Pre-Industrial Races
In v2.5.1, there is a checkbox for generating NPRs as pre-industrial races. For v2.6, this is replaced by a percentage field in the same way as minor races, with a default of 10%.
The chance for pre-industrials is checked before minor races, but this is adjusted for by checking for the minor race percentage vs (100% - pre-industrial chance). For example, if pre-industrial is 10% and minor races is 25%, the pre-industrial is checked on 10/100 and then the minor race is checked on 25/90. This will lead to the long-term distribution being accurate vs the selected percentages. Otherwise, the minor race would be 22.5%, not 25%.
Because of the above, the chances for pre-industrial and minor races cannot add up to more than 100%. If they are set to greater than 100% in game setting, it will be adjusted by automatically lowering the minor race percentage.
Pre-industrial races will be generated with an average population of about 1/8th that of a full NPR (not minor race) generated at the same point in the campaign. They do not have industry or ships, but they do have ground forces.
Industrial Age NPRs
‘Industrial NPRs’ have been added for v2.6. These are conventional races, but are not on the path to Trans-Newtonian Technology.
They have a population similar to minor races and have conventional industry, ground force construction complexes, tracking stations and ground forces, including primitive STOs. They do not have shipyards or research facilities. although they may have conventional-engined freighters and colony ships and might colonise a suitable body in their home system. They are effectively 20th Century or early 21st century civilizations. They can train additional ground forces and build additional academies, tracking stations, ground force construction complexes and conventional industry. The latter cost 240 BP and require a variety of minerals (for balance purposes).
There are effectively five different starting levels now:
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Pre-Industrial
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Conventional Only (Industrial)
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Conventional Progressing to TN (Player Conventional Start)
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Minor TN Race
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Major TN Race
Player Races can be 3 or 5. NPRs can be 1, 2, 4 or 5. The process of 3 becoming 5 would be very complex for the AI to handle, so I am adding 2 now and I might add an NPR version of 3 at some point in the future.
Industrial NPRs have a percentage field on the Game Details window in the same way as Pre-Industrial races, with a default of 10%. The chance for industrials is checked after pre-industrials and before minor races, with the same adjustments made as for pre-industrial so that they are true percentages. The total for pre-industrial, industrial and minor races cannot add up to more than 100%
Industrial NPRs present a more interesting situation than the ‘speed-bump’ Pre-Industrials and can engage in diplomatic relations, become friendly, declare war, etc. If you conquer them, they provide a source of conventional industry that can be converted into TN factories. In this regard, they fulfil a similar function to ruins, albeit with without the Precursor guardians. On that basis, a high % of Industrials will tend to make the game easier.
Because Industrial NPRs are now possible, the Conventional Option on the Create Race window can be applied to NPRs, allowing you to manually create an Industrial NPR,