Difference between revisions of "Shroom Farmers"

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Basically a bunch of fungus-smoking stoners, the Shroom Farmers are designed around actually making Fungus viable for resource production, as well as using native life. Their Fungus squares start as 2/1/1 tiles in the early game allowing for relatively fast expansion (offset by a growth/industry penalty), and they peak as 3/2/2 tiles one you get Centauri Psi, making them equal to Hybrid Forests.
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Unlike other factions they benefit a lot from the Centauri techs (Centauri Empathy even gets them a free Bio Lab at every base for early bonus research), and they should focus on them ASAP. Conversely they can safely ignore the restriction lifting techs.
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They're balanced around human play and are designed to be of a similar strength level as the official factions.
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Revision as of 07:21, 20 August 2016

Basically a bunch of fungus-smoking stoners, the Shroom Farmers are designed around actually making Fungus viable for resource production, as well as using native life. Their Fungus squares start as 2/1/1 tiles in the early game allowing for relatively fast expansion (offset by a growth/industry penalty), and they peak as 3/2/2 tiles one you get Centauri Psi, making them equal to Hybrid Forests. Unlike other factions they benefit a lot from the Centauri techs (Centauri Empathy even gets them a free Bio Lab at every base for early bonus research), and they should focus on them ASAP. Conversely they can safely ignore the restriction lifting techs. They're balanced around human play and are designed to be of a similar strength level as the official factions.


Shroom logo.png
Shroom Farmers
Text: Shroom.txt
Social Effects
Growth -2
Industry -1
Research 0 (Tech Cost 80%)
Combat
Psi Combat 110%
Politics
Anti-Ideology Free Market
Ideology Green
Impunity Green
Bonuses
Starting tech Social Psych
Free facility Biology Lab
Fungus production +1 Nutrient +1 Mineral +1 Energy
Native units have double police effect
Shroom.png