Guildmaster?That is an excellent suggestion.
Hows this for the face of Brother Joaquin el-Kadiz? Also I suggest switching el to Al. Arabic surnames are descriptions of their status and family relation. Joaquin Al'Kadiz would be Joaquin son of Kadiz. If Al was Bin instead, he'd be father of.Good suggestion for the name. I'm kind of trying to avoid the whole turban/Jesus figure thing with Joaquin though. The name Joaquin Al'Kadiz is supposed to invoke a coming together of two divisive cultures (Christianity and Islam) to create something wholy new for the new world. Joaquin doesn't see himself as a messiah figure anyway (which may be the point!) so he wouldn't want to evoke that sort of iconography. You see of course my dilemma then. I'm trying to use imagery that does not exactly exist in abundance in science fiction.
(http://i1128.photobucket.com/albums/m494/JarlWolf/SonsofAdventleader_zpsae2551e1.png)
Hmm... for the Peacekeeper types... How about The Republic of Humanity? Or the Federation of Mankind.
Hmm... how about this? It's a bit less "noble" looking but more of a humble, if somewhat mysterious look to the Brother. It also lends itself to monks, and monks are generally more humble and not necessarily apathetic, but acceptive types in terms of stereotype. Plus monks are generally a universal concept in many religions.Not bad, not bad at all. I didn't catch that bit about fungus exposure changing eye color, but I should have expected it, since the developers sang the praises of Dune at the end of the instruction manual. I'll give that one a shot. It's a bit older than I would have thought for Joaquin, but it really captures the tone I was going for.
That and his eyes have a purple tinge to them: which gives the impression he has been affected by prolonged exposure to Chironian fungus, which ;cha; having been born or exposed in fungus as a child had purple eyes. And so do people with prolonged exposure to fungus do.
I've also attached the txt file for House Satori.
Welcome to the forum, Sigma. :)That's an option, but I think Guildmaster works for what I'm going for. I'd rather there not be a need for a footnote on such an integral part of the faction's identity. Atsumi doesn't view her Japanese heritage as a crucial part of her identity, and a major theme of this faction set is viewing Planet as a new beginning, so it wouldn't be consistent.
On Satori,does it need to be an English title? With his background, you could as well use a Japanese one. Toreda for instance (meaning trader).
Energy reserves gain +5% interest per turn (Commerce, 2)Energy interest is extremely powerful, especially in the hands of a faction with some other energy bonuses. 5% would be by far the biggest bonus the faction has, even 1-2% is significant (at 1000 energy, which you can build up naturally earlyish game with some saving, that's still 10-20 credits a turn and makes saving up more much easier). Commerce basically means the faction has a strong reason to stay at peace with as many factions as possible, and be pacted where it can be, which probably fits well with your goal for the faction.
Increased commerce rate {Experienced traders and merchants} (Interest, 5)
It's been a while since I messed with Commerce or Interest; how would these numbers impacts the faction's performance?
To me, it sounds anathema to have a faction spent much of its income to its military, but NOT more advanced weaponry for said military (research thus). Even North Korea, a country known for its outdated military equipment, made sure to have the rare capability to perform a nuclear strike at distance.Well bear in mind that "Research" means more than just better weapons. It also means discovering new fields of science, buiding methods and economic principles. Basque thinks all of that is less important than maintaining law and order and bringing the factions back under one government.
Another example could be Iran, who isn't shy either at fielding military counter measures against its most likely opponent's literally massive strike equipment.
I'd be inclined to test Satori with maybe +3 commerce and either no or 1-2% interest, interest promotes leaving a load of cash in the bank, commerce bonuses promote exploring to meet other factions fast and staying at peace with them. The second seems more like the kind of tactic you want to encourage, and additionally, it's likely the AI will not be able to play to the strengths of energy interest while a human can use it extremely well even at low numbers.That's some good feedback. I took your advice with Satori and switched around the bonuses for their Commerce and Interest. It seems like I'm really playing with fire when it comes to Interest, so that will need more fine tuning.
For the most recently posted, there seems to be not much as far as very important bonuses, and -2 Research is quite harsh. I'd consider dropping it to -1 research and adding some other minor disadvantage, or reducing the bonus to +10% defense. And Police seems to be a more likely bonus than Growth, growing yourself is not directly helping unify others, keeping population under tight control (especially conquered bases) is. Still, probably a fairly balanced faction.
I suggest for the Planetarian Authority faction that for their second drawback is you make them also have a hurry penalty. The reasoning: Resources, while they do go into the military the Authority is going to be an organization that will have multiple fronts. It won't have the resources to spare to individual bases and sectors as it needs to supply all fronts so whatever a front gets, it has to make do with. So maybe have a hurry penalty of maybe 15-25% or something.I was actually thinking exactly that. With everyone out in the field their factories are understaffed.
With that in mind, would it be overpowered to increase either their Support or Police rank to +2? The +1 for both seems kinda anemic when compared to the hassle of playing with -2 Research plus the Hurry penalty.
Glad you appreciate the feedback, and yea, +1 Support / +1 Police seems reasonable, but -2 Research seems harsh. Not having another penalty and keeping the current other bonuses would probably be too powerful, with the Hurry modifier suggested by Jarl being a good idea imo. And I'd not be keen to go to +2 on either of the bonuses, it's strong enough.I'd be inclined to test Satori with maybe +3 commerce and either no or 1-2% interest, interest promotes leaving a load of cash in the bank, commerce bonuses promote exploring to meet other factions fast and staying at peace with them. The second seems more like the kind of tactic you want to encourage, and additionally, it's likely the AI will not be able to play to the strengths of energy interest while a human can use it extremely well even at low numbers.That's some good feedback. I took your advice with Satori and switched around the bonuses for their Commerce and Interest. It seems like I'm really playing with fire when it comes to Interest, so that will need more fine tuning.
For the most recently posted, there seems to be not much as far as very important bonuses, and -2 Research is quite harsh. I'd consider dropping it to -1 research and adding some other minor disadvantage, or reducing the bonus to +10% defense. And Police seems to be a more likely bonus than Growth, growing yourself is not directly helping unify others, keeping population under tight control (especially conquered bases) is. Still, probably a fairly balanced faction.
So for the Authority, you're saying keep +1 Support and +1 Police but downgrade Research to -1 and add another penalty. Is it possible to have a negative number in the Psi Modifier? Because I think that would work well (the Authority are better equipped to deal with people than native lifeforms) but it's not an option in the Faction Editor, but I could just edit the text file.
The Technocrat Foundation
Leader: Founder Josef Federov
Background: Republic of Ukraine, Unity Chief Engineer
Agenda: Advancing technological frontiers
Vision: Conquering death and human disunity by merging man and machine
Points of Reference: Ian M. Bank's Culture novels, Hannu Rajaneimi's The Quantum Thief series
Starting Tech: Information Networks
+1 RESEARCH: {Focused on scientific advancement}
+1 EFFIC: {AIs regulation}
-2 GROWTH: {Emphasis of mind over body}
Free NETWORK NODE at every base
Extra DRONE for every four citizens {(ideology alienates many)}
Immune to EFFICIENCY penalties {Computer assisted society}
May not use Power Values.
--A bit derivative of the University, but for good reason; Zacharov did it best and why mess with perfection? I reduced the research bonus by 1 because the Efficiency bonus and immunity to Efficiency penalties would more than offset it. The University's probe penalty has been replaced with a penalty to Growth, as a society so heavily rooted in computer science would have better network security than Zacharov's vision of a worldwide college town; moreover Probe penalties are fairly toothless in a game where the Hunter Seeker Algorithm exists. I could use a better explanation for the Growth penalty apart from the CyberCon's "how is babby formed?" excuse. The leader is inspired by the Russian philosopher Nicholai Fyodorov, who believed that the ultimate aim of science should be the unification of mankind against the "blind-force" of nature, and was one of the first transhumanists.
Sons of the Advent
Leader: Brother Joaquin el-Kadiz
Background: Free Afghanistan, Unity Astrophysicist
Agenda: Acquiring spiritual enlightenment
Vision: Messianic transcendence
Points of Reference: Frank Herbert's Dune
Starting Tech: Social Psych
25% Fanatic bonus on offense
+2 PLANET: {Believe that Planet is sacred and must be protected}
-1 ECONOMY: {Limited commercial interests}
-1 INDUSTRY: {Weak industrial base}
All units gain the Hypnotic Trance ability upon discovery of Secrets of the Human Brain
Experiences no negative effects from Fundamentalist Politics {Modern religious movement}
May not use Free Market Economics
The one faction from SMAC that I've never played is the Believers, because I can't bring myself to sympathize with her, or be entertained by her philosophy the way that I am with Yang, the jolliest tyrant. Not that I'm anti-religion, but rather that Miriam's version seems particularly poisonous and lended too easily to have her be the villain. With the Sons of the Advent, I wanted to create a religious faction that was potentially sympathetic. The key point of reference is Dune, particularly the Fremen, who viewed their lifeless wasteland as their holy land. Similarly Brother Joaquin and his followers see Planet as a promised land that needs to be cared for, hence the Planet bonus. The Economy and Industry penalties seem self explanatory, and lead the Pilgrims well away from a Development based, and rather one based on survival and conquest (again, invoking Herbert's Fremen). This is further encouraged by giving them Impunity to Fundamentalism, which turns that from being one of the worst overall social options to maybe the strongest for this particular faction.
Objectivist/Libetarian Bolsheviks-- an industrial collectivist meritocracy out of JarlWolf's nightmares.
Hahaha I actually ran that faction once. I ginned up the University into the Weyland Yutani corporation and ran Police State/Free Market, with my values shifting to whatever was convenient at the time. It was hilariously sub optimal and I handled my police problems by building Punishment Spheres in conquered bases and using them basically as forced enlistment camps to churn out units.Objectivist/Libetarian Bolsheviks-- an industrial collectivist meritocracy out of JarlWolf's nightmares.
If they are a collectivist meritocracy then how is it from my nightmares? Such a society would be in my interests no?
A nightmare society for me would be a Corporate backed Fascist Police state that is free market economy, barely any government civil services for it's people. Add in a theocratic religion in there and its a hell for me.
Unless you meant something else.
As for the Apollo Industries, name: Apollites, or Apollans. You could also go with the Apollanites.
Also, objectivists/libertarians have a very strong tradition of being virulently, almost mindlessly, anti-communist...Yeah, basically the only real thing that link's Roark's philosophy with Bolshevikism is a rejection of the bourgeois, but even how they use that term differs. Roark for instance would think that it's pretty keen to get filthy rich as long as you earned it by working hard and being objectively better than everyone else.
BTW, I was distracted trying to fight off Antimind, a classic NN faction that has been giving SP folks hell for almost a decade, that I have neglected to talk on forums. Welcome to AC2!Thanks Green1! I've been following your AAR4 thread and it's really riveting! I remember dismissing the AntiMind when I first saw it appear on Network Node waaaaay back when the site was still up, but now it's like a weird half-remembered nightmare come back. I may have to play against them sometime!
I think AC, as I have mentioned before, is one of those classics that never die much like Age of Wonders or Master of Magic that still to this day have active communities. Maybe not on the order of Civ Fanatics, but active nonetheless and will still be here come Civ 6.
Your factions look very interesting and I collect good, story driven factions for my sandbox. I like some of the ideas. In the USA, objectivists come from 2 sources: Anne Rynd followers and a few from the Temple of Set/LaVeyan Satanism (which, ironically is a recognized religion by the US military). You may want to go with something like that for objectivist factions.
hm, seems mostly balanced, though Industry+ and a nice Hurry modifier may be too much together. Not insanely broken by any means, but after ability to hit +1 eng/square and pop boom, Industry is the most important SE setting and there's not a very significant counterweight (the two cannon factions with industry bonuses had -2 Econ and -2 Research). Effic- and not being able to run green won't come into play until mid-late game, and the drone problem is not that significant.How about if I change Hurry 75% to Hurry 90% and change the Drone penalty to 1 and 3?
I'd suggest doing at least one, maybe better two, of the following:
Remove Hurry 75%
Effic to -2
Negative interest, perhaps 5-10% (workers taking a share of profits)
Adding in another penalty, like -1 Planet, -1 Support, or a base size reduction
BTW can you tell that those are input/output jacks on Federov's forehead, or do they look like bullet holes?
Would adding the jacks and cables help?
I took it as a tattoo or something on first glance -- but given that we're talking the Breaking Bad guy, the bullet thing is unfortunate. Would adding the jacks and cables help?Honestly I had a hard time figuring out exactly who I wanted to use for Federov, until I realized I was subconsciously imagining Bryan Cranston the entire time. I'll work on some other options for his headshot. Fortunately I saved a pre-jacks version of the portrait. One that I thought of doing was a sort of Ghost in the Shell look with visible seams to show where his normal skin ends and his synthetic parts begin, but I'm not entirely sure how I'd do that. I don't want him to like a Borg though. I'm trying to go off the original SMAC aesthetic, where the characters looked relatively normal and modern save for some weird clothes occasionally (re: Yang and Zak). I thought the jacks would be a nice, unobtrusive way to show that he's more than just human.
Bases look like some scientific observation compound. That or a landed UFO. Not a bad choice.I thought so. I dressed up the 3 and 4 sizes with secondary structures to make so that the changes are a bit more than just a bigger main building.
I thought so. I dressed up the 3 and 4 sizes with secondary structures to make so that the changes are a bit more than just a bigger main building.
I thought so. I dressed up the 3 and 4 sizes with secondary structures to make so that the changes are a bit more than just a bigger main building.
I love it when someone goes through the effort of adding structures to his bases. ;b;
What exactly are you trying to look for? I am guessing this is for House Satori. If you are looking for a female Merchant or something, or something else? Because I can help, just give me the specifics.Yeah, it's for Satori.
I've been trying to pick out a decent picture for Atsumi Satori but I've been struggling for some reason to find a mature, regal looking Japanese woman to use for her leaderhead, since everytime I google "Japanese actress" or "Japanese model" all I get are pages and pages of teenage idols. Japan! ;q; ;q; ;q;I just googled "japanese empress", and that might be in the line you want, though Empress Michiko has an unfortunate tendency to smile and wave, but not always.
(http://doocab.com/uploads/robotvsbadger.com*wp-content*uploads*2010*04*Geisha_by_mbennion76.jpg)Hmmm I'll see what I can do with that one.
I don't have any pictures of Japanese women on my computer. :( Do pokemon count? XD
You're welcome to use my Assassin ones if you think they'll work for her. :) Credit of course!Yeah I don't exactly know how that shading got there. :-\ I may have to redo the coloration on these.
I think she looks nice, perhaps remove the bruise on her jaw?
Stats for the Leviathan Body:hm, +15% offense seems a little out of place (they may fight hard for ideals, but so do almost every other faction), and on vanilla those stats show up as Alien Offense. Minus Police and free Rec Commons.. Easy growth near the start, no drone problems for a while, and FM I guess would be somewhat appealing. Lack of upkeep for Rec Commons should give a handy economic boost early game too, and generally make expanding with small bases easy.(click to show/hide)
Thoughts?
Okay about Offense, and hm.. bigger bases may make more sense, though it does start to look a lot like Lal with double votes+size 9 bases. And I'd imagine these guys are pretty good at subverting opponents, at least as good as other baseline factions, so extra probe cost seems a bit odd, but they do need more of a penalty than just the Police considering they have four useful but not amazing bonuses.Clever idea with the Free Market penalty. If you think about who these people are, they are the ones who are most likely to suffer under a Free Market system vs a Planned (i.e. Socialist) system, which was the whole point behind Occupy Wallstreet in the first place. If they go Free Market they'll tear themselves apart with social unrest.
Perhaps.. Penalty: Free Market would be fitting enough and useful for balance?
Balance reasoning: At -2 Police already, the drop to Police power from FM becomes much less significant and running FM is extremely appealing (I've tested this using the Dreams of Earth (http://alphacentauri2.info/wiki/Dreams_of_Earth) and New University Commonwealth (http://alphacentauri2.info/wiki/New_University_Commonwealth)). This makes FM an excessively good SE choice and makes their one major penalty irrelevant. Giving Penalty:Free Market would mean that these guys would have very serious worm problems under FM.
Flavor reasoning: They're fierce liberty defenders and in a free market economy would not allow their government to intervene at all in environmental matters, creating a tragedy of the commons on an even larger scale than other factions.
And no problem, it's fun trying to figure out how to balance these. Also, I look forward to finishing/improving my automatic faction power calculator using all these new and balanced factions people are making.
Clever idea with the Free Market penalty. If you think about who these people are, they are the ones who are most likely to suffer under a Free Market system vs a Planned (i.e. Socialist) system, which was the whole point behind Occupy Wallstreet in the first place. If they go Free Market they'll tear themselves apart with social unrest.That sounds good to me. MC immunity is a fairly big deal and may push them over to being mildly unbalanced, but it seems more fitting and would be a nice reason to use them, and differentiates them from Lal well. Worth trying them like this, and if they seem too strong drop some bonus? Maybe the Hab Complex thing?
I'll drop the Probe penalty in favor of that, and maybe abandon the Votes in exchange for Mind Control immunity. What do you think about that?
You're missing a # in front of FACTIONTRUCE on the Technos which freezes the game on load.Oooh, good catch. I'll fix that.
Also it talks about the university in the comments bit at the top, maybe you want to edit that out.
hm, from a balance perspective.. I'd say that faction is likely to be a bit weak. -2 Growth is a fairly notable penalty, making pop booms impossible without a Golden Age (though GAs are easier with the bonus talents), and slowing earlygame expansion a whole lot. Bonus talent and free bio labs are nice, but not a big deal, and while +2 Morale will help a lot against worms and give a solid army, it's not a strong enough pull to make me think I'd want to use this faction over, say, the Spartans who have bonuses which mesh well with Morale. I don't think they need a large boost to be on the same level, another minor bonus would do it imo, perhaps +1 Effic? And maybe adding a bonus colony pod in to help their otherwise stunted early growth?How about I drop Growth to -1 and give them free Recycling Tanks as well as the Bio Lab?
Dropping the Growth bonus to -1 on its own would be at least enough of a boost, maybe making them just a little a bit too strong with that as the only disadvantage imo. Giving free rec tanks and leaving -2 Growth would work fairly well probably, getting their bases up and running faster/cheaper, but still growing significantly slower than others. Which is fair because they have nice Morale for a strong army and later on have good research.
If you dropped their Research penalty, none would have negative research, no? -1 each could work.I don't mind not having every single base covered like that, and it feels to me that -Planet is more manageable than -Research for a faction like the Authority. Having that penalty works for Miriam because she is built to blitzkrieg the other factions, but I feel like the Authority's should play a slightly slower Yang-like game (though I have no idea if this actually would play like this until I start playing), so penalizing their research is more crippling.
hm, I agree that Research is a bigger penalty than Planet, but it also seems more fitting. I think -2s need a pretty strong justification, and Colonial Authority don't seem to have a strong enough one for that. Also, having -1 each makes capturing worms possible before lategame, makes FM slightly less crippling, which brings nice variety. Bear in mind Yang has poor research due to the -1 energy per base from -2 econ, that's bigger than the 10% slow from -1 Research until the average base is producing 10 energy.To say nothing of Yang's efficiency problems due to his preference for Police State also killing his ability to generate income. Basque is likely to suffer the same problems if she goes with Police State, though her ideology doesn't require it. Combined with the heavy Research penalty she's liable to be stuck in the dark ages, and since she doesn't get free Perimeter Defenses like Yang does, she doesn't have quite the same sticktoitiveness. Ultimately, the two factions really have nothing in common save for the Authority having a predilection for despotism, so it's not really fair for me to say "I want the Basque to play like Yang!" and then make them nothing alike.
Sounds good. Yang's got an immunity to inefficiency though, so he can run PS/Planned without problems, though he rarely gets positive efficiency.Oh that's right, I forgot that they added that into SMAX.
Maniac's a member here, so...
Fellers, you gotta read all the articles. They're a pretty complete course, by design.
They are, and my eyesight going doesn't help, so never mind. I can make out traces when I lean in and squint. I'd have sworn that the .png format didn't used to distort the image so much...I exported the pcx to png using 0 compression but there's still some quality loss.
I think they're hella-smart looking. They also have the virtue of growing the way real buildings do, not simply scaling up like the official factions.That's because I modified them in reverse! I started with the Size 4 base and erased components down to size 1, while also gradually reducing their size as well.
I don't think I ever build that building in Anno 2070...Which is kind of ironic given that I gave it to the faction of self-centered industrialists.
I do see it's from the Green faction.
Which is kind of ironic given that I gave it to the faction of self-centered industrialists.
Which fits the persona of the leader. He's named after the main character of Ayn Rand's The Fountainhead, which depicts him as a visionary architect whose ideas are too radical for the society in which he lives. It's objectivist drivel, but it's a powerful ideology in our modern world, and if an AC2 was ever made Firaxis/2K/whoever would be remiss not to include a faction like this.Which is kind of ironic given that I gave it to the faction of self-centered industrialists.
Oh, there must be some free enterprises with an eye for architectural beauty. :D
That's John Gault?John Galt is from Atlus Shrugs. The main character of The Fountainhead is Howard Roark.
Oh - problem I only just noticed. Those bases are lit from the left. The sun is always on the right in AC - always.
All I've read is Anthem, but I thought the philosophy therein was simplistic to the point of childishness.I haven't read Anthem, but the two main issues with Ayn Rand's approach to objectivism is that a.) her antagonists are strawmen to the point of completely nullifying any argument she could make and b.) the only way for her to justify her plot is by creating a universe which bears no practical resemblance to reality in order to make her characters both objectively correct and present obstacles to them that do not exist in the real world.
Smart.
I don't think it's something the player notices or cares, mind, and that the Firaxis way is entirely acceptable - but attention to details like that certainly impresses me. You've probably already found that it's a little annoying to see another artist do sloppy work, so this is good.
Ooh. I LIKE that logo. That's lookin' ready to sign.Thanks, I found it doing a google image search for "Art Deco Logo" with advance search set to find PNGs, since I was tired of having to deal with jpeg artifacts. The original logo read "Knowtropolis", but the Apollo logo works amazingly well.
Those bases would be improved by more shading in the back half - a little tedious, but not difficult, to do subtly.Hmmm how would I go about doing that?
That sounds great. It's a pretty basic concept/ideology, and not quite where any faction I'm aware of is coming from - these guys would natural allies of the UN and the Drones, I think.Definitely friendly to the Drones as well as to the Data Angels, and to an extent to the UN. In this faction pack they're pitted potentially against the Colonial Authority, who are designed to have a preference towards Police State politics.
I'll try to think of something along those lines.
That's kind of hilarious, because one of my factions, The Sons of Oceanus, is a faction based on the pursuit of happiness and luxury, or essentially "The 1% Faction."What are their stats, out of curiosity?
The leader and her prime citizens have themselves cloned and the clones form up the majority of the population and they slave away so that their original masters live like gods.
And their symbol, them being aqautic (among other reasons) is an octopus.
Can you tell that the leaderhead is hispanic?
Genome Syndicate graphics complete!NICCCEE.
Bases are again from Anno 2070.
I'd say the problem is all the tan color - have you tested to see how it looks in-game?I feel the same. What color would you suggest? Blue? That's their faction color.
Jarl. Do take care of yourself, okay?
Interesting fact I discovered during my initial tests: The "Convoy Resources" command is tied to Industrial Automation, so if you give a faction a Supply Crawler at the start of the game without having that Tech, it's useless!
A ha! Very clever. I'll try that out.Interesting fact I discovered during my initial tests: The "Convoy Resources" command is tied to Industrial Automation, so if you give a faction a Supply Crawler at the start of the game without having that Tech, it's useless!
My testing suggests that is not true. What may be confusing you, though, is that the "Convoy Resources" command is tied to the crawler's home base; if it is independent (which all starting units are) it's useless until you assign it a home base.
A ha! Very clever.
All results seem fairly fitting, I guess the Technos having a poor start due to the Morale should be no surprise. Most of their bonuses are geared towards the long term. And yea, PS/Planned giving only -1 effic must be nice.When you combine it with Knowledge it's a net 0 for Efficiency, which is pretty amazing actually. I was really struggling until I unlocked Cyberethics and now I'm steamrolling Joaquin.
As for Genome, perhaps making their bio labs depend on the tech for bio labs would slow them a fair amount? And/or making them get fewer bonus talents, maybe Talent: 5 or 6? Alternatively, leave those and drop morale to +1?I'll try playing as the Genarchs before I nerf them. I think the Authority may need a buff though, they seem to have a real hard time getting started. That may just be the AI not knowing how to play them though.
FREEFAC is the one which requires tech (FACILITY does not), now we have a handy reference: http://alphacentauri2.info/wiki/Faction.txt_editing_guide (http://alphacentauri2.info/wiki/Faction.txt_editing_guide) :)Actually you are correct! My mistake. It's still not hurting too badly though. I imagine the omniscent AIs that manage the Technocrat government are steaming at trying to compensate.
And that's surprising about it getting 0 effic.. I'd have expected it to go like: -2 (Planned) -2 (PS) +1 (know) +1 (faction)=-2, then halve that number to get -1 still?
In other matters, the Leviathan running Democratic and Planned is hilariously awesome, but on higher difficulties the drones are just completely unmanageable.
Sounds like you had fun! So is it your opinion that I need to tone down their trading abilities?ehh... for human V human play, you often have a lot less trading ability, and they do miss out on Planned/would have a very hard time if they started next to an aggressive faction.. In the hands of humans they're probably pretty top-notch against AI if you play it right, but then again AI generally are not too much of a problem.. I'd need more testing to be sure if they're too strong. I like the playstyle though, especially how strongly it encourages peace. In an entire game to Transcendence I had only one actual war (vs Pilgrims), plus a quick battle taking over the Apollo HQ by dropping some captured MWs off next to it forcing them to surrender for more sweet commerce. At all other times I was pacted or treatied with everyone.
Sounds like you had fun! So is it your opinion that I need to tone down their trading abilities?ehh... for human V human play, you often have a lot less trading ability
The Leviathan's police penalty is serious on transcend, but at lower difficulties it's not nearly as big of a deal, whereas their growth and Hab Complex bonus is. If I just wrote these factions for Transcend then they wouldn't be as balanced below that, seeing as Transcend is sort of its own monster compared to Thinker.
The Leviathan's police penalty is serious on transcend, but at lower difficulties it's not nearly as big of a deal, whereas their growth and Hab Complex bonus is. If I just wrote these factions for Transcend then they wouldn't be as balanced below that, seeing as Transcend is sort of its own monster compared to Thinker.
You could give them NODRONE, 1 or something, that can work for starting POLICE SE at or below -2
Looks like a typo.Most likely, parser, as far as I know, takes only one argument there. But SMACX can surprise after so many years.
Okay :). I'll see about making a full set of comments on current balance and other things next time I have internet and time. Main specific I remember is fixing Satori's morale to be a SE penalty to avoid the elite bug.Yeah I noticed that. The trouble though is that the Technocrats already have that penalty.
^+25% Bonus when attacking enemies, from strength of convictions.
^+1 PLANET: {Believe that Planet must be protected}
^-1 INDUSTRY: {Weak industrial base}
^+1 minerals in fungus squares
^All units gain Hypnotic Trance ability upon discovery of Secrets of the Human Brain
^Does not suffer negative social effects from Fundamentalist Politics: {Modern religious movement}
^{May not use Free Market Economics in Social Engineering.}
^-2 GROWTH: {Exacting population control}
^+2 MORALE: {Elite field operatives}
^1 additional talent for every 4 citizens: {Gene enhanced workers}
^Free Recycling Tanks at every base
^Free Biology Lab at every base with discovery of Centauri Empathy
^{May not choose Fundamentalist Politics}
^-1 SUPPORT: {Resources diverted to economic ventures}Closest parallel in the official factions would be Morgan, but these guys are way more extreme traders. Their ability to field an actual army is downright abysmal, but if they can get a few pacts their income is incredible. Super vulnerable unless they have allies to feed their trade and use probes a lot, but also scary if they really get going.. I think overall it comes out reasonably. Dropping commerce to +2 may be a good idea, especially in human hands, but it's probably okay as-is. Two notable advantages for probing (-25% cost and 2% interest) plus one conditionally really great one (commerce) makes them probably the best probers in the game, despite their morale penalty.
^-25% cost for Probe Actions {Extensive espionage network}
^Units deployed with -2 Morale penalty: {Averse to direct combat}
^Energy reserves gain +2% interest per turn
^Incresed commerce rate: {Experienced traders and merchants}
^{May not use Police State Politics.}
^+1 RESEARCH: {Focused on scientific advancement}I like the technos a lot. They're well balanced, fun to play, and have a sound philosophy. The only negative I could remotely point at them is their similarity to the University in values, but there's enough difference in fundamental aims to make that not a big deal (Uni wants to know for the sake of knowing, mostly science, Techno wants to know to make humans lives better through, mostly technology). Fun SE choices.
^+1 EFFIC: {Society regulated by artificial intelligence}
^-2 MORALE: {Reliant on technology rather than training}
^Free NETWORK NODE at every base
^Hab Complex requirements tightened to Size 5: {Digital infrastructure prioritized over civic}
^EFFICIENCY penalties reduced by half: {Computer assisted government}
^{May not use Power Values.}
^+1 Growth: {Populist movement gathers supporters}Interesting faction.. Quite a few notable bonuses (growth, hab, offense, MC immune), but two potentially crippling disadvantages (FM is horrible with -10 Police and -6 Planet, and weak police+no PS). I *think* the fact that the growth/hab advantages make the police issues a huge problem may make it relatively fair, but I could see this being a monster in human hands. I'm tempted to suggest dropping one advantage, but this is a tricky one to judge without playing a few games with it. Likely not overpowered without heavy optimization (like rehoming to a Punishment Sphere/all specialist base which is crawled a lot of mins), so probably fine for single player games at least.
^-2 POLICE: {Distrust of law enforcement}
^+15% Offense: {Activists willing to fight for cause}
^Can exceed Hab Complex requirements by 2
^Bases and Units cannot be Mind Controlled: {Strong willed followers}
^Suffers double penalties from Free Market Economics
^{May not choose Police State Politics}
^+1 SUPPORT: {Well funded military}hmm.. I think these guys will struggle a bit. They're not exactly weak, being able to get +3 support is good and +15% def/NLM on everything later is cool. However, they are definitely not builders thanks to those hurry and research penalties, exploring also kinda sucks with -1 Planet and expensive/normal morale units, and worst of all they can't really rush that well. I mean, it's not going to be the worst rush (+1 support is eh until you get fundy or power, though defense boost is fun), but it's also not going to be a great rush because units cost more, you lose more to worms, are likely behind on research, and your main advantages come either too late or are just not important enough early on to offset the problems. Altogether this leaves them as a faction who won't die very quickly, but they also don't excel at anything other than being fairly resilient against rushes... which is not that great. I think you could potentially drop their biggest penalty (hurry cost) and end up with a still perfectly fair, and much more fun, faction. Maybe set it to 110%.. but maybe it can just go. It does not fit the flavor that well either.
^+1 POLICE: {Strict legal system}
^-1 RESEARCH: {Resources divereted to military spending
^-1 PLANET: {Unconcerned with preserving native ecosystem}
^All units gain Non-Lethal Methods upon discovery of Intellectual Integrity
^+15% Defense: {Heavily equipped security forces}
^125% Hurry Cost: {Manufacturing neglected due to enlistment}
^+1 INDUSTRY: {Well motivated work force}mm.. two powerful bonuses with good synergy (hurry and Ind), plus a handy bonus supply crawler at start (superfast SP potentially). But nothing else positive, and all three penalties work together to frustrate you with effic+bdrone+drone problems. It's a fairly novel combination, but I think likely to be close to balanced. AI may struggle with drones though, and lategame efficiency will be nightmarish.
^-1 EFFICIENCY: {Internal economic competition}
^Free Supply Crawler at Planetfall
^Extra Drone per 3 Citizens: {No social safety net}
^85% Hurry Costs: {Fully staffed factories}
^{May not choose Green Economics}
Sorry for the delay, my internet was terrible and inconsistent where I was staying last and I knew this would take a while (on the plus side, the Taj Mahal is pretty cool). A new thread could be a good idea, up to you. Let's review the factions for balance.My thought process on their bonuses is cutting them to +1 Morale and taking away one of their two free facilities. My main problem is figuring out which one. Bio Labs is the easier one to go with, since they need to reach the requisite Tech first, and Tanks is the more useful of the two, but the problems are a.) it's harder to justify thematically than Bio Labs, which fit their characterization better, and b.) between that and the Talent bonus it makes them somewhat similar to the Peacekeepers. Tentatively, I'll go with keeping the Bio Lab and seeing how it impacts their performance.
Genome
These guys are potentially quite dangerous at all stages of the game. -2 growth hurts, especially a human going for pop boom, but even aside from the Morale boost which is a seriously underrated advantage (less so super late game, but being able to explore safely and win wars early is huge) they've got something great for every important part of the game. Right near the start those Rec Tanks are amazing. A little later that bonus Talent per 4 pop means you can delay building drone control facilities and/or invest less in psych, which is a pretty huge deal. Then when those advantages starts being a bit less significant in mid game Boom! Free Bio Labs for turbo research.
Balance: I don't think any one part of this is too much, but the combination of four good to great advantages, countered by only one bigish disadvantage (no fundy is irrelevant) looks like it needs something changed.
Balance suggestions:
Morale to +1: +2 morale is a bigger deal than I'd initially thought, look at sparta which takes a -1 Ind penalty and has this as its only major advantage.
If that's not enough (and it seems like it probably won't be), maybe give them some other mid level penalty? I'm not seeing amazing fits thematically, but possibly -1 Support (Resources invested in biomed at bases are not available for troops) or -10% energy interest (available funds poured into research). A smallish hurry penalty could be a good option, but still a bit hard to justify.
Flavorwise.. I think I like them more than most people will, but I'm pretty heavily biodeterministic over populations as a whole (did you know that levels of automobile lead emissions were found to explain 90% of the variability in violent crime in America? or having adequate iodine during pregnancy gives ~15-20 IQ?). If there was room, I'd love to expand them to more than just genetics, be more about optimizing human biology in general (e.g. performing mass-trials of different diets/nutrients on their population, experimenting with lots of different cognitive and physical performance enhancing drugs, iterated embryo selection, doing psychological/developmental research on every child and learning how to bring up basically everyone well-adjusted+intelligent). I think there's a lot of potential here, and they are (by my interpretation) supporting a pretty justifiable philosophy, there's just not enough space to explore/explain it fully in only the one faction quote. Maybe some tweaks to various parts of the faction to show this off would work?
Flavor suggestion: Swap out some references to genetics for general "make human biology work better with science" stuff.
SatoriI'm making that change, along with a matching change to the Technos, seen below.
Closest parallel in the official factions would be Morgan, but these guys are way more extreme traders. Their ability to field an actual army is downright abysmal, but if they can get a few pacts their income is incredible. Super vulnerable unless they have allies to feed their trade and use probes a lot, but also scary if they really get going.. I think overall it comes out reasonably. Dropping commerce to +2 may be a good idea, especially in human hands, but it's probably okay as-is. Two notable advantages for probing (-25% cost and 2% interest) plus one conditionally really great one (commerce) makes them probably the best probers in the game, despite their morale penalty.
Oh, and that bug with Morale is kinda weird. I know you'd rather avoid doubling up on -2 Morale SE, but imo you should either do that or give a justification in the datalinks thing for your starting units being elite.
Possible changes:
Commerce to +2 - but probably fine as-is.
Flavor: I know you're not super happy with this one as-is.. one possibility would be to make it more family-focused? As in, the Satori family sets their members up as leaders/important advisors of lots of important businesses/organizations in both their own faction any anyone who'll sign treaties/pacts with them, by buying up/bribing/maybe a bit of blackmail and/or assassination when the opportunity arises (fits perfectly with the Probe angle). They then use this influence to get themselves the best contacts, and support each other/push out competitors (fits perfectly with the commerce/interest angle). Unlike Morgan who does similar things but believes in capitalism, the family believes in supporting the family and accumulating power. Their low level followers would be largely unaware of this side, and just think they're in with a group of exceptionally skilled traders/business people, but not be particularly committed to the cause so be unwilling to go die in a war (fits perfectly with negative morale and support).So play up the espionage angle more then.
Also, typo on "^Incresed commerce rate".
TechnosReflecting the change to the Satori SE, I'm switching their -2 Morale to -2 Support, on the grounds that military spending is diverted to R&D, pretty much the inverse of the Authority.
I like the technos a lot. They're well balanced, fun to play, and have a sound philosophy. The only negative I could remotely point at them is their similarity to the University in values, but there's enough difference in fundamental aims to make that not a big deal (Uni wants to know for the sake of knowing, mostly science, Techno wants to know to make humans lives better through, mostly technology). Fun SE choices.
Balance suggestions: None. They're good.
LeviathanActually, if you think about Penalty: Free Market, it's not that bad of a penalty for the Leviathan. Consider the following:
Interesting faction.. Quite a few notable bonuses (growth, hab, offense, MC immune), but two potentially crippling disadvantages (FM is horrible with -10 Police and -6 Planet, and weak police+no PS). I *think* the fact that the growth/hab advantages make the police issues a huge problem may make it relatively fair, but I could see this being a monster in human hands. I'm tempted to suggest dropping one advantage, but this is a tricky one to judge without playing a few games with it. Likely not overpowered without heavy optimization (like rehoming to a Punishment Sphere/all specialist base which is crawled a lot of mins), so probably fine for single player games at least.
Balance suggestions: Could drop one advantage, but it's probably not necessary/may make it too annoying to play.
AuthorityInternally I'm already boosting their support to +2, which I think will be a big help, but removing the Hurry penalty may either or also be necessary. What do you think?
hmm.. I think these guys will struggle a bit. They're not exactly weak, being able to get +3 support is good and +15% def/NLM on everything later is cool. However, they are definitely not builders thanks to those hurry and research penalties, exploring also kinda sucks with -1 Planet and expensive/normal morale units, and worst of all they can't really rush that well. I mean, it's not going to be the worst rush (+1 support is eh until you get fundy or power, though defense boost is fun), but it's also not going to be a great rush because units cost more, you lose more to worms, are likely behind on research, and your main advantages come either too late or are just not important enough early on to offset the problems. Altogether this leaves them as a faction who won't die very quickly, but they also don't excel at anything other than being fairly resilient against rushes... which is not that great. I think you could potentially drop their biggest penalty (hurry cost) and end up with a still perfectly fair, and much more fun, faction. Maybe set it to 110%.. but maybe it can just go. It does not fit the flavor that well either.
Balance suggestions: Reduce the hurry penalty to 110% or drop it entirely. These guys could use a boost.
Flavor: Yea, this is a faction which could get traction on Planet. Again, it'd be nice to be able to expand on them more, but oh well. A bit similar to sparta in how they'd be run, but different founding philosophy/playstyle so it's fine.
ApolloI've already made the change of Drone/4 internally, which will be in the next Beta Pack.
mm.. two powerful bonuses with good synergy (hurry and Ind), plus a handy bonus supply crawler at start (superfast SP potentially). But nothing else positive, and all three penalties work together to frustrate you with effic+bdrone+drone problems. It's a fairly novel combination, but I think likely to be close to balanced. AI may struggle with drones though, and lategame efficiency will be nightmarish.
Balance suggestion: Switching to extra drone per 4 citizens may be better, but either way should be okay.
Flavor stuff makes sense, but only if you have a background knowledge of objectiveism. Which you can probably assume from AC players luckily :).
My thought process on their bonuses is cutting them to +1 Morale and taking away one of their two free facilities. My main problem is figuring out which one. Bio Labs is the easier one to go with, since they need to reach the requisite Tech first, and Tanks is the more useful of the two, but the problems are a.) it's harder to justify thematically than Bio Labs, which fit their characterization better, and b.) between that and the Talent bonus it makes them somewhat similar to the Peacekeepers. Tentatively, I'll go with keeping the Bio Lab and seeing how it impacts their performance.Okay. Thinking more, I like the idea of hurry penalty (110%-120%?) quite a lot from a mechanics perspective, and authority may well lose theirs, so consider that too if fiddling with facilities does not do what you want.
That's some great input on their characteristics. I'll give that some thought, as I have some ideas on that front, including a better name than "Genome Syndicate."
So play up the espionage angle more then.Essentially, plus some "the only ones you can trust are the family" stuff. An organizational setup a bit like the modern day yakuza, who have a significant amount of legitimate business under their control and do pay some attention to PR (e.g. helping out in disasters), but also more than dabble in mildly to moderately illegal things for profit (drugs, prostitution, extortion), while making themselves too well integrated/not causing enough visible trouble for authorities to step in.
The difference between Satori and Morgan can be summed up to "Morgan sees Power as a means to accumulate Wealth; Satori sees Wealth as a means to accumulate Power." I can work with this.
Reflecting the change to the Satori SE, I'm switching their -2 Morale to -2 Support, on the grounds that military spending is diverted to R&D, pretty much the inverse of the Authority.I'm not sure about this.. -2 support is really nasty because it drastically weakens one of the best SE options in the game: Democratic. Admittedly the technos are not as synergistic with demo as most due to robust effic, but still. -4 Support means every unit costs 2 minerals to support. Even at times of peace, that's a huge deal just in terms of terraformers and the odd defender. Take a conservative 1-2 defenders, one exploration unit, and three terraformers for a mid-sized base. That's 10+ minerals per turn per base, without trying to build an army. Even a tiny base with one defender and one former loses 4 minerals, when its income is probably only 3-5.
Actually, if you think about Penalty: Free Market, it's not that bad of a penalty for the Leviathan. Consider the following:Planet actually does have negative effects beyond -3, it has a 10% penalty per stage reduction (see my handy SE effects table linked above), so at -6 levi would face a -60% penalty vs native combined with very high eco damage. Aside from struggling with natives (poor formers don't have a chance), other factions could easily exploit this if they ever went to war. Fighting expendable captured troops with -60% against +20% just because they went green is scary. FM is not unusable for them, but it comes with fairly significant costs.
- Free Market already carries the maximum penalties for Police and Planet, barring any mitigating bonuses
- The Leviathan's anti-ideology is Police State, which is the only source of +Police outside of Future Society choices or Secret Projects
- The only reliable source of +Planet apart from Future Society is Green economics, so it's impossible to mitigate a -6 Planet anyway until that point.
So frankly I don't think Penalty: Free Market is that much of a punishment beyond what Free Market normally incurs. I'm not really sure where that leaves the Body.
Internally I'm already boosting their support to +2, which I think will be a big help, but removing the Hurry penalty may either or also be necessary. What do you think?It'll help, but I don't think all that much. +1 support is great because it lets you hit the magic +3 (support up to base size free) with just one SE change (fundy or power), the difference between that and starting with +2 means: +1 mineral per base per turn if and only if you have 4+ units which need support, and don't have power or fundy. It's a help, but not a huge deal and won't let them rush well enough to compensate for builder issues. I'd suggest robust industry over that, which would let them run Power much more easily than anyone else and fits pretty nicely with their flavor. Even with robust ind, I'd still suggest at least reducing their hurry penalty a bit, if not dropping it.
I've already made the change of Drone/4 internally, which will be in the next Beta Pack.Okay :)
Consider this though: at +2 Support, the Authority also has the option of running Democratic with net zero penalties. Does that count for something?Internally I'm already boosting their support to +2, which I think will be a big help, but removing the Hurry penalty may either or also be necessary. What do you think?It'll help, but I don't think all that much. +1 support is great because it lets you hit the magic +3 (support up to base size free) with just one SE change (fundy or power), the difference between that and starting with +2 means: +1 mineral per base per turn if and only if you have 4+ units which need support, and don't have power or fundy. It's a help, but not a huge deal and won't let them rush well enough to compensate for builder issues. I'd suggest robust industry over that, which would let them run Power much more easily than anyone else and fits pretty nicely with their flavor. Even with robust ind, I'd still suggest at least reducing their hurry penalty a bit, if not dropping it.
eh, the difference between -1 and 0 Support works out as one mineral per base per turn. It's not nothing, especially early on, but by the time you've got Demo as a faction with research issues a lot of your bases are probably big enough that this is not an immense difference. It'll help for sure, but it seems unlikely to be a big enough attraction to want to play as them, especially since +25% hurry cost will often slow your production by about as much as those few minerals help. Being able to hit +3 is great because you jump from supporting 4 to 7 (later 14) in one go (potentially +3 to +10 mins per turn per base). -4 is horrible because it straight up doubles support costs. All the other changes are somewhat noteworthy, one mineral per turn per base is cool, but not spectacular.Good input; what I'm getting from that is that +2 Support on its own isn't a huge boost because there's no benefit to having higher than +3 Support; conversely this means that while there's no major benefit, raising it to +2 won't significantly unbalance them either when taken along with removing their Hurry penalty. Which is what I'm going to do. That should make them more fun to play, since currently they are kind of a slog though quite good at higher difficulties thanks to their Police ratings. One of the test games I ran with the Authority was on Thinker, and they performed very well except for the fact that they were playing second banana to the Technocrats past the early game. I just couldn't catch up to them, even as my territory continued to expand via Conquest.
And transhumanism is a very big subject of debate as well; of course lots of the arguments against it stem from economic disparities- the rich would monopolize transhumanist clinical immortality procedures, rule forever etc.I'm actually glad that you pointed that out. The primary theme of this faction set is for each to provide its own answer to the question "Who and what should determine the future of humanity?" In that sense, all seven factions are transhuman, but in a different way.