Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: ete on September 21, 2013, 03:22:02 PM

Title: Lets make some aquatic factions
Post by: ete on September 21, 2013, 03:22:02 PM
Currently there are four custom factions (plus 13 aquaticized versions of official ones, and the pirates).
http://alphacentauri2.info/wiki/Planet_Freight%E2%84%A2 (http://alphacentauri2.info/wiki/Planet_Freight%E2%84%A2)
http://alphacentauri2.info/wiki/Bree (http://alphacentauri2.info/wiki/Bree)
http://alphacentauri2.info/wiki/The_Atlanteans (http://alphacentauri2.info/wiki/The_Atlanteans)
http://alphacentauri2.info/wiki/Procyon_Consortium (http://alphacentauri2.info/wiki/Procyon_Consortium)

And that's it.

I'd like to have more to play with, shall we make some?

Some ideas
Mechanics:
A faction with free Repair Bay and Carrier Deck
A faction with free AA (stops humans running over AI so easily once you get air)
A faction with a significant (+2/+3) FungMins bonus, but no other fungus bonus (Free Bio Lab+Brood Pit for actually scary natives early?)
A faction with Impunity Power
Some factions with free Deep Radar (it's free anyway at sea, but they don't clog up their ability slots if it's from faction power)
Faction with Slow Unit imposed on all units as a penalty (on land would make someone just never use rovers, at sea it's different). Likely combined with significant combat bonus, like Morale or Offense.

Flavor:
Title: Re: Lets make some aquatic factions
Post by: ete on September 21, 2013, 03:34:20 PM
Maybe combine a few of these elements.. One faction could be a native faction with:
http://alphacentauri2.info/wiki/Centauri_Meditation (http://alphacentauri2.info/wiki/Centauri_Meditation) (start with IoD production)
+2 FungMins bonus
Free Bio Lab+Brood Pit for actually scary natives early and nice bonuses

Maybe a growth or hurry penalty?
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 21, 2013, 03:39:18 PM
I make a SMAC version of my LE pirates sometime, but I suppose that didn't count. :)

I'd agree more watery ones would be good. I know NN wanted to make some but I don't know if we ever got them.
Title: Re: Lets make some aquatic factions
Post by: JarlWolf on September 21, 2013, 06:23:38 PM
In my custom faction pack I got my crazy cloning faction, if you want to take a look.
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 06:14:26 AM
Playing an aquatic game with pretty much all the aquatic custom factions I could find (Kilk, could you link me?). I've got all the ones in the OP plus Jarl's cloning faction, along with aquatic Cult and Hive. Seems pretty fun and very different so far. Playing as these guys: http://alphacentauri2.info/wiki/Planet_Freight%E2%84%A2 (http://alphacentauri2.info/wiki/Planet_Freight%E2%84%A2) turns out penalty Demo AND -1 Support is pretty crippling (-5 support makes each unit cost 2 mins, urg), but Doc Int at the start is nice as is trading. Social engineering is just really annoying though. I settled on PS/Green and building Creches everywhere which.. works. I miss Planned, but without demo to cancel the effic and with spread out bases it's kind of bad.

So far no one's been eliminated, and there's a whole lot more intermingling of territories. Have been trying to keep humans united to trade, but it's hard sometimes, especially given that I don't want to fight Bree early and a load of other people do.
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 22, 2013, 06:20:04 AM
Reuploaded for you now. :)

Glad you're having fun though :D

EDIT: I threw both the G and PG versions of the main pcx in the zip, so just use whatever you prefer.
Title: Re: Lets make some aquatic factions
Post by: JarlWolf on September 22, 2013, 07:17:25 AM
(http://i1128.photobucket.com/albums/m494/JarlWolf/AARalready_zps1e0a11f9.png)

 :danc:
Title: Re: Lets make some aquatic factions
Post by: ariete on September 22, 2013, 10:34:56 AM
@jarl wolf : you already have the acquatic version of your comrades fac (cool presentation poster), i remember the role of russian marines in sebastopoli siege and crimea battles ... mmmm .... i'm getting one thing in mind, i'll tell you

@ete : i found the graphics of network node facs could be good 13 years ago ... maybe ...
i'm working on my last 7 custom facs set and inside there are 2 acquatic facs, one alien and one human. i report below the link for BAY COMPANY and PIRATE HORDE txts (i've already the graphics files for both but i'm waiting some inspiration from the outside, if anyone give me, i don't want influence anyone about tips on the logo or leaderhead)
http://alphacentauri2.info/index.php?topic=1257.225 (http://alphacentauri2.info/index.php?topic=1257.225)

Title: Re: Lets make some aquatic factions
Post by: ariete on September 22, 2013, 10:53:10 AM
ete i'm courious to see the 13 aquaticized versions of official nautilus pirates but i don't found them in wiki. instead i saw you put navy federation, storm confederation, ... my previously set of facs, not properly finished, indeed abandoned, maybe it can help to inspire someone.

however in navy federation i had put free ability marine detachment for which i do not know why it appeared also to ground units
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 02:15:15 PM
Kilka: Okay, will add to my collection.. though the name conflict with the official faction is going to be annoying.

Jarl: It's a pretty fun game but... I'm off for a week tomorrow, and AARs delay it enough that I'd almost certainly not finish the game before I go. Maybe I'll do another aquatic game and do a brief AAR.

ariete: Do you have a download link? And it's not 13 pirates, it's the OTHER 13 official factions made sea based.
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 22, 2013, 02:43:38 PM
They are called "Blackband's Pirates", outside of the zip. :) Their filename is blackband.

Could be a fun collection to have once it's done. :D
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 03:09:48 PM
Okay, got 'em. And yea, aquatic games are.. really different. Units move a lot faster to start with, and unlike normally when you play as pirates you can actually defeat people with pure naval power. I have a feeling that air power would be significantly less vital for war in this kind of a game, especially with marine detachments available to steal ships and formers (<3 stealing those expensive formers). Lack of roads is kind of weird , you can't be much more mobile than your attackers so defending should be actually a challenge. IoD captures are very important since units are expensive, but I've not got many this game despite +3 Planet (nexus+green) oddly.

No serious mineral squares, the best around are 2 nut/4 min with mineral bonus, bumped up to 3/5 quite late with facilities. But both Nuts and Eng are plentiful with a 3 nut/3 eng (+1 min) square being easy to get pretty early on, and bumped to 4/1/4 with the earlier two facilities. Unlocking nut and eng restrictions seems like the core focus early, and before that nut and eng squares are massively important since they take a square from 2/1/2 to 5/1/2 or 2/1/5.
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 22, 2013, 03:27:13 PM
Interesting. :) In my game, oceans are great for minerals rather than energy. Sounds like it'd be a fun way to play, without air power being such a presence. Of course AA Escort vessels would still be required.
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 05:22:51 PM
mhm, and yea it makes a nice change. Air power is still great of course, but the fact that you've got a ton of mobility from the start makes earlier aggression much easier and I would imagine in Human v Human forces a lot more static defense.. perhaps making air power more important for a defender than an attacker, since otherwise keeping spread out cities (since special resources are so vital to growth/tech/building early on, you can't just stick everything in one place) with no roads defended is hard.
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 05:25:51 PM
Also: Graphics request:
http://alphacentauri2.info/wiki/Planet_Freight%E2%84%A2 (http://alphacentauri2.info/wiki/Planet_Freight%E2%84%A2) could someone make the land bases for this one look less like a puddle of water (remove water and splash effects), and give them perims/tachyons? Download them along with the others here: http://alphacentauri2.info/index.php?topic=4221.0 (http://alphacentauri2.info/index.php?topic=4221.0)
Title: Re: Lets make some aquatic factions
Post by: Buster's Uncle on September 22, 2013, 05:29:00 PM
I'm having a dull morning so far.  If no random events trigger to interfere, I'll have a look and see what I can post for you.

If Jarl doesn't show up and beat me to it, that is.

Pretty logo.  Is this an NN faction?
Title: Re: Lets make some aquatic factions
Post by: JarlWolf on September 22, 2013, 05:49:36 PM
Looks like the solution for this one would simply be to erase the top ones and inject the bottom ones, edit out the ships+water breaching the structures, and maybe put in rovers/supply crawlers over transport ships.
Title: Re: Lets make some aquatic factions
Post by: Buster's Uncle on September 22, 2013, 05:54:28 PM
Here's the .pcx if you're looking for something to do...
Title: Re: Lets make some aquatic factions
Post by: JarlWolf on September 22, 2013, 06:02:08 PM
I'll see what I can do, probably won't be able to work on it extensively at the moment though, im heading to sleep soon.

Will work on it when I wake though.
Title: Re: Lets make some aquatic factions
Post by: Nexii on September 22, 2013, 07:09:11 PM
Has anyone released an all aquatic faction pack (that's reasonably balanced)?  I think this would be fun to play
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 07:19:32 PM
Looks like the solution for this one would simply be to erase the top ones and inject the bottom ones, edit out the ships+water breaching the structures, and maybe put in rovers/supply crawlers over transport ships.
Yup, that's what I was thinking too. Plus add in base defenses, using the default ones is fine.

Has anyone released an all aquatic faction pack (that's reasonably balanced)?  I think this would be fun to play
There was a waterworld pack on the network node site, but it has apparently been lost to the mists of time.. perhaps some veteran has it hanging around in their filing system, but I've not got a copy yet. Other than that, not much. So let's fix that.
Title: Re: Lets make some aquatic factions
Post by: JarlWolf on September 22, 2013, 07:33:11 PM
Looks like the solution for this one would simply be to erase the top ones and inject the bottom ones, edit out the ships+water breaching the structures, and maybe put in rovers/supply crawlers over transport ships.
Yup, that's what I was thinking too. Plus add in base defenses, using the default ones is fine.

Has anyone released an all aquatic faction pack (that's reasonably balanced)?  I think this would be fun to play
There was a waterworld pack on the network node site, but it has apparently been lost to the mists of time.. perhaps some veteran has it hanging around in their filing system, but I've not got a copy yet. Other than that, not much. So let's fix that.

!
You want vanilla defences for these? *Shudders in antagonizing pain* I think a braincell just died...

I'll see what I can do there but vanilla defences drive me absolutely nuts trying to make them work. It's why I don't use them in my own custom factions. I'll do the cleanup thing for the land bases but I seriously don't want to touch the defences if you want vanilla style  ;lol
I apologize its just doing vanilla defences really kills my patience. I'll do everything else but that. I'll even throw in a a bottle of scotch on the side of the page.
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 07:37:22 PM
If you're not keen on working with default defenses then doing the rest of the cleanup would still be great, perhaps someone else will throw the defenses on? BU? Sigma?
Title: Re: Lets make some aquatic factions
Post by: ariete on September 22, 2013, 07:38:05 PM
Has anyone released an all aquatic faction pack (that's reasonably balanced)?  I think this would be fun to play

i agree, it could be done. i could share the 2 factions.

@ete : about my previous facs (navy federation, storms conf....) i've deleted files on my pcs and on hosting account but i'm sure to leave some copies of my old work to kilkakon, rymdolov and to you too.
Title: Re: Lets make some aquatic factions
Post by: Buster's Uncle on September 22, 2013, 07:39:28 PM
I'll bat cleanup if Jarl posts what he's done. 

The fences WILL be a pain around those multipart bases...
Title: Re: Lets make some aquatic factions
Post by: Buster's Uncle on September 22, 2013, 07:48:19 PM
-Funny; it was Jarl wanting to do an aquatic scenario that led to Kil and I spending a lot of time looking for aquatic factions, that led to me posting an appeal for someone to take on an indexing project that ete took up, which leads us full circle here...
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 07:54:12 PM
Possibly ariete, could you create wiki pages for your factions? http://alphacentauri2.info/wiki/Template:FactionInfoBox (http://alphacentauri2.info/wiki/Template:FactionInfoBox) will help.

Excellent, BU and Jarl teamwork :)

And Kilka, do you have a download package of all the SMAXed versions of your factions? I'd like to add them to the big factionpack.

And yep BU :). Plus the stage of me getting interested in faction creation, and the whole loop of AARs becoming more popular also leading me to be interested in trying an aquatic AAR. And wanting to make a balanced MP aquatic map.

And I'm not sure if PF is a NN faction, but I think it is.
Title: Re: Lets make some aquatic factions
Post by: ariete on September 22, 2013, 08:13:32 PM
Possibly ariete, could you create wiki pages for your factions? http://alphacentauri2.info/wiki/Template:FactionInfoBox (http://alphacentauri2.info/wiki/Template:FactionInfoBox) will help.


right but they aren't finished yet. i'm waiting some helps in txts. however, no doubt i will use the link when are definetly ready.
Title: Re: Lets make some aquatic factions
Post by: Buster's Uncle on September 22, 2013, 09:00:31 PM
Go ahead and post about what you already have while you wait - you can go back and edit later when all the factions are done.  ete will tidy up your English when he sees it...
Title: Re: Lets make some aquatic factions
Post by: ariete on September 22, 2013, 09:31:02 PM
excuse me uncle where i go to modify what i've edit in the link and upload pcxs and txts files?
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 09:31:48 PM
ariete: How about: you make the base wiki pages (just listing faction bonuses, no english needed), zip up a pack of text files, and I'll make a load of english fixes then send you back text files?
Title: Re: Lets make some aquatic factions
Post by: ariete on September 22, 2013, 09:40:06 PM
i left the empty fields where there aren't bonus, but then i found where upload the files. i went to see in wiki where modify it, so if you want i redo the form sent.
Title: Re: Lets make some aquatic factions
Post by: ariete on September 22, 2013, 09:43:18 PM
here those damned txts
Title: Re: Lets make some aquatic factions
Post by: ete on September 22, 2013, 10:05:24 PM
Almost with the wiki.. don't edit that page, copy the template code onto a new page. For example to make the Alien Horde page go to
http://alphacentauri2.info/wiki/index.php?title=Alien_Horde (http://alphacentauri2.info/wiki/index.php?title=Alien_Horde)
Click edit this page then paste the code in (remove unused bonus lines):

{{FactionInfoBox
|Faction=alien horde
|Text=horde
|Creator=ariete
|Artist=ariete
|Efficiency=-1
|Support=+1
|Planet=+1
|Psi=125%
|BonusTechs=2
|FreeTech=Applied Physics
|FreeTech2=Doctrine: Flexibility
|FungNutrients=+1
|FungMinerals=+1
|FungEnergy=+1
|Progenitor=yes
|Aquatic=yes
}}

Alright about text files, I'll go through that and make some fixes.
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 23, 2013, 12:28:08 AM
I have only made 3 SMAXised versions of them so far, mainly as my game has been unpopular so I didn't think there was any demand. Plus it seems silly to spend 3 years of my life making a game to only remake the same thing with a far reduced scope haha. But it's not impossible, just catch me on a good day when I am ahead of schedule.
Title: Re: Lets make some aquatic factions
Post by: ete on September 23, 2013, 12:44:29 AM
Okay, I was mostly wanting to collect up work you've done (existing SMAXed factions) since it falls into the scope of my faction collection project, not requesting you do extra work to convert more.
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 23, 2013, 12:47:08 AM
Ah right. :) I'll try to get onto that soon then. From memory my personal faction would need a new agenda.
Title: Re: Lets make some aquatic factions
Post by: Green1 on September 23, 2013, 01:18:09 AM
I have only made 3 SMAXised versions of them so far, mainly as my game has been unpopular so I didn't think there was any demand. Plus it seems silly to spend 3 years of my life making a game to only remake the same thing with a far reduced scope haha. But it's not impossible, just catch me on a good day when I am ahead of schedule.

Not really. Even if such effort was not the cup of tea of some of the lurkers and posters, your dedication and work has turned you into a modding bad ass. You can now because of Lost Eden do things with enough time to a game that other gamers can only dream about. This skill will carry over to this and any other game or board you wish to mod for. It will even carry into real life as you will understand more on how things in computer programs are set up more than the average user.

So... if you look at it that way, does it matter if a mod is on the order of sheer DLs of Fall from Heaven (Civ 4)?

My thing is, get you a real powerful engine like Civ V or Fallen Enchantress, get yourself a bunch of cool cats like us that have a better finger on the pulse of what the basement nerds like, you could at least put out something on the order of what Maniac or some of these other modders put out on CFC. Hey, yours works, Some of these cats on CFC put out some buggy stuff. You are a much better modder technically than even most of those on CFC. We get you a good concept, you would absolutely destroy them.

I liken it to Dwarf Fortress. Ever checked it out? It comes from a guy with a doctorate in mathematics who decided academia was not for him and decided to leave to live in a one bedroom ghetto apartment locked in with a computer and 20 cases of Monster energy drinks and live off donations. The simulation side of Dwarf Fortress is ambitious to enough to make AAA titles like Sim City look like a free to play kid's flash educational game. But, the guy will probably never hit it big. Why? He refuses to use modern UIs or let other nerds who are just as obsessed with AI, UI,or graphics touch his baby. But.. if he was to take that and iterate on it, he would be a powerful supervillian indeed. Coders are talented, but sometimes they get so good at what they do they get blind to what others really want.

I know, off topic. But when I see negativity from someone talented, I need to add positive perspective.
Title: Re: Lets make some aquatic factions
Post by: JarlWolf on September 23, 2013, 01:29:02 AM
That's quite an accurate statement. And I can tell you now Kilkakon, that the reason your mod isn't raging popular isn't the qaulity of it: It's the subject matter theme. Not everyone took to it, and does that mean its bad in itself? No. It was your idea, and its target audience is a small niche group and people who like to experiment. Like Green1 said: Take this as experience to other platforms and mods, and rock the world with it.
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 23, 2013, 01:46:35 AM
Well thank you guys. :) It's nice to get the personal vote of confidence at least. And yes I am weird, I think pokemon running around with foreskins is adorable, and most people don't, haha. Ah well. It only falls down on occassion because I like to share things with my friends which gets awkward in that subject area. But thanks.

It is true that I have modded everything. :| Oblivion, Dawn of War, skins for Minecraft, 3 different C&C games, Civilisation 2 (made a TC for that as well haha), SMAX, Heroes 3, etc.

Sorry to derail your thread ete mate. XD
Title: Re: Lets make some aquatic factions
Post by: JarlWolf on September 23, 2013, 02:22:35 AM
Here is the bases: I made land versions, and all you have to do is copy the entire thing, and paste on a blank pcx.

Someone else will have to do the defences.
Title: Re: Lets make some aquatic factions
Post by: Buster's Uncle on September 23, 2013, 02:36:56 AM
I'm on it.
Title: Re: Lets make some aquatic factions
Post by: Buster's Uncle on September 23, 2013, 04:50:50 AM
Those spread-out base elements were a pain! pain! pain! to fit fences around.

Let me know if this works.
Title: Re: Lets make some aquatic factions
Post by: ete on September 23, 2013, 12:29:05 PM
Looks good :). Thanks guys.

Edit: Tested, looks much better.. though the base defenses going all the way outside the ships makes them feel a bit too large. If you get bored maybe take a look at them in game and tweak? If not, it's still a large improvement.
Title: Re: Lets make some aquatic factions
Post by: ariete on September 23, 2013, 02:14:51 PM
Almost with the wiki.. don't edit that page, copy the template code onto a new page. For example to make the Alien Horde page go to
http://alphacentauri2.info/wiki/index.php?title=Alien_Horde (http://alphacentauri2.info/wiki/index.php?title=Alien_Horde)
Click edit this page then paste the code in (remove unused bonus lines):

{{FactionInfoBox
|Faction=alien horde
|Text=horde
|Creator=ariete
|Artist=ariete
|Efficiency=-1
|Support=+1
|Planet=+1
|Psi=125%
|BonusTechs=2
|FreeTech=Applied Physics
|FreeTech2=Doctrine: Flexibility
|FungNutrients=+1
|FungMinerals=+1
|FungEnergy=+1
|Progenitor=yes
|Aquatic=yes
}}

Alright about text files, I'll go through that and make some fixes.


ah ok ete i must delete the empty fields.

in zip i've posted yesterday, txts are not update to last version of few days ago, but on this link are them http://alphacentauri2.info/index.php?topic=1257.225 (http://alphacentauri2.info/index.php?topic=1257.225)
the problem is i reply on this forum with a pc is not the same with which i work the customize facs and i play smacx, so files can be older. then i'm on internet with a not proprely fast internet key and i can't be immediate in many things. then i don't speak good english. this just to disclose the difficult conditions in which i work here, almost like a second world because i fear that most peoples of the third world doesn't have the option of connecting. i can't do now a serious connection, costs are too expensive (then in italy is expensive everything). the only thing i can do is try to talk with you, so better my english. this last can fast my activity here. thank everybody (expecially the uncle) for patience always shown.


@Kilkakon you are discouraged by the fact that few people are interested in your mod, after all the subject is very, very particular. about the competence i don't know because i'm not an expert but, as jarl says, surely you've gained in experience, and then if you like play in this way this is the important reason and you achive your objective. what have you did for dawn of war???
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 24, 2013, 05:35:56 AM
My Dawn of War mod is about as big as LE, although I do not have a modelling crew so sadly it is illegal to release it (GW cease and desist all mods are not 100% original content). It's definitely my most popular thing as it is more mainstream. And yeah I know. I have trouble enough finding friends that agree with what I like and aren't perverted to the core as it is, let alone people who like what I do. :) But I'm learning my lesson and trying to not be bitter about it.
Title: Re: Lets make some aquatic factions
Post by: ariete on September 24, 2013, 12:09:55 PM
you have nothing to do with Imperial Guard Brothers in Arms?? or in your mega-mod there's something about it!!

i'm pervert, maybe not like you, but you have all my moral support for your sick depravity.
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 24, 2013, 12:16:44 PM
The mega mod has its own setting. :) I'd like to think sick depravity doesn't describe me.
Title: Re: Lets make some aquatic factions
Post by: ariete on September 25, 2013, 12:31:34 PM
describe me kilkakon, don't worry
Title: Re: Lets make some aquatic factions
Post by: ete on September 25, 2013, 12:40:46 PM
Anyway, back on topic, anyone got some ideas for interesting custom aquatic factions?
Title: Re: Lets make some aquatic factions
Post by: Buster's Uncle on September 25, 2013, 04:19:09 PM
...Another semi-NL faction, only with IoDs and/or Sealurks?
Title: Re: Lets make some aquatic factions
Post by: Sigma on September 25, 2013, 04:42:23 PM
Any +Economy aquatic faction has the potential to be kind of ridiculous, due to being able to collect very respectable energy from almost every single square on your bases, regardless of other circumstances. With that in mind a trader faction could be very powerful at sea.
Title: Re: Lets make some aquatic factions
Post by: Kilkakon on September 25, 2013, 04:51:57 PM
What about a water faction with free HQs and no free market? :)
Title: Re: Lets make some aquatic factions
Post by: Nexii on September 25, 2013, 05:02:57 PM
A Cthulu themed water faction.  Though I'm sure there's one out there somewhere.
+1 POLICE
+1 PROBE
-1 GROWTH
-1 RESEARCH
-50% probe cost
Impunity Fundamentalism
Aversion Democratic
Title: Re: Lets make some aquatic factions
Post by: Geo on September 25, 2013, 05:17:14 PM
Mmm... my old MP faction...

^+2 POLICE and +1 PROBE: {Loyal citizens of a distinct culture}
^-2 GROWTH: {Accidents for the unattentive in a hostile environment and birth control}
^{May not use Free Market economic choice.}
^Free Deep Pressure Hull ability with discovery of necessary technology.
^Terraform Bonus: {Drowning your opponents is an option}
^Bases need Hab Complex to exceed size 4: {Small bases difficult to discover}
^Enhancements may be built in ocean and trench squares with the discovery of Advanced Ecological Engineering: {Trained for life at sea}
^Bonus mineral from ocean shelf squares: {Culture and technology adapted for the ocean}

ATM I'm thinking of giving a free seaformer to start with.
Title: Re: Lets make some aquatic factions
Post by: Buster's Uncle on September 25, 2013, 05:31:16 PM
A Cthulu themed water faction.  Though I'm sure there's one out there somewhere.
The Cuthuloids of chuft's Lazymod.
Title: Re: Lets make some aquatic factions
Post by: ariete on September 26, 2013, 12:30:42 PM
my view, an acquatic fac, just because it's developed in sea, that has no boundaries and limits, will never have high levels of police: sea-peoples, properly for their atitudes, will have more ways to circumvent the limits and the laws.
Title: Re: Lets make some aquatic factions
Post by: Geo on September 26, 2013, 04:44:23 PM
my view, an acquatic fac, just because it's developed in sea, that has no boundaries and limits, will never have high levels of police: sea-peoples, properly for their atitudes, will have more ways to circumvent the limits and the laws.

Au contraire, my dear ariete. The sea may look endless, but the places where humans can dwell on, in, or under, are quite limited. Strict discipline is necessary to allow human beings to prosper in such circumstances. Even among pirates, Captain's word was Law.
Title: Re: Lets make some aquatic factions
Post by: ariete on September 27, 2013, 04:53:21 PM
The sea may look endless, but the places where humans can dwell on, in, or under, are quite limited. Strict discipline is necessary to allow human beings to prosper in such circumstances. Even among pirates, Captain's word was Law.

if we see that in an inside prospective it's true, we need control of peoples in those compressed space.
but in game i think to justify better this element in different way, with population bonus of 2 for example, so you need to build hab complex to upgrade to size 6.

the seamen nature is that of a spontaneity, fend somehow, and maybe also unscrupulous man. the sea is the place where acquatic fac derives its living / support, so you can't close the sea, you can't cut the wings to the crews traveling, because in the seamen mentality abounds altruism but also lot of individualism or better individualism of groups. How many captain were killed as a result of mutiny by own crews?

Title: Re: Lets make some aquatic factions
Post by: ariete on September 27, 2013, 04:58:34 PM
Any +Economy aquatic faction has the potential to be kind of ridiculous, due to being able to collect very respectable energy from almost every single square on your bases, regardless of other circumstances. With that in mind a trader faction could be very powerful at sea.

you find ... how can i justify the merchant culture of an acquatic fac, maybe set some bonus about commerce. not efficency because as i try to say previously ;) too heads sail in the seas.
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