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Author Topic: JarlWolf's Custom Factions  (Read 41549 times)

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Offline JarlWolf

Re: JarlWolf's Custom Factions
« Reply #150 on: September 29, 2013, 06:39:22 AM »
Very intelligent, pampered upper class with no responsibility of physical labour leaves a lot of time to think,
Possibly.  More likely, very intelligent, pampered upper class with no responsibility of physical labour leaves a lot of time to drink [intercourse]and fight.

-1 to police because they're overworked due to the above, and the upperclass can't be managed by mere cops who don't party with the leader?

Hrm. Possibly, but keep in mind they do have genejack facilities...

If I can fit that in though, I will. Keep in mind I have to give them doctrine flexibility as a starting tech, otherwise they'll be helpless and can't expand.

Let's review...


8 slots for it,

1. Doctrine Flexibility
2.Genejack factory
3.1+ Research
4.-3 Support
5. Pressure Domes
6.1+ Growth
7.Penalty to Democracy
8.Penalty to Green

Crap... think that be an issue... unless I remove 1+ growth and interchange it, but then they don't have a lot going for them unless I buffed research...

Further thoughts?



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Re: JarlWolf's Custom Factions
« Reply #151 on: September 29, 2013, 07:02:15 AM »
Yes.  I think my remark was very funny and you didn't laugh...


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Offline JarlWolf

Re: JarlWolf's Custom Factions
« Reply #152 on: September 29, 2013, 07:05:46 AM »
Yes.  I think my remark was very funny and you didn't laugh...


Oh I did, its just I didn't post the response. And we all know Portia has the biggest balls of them all.

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Offline JarlWolf

Re: JarlWolf's Custom Factions
« Reply #153 on: September 29, 2013, 08:00:19 AM »
I am also thinking of modifying the Imperium again too:
I want to represent that they are a brutal slaver empire thats mercantalist, a strong cemented monarchy with constant slave revolts.

Some of you may be thinking: whats the difference between the Imperium's ideology and that of the Sons of Oceanus?

Well, the answer remains among this: Portia is more about living in luxury and does not care if people earn it, all she cares about is that the wealth and material to keep her ambitions and the luxuries around her and those who are her citizens remains a constant. She doesn't promise a utopia or a perfect society by basis of ideology, rather simply by pure bliss, coupled with pursuing a person's passions. This is at the expense of the clones of course.

Now the Imperium is an entirely different mindset: They value strength above anything else. The people at top may be cruel at times and insidiously wealthy, but they all technically earned it/made their way from the bottom to the top. A clone in the Sons of Oceanus will never become a citizen, but a slave, if they work hard enough and please their masters, or better yet somehow kill or become greater then their masters, can achieve freedom and more. It's a might makes right society and there is many ways to power and ascertaining one's strength. Sepsu himself, while he is a monarch and his son will most likely inherit his rule, there is a chance someone else can succeed the throne if they prove stronger then either Sepsu or his sons.
Both societies are harsh and follow concepts/pursuits of wealth, but for entirely different reasons and the core structure of the society is different. Sepsu is all about empire and growth, he's not really focused so much on wealth as maintaining his empire. He believes his society brings out the strongest in the human race and that his society is what is needed on this planet to ensure humanity's continued survival. Creed of the strong, the strongest survives and the weakest dies. That doesn't mean he doesn't believe in law and order mind, he also believes a truly strong society can govern itself and live under laws. No one ever said anything that those laws had to be lenient though.

While Portia on the other hand, merely wants to live life in luxury and let people pursue their passions. Even if it's at the expense of others.

And even their backgrounds somewhat reflect this. Sepsu came from a war torn childhood on Earth, and he had to strive to be strong just to survive. He worked with Morgan a fair bit on Earth too, and even his physiology reflects his ideal based on strength: Sepsu is a VERY large and muscular man, he stands at 217 CM tall (roughly 7'1 feet.) and weighs close to 155 KG. (roughly 344 pounds.)

He's a giant among men and he's trained himself to be physically fit to a premium. Even guy like Mraxis or Vazheli would have problems fighting him in close qaurters, and Mraxis is a crazed, bloodthirsty psychopath when he fights.

While on the other hand, Portia came from a relatively wealthy, stable background. (at least in terms of domestic life)


Edit: Also on the note of physical information on the leaders... I suppose I could do that. I need Ete to create the pages for me, I have trouble doing it myself. Once they are created I can punch in all of the necessary information.


Edit: Going to revise a few stats actually then once im done balancing them, im going to get my final faction out and done with.


« Last Edit: September 29, 2013, 09:48:11 AM by JarlWolf »


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Offline Geo

Re: JarlWolf's Custom Factions
« Reply #154 on: September 29, 2013, 10:27:24 AM »
Instead of a penalty, you could let them have an aversion of either democracy or green.
I don't know out of my head, but if one of the attributes you want to give that faction is a minor attribute, you don't have to get rid of the +1 growth.

Offline JarlWolf

Re: JarlWolf's Custom Factions
« Reply #155 on: September 29, 2013, 07:13:58 PM »
Hrm. The only issue with fundamentalism is her state is atheistic, and the only sort of "worship" would be for herself.

And as for Sepsu, he believes in Free market, and I only want him to be able to use that and not planned, (otherwise his growth will be insane.) I'm just trying to figure out whether I should change out his police penalty to something else... because I want him to be able to brutally enforce his law, or appease his people with bread and circuses type of mentality. The point is he does something to counteract the massive unrest. He runs an empire after all.


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Offline ete

Re: JarlWolf's Custom Factions
« Reply #156 on: September 30, 2013, 03:36:33 PM »
I actually had minimal problems with the clones in my all aquatic game, and I was playing a moderately weak faction (these guys http://alphacentauri2.info/wiki/Planet_Freight ). Few of my foes were particularly strong factions either, Aquatic Cult and Hive, the two sea weeds (procyon and bree) which tend to be not too hard to fight after their initial growth.

Offline JarlWolf

Re: JarlWolf's Custom Factions
« Reply #157 on: September 30, 2013, 11:42:33 PM »
That's an all aquatic game though, in my pack Portia is the only aquatic faction, and thus less competition.



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Re: JarlWolf's Custom Factions
« Reply #158 on: October 01, 2013, 02:20:02 PM »
Just posting to say keep it up Jarl :D

Offline ete

Re: JarlWolf's Custom Factions
« Reply #159 on: October 01, 2013, 06:11:44 PM »
True, but.. I've used a lot of the aquatic factions in my all aquatic game before, in normal games, and they've not been particularly dangerous. Less than the pirates even.

Offline Green1

Re: JarlWolf's Custom Factions
« Reply #160 on: October 02, 2013, 01:20:08 AM »
I do not use aquatic factions that much because i play a lot of single player and the ancient single-threaded AI does not seem to use good tactics with naval power.

I also think there are not enough special abilities to distinguish Naval Power factions. For instance, I think Sven could benefit from a "pillage" mechanic like Rangar in Civ 4. After all, if his agenda is "pillage and burn", his AI should be pillaging and burning. Sven also does not use invasion forces right or can be much more than a nuisance to land locked factions.

Offline Kilkakon

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Re: JarlWolf's Custom Factions
« Reply #161 on: October 02, 2013, 01:47:22 AM »
I've lost cities in LE to transport drops before, but as you say it is rarely done well.

Offline JarlWolf

Re: JarlWolf's Custom Factions
« Reply #162 on: October 02, 2013, 02:41:51 AM »
I do not use aquatic factions that much because i play a lot of single player and the ancient single-threaded AI does not seem to use good tactics with naval power.

I also think there are not enough special abilities to distinguish Naval Power factions. For instance, I think Sven could benefit from a "pillage" mechanic like Rangar in Civ 4. After all, if his agenda is "pillage and burn", his AI should be pillaging and burning. Sven also does not use invasion forces right or can be much more than a nuisance to land locked factions.

That's why I am aiming for a more economic/technological threat then a militaristic one.


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Re: JarlWolf's Custom Factions
« Reply #163 on: October 02, 2013, 02:47:57 AM »
What sort of changes to the Imperium's stats were you considering?

Offline JarlWolf

Re: JarlWolf's Custom Factions
« Reply #164 on: October 02, 2013, 03:02:42 AM »
That's the thing, I am not sure. It was mainly just in terms of their Police score: I want them to reflect a brutal, strong empire that either has to violently suppress its contingents of slaves or appease the mob. It is inspired heavily off of ancient empires, especially Rome and Ancient Greece. And the problem with a negative police score is that it limits how many military units you can use to police a city, when a larger military as Sepsu is encouraged. Mind he till makes a large military, but that's just because he's an economic colossus.

I may not bother to change it, but I am just thinking on it.

Factions im happy with are the Crimson Comrades, I just think changes to them are redundant/would change their flavour too much (I know the penalty to free market is pointless, but im too lazy to change it as there are other pressing matters.) And I am happy with how the rest of them play out. It's just the Clones for certain, and possibly Imperium that could use changes.



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