockquote>
<p>In some cases, humans may be the &#8220;alien that everyone hates&#8221; and you may want to send them to a brutal death.</p>
<blockquote><p>&#8220;Also… with the controllers (Cant spell their actual name), will people be unhappy to be on a planet with them? Will their be racial tentions and possible death of the populace?&#8221;</p></blockquote>
<p>Yes, Arc&#8217;kha&#8217;to tend to make the biological species &#8220;a bit&#8221; uneasy (except for the biological drones who aren&#8217;t clever enough to notice they&#8217;re being eaten / used as hatcheries). But such a behaviour is not specific to them, actually &#8211; Humans for example tend to consider one species as a very good component for aphrodisiacs, the species in question doesn&#8217;t like it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Yuckwitte</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-250</link>
		<dc:creator>Yuckwitte</dc:creator>
		<pubDate>Sat, 05 Apr 2008 05:48:09 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-250</guid>
		<description>OK, this may sound a little harsh... But is there going to be *Ahem* Genocide?  And if not genocide (and maybe if there is), then can you select who goes into your fleets/to your dankest, most dangerous mines?

I mean, you don&#039;t want a race that hates you manning your biggest and best warships and you don&#039;t want to send humans to die, when you can send an alien who everyone hates :P

Also... with the controllers (Cant spell their actual name), will people be unhappy to be on a planet with them?  Will their be racial tentions and possible death of the populace?</description>
		<content:encoded><![CDATA[<p>OK, this may sound a little harsh&#8230; But is there going to be *Ahem* Genocide?  And if not genocide (and maybe if there is), then can you select who goes into your fleets/to your dankest, most dangerous mines?</p>
<p>I mean, you don&#8217;t want a race that hates you manning your biggest and best warships and you don&#8217;t want to send humans to die, when you can send an alien who everyone hates <img src='http://blog.legacyworlds.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Also&#8230; with the controllers (Cant spell their actual name), will people be unhappy to be on a planet with them?  Will their be racial tentions and possible death of the populace?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ju</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-184</link>
		<dc:creator>ju</dc:creator>
		<pubDate>Wed, 12 Mar 2008 18:52:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-184</guid>
		<description>The way we are currently designing the game is that no alien species will be &quot;playable&quot; in the sense that you won&#039;t pick a species at the start of the game and have a specific set of techs / buildings / ships parts depending on the species you chose.
However you should encounter planets already inhabited by aliens leading to empires with mixed population where each species has advantages and drawbacks. Each species also has a small set of specific techs / buildings / ships parts that you can acquire if your empire has members of the given species, through exchanges and so on.
As I&#039;ve said earlier we cant possibly devise several tech graphs / building trees / ships part lists, one for each species. Just to give you an idea of the scale it would represent, we currently have 16 building categories, each including around 30 buildings. We already have trouble defining them all. And you have to consider also techs (about a thousand i think) and ships parts... Imagine having to do that for each species? It&#039;s impossible given the manpower we have now...</description>
		<content:encoded><![CDATA[<p>The way we are currently designing the game is that no alien species will be &#8220;playable&#8221; in the sense that you won&#8217;t pick a species at the start of the game and have a specific set of techs / buildings / ships parts depending on the species you chose.<br />
However you should encounter planets already inhabited by aliens leading to empires with mixed population where each species has advantages and drawbacks. Each species also has a small set of specific techs / buildings / ships parts that you can acquire if your empire has members of the given species, through exchanges and so on.<br />
As I&#8217;ve said earlier we cant possibly devise several tech graphs / building trees / ships part lists, one for each species. Just to give you an idea of the scale it would represent, we currently have 16 building categories, each including around 30 buildings. We already have trouble defining them all. And you have to consider also techs (about a thousand i think) and ships parts&#8230; Imagine having to do that for each species? It&#8217;s impossible given the manpower we have now&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: wiles9</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-183</link>
		<dc:creator>wiles9</dc:creator>
		<pubDate>Wed, 12 Mar 2008 18:39:59 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-183</guid>
		<description>I like Rendesh&#039;s thoughts on migrating populations along with Jus pros/cons of each.

Humans -Peaceful and rich. Some players like this, so would get rid of all aliens, and use there cash and intelligence to their adv.

Whereas others like the opposite. 

I like this idea, because its a new form of tactics, a lot of thought would be put into how the game should be played. Enemies would be more interesting.

UnPlayable alien forms found developing randomly would be good to, as long as they can be exploited in some form.. forced to join army as conscripts, so no upkeep. They also have downfalls.. 

1.So overall, yeah it brings a new dimension, one i look forward to.

2.Yes i think it could cause too much time to be spent on the game just to manage it, but there is ways round that (Quick builder already suggested)

3.Im sure you can think of a good balance between numbers/species and unplayable/playable aliens etc. Too few is my only worry, but I dont think you can get too many.</description>
		<content:encoded><![CDATA[<p>I like Rendesh&#8217;s thoughts on migrating populations along with Jus pros/cons of each.</p>
<p>Humans -Peaceful and rich. Some players like this, so would get rid of all aliens, and use there cash and intelligence to their adv.</p>
<p>Whereas others like the opposite. </p>
<p>I like this idea, because its a new form of tactics, a lot of thought would be put into how the game should be played. Enemies would be more interesting.</p>
<p>UnPlayable alien forms found developing randomly would be good to, as long as they can be exploited in some form.. forced to join army as conscripts, so no upkeep. They also have downfalls.. </p>
<p>1.So overall, yeah it brings a new dimension, one i look forward to.</p>
<p>2.Yes i think it could cause too much time to be spent on the game just to manage it, but there is ways round that (Quick builder already suggested)</p>
<p>3.Im sure you can think of a good balance between numbers/species and unplayable/playable aliens etc. Too few is my only worry, but I dont think you can get too many.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TSeeker</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-126</link>
		<dc:creator>TSeeker</dc:creator>
		<pubDate>Mon, 18 Feb 2008 17:00:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-126</guid>
		<description>The current idea is to have tech graph &quot;branches&quot; that would be species-specific and connect on top of the &quot;normal&quot;, human graph. This gives you a bonus when you end up having good relations with alien factions or have some other species on your planets.</description>
		<content:encoded><![CDATA[<p>The current idea is to have tech graph &#8220;branches&#8221; that would be species-specific and connect on top of the &#8220;normal&#8221;, human graph. This gives you a bonus when you end up having good relations with alien factions or have some other species on your planets.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lemorsa</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-18/species/comment-page-1/#comment-125</link>
		<dc:creator>Lemorsa</dc:creator>
		<pubDate>Mon, 18 Feb 2008 16:57:49 +0000</pubDate>
		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-18/species/#comment-125</guid>
		<description>I personally like the idea, only I&#039;m seeing one major problem: If an individual will be able to have a lot more planets than what is allowed now, and also there will be tons of different species, all having to be handled accordingly, the game itself would take up far too much time, almost to the point where a player would have to basically live on the game... I&#039;m just worried that with all of these new factors, although they are awesome, that nobody will really have time to play and do anything else at the same time...

There is definitely going to have to be a quick builder for pretty much everything. 

One way that I could see a quick builder working for the different species is to break it up according to species. That way it is easier to focus on how the different species react to the different circumstances of employment, happiness level, and corruption.

Also what would be cool is if different galaxies had more of a certain species within them, because, if you think about it, that is really how it would likely happen.</description>
		<content:encoded><![CDATA[<p>I personally like the idea, only I&#8217;m seeing one major problem: If an individual will be able to have a lot more planets than what is allowed now, and also there will be tons of different species, all having to be handled accordingly, the game itself would take up far too much time, almost to the point where a player would have to basically live on the game&#8230; I&#8217;m just worried that with all of these new factors, although they are awesome, that nobody will really have time to play and do anything else at the same time&#8230;</p>
<p>There is definitely going to have to be a quick builder for pretty much everything. </p>
<p>One way that I could see a quick builder working for the different species is to break it up according to species. That way it is easier to focus on how the different species react to the different circumstances of employment, happiness level, and corruption.</p>
<p>Also what would be cool is if different galaxies had more of a certain species within them, because, if you think about it, that is really how it would likely happen.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

