Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: vonbach on June 15, 2015, 02:04:17 AM

Title: Social Engineering Changes.
Post by: vonbach on June 15, 2015, 02:04:17 AM
I've been trying out a new personal social policies mod.
Just wanted peoples Opinion on it.
Police State ++Police ++SUPPORT -Growth (Might increase the growth penalty.)
Democracy ++Effic ++Growth --Police
Fundamentalism ++Effic ++Talent -Support (Might add ++growth instead of effic Not sure of the -Support as a penalty.)

Free Market: ++Econ +Effic ---Planet
Planned: ++Growth +industry -Effic (Not sure might try - or -- talent or -- Effic as a penalty)
Green: ++Effic ++planet -Industry

Power: +Morale ++Support +Probe -Industry
Knowledge: +Research +Effic --Probe
Wealth: +Talent +Economy --Support

Cybernetic:++effic  ++planet ++research ---police
Eudaimonic ++Growth ++Economy ++Industry --Morale (I might alter this ++Industry doesn't really suit it)
Thought control: ++Police ++Morale ++Support ++Probe --Growth.


So what does everyone think?
Title: Re: Social Engineering Changes.
Post by: Yitzi on June 15, 2015, 05:03:14 AM
Not bad, but putting 5 effects on thought control means they won't all show on the social engineering screen.
Title: Re: Social Engineering Changes.
Post by: vonbach on June 15, 2015, 05:39:46 AM
Thanks for the reply. I could always get rid of ++morale or something for thought control.
Most of my games are over by then really.  The +Talent is very interesting. If anything I think
it makes Fundamentalism OP I might add another - to Support.
Title: Re: Social Engineering Changes.
Post by: Vidsek on June 22, 2015, 01:41:19 AM
  Question for Yitzi: If four is the max the SE screen can/will show, and you have five, which would be the one not shown?   The last listed in alphax?   Or random?  Or...?
  Currently, the screen does not show TALENT in any place at all.  If TALENT was one of your five, would listing it last allow the other four to show?

  Also, what is the upper limit for the number of effects you can give each setting?   And is there a limit on the total number of effects for the SE system as a whole?

 
Title: Re: Social Engineering Changes.
Post by: Yitzi on June 22, 2015, 05:14:30 AM
  Question for Yitzi: If four is the max the SE screen can/will show, and you have five, which would be the one not shown?   The last listed in alphax?   Or random?  Or...?

I suspect the one that is last in the list "ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH" (but TALENT is never shown as you noted), but you can test it if you want.

Quote
Currently, the screen does not show TALENT in any place at all.  If TALENT was one of your five, would listing it last allow the other four to show?

I'm pretty sure that if TALENT is one of the five, the other four will show, since TALENT is ignored for the display.

Quote
Also, what is the upper limit for the number of effects you can give each setting?

11, one for each type.

Quote
And is there a limit on the total number of effects for the SE system as a whole?

Just the trivial limit of 176, because there are 16 settings with a maximum of 11 each.
Title: Re: Social Engineering Changes.
Post by: Vidsek on June 22, 2015, 09:25:15 AM
   Thankee Yitzi for the prompt and useful reply  :).

  I will do some testing and post what I discover.

  As anyone following this thread could guess, I'm also considering the SE system, looking for an arrangement that is logical, consistent with real social system behaviors (wild guessing on what aliens might do, of course, but that'll be fun) and still fits the spirit and mechanics of SMACX.   And of course gives good gameplay.
  The interactions of the SE and the various factions' traits will add some (daunting) depth to the project.

  I'm currently info-mining the forum and such to avoid reinventing the wheel and sharp stick, but not very far along, so I may wind up asking questions answered long ago.

  When I get a bit farther along, I'd like to put all I find in a WIKI article - save folks who are modding or just curious a lot of time.   And now that I've put that in print, maybe I won't laze-out or forget, eh? ;)

  And wow, all eleven!  Done right, that could allow for some proper fine tweeking and balancing.  You'd just have to have much of it documented outside the game for now.
Title: Re: Social Engineering Changes.
Post by: Yitzi on June 22, 2015, 02:57:20 PM
   Thankee Yitzi for the prompt and useful reply  :).

  I will do some testing and post what I discover.

  As anyone following this thread could guess, I'm also considering the SE system, looking for an arrangement that is logical, consistent with real social system behaviors (wild guessing on what aliens might do, of course, but that'll be fun) and still fits the spirit and mechanics of SMACX.   And of course gives good gameplay.
  The interactions of the SE and the various factions' traits will add some (daunting) depth to the project.

  I'm currently info-mining the forum and such to avoid reinventing the wheel and sharp stick, but not very far along, so I may wind up asking questions answered long ago.

  When I get a bit farther along, I'd like to put all I find in a WIKI article - save folks who are modding or just curious a lot of time.   And now that I've put that in print, maybe I won't laze-out or forget, eh? ;)

  And wow, all eleven!  Done right, that could allow for some proper fine tweeking and balancing.  You'd just have to have much of it documented outside the game for now.

And you could still document it in the datalinks.
Title: Re: Social Engineering Changes.
Post by: Nexii on August 04, 2015, 08:10:15 AM
Looks decently balanced.  Although there isn't a lot of +/- for morale until very late game.  I think that would make elite units hard to get for better or worse ;)

Yea 5 SEs will only show if like most of them are +/- 1 (since the game displays just the icon and not 1 and then the icon)
Title: Re: Social Engineering Changes.
Post by: vonbach on August 12, 2015, 11:36:24 AM
Thanks for the feedback all.
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