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Welcome to the forum, Sigma. On Satori,does it need to be an English title? With his background, you could as well use a Japanese one. Toreda for instance (meaning trader).
Energy reserves gain +5% interest per turn (Commerce, 2)Increased commerce rate {Experienced traders and merchants} (Interest, 5)It's been a while since I messed with Commerce or Interest; how would these numbers impacts the faction's performance?
To me, it sounds anathema to have a faction spent much of its income to its military, but NOT more advanced weaponry for said military (research thus). Even North Korea, a country known for its outdated military equipment, made sure to have the rare capability to perform a nuclear strike at distance.Another example could be Iran, who isn't shy either at fielding military counter measures against its most likely opponent's literally massive strike equipment.
I'd be inclined to test Satori with maybe +3 commerce and either no or 1-2% interest, interest promotes leaving a load of cash in the bank, commerce bonuses promote exploring to meet other factions fast and staying at peace with them. The second seems more like the kind of tactic you want to encourage, and additionally, it's likely the AI will not be able to play to the strengths of energy interest while a human can use it extremely well even at low numbers.For the most recently posted, there seems to be not much as far as very important bonuses, and -2 Research is quite harsh. I'd consider dropping it to -1 research and adding some other minor disadvantage, or reducing the bonus to +10% defense. And Police seems to be a more likely bonus than Growth, growing yourself is not directly helping unify others, keeping population under tight control (especially conquered bases) is. Still, probably a fairly balanced faction.
I suggest for the Planetarian Authority faction that for their second drawback is you make them also have a hurry penalty. The reasoning: Resources, while they do go into the military the Authority is going to be an organization that will have multiple fronts. It won't have the resources to spare to individual bases and sectors as it needs to supply all fronts so whatever a front gets, it has to make do with. So maybe have a hurry penalty of maybe 15-25% or something.
With that in mind, would it be overpowered to increase either their Support or Police rank to +2? The +1 for both seems kinda anemic when compared to the hassle of playing with -2 Research plus the Hurry penalty.
Quote from: ete on July 20, 2013, 09:24:11 pmI'd be inclined to test Satori with maybe +3 commerce and either no or 1-2% interest, interest promotes leaving a load of cash in the bank, commerce bonuses promote exploring to meet other factions fast and staying at peace with them. The second seems more like the kind of tactic you want to encourage, and additionally, it's likely the AI will not be able to play to the strengths of energy interest while a human can use it extremely well even at low numbers.For the most recently posted, there seems to be not much as far as very important bonuses, and -2 Research is quite harsh. I'd consider dropping it to -1 research and adding some other minor disadvantage, or reducing the bonus to +10% defense. And Police seems to be a more likely bonus than Growth, growing yourself is not directly helping unify others, keeping population under tight control (especially conquered bases) is. Still, probably a fairly balanced faction.That's some good feedback. I took your advice with Satori and switched around the bonuses for their Commerce and Interest. It seems like I'm really playing with fire when it comes to Interest, so that will need more fine tuning.So for the Authority, you're saying keep +1 Support and +1 Police but downgrade Research to -1 and add another penalty. Is it possible to have a negative number in the Psi Modifier? Because I think that would work well (the Authority are better equipped to deal with people than native lifeforms) but it's not an option in the Faction Editor, but I could just edit the text file.
The Technocrat FoundationLeader: Founder Josef FederovBackground: Republic of Ukraine, Unity Chief EngineerAgenda: Advancing technological frontiersVision: Conquering death and human disunity by merging man and machinePoints of Reference: Ian M. Bank's Culture novels, Hannu Rajaneimi's The Quantum Thief seriesStarting Tech: Information Networks+1 RESEARCH: {Focused on scientific advancement}+1 EFFIC: {AIs regulation}-2 GROWTH: {Emphasis of mind over body}Free NETWORK NODE at every baseExtra DRONE for every four citizens {(ideology alienates many)}Immune to EFFICIENCY penalties {Computer assisted society}May not use Power Values.--A bit derivative of the University, but for good reason; Zacharov did it best and why mess with perfection? I reduced the research bonus by 1 because the Efficiency bonus and immunity to Efficiency penalties would more than offset it. The University's probe penalty has been replaced with a penalty to Growth, as a society so heavily rooted in computer science would have better network security than Zacharov's vision of a worldwide college town; moreover Probe penalties are fairly toothless in a game where the Hunter Seeker Algorithm exists. I could use a better explanation for the Growth penalty apart from the CyberCon's "how is babby formed?" excuse. The leader is inspired by the Russian philosopher Nicholai Fyodorov, who believed that the ultimate aim of science should be the unification of mankind against the "blind-force" of nature, and was one of the first transhumanists.
Sons of the AdventLeader: Brother Joaquin el-KadizBackground: Free Afghanistan, Unity AstrophysicistAgenda: Acquiring spiritual enlightenmentVision: Messianic transcendencePoints of Reference: Frank Herbert's DuneStarting Tech: Social Psych25% Fanatic bonus on offense+2 PLANET: {Believe that Planet is sacred and must be protected}-1 ECONOMY: {Limited commercial interests}-1 INDUSTRY: {Weak industrial base}All units gain the Hypnotic Trance ability upon discovery of Secrets of the Human BrainExperiences no negative effects from Fundamentalist Politics {Modern religious movement}May not use Free Market EconomicsThe one faction from SMAC that I've never played is the Believers, because I can't bring myself to sympathize with her, or be entertained by her philosophy the way that I am with Yang, the jolliest tyrant. Not that I'm anti-religion, but rather that Miriam's version seems particularly poisonous and lended too easily to have her be the villain. With the Sons of the Advent, I wanted to create a religious faction that was potentially sympathetic. The key point of reference is Dune, particularly the Fremen, who viewed their lifeless wasteland as their holy land. Similarly Brother Joaquin and his followers see Planet as a promised land that needs to be cared for, hence the Planet bonus. The Economy and Industry penalties seem self explanatory, and lead the Pilgrims well away from a Development based, and rather one based on survival and conquest (again, invoking Herbert's Fremen). This is further encouraged by giving them Impunity to Fundamentalism, which turns that from being one of the worst overall social options to maybe the strongest for this particular faction.