Author Topic: Alternate original seven faction mod  (Read 158847 times)

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Offline Dio

Re: Alternative original seven faction mod.
« Reply #60 on: August 20, 2013, 07:17:36 PM »
Okay, then here is the current spartan faction file. Please tell me if you think they should be any changes made to it.

You're giving them an extra scout when they start with a rover?

That is correct. They have been described as being "armed to the teeth".

Offline Geo

Re: Alternative original seven faction mod.
« Reply #61 on: August 20, 2013, 07:21:02 PM »
Wy not a second rover then? Or a Unity chopper?

Offline Dio

Re: Alternative original seven faction mod.
« Reply #62 on: August 20, 2013, 07:23:11 PM »
A second rover would not feel very unique. However, a unity chopper could work and fits pretty well with the flavor.

Offline Sigma

Re: Alternative original seven faction mod.
« Reply #63 on: August 20, 2013, 08:06:38 PM »
[quopte]+1 SUPPORT: {Survivalist engineers readily improvise materials.}
Hurry action costs 110% of normal: {Survialist tendencies make finding spare materials diffucult}[/quote]

Aren't these kind of contradictory? Wouldn't they just improvise in the absence of required material?

The idea for the Spartans is that their troops are the elite, but there are not a lot of them. That's why they originally had a negative Industry penalty, because it prevented them deploying a large army and required that they stick to small, elite bands. Santiago talks endlessly about the value of highly trained specialists over superior numbers, so deviating from that I think is a bad idea.

+Support isn't necessarily counter to that philosophy, but I have a hard time justifying being able to support a large army with not being able to build one.

I do like the +Labs bonus, however, for the reason that you cited. Santiago falls behind in the tech race all to often, blunting somewhat the efficacy of her units, and that might offset it some.

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Re: Alternative original seven faction mod.
« Reply #64 on: August 20, 2013, 08:09:05 PM »
War is such a driver of hard science/engineering research...

Offline Dio

Re: Alternative original seven faction mod.
« Reply #65 on: August 20, 2013, 09:00:46 PM »
Deleted
« Last Edit: August 21, 2013, 05:01:08 PM by Dio »

Offline Sigma

Re: Alternative original seven faction mod.
« Reply #66 on: August 20, 2013, 09:20:04 PM »

Police State,    DocSec,  ++POLICE, +PROBE, --EFFIC, -SUPPORT
Democratic,      EthCalc, ++RESEARCH, ++INDUSTRY, --PROBE, --GROWTH
I don't quite see where the justification for penalizing Support for Police State comes from. Wouldn't an authoritative dictatorship based around control desire to support a standing army?

The Democratic penalties seem completely random, except for the Probe penalty.

Honestly I'm not sure why you're really changing these at all other than just to make changes. The Engineering options already in place are well balanced against each other, in my opinion.

Offline ete

Re: Alternative original seven faction mod.
« Reply #67 on: August 20, 2013, 11:55:16 PM »
I'd welcome these factions onto the wiki when ready. Cool project.

And echoing Sigma about changing SE stuff being maybe best left alone, it's really hard to balance things with two different sets of SE options at once and your factions will get more play if they can be dropped into an existing game and work right.

Offline Dio

Re: Alternative original seven faction mod.
« Reply #68 on: August 21, 2013, 12:06:53 AM »
Okay I get the message, leave the social engineering table alone. In other news, I have ,except for the datalinks, pretty much got the factions laid out for bonuses and such. So attached to this post will be the keepers, gaians, and conclave. As always, please tell me what you think about these faction files.
« Last Edit: September 26, 2014, 11:36:04 PM by Dio »

Offline Dio

Re: Alternative original seven faction mod.
« Reply #69 on: August 21, 2013, 01:15:59 AM »
I ultimately decided to give the keepers an agenda of free flow of information instead of Democracy. Keep the opinions coming.

Offline JarlWolf

Re: Alternative original seven faction mod.
« Reply #70 on: August 21, 2013, 01:26:08 AM »
The problem with giving the Peacekeepers the ideal of the free flow of information is that is what  ;roze; and her entire faction are based on. ;lal; is not only about the freedom of information, but also the freedom of choice within a society of humanitarian law.  ;roze; is more of the free flow of information and of breaking down all barriers that prohibit personal freedoms.


"The chains of slavery are not eternal."

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Re: Alternative original seven faction mod.
« Reply #71 on: August 21, 2013, 01:29:53 AM »
She's an anarchist and he's, conversely, a bureaucrat. They're not so much about the free flow of information, despite what he says..

Offline Dio

Re: Alternative original seven faction mod.
« Reply #72 on: August 21, 2013, 01:30:52 AM »
Fine, regardless, I still think the faction rule techshare fits him well.

Offline Dio

Re: Alternative original seven faction mod.
« Reply #73 on: August 21, 2013, 01:32:43 AM »
What do you think about the conclave getting the TALENT special rule? I think it complements their +2 Growth.

Offline Dio

Re: Alternative original seven faction mod.
« Reply #74 on: August 21, 2013, 04:48:48 AM »
After some testing, I have determined that the spartans need to have their power level tweaked. They basically steamrolled the other AI's and almost took over the world. Imagine this face ;santi; posted everywhere. 'shivers'.
« Last Edit: August 21, 2013, 03:21:16 PM by Dio »

 

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