Dominion Of Korx, History And Traditions

If the Dominion of Korx were to return to GalCiv3 as a playable race, their Ideology would certainly be Malevolent, but what would be their Civilization Traits and their Civilization Abilities?

And what would be their Character Traits and Priorities?
What special technologies would match their history and traditions?
What if they also had a privileged relationship with pirates?

23,625 views 6 replies
Reply #1 Top

They were super traders. They have all the trade techs. When I get home I will pull them up on galactic civilization two, and figure it out.

Reply #2 Top

I like the idea of immunity from pirates, as a new trait.  It gives a sort of ambient defense in the early game.  I'd give them that, and Traders (obviously).

To keep the trading important, I'd lower their influence and tourism.  And give them bonuses in economy, resistance, and (of course) trading.

Just some initial thoughts, for priorities I'll need to give some more thought.

Reply #3 Top

In GalCiv2 (Twilight of the Arnor), the Dominion of Korx has:

Race Abilities:
Economics +15%
Trade +50%
Diplomacy +10%
Trade Routes +3
Loyalty -20%
Logistics +6

Political Party: "Mercantile"
Trade +20%
Espionage +20%

Special Ability: "Super Trader"
Starts with all trade technologies, "Trade", "Advanced Trade" and "Master Trade"

Technology "Trade" (can be traded, can be stolen)
Trade +10%
Diplomacy +10%
Trade Routes +3
Starbase Module "Trading Post", bonus to Trade Ships
Ship "Freighter"
Ship module "Trade Module"
Improvement "Restaurant of Eternity", Influence +20%
Improvement "Economic Capital", Economic +50% for planet

Technology "Advanced Trade" (can be traded, can be stolen)
Trade +10%
Trade Routes +2
Starbase Module "Advanced Trading Post", bonus to Trade Ships

Technology "Master Trade" (can be traded, can be stolen)
Trade +10%
Trade Routes +2
Starbase Module "Trade Center", bonus to Trade Ships
Improvement "Galactic Bazaar", Perceived value when trading with others civilizations +50%

Technology "Stellar Cartography" (can be traded, can be stolen) from start
Allows to see all planets on the mini-map

Unique technologies to Korx:
Technology "A History of Mercantilism" (cannot be traded, cannot be stolen) from start, no bonus

Technology "Xeno Mercantilism" (cannot be traded, cannot be stolen)
Trade +20%
Improvement "Festival of Capitalism", Morale +25% for planet

Technology "Mercenaries" (can be traded, can be stolen)
Improvement "Mercenary Academy", bonus War Profiteering

Technology "Cut-Throat Competition" (cannot be traded, cannot be stolen)
Purchase Now Reduction +25%

Technology "Fortified Freighters" (can be traded, can be stolen)
Improvement "Freighter Command", persistant Trade Routes

Technology "Super Trade Starbases" (can be traded, can be stolen)
Starbase Module "Super Trade Base", bonus to Trade Ships

Technology "Xeno Refining" (cannot be traded, cannot be stolen)
Starbase Module "Refinery", bonus from galactic resources

Technology "Expert Refining" (cannot be traded, cannot be stolen)
Starbase Module "Expert Refinery", bonus from galactic resources

Technology "Starbase Victory Strategy" (can be traded, can be stolen)
Starbase Module "Annihilator", bonus Starbase Attack Beam
Starbase Module "Defense Jammer", bonus Ship Attack

Technology "Starbase Supremacy" (can be traded, cannot be stolen)
Starbase Module "Shredder", bonus Starbase Attack Beam
Starbase Module "Imperium", bonus Influence
Starbase Module "HyperField", bonus Ship Speed

By modding I added:
Technology "Korx Mercenaries" (unique technology to Korx, can be traded, can be stolen)
Soldering +15%, Invasion Tactic "Korx Mercenaries"

Technology "Terror Stars Dissuasion" (cannot be traded, cannot be stolen)("Diplomacy" only for Drath/Iconian/Korx/Krynn/Terran)
Influence +25%, Diplomacy +25%

For GalCiv3, I would see them like this:

Civilization Traits:
Economical (Economical +2), Gross Income +15%
Traders (Traders +2), Trade Route Value +40%
Courageous (Craven -1), Resistance -15%
Organized (Organized +2), Logistics +6

Civilization Abilities:
Federation (Universal Translator, Interstellar Alliances)
Traders (Freighter, special Trade improvements, Acquisition and Marketing technologies, +5 Trade Routes)

Race Type:
Carbon Based

Starting Ships:
Survey Ship

Ideology:
Malevolent

Character Traits:
Cruel
Greedy
Opportunistic
Diplomatic
Trader

Priorities:
1st Wealth
2nd Diplomacy
3rd Fortification
4th Tech
5th Ship Construction
6th Logistics
7th Expansion
8th Influence
9th Growth

Currently, pirates are quite limited in the game.
They are more of a nuisance that requires more micromanagement because you have to monitor the movement of your ships.
If it was possible to interact with them, pay for their protection, ask them to attack specific enemy objectives, ask them to harass a specific civilization, etc., it would be more interesting, I always deactivate them when I play.

For their privileged relationship with the pirates, I would rather see something like this:
They have access to additional pirate mercenaries at the Galactic Bazaar.
I don't know if it is possible, by modding, to add mercenaries in the Galactic Bazaar which are only available for certain civilizations (or according to prerequisites)?
It would be nice to be able to do it.

They also get other bonuses:
They receive a percentage on everything sold/bought at the Galactic Market.
They also get a reduction when they recruit mercenaries at the Galactic Bazaar.

For modding, I would also like to be able to decide if the technologies are tradeable and if they can be stolen as is the case in GalCiv2 with the tags "CanBeTraded" and "CanBeStolen".

Reply #4 Top

It sounds good, except if your not going to add traits I would go with war profiteering to instead. The reason why is that both the Drath, and the Dominion of Korx have war profiteering in two. 

Personally I like federation. The Barsifar Dominion has that tech. That is my custom civilization.

Reply #5 Top

Going off their lore you could make.them slavers. They are even willing to sell you their own mother's.

I would either go with Traders, and War Profiteers. Or Traders, and Slavers. Just for accuracy sake. I'm not fond of War Profiteers, or Slavers. 

Reply #6 Top

I had also thought of War Profiteering for the Korx, but it would be on the same level as the Drath.

In GalCiv2, the Drath civilization has two technologies related to War Profiteering:
Technology "Invisible Hand"
Diplomacy +25%, War Profiteering +1%

Technology "War Profiteering"
War Profiteering + 10%

A total of +11% for War Profiteering.

The Dominion of Korx civilization has only +2% for War Profiteering with the Improvement "Mercenary Academy".
That's why I dismissed it from my choice.
I think Federation with the Universal Translator fits their lore better.

Slavers, I don't know, they're not going to use the slaves, they're going to sell them.