Faction.txt editing guide
This is a guide to creating and modifying Alpha Centauri faction text files. Please post on the forums if you have any questions or find anything missing.
Main Block
The first block of text used by the game starts with #FACTIONTEXT where FACTIONTEXT is the name of the text file associated with the faction (the intro lines starting with ; are ignored). It contains all of the factions bonuses, faction-specific AI inclinations, and many words used in dialogue. Each line other than the first is preceded by a space. Example:
#UNIV University of Planet, The Scientist, University, M, 1, Zakharov, M, 0, 0, 1, 0, 0, TECH, InfNet, TECH, 1, SOCIAL, ++RESEARCH, SOCIAL, --PROBE, DRONE, 4, FACILITY, 8 Values, Knowledge, RESEARCH Politics, Fundamentalist, nil University, Univ., Nataliya, Fedorov, Nataliya Lab Academician, brilliant, unethical, talented, reckless Madman pursue unfettered research to pursue pure research unfettered by outside motives and meddling conducting all manner of unethical, immoral, and evil research conducting all manner of unethical, immoral, and evil research conduct your unspeakable experiments dreaming up new ways to exterminate our species dreaming up new ways to exterminate our species conducting unethical research unethical methods, M2 research, M1 “research”, M1 research grant, M1 pushing the boundaries of science University Enforcement University Policy
Faction name and personality
The first line of faction information contains various faction/leader names and the faction's general AI plan, what it focuses on and how aggressive it is.
formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth
title, characteristic, adjective
- formal = Formal name of colony/group
- desc = Description of basic ideology. Start with "The" and capitalize each word. Examples: The Scientist, The Survivalist, The Humanitarian
- noun = Plural noun, capitalized. Examples: Spartans, Peacekeepers, University
- (m)asc/(f)em/(n)eut = Is faction’s noun masculine, feminine or neutral
- sing/plural = Is faction’s noun singular (e.g. Hive) or plural (e.g. Gaians).
- name = Name of default leader. Just one name and not title. Examples: Santiago, Lal, Zakharov
- gender = M or F (gender of leader)
- ai-fight = Willingness to use force to achieve goals (aka aggressiveness): -1, 0, or 1, higher numbers being more agressive.
- ai-power = Interest in power (aka Conquer): 1 or 0
- ai-tech = Interest in knowledge (aka Discover): 1 or 0
- ai-wealth = Interest in wealth (aka Build): 1 or 0
- ai-growth = Interest in population growth (aka Explore): 1 or 0
Faction rules
The faction rules line determines almost all of a faction's special characteristics. 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) Affects the production of energy in bases and squares.
EFFIC: Efficiency affects 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: Affects 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: Affects 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: Affects 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 affects 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 affects 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 affects how vulnerable a faction is to probe teams. A negative probe score increases 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 increases 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 affects 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 (2100 + 5 * -RESEARCH), so the Believers and the Free Drones both at -2 RESEARCH don't generate research until 2110).
IMPUNITY
Makes a faction immune to the negative effects of the named social model. For example, IMPUNITY, Democratic makes a faction immune to the negative effects of the Democratic 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. Attempting to give satellites or Secret Projects with this causes the game to crash.
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 alters the percentage cost of your faction's probe team actions. For example, PROBECOST, 75, would make a faction's probe team cost 75% of normal and PROBECOST, 150, would make a faction's probe team cost 150% of normal. The default cost is 100%.
NODRONE
This rule makes a number of drones at each of your bases into normal workers. For example, NODRONE, 2, would make two drones at each of your bases into citizens.
OFFENSE
This rule alters the strength of the faction's attacking units (including PSI Combat). For example, OFFENSE, 125, would give a strength of 125% (25% above normal) to the faction's attacking units.
DEFENSE
This rule alters the strength of the faction's defending units (including PSI Combat). For example, DEFENSE, 75, would give a strength of 75% (25% below normal) to the faction's defending units.
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 like SOCIAL Morale penalities and drone riots. 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. A bonus in this area is affected by facilities that increase lab production. For example, a base with a network node that produces 4 labs from energy and gets a +2 bonus from this would have lab output of +9 instead of +8.
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 energy income from commerce that comes from treaties and pacts. Setting a negative number in the parameter gives a penalty to the faction's commerce rate. The bonus or penalty is controlled in the parameter.
SHARETECH
When a tech you don't know is discovered by another faction, if at least # other factions now know the tech, you discover it as well. For example "SHARETECH, 3" means that when a 3rd player discovers a tech, you also discover it. Note that the 3rd player must actually discover the tech. If 3 players started the game with the same tech, none of them are discovering it now, so you wouldn't discover it either. It would take a 4th player actually discovering it now, for you to discover it as well.
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. Putting a negative number in the parameter causes the citizen display to become glitchy and blacked out.
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. Putting a negative number in the parameter causes the citizen display to become glitchy and blacked out.
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
Native units control an additional drone when used as police. Any parameter gives the effect.
TECHSHARE
When a tech you don't know is discovered by another faction you have infiltrated, if at least # other factions you have infiltrated now know the tech, you discover it as well. For example "TECHSHARE, 3" means that when a 3rd infiltrated player discovers a tech, you also discover it. Note that the 3rd infiltrated player must actually discover the tech. If 3 players already know a tech before you infiltrate them, none of them are discovering it now, so you wouldn't discover it either. It would take a 4th infiltrated player actually discovering it now, for you to discover it as well.
alphax.txt gives wrong information about how to use TECHSHARE. You do not use it in conjunction with SHARETECH, and you must specify the # of infiltrated players. The Data Angels have "TECHSHARE, 3".
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 Adv. Ecological Engineering. Any parameter gives the effect.
Social Priority
The Social Priority line specifies the social choice a faction will support (be more friendly towards factions that use it, less towards factions that use other models). This only affects AI playing a faction, not humans using the faction. Social Effect values are not parsed properly, so they are always ignored by the AIs. The line takes the form Social Category, Social Model, Social Effect. Example:
Values, Knowledge, RESEARCH
Social Opposition
The Social Opposition line specifies the social choice a faction will oppose and be unable to select in social. This also affects human factions. It takes the form Social Category, Social Model, nil. Example:
Politics, Fundamentalist, nil
Faction Adjective Name
Name and short version of faction name for use in various places (e.g. commlink). Takes the form Name, Shortname, where shortname is capped at 7 (or possibly 8) characters. However, the short name is never used since anything after the first comma is ignored. You can however use colons to separate different forms. Example:
University, Univ.,
or
University:Univ.,
Memorial
The first two are names related to people from the worms interlude sub-story while the last name is for the memorial base used in the final interlude. This line takes the form First name of assistant, Last name of scientist, Memorial base name (related to assistant). Example:
Nataliya, Fedorov, Nataliya Lab
Leader & Faction descriptions
Descriptions of the faction leader and the faction itself. This takes the following form:
"Title, positive leader adjective, insulting leader adjective, positive faction adjective, insulting faction adjective
leader insult". Example:
Academician, brilliant, unethical, talented, reckless Madman
Sentences
Contains all customizable diplomacy speech other than the change of diplomatic relations offers. Take the form:
[Together we shall both] preserve Planet’s native life [and …] [My intent is] to guard, understand, and preserve Planet’s native life [She is bent on] stamping out all legitimate human development of this planet [You seem bent on] stamping out all legitimate human development of this planet [I shall not stand here while you] cripple any and all efforts toward human progress on this world [She spends her time] dancing naked through the trees [You spend your time] dancing naked through the trees [I have been accused of] spouting tree-crazy prattle [Your] tree-crazy prattle [does not impress me] [Think how this could benefit your] environmental initiatives [I trust your] pagan rituals [are proceeding to your satisfaction] [It is customary to remit me a small] ecology tax […] […for the services my forces provide in] preserving and cataloguing Planet’s native life [I shall instruct] my Environmental Police [to see that no such …] [You are in contravention of] the Planetary Ecology Code
pursue unfettered research to pursue pure research unfettered by outside motives and meddling conducting all manner of unethical, immoral, and evil research conducting all manner of unethical, immoral, and evil research conduct your unspeakable experiments dreaming up new ways to exterminate our species dreaming up new ways to exterminate our species conducting unethical research unethical methods, M2 research, M1 “research”, M1 research grant, M1 pushing the boundaries of science University Enforcement University Policy
Bases
Contains all land base names. Starts with #BASES and ends with #END. Each new line is a base, base length capped at 23 (? may be up to 24), no known limit to total bases. Example:
#BASES University Base Academy Park Lab Three Library of Planet Planetary Archives Razvitia-Progress Base Cosmograd Budushii Dvor Tsiolkovsky Institute Mendelev College Nauk Science Center Zarya-Sunrise Nadezjda-Hope Academgorodok Koppernigk Observatory Svobodny-Free Base Zvedny Gorodok Baikonur Climactic Research Monitoring Station Buran Prospect Mir Lab Relativity School Pavlov Biolab Lomonosov Park Korolev Center Gagarin Memorial New Arzamas Otkrietia-Discovery Zoloto-Gold Edinstvo-Unity #END
Water Bases
Contains all sea base names. Starts with #WATERBASES and ends with #END. Each new line is a base, base length capped at 23 (? may be up to 24), no known limit to total bases. Example:
#WATERBASES The Marine Institute Marine Biology Lab Oceanographic Lab Hydrothermal Institute Deep Sea Lab #END
Blurb
Contains the faction quote (displayed on the faction select screen), with standard datalinks syntax (possibly minus links). Starts with #BLURB. Example:
The substructure of the universe regresses infinitely towards smaller and smaller components. Behind atoms we find electrons, and behind electrons quarks. Each layer unraveled reveals new secrets, but also new mysteries. ^ ^ —Academician Prokhor Zakharov, ^ “For I Have Tasted The Fruit”
Datalinks1
Contains leader, background, agenda, and starting tech, with standard datalinks syntax (possibly minus links). Starts with #DATALINKS1. Example:
#DATALINKS1 ^LEADER: {Dr. Prokhor Zakharov} ^BACKGROUND: {Russian Commonwealth, Unity Science Officer} ^AGENDA: {Research, free flow of information.} ^TECH: {Information Networks} ^
Datalinks2
Contains faction bonuses/penalties with justifications and social opposition, with standard datalinks syntax (possibly minus links). Starts with #DATALINKS2. Example:
#DATALINKS2 ^+2 RESEARCH: {Brilliant research} ^-2 PROBE: {Academic networks vulnerable to infiltration} ^Free NETWORK NODE at every base ^One BONUS TECH at beginning of game ^Extra DRONE for every four citizens {(lack of ethics)} ^{May not use Fundamentalist Politics.}
Truce dialogue
Diplomacy text for this faction offering a Blood Truce to a human faction. Comes in the form:
#FACTION #xs 440 #caption $CAPTION7 “Offer of dialogue.” “Acceptance dialogue.” “Refusal dialogue.”
Example:
#FACTIONTRUCE #xs 440 #caption $CAPTION7 “Call off your dogs, $NAME1. I am ready to pledge Blood Truce if you will leave me to my research.” “Very well, but do not provoke me further.” “Too bad, $NAME3. Your fate is already sealed.”
Treaty dialogue
Diplomacy text for this faction offering a Treaty of Friendship to a human faction. Comes in the form
#FACTION #xs 440 #caption $CAPTION7 “Offer of treaty dialogue.” “Acceptance dialogue.” “Refusal dialogue.”
Example:
#FACTIONTREATY #xs 440 #caption $CAPTION7 “We are peaceful researchers, $TITLE0 $NAME1. Will you sign a Treaty of Friendship and leave us to study in peace?” “Of course. We must certainly strive to increase our knowledge.” “No. I don’t trust your unethical approach to research, $NAME3.”
Alien truce dialogue
Diplomacy text for this faction offering a Blood Truce to an alien (progenitor) faction. Comes in the form
#FACTION #xs 440 #caption $CAPTION7 “Offer of blood truce dialogue.” “Acceptance dialogue.” “Refusal dialogue.”
Example:
#ALIENFACTIONTRUCE #xs 440 #caption $CAPTION7 “Call off your hunting beasts, $NAME1. I am ready to pledge Blood Truce if you will leave me to my research.” “$NAME3: harmless. Truce: agreed.” “Suggest: research new weapon. War: continues!”
Alien treaty dialogue
Diplomacy text for this faction offering a Treaty of Friendship to an alien (progenitor) faction. Comes in the form
#FACTION #xs 440 #caption $CAPTION7 “Offer of dialogue.” “Acceptance dialogue.” “Refusal dialogue.”
Example:
#ALIENFACTIONTREATY #xs 440 #caption $CAPTION7 “We understand your kind are deeply interested in research, $TITLE0 $NAME1. Will you sign a Treaty of Friendship and leave us to study in peace?” “Research: paramount: rescue of all inhabitants. Treaty: agreed.” “$NAME3: too secretive. Treaty: not advisable.”