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Author Topic:   SNAC Alternative mod 1.1
Shining1 posted 06-18-99 09:21 PM ET   Click Here to See the Profile for Shining1   Click Here to Email Shining1  
Version 1.1 of my 'builder friendly' mod files pack. Hopefully this will all be up on Apolyton.net within the week.

SNAC
version 1.1
ShiNing1's Alpha Centauri

Updated 18.6.99

Goal:
* Restore some balance between 'builder' tactics and 'conqueror'
tactics.
* Eliminate effective early game 'rushes', i.e any major attacks that
occur within the first 40
turns of play.
* Lessen the effects of ICS (Infinite city sprawl)
* Rebalance factions in light of current tactical knowledge.
* Tune up midgame interest

In Brief:
* Base defense systems are greatly improved (defense factors increased, more free systems for
defenders)
* Added three new technologies (Doctrine: Intelligence, Doctrine:
Destruction and Applied
Systems), rebalancing some of the tech tree
* Delayed the arrival of some key attacking systems
* Made terraforming slightly more effective, but also more dependent
upon technology

Instructions for installation
* Install all of the .txt files (those that can be viewed with a text
editor) into the main
directory for Sid Meier's Alpha Centauri. They will overwrite the
current files.
* Install each of the three tech icon files into the tech directory.
These will also overwrite
the current files there.
* Install 'Rich Map of Planet' into the map directory.

It is STRONGLY recommended you back up the original files before doing
this, to save the hassle
of doing a complete reinstall, should things not work correctly.


Alpha.txt changes

FUNDAMENTAL RULES
* Starting energy reserves for each faction increased to 50
(allows factions with early social engineering - Morgan, Hive,
Believers - to use this ability)
* Intrinsic base defense increased to 50% from 25% (matches bunker
value, counters Psi attack)
* Hab Complex lifted to 8, Hab dome lifted to 15 (significant increase,
esp for Morgan)
* Bonus vs. ship in port reduced to +50%
* Infantry versus base increased to +50%
* Defend with Sensor array bonus increased to +50%!
* Psi Combat bonus for +Planet increased to 20% (very significant
factor, esp for freemarket)
* Tech for improved Sea Mines changed to DocInit
(same tech as for Cruisers, makes sea bases properly viable when
discovered)
* Min turns between council reduced to 8
* Retool strictness loosened - now first 20 minerals are exempt (A.I
Boost, adds to early game).
* Minerals from harvesting forest increased to 10
* Artillery damage versus unit in open limited to 90%
* Tech for 3+ nutrients from terrain changed from Gene splicing to
Biogenetics (occurs earlier)
* Tech for 3+ minerals changed to IndAuto

TERRAFORMING
* Terraforming: Condensor and Farm now require Centauri Ecology,
Condensor cost now 10
(allows 'builder' factions to reap the rewards of early terraforming)
* Terraforming: Sensor array prereq changed to Doctrine: Intelligence
(new tech), cost now 5
* Terraforming: Bunker prereq changed to Applied Systems (new tech)
* Terraforming: Mines now require Industrial base to build
* Terraforming: Aquifier cost now 10, Forest cost now 2.
* Terraforming: Solar Array now requires Applied Physics to build
(further penalises the 'non builder' factions, gives logical prereqs)
* Terraforming: Borehole changed to 0,5,5 and 20 turns, requires
Industrial Automation
(occurs later, more balanced vs. rocky terrain + mineral patch or
high altitude echelon mirror)
* Base square now 3,0,2 (city square produces NO minerals - partial
ICS counter)
* Recycling tanks now gives 2,0,2 (for standard base value of 5 0 4!)
* Forest now gives 1,2,0

TECHNOLOGY
* New Tech: Doctrine: Intelligence - allows probe teams, sensors,
Planetary Networks
(prereqs Information Networks and Doctrine: Mobility)
* New Tech: Doctrine: Destruction - allows planet buster, repeal U.N
charter (dead end tech)
(prereqs Unified Field Theory, Orbital Spaceflight
* New Tech: Applied Systems - allows arty, bunkers, Doc: Initiative and
Doc: Air Power
(prereqs Synthetic fossil fuels and Doc: Flexibility)
* Planetary Networks prereqs changed to Doc: Intelligence (new) and
Polymorphic Software
* Doc:Air Power prereqs changed to Applied Systems (new) and Advanced
Military Algorithms
* Doc:Initiative prereqs changed to Applied Systems and Industrial
Automation
* Centauri Ecology no longer increases nutrients production in fungus
(replaced by genesplicing)


UNITS, WEAPONS, AND ABILITES
* Prereq for hovertanks changed to Monopole Magnets, carrying capacity
increased to foil
level (available earlier in game, allows mass movement of ground
units)
* Needle jets now cost 12, and are renamed as Fighters
* Prereq for Copters changed to Homo-Superior, Copters now move 4 and
cost 14
(occurs MUCH later, balancing that multiple attack ability)
* Missiles now move 12
* Plasma Shard prereq changed to frictionless surfaces
(occurs later in game, no longer so close to Fusion lasers)
* Planet Buster prereq changed to Doctrine: Destruction (new tech)
* Super former ability made more expensive
* High Morale and AAA tracking costs changed to -1, now costs zero for
defender units
(base defenders now have Trance, AAA tracking, Com Jammer, and High
Morale options for free!)
* Polymorphic encryption cost reduced to zero (free for all units)
* Heavy Artillery prereq changed to Applied Systems (new tech)
* Clean reactor now requires Superconductor
(occurs earlier, balances new mineral rules, but at cost of special
abilities)
* Nerve Gas pods cost changed to -2, now increases directly with weapon
value
* Terraforming package/Former unit now has no prereq technology (see
above changes)
* Probe team/Probe team unit prereq now Doctrine: Intelligence
* Colony pod cost reduced to former equivilent

BASE FACILITES, PROJECTS
* Facilities: Perimeter defense, Biology lab each reduced to 40
minerals, Childrens Creche and
Rec Commons now 30 minerals each
* Projects: Universal Translator requires Polymorphic software to
build, cost now 300 minerals
(occurs much earlier, artifacts ability now relevant on standard
maps)

SOCIAL ENGINEERING
* Social: Fundamentalist politics prereq changed to Social Psych
* Social: Freemarket penalty reduced to -3 Planet, -3 Police
(balanced by new Psi bonus/penalty for Planet - a very significant
blow to freemarket)
* Social: Power values penalty changed to -Industry, -Economy
* Social: Knowledge values changed to +2 Effic, +2 Research, -2 Police,
-2 Probe
* Social: Wealth values penalty changed to -Morale, -Support
* Social: Industry and Planet bonuses swapped between Cybernetic and
Eudaimonic Future Society
* Planet mindworm capture rates numbers removed (since not true...)

ADDENDUMS
* Librarian level renamed Engineer
* Prereq for 'Repeal UN Charter' changed to Doctrine: Destruction
* Prereq for 'Reinstate UN Charter changed to Cyberethics

** 'Free' terraforming options are aquifier, forest, road, level
terrain, clear fungus


Labels.txt
* 'Gaian Psi' changed to 'Faction Psi' for new University and Spartan
mind power adjustment.
(This is less than 2/5th of the way down the list)


Help.txt
* Recycling description changed to following:
Increases $LINK<NUTRIENT=41> and $LINK<ENERGY=43>
output of base square by 2.
* Social Engineering description values changed to match new alpha.txt
values
* Description of effects of Planet rating changed to following:
{PLANET} represents your society's sensitivity to the $LINK<ecology
of
Planet=26>.
Planet rating also has a major effect on Psi Combat, as used by
$LINK<Mind Worms=30008> and other native life on Planet. As well, a
low score indicates that ecological damage will occur more quickly.
* Forest entry corrected for new rules, since now no energy is received
from forest
* Sensor array combat bonus changed to new value (+50%) given in
Alpha.txt
* Borehole info changed to 5m, 5e, as above
* Hab Complex and Hab Dome limits changed to new values
* Infantry chassis info updated, bonus value increased to +50%, as
above
* Needle Jet Chassis renamed as Fighter, as above
* Copter information updated to include multiple attack power
* Following lines added to AAA tracking, High Morale, Hypnotic Trance
and Com Jammer info
^
This ability is free to Defenders, i.e those units with an armour
value greater than their weapon strength.
* Following text added to Polymorphic Encryption info:
"Once discovered, this ability can be used on any unit for no cost."

BLURBS.txt
* Given comments for each of the new techs (see above). NOTE: these
are unrecorded,
so A.C plays the last used discover/facility/faction speel. Could
cause bugs??

TECHLONGS.txt
* Added long descriptions for each of the new techs (not reprinted
here)

TECHSHORTS.txt
* Added short descriptions for each of the new techs


FACTION CHANGES:

ALL FACTIONS
* Gain an extra former from the beginning (added Unit, 1) to each file
* Now start with 50 energy (from alpha.txt changes)

BELIEVE.txt

Vision:
The Believers, much maligned for their ugly leader and poor research,
never the less
were a faction favoured by skilled players for their rush tactics and
supremely effective
probe teams.

Little has been altered, save to bring them a little more back into the
public domain (free
morale and probe for fundamentalist), and to scale back slightly their
ability to create huge
legions within the first 50 turns.

Changes:
* Added 'Impunity, Fundamentalist' (no research penalty from this
government choice)
* Benefit from change of fundamentalist prereq to Social psych
(alpha.txt change)
* Changed 'social, ++support 'social, +support'

Datalinks Info:
^+25% bonus when attacking, from strength of belief
^+1 PROBE: {Devout followers difficult to brainwash}
^+1 SUPPORT: {Citizens eager to defend faith}
^-2 RESEARCH: {Suspicious of secular science}
^-1 PLANET: {Believe Planet is their promised land}
^Suffers no negative effects from Fundamentalist politics
^Accumulates NO research points until MY 2110
^{May not use Knowledge value in Social Engineering}


GAIANS.txt
* Added 'Unit, 7' (free alien artifact at beginning)
* Gaians now benefit from increased bonus to Psi-Combat

No datalinks changes


HIVE.txt

Vision:
The faction most in need of rebalancing, the Hive was easily the most
powerful of the original
factions, especially after the first patch.

The Hive has been changed to favour a more population based approach to
domination of planet,
with the hugely advantagous +1 INDUSTRY removed entirely. The original
'Enhanced Communist
China' vision has been restored - a huge, hardworking, but somewhat
unhappy population in a
brutal but philosophical ditatorship.

Changes:
* Added 'Drone, 4' (reflecting Yang's unwilling workforce) - taken from
Uni
* Reduced 'Immunity, Effic', to 'Robust, Effic' (no free soc settings,
more usable options)
* Removed +1 Industry (massively unbalancing factor)
* Increased Growth to +2 (allows population boom w. Planned and creche)
* Added 'Pop, -2' (hab restrictions lifted to 10 per base) - taken from
Peace.

Datalinks info:
^+2 GROWTH: {Rapid population increase}
^-2 ECONOMY: {Little political freedom}
^Disciplined followers: {Efficiency penalties halved}
^Underground bunkers: {Free PERIMETER DEFENSE at each base}
^Close habitation: {may exceed hab restrictions by 2}
^Hardship: {Extra DRONE for every 4 citizens}
^{May not use Democratic politics.}


MORGAN.txt

Vision: Definitely the weakest of the original factions, morgan has
been upgraded to a
more reasonable level of unbridled capitalist power. Now able to
maintain a normal army,
and with no real dependance on outside trade for energy production,
Morgan's only worry is
a crippling lack of growth.

* Changed starting tech to Industrial economics (allows Free market
immediately)
* Added 'Facility, 7' (free energy bank at each base)
* Increased starting energy to 200 (balance against change in alpha.txt
to initial energy)
* Changed 'Social, -Support' to 'Social, -Growth'

Datalinks info:
^TECH: {Industrial Economics}

^+1 ECONOMY: {Industrial conglomerate}
^-1 GROWTH: {Hedonistic lifestyle}
^+1 COMMERCE: {Increases value of treaties & pacts}
^Free ENERGY BANK at each base
^Begins with 200 extra energy credits.
^Lavish Housing: {Need HAB COMPLEX for bases to exceed size 5}
^{May not use Planned Economics.}


PEACE.txt

Vision: While not actually weak in the original, the PeaceKeepers
weren't much more successful
than the present day U.N when it came to actual conflict. They gain 2
new abilities, a
sharetech upgrade (reflecting their global influence and the original
vision for the 'Keepers
of Wisdom'), and an immunity to negative support, making democracy a
painless option for its
self-proclaimed guardians on planet.

* Added 'Sharetech, 3' (gains any tech owned by three other factions)
* Added 'Immunity, Support' (support penalties eliminated)
* Removed 'Pop, -2' (no extra population) - given to Hive
* Increased Effic penalty to -2 (balancing factor - paradigm economy
difficult to achieve)

Datalinks info
^-2 EFFICIENCY: {U.N. style bureaucracy}
^Intellectual Elite: {Extra TALENT for every four citizens}
^Military readiness: {Support value never less than zero}
^Unity Archivists: {Gains any TECHNOLOGY known by three other factions}
^Receives DOUBLE votes in elections for Planetary Governor and Supreme
Leader.
^{May not use Police State Politics.}


SPARTANS.txt

Vision: Somewhat altered, the spartans lose their crippling industry
penalty in exchange
for slightly lowered morale and a new Psi combat penalty. A powerful
military machine,
especially when faced with human rivals, but prone to panic when
confronted with the
alien terrors of Planet.

* Changed 'Social, ++Morale', to 'Social, +Morale' (slightly weaker on
defense)
* Added 'Psi, -25' (Psi combat penalty - equivilent to -2 Morale vs.
aliens)
* Removed 'Social, -Industry' (no industry penalty)

Datalinks info:
^+1 MORALE: {Well-armed survivalist movement}
^+1 POLICE: {Highly disciplined followers}
^Prototype units do not cost extra minerals.
^Fear of Planet: {-25% penalty to Psi combat}
^{May not use Wealth value in Social Engineering.}


UNIV.txt

Vision: Not quite as dark and hostile as the original university, this
version offers a
more academic vision of the UoP - good research, poor security, a
reluctance to support
military endeavors, and a new resistance to psychic attack. This new
benefit adds a
new dimension to the UoP, and allows a green university to better
combat its religious
and military rivals.

Changes:
* Added 'Social, -Support' to list of abilities (disadvantage to having
large army)
* Removed Drone, 4 (incompatible with new support penalty, bad anyway)
- given to Hive
* Added 'Psi, 20' (+20 bonus to Psi combat - equivilent to +1 Planet)

Datalinks info:
^+20% bonus to Psi Combat, from intellectual discipline
^+2 RESEARCH: {Brilliant scientists}
^-1 SUPPORT: {Researchers skeptical of military worth}
^-2 PROBE: {Academic networks vulnerable to infiltration}
^Free NETWORK NODE at every base
^One BONUS TECH at beginning of game
^{May not use Fundamentalist Politics.}


NEW FILES:

TECH SYMBOLS
*Tech078 (copy of Tech008)
*Tech079 (copy of Tech022)
*Tech015 (copy of Tech015)

UPGRADED MAP OF PLANET
*Rich Map of Planet
(Includes new landscape features Borehole cluster, Deep Sea Vents and Planet Peak)


OTHER NOTES:
* Anyone who can help with making MP3 soundfiles, even placeholders, and wanted to do so, please contact me.
* Thanks are due to Korn469 for the recycling tanks ideas and the new social engineering values.
* Feedback, even just on the comments in this file, is greatly appreciated.


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