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Author Topic:   New Faction: the iron fist
Alpha7500 posted 05-06-99 09:13 PM ET   Click Here to See the Profile for Alpha7500   Click Here to Email Alpha7500  
Sid Meier's ALPHA CENTAURI
;
; FACTION FILE: The Iron Fist
;
; Made with ACEdit (c)1999 ANX at http://www.sidgames.com/acedit
;
; For use this Faction file select load from
; faction select in the game and write... iron
;

#IRON
The Iron Fist, The Fists, Fist, M, 1, Jin, M, 0, 1, 1, 0, 0,
TECH, DocFlex, SOCIAL, ++MORALE, SOCIAL, +TALENT, SOCIAL, -INDUSTRY, SOCIAL, -ECONOMY, FACILITY, 4, UNIT, 2, PSI, 50, TALENT, 1, ENERGY, 40, MORALE, 1, MINDCONTROL, 0
Values, Power, TALENT
Values, Wealth, nil
Fist, Fist
Nina, Boskonovitch, Nina's Memorial
Master, deadly, decieving, talented, brutal,
cheating
fight for good
fight for good
fighting on
fighting on
brutally smash opponents
hitting punching bags
hitting punching bags
brutal fighting methods
karate, M1
quest for inner power, M1
quest for inner power, M1
tekken tax, M1
fighting for the planet
Tekken Force
The Laws Of Tekken

#BASES
Tekken High Command
Heihachi's Hideout
Yoshimitsu Inc.
Gon Base
Gon Inc.
Mokujin Training Area
Law's Lounge
Jin Base
Jin Base2
Jin Base3
Kazuya's Tribute
Paul Forever
Bryan's Fury
Lei's Land
Wulong World
Kuma Base
Tekken Command2
Tekken Command3
Tekken Command4
Dr. B's Lab
Tekken Defensive
Tekken Offensive
Tekken Force Main Post
Tekken Force Post2
Nina's Assaisin Trainging
Jun Point
Hwongong Forever
#END

#WATERBASES
Law Of The Sea
SeaKuma
SeaPanda
Gon's Waterslides
Gon's Water Park
GunJack's Robots On Water
The Art Of Tekken
Deep Sea Kick
#END

#BLURB
There can only be one King Of The Iron Fist Tournament, and there
can only be one King Of Alpha Centauri. Enter The Tekken.
^
^
^ -- Master Jin Kazama
^ "Journey To Centauri"
^
^

#DATALINKS1
^LEADER: {Master Jin Kazama}
^BACKGROUND: {Japan, King Of The Iron Fist Tournament 3}
^AGENDA: {Quest For Inner Power}
^TECH: {Doctrine:Flexibility}
^

#DATALINKS2
^++MORALE: {strongly dedictaed fighters}
^+TALENT: {high amount of meditation}
^-INDUSTRY: {lack of strong workforce}
^-ECONOMY: {does not believe in importance of money}
^Perimiter Defense At Every Base: {Tekken Force is into defense}
^Imune To Mind Control: {followers are dedicated}
^+50% Psi Combat Bonus: {followers have inner power}

#FACTIONTRUCE
#xs 440
#caption $CAPTION7
"This pointless war is not going to help my people's inner strength,
we must stop this endless violence at once and sign a truce."

"Yes, it is pointless."
"Never, you are the violent one! Prepare to die!"

#FACTIONTREATY
#xs 440
#caption $CAPTION7
"We could both benefit our quests if we were to sign a treaty,
$TITLE0 $NAME1, what do you say?"

"Yes, we shall both profit from this, $NAME3"
"Of course not, your brutal "arts" disgust me!"


# ; This line must remain at end of file

is it balanced??

Smeagol posted 05-06-99 09:16 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Seems a bit overpowered... try -2 economy and maybe ditch the psi combat bonus. What exactly does +Talent do?
evil_conquerer posted 05-07-99 12:04 PM ET     Click Here to See the Profile for evil_conquerer  Click Here to Email evil_conquerer     
+Talent means an extra talent at each base. Anyhow...

They're way too overpowerful. The +50% psi bonus means that these people, if they build mindworms, can have a +50% attack advantage all the time. When combined with the +2 morale, this faction is unstoppable in war. Not even the -1economy, which is a fairly big negative, can offset the other positives. I would suggest:

Remove the +50% psi, or at least tone it down to 10%.

Remove the free perimeter defense.

Change the morale to +1.

That hopefully should make them a little more balanced.

Smeagol posted 05-07-99 01:05 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
I disagree that -1 economy is any penalty at all. Big deal if your first base suffers a bit, because you end up making tons of bases right away anyway. Unless you are going to give yourself -2 economy, don't bother penalizing yourself in this area. It's not as if any SE choice will lower it further.
Al Gore Rythm posted 05-07-99 06:40 PM ET     Click Here to See the Profile for Al Gore Rythm    
I'm going to have to agree here, these guys are insanely powerful.

First:

Talent, 1
Incase you don't know, this actually means that every single citizen is a Talent. No police penalties for these guys. Infact, no drones at all to worry about.

This alone is far too powerful. Earlier I made a faction which had no drones and had to give them -5 Research, -3 Planet before they seemed even remotely balanced.

+2 Morale
This is very powerful. With Fundy or Power and a Command Center they can churn out ground units at Elite level.

Free Perim,
More and more of the war stuff. This gives me a 100% on defense when in my bases. If you've never faced Hive before, you'll know that in the early game those free Perims are horribly difficult to crack. Pack that together with high morale and you have some serious imbalance going.

+50 Psi,
Again, the same imbalance. With this I instantly now have the effects of the Neural Amplifier AND Dream Twister. Either one of which a good player can use to turn the game. So my units have high morale, free perims and fight mind worms (and use mindworms) better than any faction.

Mind Control Immunity,
This is the nail in the coffin. You've virtually fortified these guys in every piece of combat. Defense, Offense and PSI. But to top it off they're also immune to mind control, the most devestating (usually) of all probe actions.

-1 Industry,
This is really unimportant. With Planned or Wealth this can be easily overcome. Wealth would be better too, because it would alleviate the other "weakness."

-1 Econ,
I can't believe how much I see this and it makes me wonder if people even read the Datalinks when making factions. -1 Econ is -1 Energy at your HQ. That's it. This has virtually no effect on a faction at all. Try again.

Here are my suggestions:
+1 Morale (Devout)
50% Psi (Meditative)
-2 Econ (Fighters don't like money)
-2 Industry (Small workforce)
-1 Probe (Fighters aren't very bright)
Extra Talent for every 5 citizens.

In this way they are able to maintain a more peaceful SE set while still not suffering major drones. And during peace their drones are kept down. In war, they can switch to Fundy/Power and get quick and easy +3 Morale. 50% PSI is a HUGE bonus, but if you want it in there they have to suffer the consequences. The penalties hold them in check so that they cannot muster up enormous forces or powerful technology to merely annihlate their opponents with brute muscle.

Warp Warrior posted 05-07-99 07:45 PM ET     Click Here to See the Profile for Warp Warrior  Click Here to Email Warp Warrior     
Maybe you should just put in a game once (you not playing this faction) and see how much of a challenge it would be. Talk about a Hive/Spartan hybrid on steroids - nasty. Maybe this faction is the alien "old ones" that built the monoliths coming back to retake their planet - humans for dinner and they're the main course.

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