Difference between revisions of "Faction.txt editing guide"

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==Faction rules==
 
==Faction rules==
Layout: Rule, parameter
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The faction rules line determines almost all of how a faction plays. There are a large number of bonuses and penalties that can be given. They follow the layout of RULE, parameter,
  
 
===Limited Bonuses===
 
===Limited Bonuses===
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===Limited Bonuses available in SMAC===
 
===Limited Bonuses available in SMAC===
Social Model: is a social setting like [[Green]], Power, Democracy, etc.<br />
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Social Model: is a social setting like [[Green]], [[Power]], [[Democratic]], etc.<br />
Social Category: like PLANET, MORALE, ECONOMY, etc.
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Social Category: like [[PLANET]], [[MORALE]], [[ECONOMY]], etc.
  
 
====Social Bonuses====
 
====Social Bonuses====
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====IMPUNITY====
 
====IMPUNITY====
Makes a faction immune to the negative effects of the named social model. For example, IMPUNITY, Democracy makes a faction immune to the negative effects of the Democracy social model.
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Makes a faction immune to the negative effects of the named social model. For example, IMPUNITY, Democracy makes a faction immune to the negative effects of the [[Democracy]] social model (so there would be no Support reduction).
  
 
====PENALTY====
 
====PENALTY====
Doubles the negative effects of using named social model for this faction. For example, PENALTY, Green would double the negative effects for running the Green social model.
+
Doubles the negative effects of using named social model for this faction. For example, PENALTY, Green would double the negative effects for running the [[Green]] social model (so the Growth reduction would be -4 rather than -2).
  
 
====ROBUST====
 
====ROBUST====
Halves a negative score in the named social category. For example, ROBUST, EFFIC would effectively make a score of -2 EFFIC into a score of -1 EFFIC. Note: if you have a score of -3 EFFIC, then that you would only have the equivalent effect of -1 EFFIC. In other words, it rounds down to the nearest score.
+
Halves a negative score (rounds towards zero) in the named social category. For example, ROBUST, EFFIC would turn a score of -2 EFFIC into a score of -1 EFFIC. Due to the rounding toward zero if you have a score of -3 EFFIC, then that you would only have the equivalent effect of -1 EFFIC.
  
 
====IMMUNITY====
 
====IMMUNITY====
Makes a faction immune to the negative effects of the named social category. For example, IMMUNITY, ECONOMY, makes a faction immune to the effects of a negative ECONOMY score. However, if your score is below zero in that social category and you get a positive bonus from another source and it would still be below zero, then you would remain with a score of 0 in that category.
+
Makes a faction immune to the negative effects of the named social category. For example, IMMUNITY, ECONOMY, makes a faction immune to the effects of a negative [[ECONOMY]] score. However, if your score is below zero in that social category and you get a positive bonus from another source and it would still be below zero, then you would remain with a score of 0 in that category.
  
 
====TECH====
 
====TECH====
Example: TECH, 1 gives a human controlled faction a number of free tech picks at the start of a new game. Also, TECH, Ecology, for example, gives a faction the technology "Centauri Ecology" for free at the start of each game. Note: the tech name must exactly match the short name of the technology in alpha(x).  
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Gives a faction technology for free at the start of each game. Can give specific technology by making the parameter the short name of the technology in alpha(x). For example TECH, Ecology, gives [[Centauri Ecology]]. If a faction starts with Doctrine: Mobility, they start with a unity rover instead of a scout patrol.
Please note: If a faction starts with Doctrine: Mobility, they start with a unity rover instead of a scout patrol.
+
 
 +
Can also be used to give selectable starting technology. For example: TECH, 2, gives a human controlled faction two free tech choices at the start of a new game. AI controlled factions do not use this.
  
 
====FUNGNUTRIENT====
 
====FUNGNUTRIENT====
Gives a faction either a bonus or penalty to the production of nutrients in fungus. For example, FUNGNUTRIENT, 1, would give that faction a +1 bonus to nutrient production in Fungus squares. Conversely, FUNGNUTRIENT, -1, would give that faction a -1 penalty to nutrient production in Fungus squares.  
+
Gives a faction either a bonus or penalty to the production of [[nutrients]] in [[fungus]]. For example, FUNGNUTRIENT, 1, would give that faction a +1 bonus to nutrient production in Fungus squares. Conversely, FUNGNUTRIENT, -1, would give that faction a -1 penalty to nutrient production in Fungus squares.  
  
 
====FUNGMINERALS====
 
====FUNGMINERALS====
Gives a faction either a bonus or penalty to the production of minerals in fungus. For example, FUNGMINERALS, 1, would give that faction a +1 bonus to mineral production in Fungus squares. Conversely, FUNGMINERALS, -1, would give that faction a -1 penalty to mineral production in Fungus squares.
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Gives a faction either a bonus or penalty to the production of [[minerals]] in [[fungus]]. For example, FUNGMINERALS, 1, would give that faction a +1 bonus to mineral production in Fungus squares. Conversely, FUNGMINERALS, -1, would give that faction a -1 penalty to mineral production in Fungus squares.
  
 
====FUNGENERGY====
 
====FUNGENERGY====
Gives a faction either a bonus or penalty to the production of energy in fungus. For example, FUNGENERGY, 1, would give that faction a +1 bonus to energy production in Fungus squares. Conversely, FUNGENERGY, -1, would give that faction a -1 penalty to energy production in Fungus squares.
+
Gives a faction either a bonus or penalty to the production of [[energy]] in [[fungus]]. For example, FUNGENERGY, 1, would give that faction a +1 bonus to energy production in Fungus squares. Conversely, FUNGENERGY, -1, would give that faction a -1 penalty to energy production in Fungus squares.
  
 
====FACILITY====
 
====FACILITY====
Gives the facility for free at each of the faction's bases. The facility given is equal to the parameter. For example, FACILITY, 2, would give each of your base's a free Children's Creche. Note: facilities given through this ability can not be recycled and require no upkeep. However, they can be destroyed by probe teams, mind worms or conquest. In addition, the facility given is equal to the parameter. The facilities start at 1 and go up from their. Also, do not try to give satellites or secret projects through this ability.  
+
Gives the specified [[facility]] for free at each of the faction's bases, using the facility's number in alpha(x).txt as the parameter (first facility, usually [[Headquarters]], is 0). For example, FACILITY, 2, would give each base a free Children's Creche. Facilities given through this ability can not be recycled and require no upkeep. However, they can be destroyed by [[Probe Team]]s, [[Mind Worm]]s or conquest. Also, do not try to give satellites or secret projects through this ability.
  
 
====UNIT====
 
====UNIT====
Gives an additional free independent unit to the faction at the start of a new game. For example, UNIT, 0, would give the faction an additional colony pod at the start of a new game. The unit given is equal to the parameter. The unit count starts at zero and goes up from their.
+
Gives an additional free independent unit to the faction at the start of a new game, using the unit's number in alpha(x).txt as the parameter (first unit, usually [[Colony Pod]], is 0). For example, UNIT, 1, would give the faction an additional [[Scout Patrol]] at the start of a new game. You can only give units defined in alpha(x).txt this way.
  
 
====VOTES====
 
====VOTES====
Gives the faction a multiplier to their votes in elections for Planetary Governor or Supreme Leader. For example, VOTES, 2, would double a faction's votes in said elections. Also, this can be used as a penalty if you set the multiplier to zero.
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Gives the faction a multiplier to their votes in elections for [[Planetary Governor]] or [[Supreme Leader]]. For example, VOTES, 2, doubles a faction's votes in said elections. Also, this can be used as a penalty if you set the multiplier to less than one.
  
 
===Limited Bonuses available only in SMAX===
 
===Limited Bonuses available only in SMAX===
  
 
====FREEFAC====
 
====FREEFAC====
Same as the FACILITY faction bonus except that you must first discover chosen facilities prerequisite technology before you get it for free at each base. For example, FREEFAC, 2, would give you a free children's creche at each base after you discover Ethical Calculus.
+
Same as the FACILITY faction bonus except that you must first discover chosen facilities prerequisite technology before you get it for free at each base. For example, FREEFAC, 2, would give you a free [[Children's Creche]] at each base after you discover [[Ethical Calculus]].
  
 
====FREEABIL====
 
====FREEABIL====
Gives all applicable units of a faction the chosen special ability for free after discovering the abilities pre-requisite technology. For example, FREEABIL, 1, would give all of your units the Deep Radar special ability for free after discovering Advanced Military Algorithms. This can be used to allow units to have three special abilities at once. Also, the special ability given is equal to the parameter of this rule.  
+
Gives all applicable units of a faction the chosen special ability for free after discovering the abilities pre-requisite technology, using the ability's number in alpha(x).txt as the parameter. For example, FREEABIL, 1, would give all of your units the [[Deep Radar]] special ability for free after discovering [[Advanced Military Algorithms]]. This can be used to allow units to have more than two special abilities at once.
  
 
====REVOLT====
 
====REVOLT====
Gives an additional percent chance that other faction's bases with drone revolts will join your faction. For Example, REVOLT, 25, means that you are 25% more likely to get a enemy faction's revolting base. Their are many factors that go into who gets a revolting base.
+
Gives an additional percent chance that other faction's bases with drone [[revolt]]s will join a faction. For Example, REVOLT, 25, means that a faction is 25% more likely to get a enemy faction's revolting base. There are many factors that go into who gets a revolting base.
  
 
====PROBECOST====
 
====PROBECOST====
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====NODRONE====
 
====NODRONE====
This rule makes a number of drones at each of your bases content. For example, NODRONE, 2, would make two drones at each of your bases into citizens. The number of drones made content is controlled by the parameter.
+
This rule makes a number of [[drones]] at each of your bases content. For example, NODRONE, 2, would make two drones at each of your bases into citizens. The number of drones made content is controlled by the parameter.
  
 
====OFFENSE====
 
====OFFENSE====
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====PSI====  
 
====PSI====  
This rule gives the faction's units a set percentage bonus or penalty during PSI Combat. For example, PSI, 25, would give a 25% bonus to the faction's units during PSI Combat. Conversely, PSI, -25, would give a 25% penalty to a faction's units during PSI Combat. This bonus shows up in the standard game as Gaian Psi. The name label can be changed in the label.txt file. The bonus or penalty is equal to the parameter. Also, this bonus effects both the offense and defense of a faction's unit during psi combat.
+
This rule gives the faction's units a set percentage bonus or penalty during [[PSI Combat]]. For example, PSI, 25, would give a 25% bonus to the faction's units during PSI Combat. Conversely, PSI, -25, would give a 25% penalty to a faction's units during PSI Combat. This bonus shows up in the standard game as Gaian Psi. The name label can be changed in the label.txt file. The bonus or penalty is equal to the parameter. Also, this bonus effects both the offense and defense of a faction's unit during psi combat.
  
 
====TECHCOST====
 
====TECHCOST====
This rule effects the cost to discover a technology. For example, TECHCOST, 75, means that the cost of tech is 75% of normal for this faction. Conversely, TECHCOST, 125, means that the cost of tech is 125% of normal for this faction. Standard tech cost is 100%. Also, the percentage is controlled in the rule's parameter.
+
This rule effects the cost to discover a [[technology]]. For example, TECHCOST, 75, means that the cost of tech is 75% of normal for this faction. Conversely, TECHCOST, 125, means that the cost of tech is 125% of normal for this faction. Standard tech cost is 100%. The percentage is controlled in the rule's parameter.
  
 
====HURRY====
 
====HURRY====
This rule effects how many energy credits it takes to hurry a production. For example, HURRY, 75, means that a production costs 75% of normal to hurry. Conversely, HURRY, 125, means that a production costs 125% of normal to hurry. The percentage is controlled in the rule's parameter.
+
This rule effects how many energy credits it takes to [[hurry]] a production. For example, HURRY, 75, means that a production costs 75% of normal to hurry. Conversely, HURRY, 125, means that a production costs 125% of normal to hurry. The percentage is controlled in the rule's parameter.
  
 
====INTEREST====
 
====INTEREST====
This rule adds or subtracts a number of energy credits from your reserves each year based upon the percentage. For example, INTEREST, 5, means that you add an additional 5% energy credits to your reserve each year (e.g. if you have 5% interest and 100 energy credits in reserve, you would get 5 additional energy credits at the start of each year). Conversely, INTEREST, -5, means that you subtract 5% of your energy reserves from the energy credits you get each year (e.g. if you have -5% interest and 100 energy credits in reserve, you would lose 5 additional energy credits at the start of each year). In addition, if you set the parameter to zero, then your interest percentage is equal to the number of bases you control. The interest percentage is controlled by the parameter.
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This rule adds or subtracts a number of [[energy credits]] from your reserves each year based upon the percentage. For example, INTEREST, 5, means that you add an additional 5% energy credits to your reserve each year (e.g. if you have 5% interest and 100 energy credits in reserve, you would get 5 additional energy credits at the start of each year). Conversely, INTEREST, -5, means that you subtract 5% of your energy reserves from the energy credits you get each year (e.g. if you have -5% interest and 100 energy credits in reserve, you would lose 5 additional energy credits at the start of each year). In addition, if the parameter is set to zero, then a faction's interest percentage is equal to the number of bases it has. The interest percentage is controlled by the parameter.
  
 
====MORALE====
 
====MORALE====
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====RESEARCH====
 
====RESEARCH====
This rule can add or subtract a number of labs from each base a faction controls. For example, RESEARCH, 1, means that each base a faction controls gets an additional lab at each base per year. Conversely, RESEARCH, -1, means that each base a faction controls loses 1 lab each year. Also, the bonus or penalty is controlled by the parameter and does not multiply or change. In other words, it is static.
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This rule can add or subtract a number of labs from each base a faction controls. For example, RESEARCH, 1, means that each base a faction controls gets an additional lab point at each base per year. Conversely, RESEARCH, -1, means that each base a faction controls loses 1 lab each year. Also, the bonus or penalty is controlled by the parameter and is not multiplied or changed by other effects which usually affect labs output.
  
 
====ENERGY====
 
====ENERGY====
This rule either adds or subtracts a number of energy credits from your reserves at the start of a new game. For example, ENERGY, 100, would add 100 energy credits to your reserve at the start of a new game. Conversely, ENERGY, -100, would subtract 100 energy credits from your reserve at the start of a new game. The number of energy credits added or subtracted is equal to the parameter.
+
This rule either adds or subtracts a number of [[energy credits]] from your reserves at the start of a new game. For example, ENERGY, 100, would add 100 energy credits to your reserve at the start of a new game. Conversely, ENERGY, -100, would subtract 100 energy credits from your reserve at the start of a new game. The number of energy credits added or subtracted is equal to the parameter.
  
 
====COMMERCE====
 
====COMMERCE====
This rule gives a bonus to energy received from treaties, pacts, and loans. For example, COMMERCE, 1, would a +1 bonus to commerce from treaties, pacts and loans. As far as I know, setting this to a negative number does not give a penalty to energy gained from treaties and pacts. Also, the bonus and penalty is controlled in the parameter.
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This rule gives a bonus to energy received from treaties, pacts, and loans. For example, COMMERCE, 1, gives a +1 bonus to [[commerce]] from treaties, pacts and loans. As far as I know, setting this to a negative number does not give a penalty to energy gained from treaties and pacts. Also, the bonus and penalty is controlled in the parameter.
  
 
====TECHSHARE====
 
====TECHSHARE====
Automatically discovers any technology known by a number of factions that you have not already discovered. For example, TECHSHARE, 3, means that you discover any technology known by three other factions that you have already not discovered. The number of players required to know a tech before you get it is controlled by the parameter.
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Automatically discovers any technology known by a number of factions that you have not already discovered upon a faction discovering it. For example, TECHSHARE, 3, means that you discover any technology known by three other factions that you have already not discovered (however, if three factions had a technology as a starting tech, you would not get the technology until another player researched it). The number of players required to know a tech before you get it is controlled by the parameter.
  
 
====POPULATION====
 
====POPULATION====
This rule gives either a bonus or penalty to the maximum size a base can grow to before you need to build a hab complex or habitation dome. For example, POPULATION, -3, means that your bases can exceed standard population limits by three. Conversely, POPULATION, 3, means your bases can only grow to three sizes lower than standard population limits. Non custom population limits are size 7 before you have a hab complex and size 14 before you have a Habitation Dome. Also, standard population sizes can be edited under the rules section of alpha(x).
+
This rule gives either a bonus or penalty to the maximum size a base can grow to before you need to build a [[Hab Complex]] or [[Habitation Dome]]. For example, POPULATION, -3, means that your bases can exceed standard population limits by three. Conversely, POPULATION, 3, means your bases can only grow to three sizes lower than standard population limits. Standard population limits are size 7 before you have a Hab Complex and size 14 before you have a Habitation Dome and can be edited under the rules section of [[Alpha(x).txt editing|alpha(x).txt]].
  
 
====TALENT====
 
====TALENT====
This rules gives an extra talent plus a additional talent at each of a faction's base per number of population, rounded up. For example, TALENT, 4, means each size 1 base starts with a talent and gets an additional talent for every four population it has (e.g. the base at sizes 5, 10, 15, 20 and so on, would get another talent). The population number is controlled by the parameter. Also, do not attempt to put a negative number in the parameter. This causes a bug to occur.
+
This rules gives an extra [[talent]] plus a additional talent at each of a faction's base per number of population, rounded up. For example, TALENT, 4, means each size 1 base starts with a talent and gets an additional talent for every four population it has (e.g. the base at sizes 5, 10, 15, 20 and so on, would get another talent). The population number is controlled by the parameter. Also, do not attempt to put a negative number in the parameter. This causes a bug to occur.
  
 
====DRONE====
 
====DRONE====
This rule give an additional drone at each of a faction's bases per number of population rounded down. For example, DRONE, 4, means that a faction would get an additional drone in each of their bases at sizes 4, 8, 12, 16, 20 and so on. The population number is controlled by the parameter. Also, do not attempt to put a negative number in the parameter. This causes a bug to occur.
+
This rule give an additional [[drone]] at each of a faction's bases per number of population rounded down. For example, DRONE, 4, means that a faction would get an additional drone in each of their bases at sizes 4, 8, 12, 16, 20 and so on. The population number is controlled by the parameter. Also, do not attempt to put a negative number in the parameter. This causes a bug to occur.
  
 
====TERRAFORM====
 
====TERRAFORM====
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====FANATIC====
 
====FANATIC====
This rule gives a set percentage bonus to all of the faction's attacking units. For example, FANATIC, 0, gives a set bonus to a faction's attacking units. Note: this does not effect PSI Combat and any parameter gives the effect. Also, the bonus label shows up as belief in the stock game. This label can be changed under the in labels.txt file.
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This rule gives a set percentage bonus to all of the faction's attacking units. For example, FANATIC, 0, gives a set bonus to a faction's attacking units. This does not effect PSI Combat and any parameter gives the effect. Also, the bonus label shows up as belief by default. This label can be changed under the in labels.txt file.
  
 
====MINDCONTROL====
 
====MINDCONTROL====
This rules makes your bases and units completely immune to mind control and subversion by non-algorithmic enhanced probe teams. However, algorithmic enhanced probe teams still have a high rate of failure. Any parameter gives the effect.
+
This rules makes a faction's bases and units completely immune to [[mind control]] and subversion by non-[[Algorithmic Enhancement]] [[Probe Team]]s, and gives even Algorithmic Enhancement Probe Teams a high rate of failure. Any parameter gives the effect.
  
 
====FREEPROTO====
 
====FREEPROTO====
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====COMMFREQ====
 
====COMMFREQ====
This one is bugged and does not work. However, if it did, then the faction would start with an additional commlink for a faction. Any parameter gives the effect.
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This one is bugged and does not work. However, if it did, then the faction would start with an additional commlink for a faction. Any parameter would give the effect.
  
 
===Unlimited Bonuses Available only in SMAX===
 
===Unlimited Bonuses Available only in SMAX===
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====ALIEN====
 
====ALIEN====
This faction is an alien. That means they cannot communicate with humans until either the humans discover progenitor psych or you discover social psych. Also, you means that your units can see two squares, can win through a progenitor victory, and start with two alien colony pods and scout patrol. In addition, when humans commit minor atrocities against you, they do not suffer any economic sanctions. Lastly, you cannot enter into pacts with humans and do not benefit from commerce. Any parameter gives the effect.  
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This sets a faction to be a Progenitor faction. Progenitor factions cannot communicate with humans until either the humans discover [[Progenitor Psych]] or the aliens discover [[Social Psych]], their units can see two squares (free [[Deep Radar]]), can win through a [[progenitor victory]], arrive on chrion later than other factions, start with [[Progenitor Psych]] and [[Field Modulation]], use the [[Energy Grid]] rather than commerce (making [[sanctions]] for [[atrocities]] impossible), are constantly and unavoidably at war with all other Progenitor factions, start with a physical scan of Planet's surface, can direct research even if the scenario has directed research off, cannot enter into pacts with human factions, and start with two [[Colony Pod]]s and a [[Battle Ogre MK1]]. In addition, when humans commit minor atrocities against you they do not suffer any economic sanctions. Any parameter gives the effect.
  
 
====AQUATIC====
 
====AQUATIC====
This rule means that the faction starts in the ocean, has a gun foil instead of a scout patrol, has a sea escape pod instead of a colony pod and can build sea terraforming improvements on ocean and ocean trench squares. Any parameter gives the effect.
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This rule means that the faction starts in the ocean, has a gun foil instead of a scout patrol, has a sea escape pod instead of a colony pod, gets +1 Minerals from ocean shelf squares, and can build sea terraforming improvements on ocean and ocean trench squares with the discovery of Advanced Ecological Engineering. Any parameter gives the effect.
 +
 
 +
[[Category:Modifications]]

Revision as of 12:54, 20 August 2013

Contents

Faction rules

The faction rules line determines almost all of how a faction plays. There are a large number of bonuses and penalties that can be given. They follow the layout of RULE, parameter,

Limited Bonuses

Theses have a limit of eight bonuses and penalties total per faction.

Limited Bonuses available in SMAC

Social Model: is a social setting like Green, Power, Democratic, etc.
Social Category: like PLANET, MORALE, ECONOMY, etc.

Social Bonuses

Examples of layout and structure: Social, ++POLICE gives a +2 police bonus to a faction. Conversely, Social, -GROWTH gives a -1 growth penalty to a faction.

ECONOMY: (-Economy effects have no lower limit) Effects the production of energy in bases and squares.

EFFIC: Efficiency effects how many bases you can build before Bureaucracy drones appear, how much energy is lost to inefficiency at each base and what percentage of economy, labs and psych are lost when you change the slider on the Social Window (if any).

SUPPORT: Effects how many minerals are spent to support units at each base. A support score of --SUPPORT or below prevents new bases from getting free minerals.

TALENT: (Warning: this bonus does not appear normally on social engineering window except under faction power with support icon and in datalinks under social models) Gives either an additional talent or drone at each of the factions bases equal to the bonus or penalty (essentially +2 or -2 psych).

MORALE: Effects the morale level that your units start at. -2 Morale and below halve all positive attack and defense modifiers for units, including morale modifiers.

POLICE: Effects how many military units can be used as police. A -1 and below Police penalty prevents you from nerve stapling drones. A -3 and below police penalty create additional drones for each unit away from either your territory or base.

GROWTH: A positive or negative growth score either increases or decreases how many nutrients a base is required to save before its population increases. A +6 and above growth bonuses causes all of your bases to enter a population boom and thus grow in size each turn provided their are sufficient nutrients and hab facilities. A -3 Growth penalty and below prevents your bases from increasing their population size.

PLANET: Generally effects how much ecodamage occurs at each base due to mineral production. Also units get a set bonus or penalty while attacking in psi combat equal to a set number times the planet bonus or penalty. (Mathematics version: n times planet score=bonus or penalty to PSI attacker). A positive Planet score also gives an unit the chance to capture alien owned native lifeforms that they are attacking. A negative Planet score effects how many minerals, energy and nutrients are produced in fungus squares. (Note: a faction with a positive planet score will always capture the first alien lifeform they attack).

PROBE: Generally effects how vulnerable a faction is to probe teams. A negative probe score increase an enemy probe team's chance of success. It also decreases the cost of probe team actions like mind control or subverting units. A positive probe score increases the cost of enemy probe actions like mind control. In addition, a positive score also increase the base morale of probe teams you build. Lastly, a +3 or higher Probe score renders your bases and units immune to mind control and subversion against non- algorithmic enhanced probe teams. However, these probe teams still have a high rate of failure.

INDUSTRY: Generally effect how many minerals a facility, unit, or secret project require to be built. A positive industry score reduces the number of minerals needed while a negative industry score increases the number of minerals needed.

RESEARCH: This score either increases or decreases a faction's research output. This output how quickly tech is researched and discovered. Also, your faction's research output is determined by a formula which includes all of your bases labs scores put together. That means the research score either increases or decreases that final amount rather than the actual number of labs at each base. (Note: a faction that starts with a research score of -2 or lower does not accrue research until mission year 2110).

IMPUNITY

Makes a faction immune to the negative effects of the named social model. For example, IMPUNITY, Democracy makes a faction immune to the negative effects of the Democracy social model (so there would be no Support reduction).

PENALTY

Doubles the negative effects of using named social model for this faction. For example, PENALTY, Green would double the negative effects for running the Green social model (so the Growth reduction would be -4 rather than -2).

ROBUST

Halves a negative score (rounds towards zero) in the named social category. For example, ROBUST, EFFIC would turn a score of -2 EFFIC into a score of -1 EFFIC. Due to the rounding toward zero if you have a score of -3 EFFIC, then that you would only have the equivalent effect of -1 EFFIC.

IMMUNITY

Makes a faction immune to the negative effects of the named social category. For example, IMMUNITY, ECONOMY, makes a faction immune to the effects of a negative ECONOMY score. However, if your score is below zero in that social category and you get a positive bonus from another source and it would still be below zero, then you would remain with a score of 0 in that category.

TECH

Gives a faction technology for free at the start of each game. Can give specific technology by making the parameter the short name of the technology in alpha(x). For example TECH, Ecology, gives Centauri Ecology. If a faction starts with Doctrine: Mobility, they start with a unity rover instead of a scout patrol.

Can also be used to give selectable starting technology. For example: TECH, 2, gives a human controlled faction two free tech choices at the start of a new game. AI controlled factions do not use this.

FUNGNUTRIENT

Gives a faction either a bonus or penalty to the production of nutrients in fungus. For example, FUNGNUTRIENT, 1, would give that faction a +1 bonus to nutrient production in Fungus squares. Conversely, FUNGNUTRIENT, -1, would give that faction a -1 penalty to nutrient production in Fungus squares.

FUNGMINERALS

Gives a faction either a bonus or penalty to the production of minerals in fungus. For example, FUNGMINERALS, 1, would give that faction a +1 bonus to mineral production in Fungus squares. Conversely, FUNGMINERALS, -1, would give that faction a -1 penalty to mineral production in Fungus squares.

FUNGENERGY

Gives a faction either a bonus or penalty to the production of energy in fungus. For example, FUNGENERGY, 1, would give that faction a +1 bonus to energy production in Fungus squares. Conversely, FUNGENERGY, -1, would give that faction a -1 penalty to energy production in Fungus squares.

FACILITY

Gives the specified facility for free at each of the faction's bases, using the facility's number in alpha(x).txt as the parameter (first facility, usually Headquarters, is 0). For example, FACILITY, 2, would give each base a free Children's Creche. Facilities given through this ability can not be recycled and require no upkeep. However, they can be destroyed by Probe Teams, Mind Worms or conquest. Also, do not try to give satellites or secret projects through this ability.

UNIT

Gives an additional free independent unit to the faction at the start of a new game, using the unit's number in alpha(x).txt as the parameter (first unit, usually Colony Pod, is 0). For example, UNIT, 1, would give the faction an additional Scout Patrol at the start of a new game. You can only give units defined in alpha(x).txt this way.

VOTES

Gives the faction a multiplier to their votes in elections for Planetary Governor or Supreme Leader. For example, VOTES, 2, doubles a faction's votes in said elections. Also, this can be used as a penalty if you set the multiplier to less than one.

Limited Bonuses available only in SMAX

FREEFAC

Same as the FACILITY faction bonus except that you must first discover chosen facilities prerequisite technology before you get it for free at each base. For example, FREEFAC, 2, would give you a free Children's Creche at each base after you discover Ethical Calculus.

FREEABIL

Gives all applicable units of a faction the chosen special ability for free after discovering the abilities pre-requisite technology, using the ability's number in alpha(x).txt as the parameter. For example, FREEABIL, 1, would give all of your units the Deep Radar special ability for free after discovering Advanced Military Algorithms. This can be used to allow units to have more than two special abilities at once.

REVOLT

Gives an additional percent chance that other faction's bases with drone revolts will join a faction. For Example, REVOLT, 25, means that a faction is 25% more likely to get a enemy faction's revolting base. There are many factors that go into who gets a revolting base.

PROBECOST

This rule reduces the cost of your faction's probe team actions by a specific percentage. For example, PROBECOST, 75, would mean that your probe team actions would cost 75% of normal. The standard cost is 100%.

NODRONE

This rule makes a number of drones at each of your bases content. For example, NODRONE, 2, would make two drones at each of your bases into citizens. The number of drones made content is controlled by the parameter.

OFFENSE

This rule gives a bonus to the faction's non-psi attacking units. For example, OFFENSE, 25, would give a 25% bonus to the faction's attacking units. This bonus is controlled by the rule's parameter.

DEFENSE

This rule gives a bonus to the faction's non-psi defending units. For example, DEFENSE, 25, would give a 25% bonus to the faction's defending units. This bonus is controlled by the rule's parameter.

Unlimited Bonuses

A faction can have as many unlimited bonuses as desired.

Layout: RULE, parameter

Unlimited Bonuses available in SMAC

PSI

This rule gives the faction's units a set percentage bonus or penalty during PSI Combat. For example, PSI, 25, would give a 25% bonus to the faction's units during PSI Combat. Conversely, PSI, -25, would give a 25% penalty to a faction's units during PSI Combat. This bonus shows up in the standard game as Gaian Psi. The name label can be changed in the label.txt file. The bonus or penalty is equal to the parameter. Also, this bonus effects both the offense and defense of a faction's unit during psi combat.

TECHCOST

This rule effects the cost to discover a technology. For example, TECHCOST, 75, means that the cost of tech is 75% of normal for this faction. Conversely, TECHCOST, 125, means that the cost of tech is 125% of normal for this faction. Standard tech cost is 100%. The percentage is controlled in the rule's parameter.

HURRY

This rule effects how many energy credits it takes to hurry a production. For example, HURRY, 75, means that a production costs 75% of normal to hurry. Conversely, HURRY, 125, means that a production costs 125% of normal to hurry. The percentage is controlled in the rule's parameter.

INTEREST

This rule adds or subtracts a number of energy credits from your reserves each year based upon the percentage. For example, INTEREST, 5, means that you add an additional 5% energy credits to your reserve each year (e.g. if you have 5% interest and 100 energy credits in reserve, you would get 5 additional energy credits at the start of each year). Conversely, INTEREST, -5, means that you subtract 5% of your energy reserves from the energy credits you get each year (e.g. if you have -5% interest and 100 energy credits in reserve, you would lose 5 additional energy credits at the start of each year). In addition, if the parameter is set to zero, then a faction's interest percentage is equal to the number of bases it has. The interest percentage is controlled by the parameter.

MORALE

This rules gives either a bonus or a penalty to the unit's controlled by the faction. For example, MORALE, 1, would mean that all of the units you build or capture get a +1 bonus to their base morale. Conversely, MORALE, -1, would mean that all of the units you build or capture get a -1 penalty to their base morale. In addition, if the parameter for this rule is set to 0, then that faction's units become immune to negative morale modifiers from other sources. The morale bonus or penalty is controlled by the parameter.

RESEARCH

This rule can add or subtract a number of labs from each base a faction controls. For example, RESEARCH, 1, means that each base a faction controls gets an additional lab point at each base per year. Conversely, RESEARCH, -1, means that each base a faction controls loses 1 lab each year. Also, the bonus or penalty is controlled by the parameter and is not multiplied or changed by other effects which usually affect labs output.

ENERGY

This rule either adds or subtracts a number of energy credits from your reserves at the start of a new game. For example, ENERGY, 100, would add 100 energy credits to your reserve at the start of a new game. Conversely, ENERGY, -100, would subtract 100 energy credits from your reserve at the start of a new game. The number of energy credits added or subtracted is equal to the parameter.

COMMERCE

This rule gives a bonus to energy received from treaties, pacts, and loans. For example, COMMERCE, 1, gives a +1 bonus to commerce from treaties, pacts and loans. As far as I know, setting this to a negative number does not give a penalty to energy gained from treaties and pacts. Also, the bonus and penalty is controlled in the parameter.

TECHSHARE

Automatically discovers any technology known by a number of factions that you have not already discovered upon a faction discovering it. For example, TECHSHARE, 3, means that you discover any technology known by three other factions that you have already not discovered (however, if three factions had a technology as a starting tech, you would not get the technology until another player researched it). The number of players required to know a tech before you get it is controlled by the parameter.

POPULATION

This rule gives either a bonus or penalty to the maximum size a base can grow to before you need to build a Hab Complex or Habitation Dome. For example, POPULATION, -3, means that your bases can exceed standard population limits by three. Conversely, POPULATION, 3, means your bases can only grow to three sizes lower than standard population limits. Standard population limits are size 7 before you have a Hab Complex and size 14 before you have a Habitation Dome and can be edited under the rules section of alpha(x).txt.

TALENT

This rules gives an extra talent plus a additional talent at each of a faction's base per number of population, rounded up. For example, TALENT, 4, means each size 1 base starts with a talent and gets an additional talent for every four population it has (e.g. the base at sizes 5, 10, 15, 20 and so on, would get another talent). The population number is controlled by the parameter. Also, do not attempt to put a negative number in the parameter. This causes a bug to occur.

DRONE

This rule give an additional drone at each of a faction's bases per number of population rounded down. For example, DRONE, 4, means that a faction would get an additional drone in each of their bases at sizes 4, 8, 12, 16, 20 and so on. The population number is controlled by the parameter. Also, do not attempt to put a negative number in the parameter. This causes a bug to occur.

TERRAFORM

This rule halves the cost for a faction's terraformer's to raise or lower terrain. Any parameter gives the effect.

FANATIC

This rule gives a set percentage bonus to all of the faction's attacking units. For example, FANATIC, 0, gives a set bonus to a faction's attacking units. This does not effect PSI Combat and any parameter gives the effect. Also, the bonus label shows up as belief by default. This label can be changed under the in labels.txt file.

MINDCONTROL

This rules makes a faction's bases and units completely immune to mind control and subversion by non-Algorithmic Enhancement Probe Teams, and gives even Algorithmic Enhancement Probe Teams a high rate of failure. Any parameter gives the effect.

FREEPROTO

Reduces the additional prototype costs to zero for this faction. Any parameter gives the effect.

COMMFREQ

This one is bugged and does not work. However, if it did, then the faction would start with an additional commlink for a faction. Any parameter would give the effect.

Unlimited Bonuses Available only in SMAX

TECHSTEAL

This rule makes so that when you conquer a base, you also steal a technology regardless of the rules chosen for the scenario or game. Any parameter gives the effect.

WORMPOLICE

Mindworms act control an additional drone when used as police. Any parameter gives the effect.

TECHSHARE

When it is used with SHARETECH, it requires you to have infiltrated that faction before you get the benefits of TECHSHARE. Any parameter gives the effect.

ALIEN

This sets a faction to be a Progenitor faction. Progenitor factions cannot communicate with humans until either the humans discover Progenitor Psych or the aliens discover Social Psych, their units can see two squares (free Deep Radar), can win through a progenitor victory, arrive on chrion later than other factions, start with Progenitor Psych and Field Modulation, use the Energy Grid rather than commerce (making sanctions for atrocities impossible), are constantly and unavoidably at war with all other Progenitor factions, start with a physical scan of Planet's surface, can direct research even if the scenario has directed research off, cannot enter into pacts with human factions, and start with two Colony Pods and a Battle Ogre MK1. In addition, when humans commit minor atrocities against you they do not suffer any economic sanctions. Any parameter gives the effect.

AQUATIC

This rule means that the faction starts in the ocean, has a gun foil instead of a scout patrol, has a sea escape pod instead of a colony pod, gets +1 Minerals from ocean shelf squares, and can build sea terraforming improvements on ocean and ocean trench squares with the discovery of Advanced Ecological Engineering. Any parameter gives the effect.