Author Topic: Thoughts on this faction's stats (Tomorrow)  (Read 5530 times)

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Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #15 on: August 02, 2013, 04:38:18 AM »
I suppose I can factor in the fact that the immortality drug makes people infertile. :) They do recruit new people very quickly of course, which most cancels it out, but sure that can be a cool thing. :D

Actually that may not work due to the 8 stat limit...

Offline JarlWolf

Re: Thoughts on this faction's stats
« Reply #16 on: August 02, 2013, 05:38:20 AM »
I suppose I can factor in the fact that the immortality drug makes people infertile. :) They do recruit new people very quickly of course, which most cancels it out, but sure that can be a cool thing. :D

Actually that may not work due to the 8 stat limit...

Its not so much the infertility that is the problem Kilk, or even recruiting people, its the fact that you have MORE people to support because you are refusing to let people die. If you have an overabundance of people who are using resources, eating food drinking water, you'll run out quicker. And thus eventually your system is going to overstress.


Think of it this way: If everyone my age was to live forever, eating, drinking and consuming resources, while you also have to eat, drink and consume resources, I don't die and I keep consuming resources. You have children, they consume resources and you don't die either. Your children have children and so on, and they don't die. You have over 5 generations of people still alive and consuming resources, and the number of people is only increasing. The amount of resources it'd take to supply that would be tremendous.


Maybe -1 growth isn't the issue, rather, maybe less nutrients per square or something.


"The chains of slavery are not eternal."

Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #17 on: August 02, 2013, 05:44:40 AM »
Well yeah I think a -1 Growth works well. :) Agreement! I don't think I can make squares give less nutrients. :(

Tomorrow does get crazy with expansion once they overpopulate a planet, reaching across the galaxy. :O

I was able to get it in by making the morale modifer a bonus rather than a social engineering stat.

Offline ete

Re: Thoughts on this faction's stats
« Reply #18 on: August 02, 2013, 10:09:47 AM »
hm, had to tell without playtesting how factions with more than +/-3 on important social engineering stats will work, but my gut instinct is that this looks fairly balanced. It does seem a bit bloated though, especially with the added modifiers. Too many things going on at once, unlike official factions which are on the whole pretty clean and directed. For example, +25% def and free Perimeter Defenses seem somewhat redundant.

Never going to be an amazing builder with -3 Industry, but Morale and Support bonus (plus defensive stuff) should allow it to easily hold its own against momentum factions and give it a strong enough army to conquer weaker factions early. I'd maybe favor techshare (4-5) over Probe since Probe bonuses only help a little for tech stealing, it mostly gives an advantage to subversion and subversion resistance.

Edit: Idea: How about replacing the two defensive bonuses with free Tachyon Field? This means that they can still add in PDs for a massive defensive advantage, and reduces bonus bloat by turning two into one. Plus it gives a strong unique feel to the faction, unlike PDs which Yang has, and a specific reason to use them over other factions.

Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #19 on: August 03, 2013, 04:02:49 AM »
My concern with free Tachyon fields is remembering my recent game against Sparta--I literally couldn't keep a facility alive for more than 2 turns, as they kept blowing them up with Probe Teams. The only thing keeping me alive was the defence bonus. I suppose I could drop the free walls and just give them +50% if that works better.

I find tech share a little cheap myself... I'd favour active espionage over just getting things for free.

I can confirm that -4 INDUSTRY and lower is the same as -3.

But thanks for your comments. :) I agree that yes there are a few bonuses going on. They are a very involved faction in my games and stories.

Offline ete

Re: Thoughts on this faction's stats
« Reply #20 on: August 03, 2013, 11:02:46 AM »
huh, I've not had an AI take out a facility with a probe team in months, during which I've played at least 10 games on Trancsend to the end. Did you try creating the infantry probe team unit (normal one is based on speeder) which makes a significantly cheaper defensive probe unit? I've found that leaving a few of those in vulnerable bases basically entirely shuts down AI probing. +50% defense everywhere is quite a huge deal, and would potentially make them more offensive since rather than needing to be behind city walls to get a big bonus, they'd have it out in the field.

Fair about techshare, and right about Industry.

Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #21 on: August 05, 2013, 01:45:56 AM »
From memory I tried a probe team infantry in the workshop and it was the same price! I did try defensive probe teams, but it didn't work as the first one would win by default due to defence bonus, then a second probe team would take him out and then enter the city. :( And they take so long to build, like 6 turns.

Offline Green1

Re: Thoughts on this faction's stats
« Reply #22 on: August 05, 2013, 05:16:03 AM »
I am gearing up in a bit to take a few factions through the meatgrinder. No player, just AIs. Have you gotten graphics yet?

When you are ready, I may want some cannon fodder for some of these monster AIs. Do not worry about adjusting up. Just balance as you would normally for a playable faction. Post it, and I will add it to my rogue's gallery.

Your AI will be going up against:

Sigma's Procyon (Growth/bulder centered aquatic Alien faction)
Ete/BU's Annihilators (Momentum OP Alien faction)
Green1/Jarlwolf's Exterminatus (Momentum/ heavy industry alien faction)
Network Node's Antimind (Full Native Power Alien)

As a control or if I do not have enough for 7, I may put in Yang and some other factions from the forums. 

Offline Kilkakon

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Re: Thoughts on this faction's stats
« Reply #23 on: August 05, 2013, 05:34:30 AM »
They aren't final graphics, but I have some temporary ones which work quite well for the moment if you like. :) I'll post the thing here:

http://kilkakon.com/kocb/tomorrow.zip (nudity)

I haven't done the real logos yet (they are still Cyndatech), but the leader's the real guy. :) The cities are currently from a NN faction. If there was interest I'd finish the graphics off and make a SFW version as well.

Offline Green1

Re: Thoughts on this faction's stats (Tomorrow)
« Reply #24 on: August 05, 2013, 07:38:06 AM »
They aren't final graphics, but I have some temporary ones which work quite well for the moment if you like. :) I'll post the thing here:

http://kilkakon.com/kocb/tomorrow.zip (nudity)

I haven't done the real logos yet (they are still Cyndatech), but the leader's the real guy. :) The cities are currently from a NN faction. If there was interest I'd finish the graphics off and make a SFW version as well.


It is just an AI test, not a full AAR. As long as it looks different than everyone else, that should be fine.

Offline Kilkakon

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Re: Thoughts on this faction's stats (Tomorrow)
« Reply #25 on: August 05, 2013, 07:40:21 AM »
Sweet. :D Let me know how they go. :O They are meant to be balanced against vanilla so they might get eaten, we'll see. :)

Offline Green1

Re: Thoughts on this faction's stats (Tomorrow)
« Reply #26 on: August 05, 2013, 07:47:55 AM »
Sweet. :D Let me know how they go. :O They are meant to be balanced against vanilla so they might get eaten, we'll see. :)

Some of the vanilla ones still do okay. Yang is one example. He is like a brick wall even for OP monsters and he expands good.

I threw the Comrades in for two of them. First one, they got decimated by Exterminatus mid game after fighting them forever. Second one, they did okay. Without a balanced map, it is luck of the draw.

On a positive note, did you know if you are the only human faction, you automatically get governor with +1 energy per base? Every little bit helps.

Offline Kilkakon

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Re: Thoughts on this faction's stats (Tomorrow)
« Reply #27 on: August 05, 2013, 07:50:25 AM »
I didn't! That's cool, haha.

"We might be the last but we get free commerce from trading with ourselves!"

This faction is very much the brick wall, yes. :P

Offline Kilkakon

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Re: Thoughts on this faction's stats (Tomorrow)
« Reply #28 on: August 12, 2013, 02:26:50 AM »
I made a small start on the proper bases for these guys yesterday.

Offline Buster's Uncle

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Re: Thoughts on this faction's stats (Tomorrow)
« Reply #29 on: August 12, 2013, 02:33:38 AM »
Post a little .jpg...

 

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