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Author Topic:   *New Faction*
Atombomb posted 04-15-99 10:13 PM ET   Click Here to See the Profile for Atombomb   Click Here to Email Atombomb  
Industrialists union (I haven't thought of a good leader name)

+2 industry
-2 planet (no regard for planetary consequences)
-1 research (they do not have scientific drive)
-1 morale (workers are brutalized inside the factories)
-1 growth (unhappy workers don't want sex!)
+1 police (highly disciplined police to keep the workers from rioting).
FREE gene jack factory in each base.
No drone riots caused by factories.

Travathian posted 04-15-99 10:23 PM ET     Click Here to See the Profile for Travathian    
I'll once again recommend no Green SE choice for an industry based faction. ;-)
Ghost posted 04-15-99 10:27 PM ET     Click Here to See the Profile for Ghost    
I would agree that they are fair if you made them suffer the genejack penalty, and let them their bases start at size 2 (one pop is manager/doctor, one is genejack worker). This would alter their game a little bit (more drones), but I think it is more balanced somehow (you still need to feed the doctor pop, and this slows growth even further, but you do have impressive mineral output, 180% normal... the eco damage will be hellish, tho), and more importantly not as difficult to write into the programming.

I have been trying for a while to make a Christmas themed faction, with Kris Kringle at the head and a free Children's Creche in every base. Problem is, Creche in every base seems too strong. Suggestions?

--Ghost

Atombomb posted 04-15-99 10:52 PM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
Actually I was not finished writing this thread, My roommate had to write a paper . I will finish it in my next post.
Atombomb posted 04-15-99 11:05 PM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
Ok here is what I meant to put down .

First off, The idea of the faction is TIGHT control over the citizens in the industry. Here is how it will pan out:

+2 industry (great percentage of population involved in factory work)
-2 planet (little regard for planetary wellbeing)
-1 research (little drive for scientific thought)
-1 morale (brutal factory life leaves workers with less will to fight for themselves)
+1 police (highly stable factory environment)
-1 food per base for every 4 population (begins at 4).
Receives -3 growth with GREEN social engineering model. (workers need to work overtime to keep the industry running cleanly).
+1 mineral per base for every 4 population (begins at 4).
FREE genejack factory in every base.
Genejack factories do not add drones until size 4. (factory control maintains order with small population).
tech: (genejack tech)

There it is, give me comments!

Atombomb posted 04-15-99 11:07 PM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
oops left out the "FREE genejack factory in every base" :9
Atombomb posted 04-15-99 11:28 PM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
Here is a nice twist for a faction:

Utopian Masons-

+1 morale on defense (citizens proud of the beautiful work of their masons)
-1 police (the general population dislikes police control; it makes the city look less beautiful)
May exceed hab complex limiations by 3. (Masons are skilled at designing buildings with highly effective housing layouts)
+50% on defense in base (replaces 25% in place) (very skilled at building solid walls)
-25% attack (military unwilling to venture outside of the bases; they prefer the comfort of their homes)
+25% mineral production when building base infastructure. (Masons are very quick at what they do; includes wonders)
Cities can not lose infastructure from enemy probe teams. (Citizens guard the buildings with their lives)

Atombomb posted 04-15-99 11:32 PM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
Just a few edits to this:
free perimeter defense
no free tech
-2 police instead of 1
+1 research: (the general population strives to attain new and wonderful buildings to add to their utopia)
torp0r posted 04-16-99 12:15 AM ET     Click Here to See the Profile for torp0r  Click Here to Email torp0r     
nooo.... how about the atomation faction?

half the population works, and the other half kibitzes and tells the first half how much they suck and how incompetent they are.

this of course causes anger and divisiveness as well as irritating messages on boards.

Travathian posted 04-16-99 12:22 AM ET     Click Here to See the Profile for Travathian    
Looks pretty cool to me, seems to be fairly balanced, I'd assume you'd have the faction concetrate on Build?
Travathian posted 04-16-99 12:26 AM ET     Click Here to See the Profile for Travathian    
Ok, I thought it was cool until I realized this: -2 planet, +1 mineral per 4, eco damage hell!
Atombomb posted 04-16-99 12:50 AM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
yes, there would be eco damage to hell....but at least you do not get eco from the +industry. The idea would be to get into a green society. They aren't opposed to green, but they do not openly accept it either since it is a major pain to maintain, hence the -3 growth. btw SUP TORP YOU ****ING WHORE! I was just thinking about wtf happened to you today, its kinda ironic. Send me an email you mouse breaking bitch.
torp0r posted 04-16-99 12:57 AM ET     Click Here to See the Profile for torp0r  Click Here to Email torp0r     
atom i sent u an email... check it.

and anyway... making factions is silly unless you work out a math-based way to keep them fair... like u start with x points and taking industry +1 costs y points...

unless you decide to switch factions with your mp opponent. "i'll play the faction you design if you play the faction i design"

Atombomb posted 04-16-99 01:02 AM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
I was just trying to stimulate interest, I don't even have the faction creation software (nor am I going to get it). Besides, I feel that the negatives and the positives are weighted equally in comparison to the other factions.
Atombomb posted 04-16-99 01:03 AM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
Keep in mind it has -1 food for every 4 population, this is really major when it comes to growth issues, especially if you run into drone riots....you will end up with negative food without highly productive nutriet squares.
Travathian posted 04-16-99 08:06 PM ET     Click Here to See the Profile for Travathian    
how'd you rig that sort of penalty?

And the penalty is that bad really, cause you can always mass producs supply crawlers and send them out en mass.

Ghost posted 04-18-99 11:48 PM ET     Click Here to See the Profile for Ghost    
They might be fair if they didn't get the genejack factory tech... it's a level 6 conquer tech, while leads to both Bio-engineering and Centauri genetics. Centauri genetics lets you have the Pholus Mutagen (thus removing much of the eco-damage caused by the facton as well as its other fungus benefits) and Locusts of Chiron (which are nasty, highly mobile, and an early game gravship for marauding through enemy bases... even if the opponent is somehow too tough to attack you can wipe out all formers and enhancements in complete safety), and Bio-engineering gives you the Clean Reactor... essentially a ticket to an unlimited army when combined with the industrial power of this faction, plus the Longevity vaccine. So the genejack tech has to go. Perhaps when they are given the chance to research it, they will automatically do so... but no way does a beginning faction deserve that kind of power, one advance down the line.

--Ghost

Atombomb posted 04-19-99 02:03 PM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
Having that tech down the line does not really help at all, for one thing. In order to receive all the aforementioned advances you need other equally high techs. The fact is having that tech does not help until much much later in the game. Besides, you do not really need to give the race the tech anyway, you could give him no tech, but the ability to build genejacks.
Atombomb posted 04-19-99 02:06 PM ET     Click Here to See the Profile for Atombomb  Click Here to Email Atombomb     
In response to your not so thought out reply trav.....supply crawlers are not free, they cost 30 minerals. Whether you like it or not, thats a significant problem. Additionally, supply crawlers take a bit of time to get to, and the -1 research and slow population growth would not help that any. The fact is for much of this game, unless you really knew what you were doing, you would end up with cities that had everything in the city built with nothing additional left to build. I believe the balance is there.
Travathian posted 04-19-99 06:16 PM ET     Click Here to See the Profile for Travathian    
yes, 30 minerals, but after your 20% bonus, it makes them only 24. Which by the time you have the tech, you can get in two turns. As far as population growth, you just need to more carefully plan out your placement of cities. The research I will give you, but I am sure you could convince someone to trade a tech or two. Plus, since you can contruct base facilities faster, you can get things like recycling tanks and childrens creches faster. Not to mention building up a faster army. But I still think they are fairly balanced.

But . . . You still didn't tell me how the heck you rigged the minus to nutrients and plus to minerals?

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