posted 04-19-99 05:18 PM ET
I haven't played with this faction, because I don't have ACEdit and don't feel like learning how to use it.Nomads
Starting tech: Doctrine Mobility
Begin with 2 rovers.
Cons:
NO Police State
-1 Support
-1 Police
-1 Research
Reflecting their ideological need to travel light, their need for freedom, and their non-contemplative lifestyle.
Pros:
Free Psi Gate in every city.
Can use Transcend thinkers in cities under size 5 (empaths, techs, librarians, etc).
The point in making this faction was to make a faction that played REALLY differently than other factions. Slow start followed by rapid expansion, via building such things as supply crawlers, colony pods and formers in larger central bases and then gating them to outer bases. Allows maximum concentration of troops in any firefight. Psi Gates are really inexpensive to make, although very high up the tech tree... the question is, how much will they matter?
Obviously, the ideology behind this faction is Mobility. The question is "Will the concentration of force and the easy movement of vital production units between bases offset the general inferiority of this group?" I can't say, not having played with them. I gave them 2 rover units at start so that they could scout around a bit and also hopefully survive the opening game for a few seconds... their generally low values hurt in the early game, and they have NO benefits until they begin expanding. On the other hand, they seem like they will be quite strong, if not the strongest, in the middle game after a strong expansion... once you get supply crawlers up and going you can transfer all cities mineral output into one pretty much at will, so they will rapidly begin grabbing up SPs/setting up new bases with essentials like creches, and conquest is easy by setting up one forward base and then pumping in probes and military units from everywhere. Will the SPs allow them to dominate? Or will they simply get rocked by other factions superior values?
I only added the -1 research with hesitation, thinking that would choke off the whole process, but I thought they were still overpowered... I had originally given them an efficiency hit, but I thought that would be kind of silly, as all bases are in linked. I also thought to give them +4 efficiency due to this fact, but then I realized that would be really powerful. I am not sure what to give them now... Let me know what you all think.
--Ghost