Author Topic: Alternate original seven faction mod  (Read 158653 times)

0 Members and 3 Guests are viewing this topic.

Offline Geo

Re: Alternative original seven faction mod.
« Reply #75 on: August 21, 2013, 03:31:54 PM »
What do you think about the conclave getting the TALENT special rule? I think it complements their +2 Growth.

I think it fits.
Talents in a theocratic setup would be the religious subleaders like priests, deacons, monks/nuns and so on. And probably blessed with alot more reverence towards them then in most other factions.

Offline Dio

Re: Alternative original seven faction mod.
« Reply #76 on: August 21, 2013, 04:04:09 PM »
So I think the gaians are pretty well balanced. The only thing left is to fill in the blanks for the datalinks and I am looking for suggestions.

Offline Dio

Re: Alternative original seven faction mod.
« Reply #77 on: August 21, 2013, 04:05:46 PM »
Also, what do you think about adding some base names to each faction from the base name collection project?

Online Buster's Uncle

  • In Buster's Orbit, I
  • Ascend
  • *
  • Posts: 49270
  • €438
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder AC2 Wiki contributor Downloads Contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: Alternative original seven faction mod.
« Reply #78 on: August 21, 2013, 04:10:31 PM »
I think you can never go wrong with more base names.  You may want to supplant the first one on the list with something new, actually, to make a different headquarters base and underline that this ain't your dad's Believers...

Offline Dio

Re: Alternative original seven faction mod.
« Reply #79 on: August 21, 2013, 04:16:43 PM »
Actually, I made the conclave's founding base the Great Conclave.

Offline Dio

Re: Alternative original seven faction mod.
« Reply #80 on: August 21, 2013, 04:19:11 PM »
During my test plays, I have noticed that the morgan AI handles -1 talent a lot better than the hive or university. I find this very interesting.

Offline Geo

Re: Alternative original seven faction mod.
« Reply #81 on: August 21, 2013, 04:28:49 PM »
During my test plays, I have noticed that the morgan AI handles -1 talent a lot better than the hive or university. I find this very interesting.

 Maybe a case of more cash to spare on the psych slider?

Offline Dio

Re: Alternative original seven faction mod.
« Reply #82 on: August 21, 2013, 04:56:19 PM »
What do you think of morgan getting -1 Efficency? Do you think the conclave should have Immunity to negative support? Also, I believe that police state and power should get -Economy.

Offline Geo

Re: Alternative original seven faction mod.
« Reply #83 on: August 21, 2013, 05:48:43 PM »
What do you think of morgan getting -1 Efficency? Do you think the conclave should have Immunity to negative support? Also, I believe that police state and power should get -Economy.

On the Morgans, good idea. "Fred Market" without real competition (like on Planet) has a tendency towards a sort of bureaucracy.
Nice twist as well on the immunity of the Believers. Fervor tends to give supplements from the common people towards the greater goal.
Not so sure about minus economy though. Chinese booming economy seems to do well in Police State environment, and the US economy (power) is still in the world's top three.

Offline Dio

Re: Alternative original seven faction mod.
« Reply #84 on: August 21, 2013, 06:08:48 PM »
So what do you think of the new faction versus the old one:

The Lord's Believers:
TECH, Psych, SOCIAL, --RESEARCH, SOCIAL, +PROBE, SOCIAL, ++SUPPORT, SOCIAL, -PLANET, FANATIC, 0

^+25% Bonus when attacking enemies, from strength of convictions.
^+1 PROBE:  {Devout believers difficult to brainwash}
^+2 SUPPORT: {Citizens eager to defend faith}
^-2 RESEARCH:  {Suspicious of secular science}
^-1 PLANET:  {Believe Planet is their promised land}
^Accumulates NO research points until MY 2110.
^{May not use Knowledge value in Social Engineering.}

Versus:

The Lord's Conclave:

TECH, Psych, SOCIAL, ++GROWTH, SOCIAL, --RESEARCH, IMMUNITY, SUPPORT, FUNGNUTRIENT, 1, FUNGMINERALS, -1, MINDCONTROL, 0, FANATIC, 0, TALENT, 4, TECHCOST, 110,

^+1 GROWTH: {Followers are eager to convert others to their belief system.}
^-1 RESEARCH:  {Followers are suspicious of secular science.}
^Is immune to negative social support effects: {Followers willing contribute and support troops}
^+1 Nutrients from Fungus: {Believe Planet is the Garden of Eden.}
^-1 Minerals from Fungus: {Followers do not want to destroy or damage their Garden of Eden.}
^Bases and units are immune to enemy subversion: {Followers are impossible to re-brain wash.}
^+25% bonus when attacking: {From strength of convictions.}
^Starts with a extra talent at each base and gets an additional talent for every four population: {Represents their religious caste.}
^Techonology costs are increased by 25%: {Followers often lack expertise in scientific endeavors.}
^{Can not use the Knowledge Value in social engineering.}

So what do you think?

Edit: changed +2 Growth and -2 Research to +1 Growth and -1 Research respectively. Increased tech cost to 25%.
« Last Edit: August 21, 2013, 07:51:51 PM by Dio »

Offline Dio

Re: Alternative original seven faction mod.
« Reply #85 on: August 21, 2013, 06:21:26 PM »
Next up is The Morgan Conglomerate versus the old Morgan Industries:

Morgan Industries:

TECH, Indust, ENERGY, 100, SOCIAL, +ECONOMY, POPULATION, 3, COMMERCE, 1, SOCIAL, -SUPPORT

^+1 ECONOMY:  {Industrial conglomerate}
^-1 SUPPORT:  {Followers have expensive tastes}
^COMMERCE: {bonus increases value of treaties, pacts, loans}
^Begins with 100 extra energy credits.
^Need HAB COMPLEX for bases to exceed size 4: {Creature comforts at a premium}
^{May not use Planned Economics.}

The Morgan Conglomerate:

TECH, Indust, SOCIAL, +ECONOMY, SOCIAL, +INDUSTRY, SOCIAL, -EFFIC, SOCIAL, -TALENT, FUNGENERGY, 1, PENALTY, Green, ENERGY, 100, INTEREST, 0, MORALE, -1,

^+1 INDUSTRY: {Is a industrial conglomerate.}
^+1 ECONOMY:  {Obtains extra energy due to the production and selling of goods}
^-1 EFFIC: {Economic bureucrachy creates waste.}
^-1 TALENT: {Soft on Ethics.}
^+1 Energy Production in Fungus: {Is willing to harvest native life for energy.}
^Double the negative social effects for running Green Economics: {Goes against world view.}
^+100 Energy Credits at the start of a new game: {Has extensive assets.}
^Gets % interest on energy reserves equal to the number of bases they control: {Intelligent and productive investing.}
^-1 Morale: {Creature comforts lower troop morale.}
^{Can not use the Power value in social engineering.}

Offline Geo

Re: Alternative original seven faction mod.
« Reply #86 on: August 21, 2013, 07:37:11 PM »
The Lord's Conclave:

TECH, Psych, SOCIAL, ++GROWTH, SOCIAL, --RESEARCH, IMMUNITY, SUPPORT, FUNGNUTRIENT, 1, FUNGMINERALS, -1, MINDCONTROL, 0, FANATIC, 0, TALENT, 4, TECHCOST, 110,

^+2 GROWTH: {Followers are eager to convert and accept others to their belief system.}
^-2 RESEARCH:  {Followers are suspicious of secular science.}
^Is immune to negative social support effects: {Followers willing contribute and support troops.}
^+1 Nutrients from Fungus: {Believe Planet is the Garden of Eden.}
^-1 Minerals from Fungus: {Do not want to destroy or damage their Garden of Eden.}
^Bases and units are immune to enemy subversion: {Followers are impossible to re-brain wash.}
^+25% bonus when attacking: {From strength of convictions.}
^Starts with a extra talent at each base and gets an additional talent for every four population: {Represents their religious caste.}
^Techonology Costs are increased by 10%: {Followers often lack expertise in scientific endeavors.}
^They accumulate no research points until MY 2110 {Followers are focused on trying to set up their religious system.}
^{May not use Knowledge value.}

So what do you think?

I'd keep it at +1 growth. It's not because the people of the Conclave are eager to convert and accept, those on the receiving end are. ;)

Offline Dio

Re: Alternative original seven faction mod.
« Reply #87 on: August 21, 2013, 07:50:00 PM »
Now it is The Human Labyrinth versus the old Human Hive:

The Human Hive:

TECH, DocLoy, FACILITY, 4, SOCIAL, +GROWTH, SOCIAL, +INDUSTRY, SOCIAL, --ECONOMY, IMMUNITY, EFFIC

^+1 GROWTH:   {Rapid population growth}
^+1 INDUSTRY: {Brutal serfdom}
^-2 ECONOMY:  {Little political freedom}
^Underground bunkers: {Free PERIMETER DEFENSE at each base}
^{May not use Democratic politics.}

The Human Labyrinth:

TECH, Physic, SOCIAL, +PROBE, SOCIAL, +SUPPORT, SOCIAL, -GROWTH, SOCIAL, -ECONOMY, ROBUST, EFFIC, POPULATION, -3, TECHCOST, 75, RESEARCH, -1,

^+1 PROBE: {Covert survelliance makes infilitration diffcult.}
^+1 SUPPORT: {Military is supported through government programs.}
^-1 GROWTH: {Underground bases have difficulty producing food.}
^-1 ECONOMY: {Populace lacks most economic freedoms.}
^Faction gets halved negative efficency effects from social engineering choices: {Government is constantly trying to improve its efficency.}
^Bases can exceed populations limits by three: {Underground housing can fit a lot more people.}
^Techonology costs are reduced by 25%: {Faction leaders have extensive knowledge on many subjects.}
^-1 Laboratories at each base: {The government's research is often done outside the laboratory.}
^{Can not use Democratic Politics in social engineering.}

So once again what do you think? Also this faction is one reason I wanted to add -1 Economy to Police State or Power.

Offline Dio

Re: Alternative original seven faction mod.
« Reply #88 on: August 21, 2013, 08:27:52 PM »
Now it is time to compare the Keepers of Wisdom to the old Peacekeeping Forces.


Peacekeeping Forces:

TECH, Biogen, TALENT, 4, SOCIAL, -EFFIC, POPULATION, -2, VOTES, 2

^-1 EFFICIENCY:  {U.N. style bureaucracy}
^Extra TALENT for every four citizens: {Attracts intellectual elite}
^May exceed HAB COMPLEX population requirements by 2.
^Receives DOUBLE votes in elections for Planetary Governor and Supreme Leader.
^{May not use Police State Politics.}

Keepers of Wisdom:

TECH, Biogen, SOCIAL, +TALENT, SOCIAL, -PROBE, VOTES, 2, TECH, 1, FUNGNUTRIENT, -1, COMMERCE, 1, SHARETECH, 3, INTEREST, -5

^+1 TALENT: {Humanitarian policies attract intellectual elite.}
^-1 PROBE: {Government information networks are vulnerable to infilitration.}
^Receives double the votes in elections for Planetary Governor and Supreme Leader: {Is a charismatic individual.}
^Recieves an additional techonology of their choice at the start of a new game: {The faction leaders took information from the Unity Datacore.}
^-1 Nutrient production in Fungus squares: {Government actively promotes the preservation and conservation of Planet's native life.}
^+1 Energy income from treaties, pacts and loans: {Government agencies promote cooperation and trading.}
^Automatically discovers any techonology known by at least three other factions: {Their government promotes the free exchange of information.}
^Negative 5% interest on their energy credit reserves each year: {This stems from their government's ineffiency and unnecessary spending.}
^{Can not use the Thought Control Future Society in social engineering.}

As always, please tell me what you think and give any pertinent suggestions, ideas or comments that might improve these factions.

Offline Dio

Re: Alternative original seven faction mod.
« Reply #89 on: August 21, 2013, 08:37:48 PM »
The new spartan federation versus the old spartan federation:

Old Spartan Federation:
TECH, Mobile, FREEPROTO, 0, SOCIAL, ++MORALE, SOCIAL, +POLICE, SOCIAL, -INDUSTRY

^+2 MORALE:  {Well-armed survivalist movement}
^+1 POLICE:  {Highly disciplined followers}
^-1 INDUSTRY:  {Extravagant weapons are costly}
^Prototype units do not cost extra minerals.
^{May not use Wealth value in Social Engineering.}

New Spartan Federation:

TECH, Mobile, SOCIAL, +MORALE, SOCIAL, +POLICE, SOCIAL, -INDUSTRY, SOCIAL, -PLANET, UNIT, 12, FREEPROTO, 0, RESEARCH, 1, HURRY, 125,

^+1 MORALE:  {Well trained troops.}
^+1 POLICE: {Highly disciplined followers tolerate some government restrictions.}
^-1 PLANET: {The faction's survivalist goals often indirectly damage or kill Planet's native life.}
^-1 INDUSTRY: {Military weapons are expensive to mass produce.}
^Starts with an extra Unity 'Copter and a Unity Rover instead of a scout patrol: {Well armed military survivalist group.}
^Additional prototype costs are reduced to zero: {Researchers are trying to constantly improve their equipment.}
^+1 Laboratories at each base: {Bases contain additional military research facilities.}
^Hurrying costs 125% of normal: {Industry often lacks the neccessary expertise to hurry efficently.}
^{Can not use the Wealth Value in Social Engineering.}

Just one more faction left to post. Please give me feedback on what you think. Once this is done, the only thing left in the faction text files to finish is the base names.

 

* User

Welcome, Guest. Please login or register.
Did you miss your activation email?


Login with username, password and session length

Select language:

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
103 (32%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 314
AC2 Wiki Logo
-click pic for wik-

* Random quote

We are no longer particularly in the business of writing software to perform specific tasks. We now teach the software how to learn, and in the primary bonding process it molds itself around the task to be performed. The feedback loop never really ends, so a tenth year polysentience can be a priceless jewel or a psychotic wreck, but it is the primary bonding process?the childhood, if you will?that has the most far-reaching repercussions.
~Bad'l Ron, Wakener, Morgan Polysoft

* Select your theme

*
Templates: 5: index (default), PortaMx/Mainindex (default), PortaMx/Frames (default), Display (default), GenericControls (default).
Sub templates: 8: init, html_above, body_above, portamx_above, main, portamx_below, body_below, html_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 45 - 1228KB. (show)
Queries used: 37.

[Show Queries]