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

- Factions with -2 Growth
- Factions with -1 Industry
- Factions with 80% technology cost
- Factions with combat bonuses
- Factions opposed to Free Market
- Factions supporting Green
- Factions with impunity to Green
- Factions with Social Psych starting technology
- Factions with free Biology Lab (with required tech)
- Factions with fungal resource bonuses
- Factions with double native life police
- Custom factions