The Ur-Quan as league members was a bit... weird. Now the Quans obviously had to be in there, but its as if they really didn't know what to do with them. Personally I had always imagined that SC3 would be alot like SC2 and the Quans would this time just be these random 'pirate' forces still following their doctrines, but not as powerful anymore. But they went with that whole league deal, and if they had dropped the Urqies, well... ther'd have been hell to pay.
However given how they where treated, they might as well HAD dropped them.
If you build a Quan colony, it'll split off and become a Kohr-Ah colony, only they are really green Ur-Quan pretending to be Kohr-Ah and there is some hint of the Dnyarri possibly still being alive. However, stupidly enough, you can never sort this out in SC3!
The Urq's just have their civil war and there is nothing you can do about it! As a sideeffect it also means in practice you can have only one Quan colony.. But heck, there is no need to build colonies in SC3 anyway. Its pointless.
Also notably missing from the league where the Yehat and the Shofixti (Why wouldn't they join?) The Druuge (Sure, they where bastards, but they'd have joined.) And the Zoq-Fot-Pik (Again, why didn't they join? They where also one of the most hilarious races in SC2. Then again, the geniuses behind 3 would have just copied all the old frungy dialogue and added nothing new.)
Also speaking of SC3 dialogue... Anyone notice what a complete DORK they turned the Captain into?
He had some silly answer options in SC2, but they where lovable and funny. These miss as often as they hit. If not more.
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