February 13, 2000, 02:23
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#1
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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custom faction discussion and comparison thread
hey i just felt like discussing custom factions...here are a few of the ones i have created in txt form
quote:
TECH, DocLoy, TALENT, 6, DRONE, 3, ROBUST, EFFIC, SOCIAL, ++SUPPORT, SOCIAL, +INDUSTRY, SOCIAL, -RESEARCH, SOCIAL, --EFFIC
Politics, Police State, POLICE
Economics, Planned, nil
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quote:
TECH, Mobile, TECH, Physic, PENALTY, Democratic, PENALTY, Planned, POPULATION, 2, MORALE, 3, FANATIC, 0, MINDCONTROL, 0, RESEARCH, 1, UNIT, 11, UNIT, 12, SOCIAL, --GROWTH
Values, Power, MORALE
Values, Wealth, nil
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quote:
TECH, Indust, ENERGY, 15, COMMERCE, 5, HURRY, 80, INTEREST, 4, SOCIAL, --PROBE
Values, Wealth, ECONOMY
Politics, Fundamentalist, nil
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quote:
TECH, Biogen, TALENT, 3, PENALTY, Police State, PENALTY, Thought Control, SOCIAL, +RESEARCH, SOCIAL, +EFFIC, SOCIAL, -SUPPORT, SOCIAL, ---POLICE
Politics, Democratic, RESEARCH
Values, Power, nil
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quote:
TECH, Psych, POPULATION, -3, PENALTY, Power, FACILITY, 6, SOCIAL, ++GROWTH, SOCIAL, ---MORALE
Economics, Planned, GROWTH
Economics, Free Market, nil
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quote:
TECH, PlaNets, TECHCOST, 75, HURRY, 200, RESEARCH, 2, PENALTY, Democratic, IMPUNITY, Power, FACILITY, 23, SOCIAL, ++INDUSTRY, SOCIAL, ---ECONOMY
Economics, Planned, MORALE
Economics, Free Market, nil
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korn469
[This message has been edited by korn469 (edited February 13, 2000).]
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February 13, 2000, 14:20
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#2
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Prince
Local Time: 03:38
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Hysteria Arctica
Posts: 556
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I have planned to create a "point" system to balance the custom factions people creates. It would work like the one in (for example) the Master of Orion II race editor, thus giving each advantage and disadvantage a cost
(negative for disadvantages). A working system like this would make a custom faction tournament possible by giving each player the same possibilities at the start.
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February 13, 2000, 15:29
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#3
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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the point system is a good idea, but how do you assign points for things such as interest and free starting units? also i don't feel that a -1 police is the same as a -1 industry do you have any ideas on how to work that out? i am in favor od the idea and i hope you can come up with a working system
so do you think my factions are balanced?
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February 14, 2000, 02:55
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#4
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Prince
Local Time: 12:38
Local Date: October 31, 2010
Join Date: Aug 1999
Posts: 684
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Here is the facs from my mod
Empire, The Expanders, Empire, M, 1, Seteh Milnard, M, 1, 1, 0, 0, 1,
TECH, InfNet, SOCIAL, ++GROWTH, SOCIAL, -ECONOMY, SOCIAL, -POLICE, UNIT, 0, UNIT, 0, UNIT, 1, DRONE, 1, TALENT, 1, ENERGY, 1, MORALE, no, INTEREST, non
Politics, Police State, ECONOMY
Hand of Justice, The Justiceers, Justiceers, M, 1, Mikael Maltin, M, -1, 1, 0, 0, 1,
TECH, Biogen, SOCIAL, +POLICE, SOCIAL, -ECONOMY, SOCIAL, -INDUSTRY, UNIT, 1, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1, MORALE, no, INTEREST, non, FANATIC, 0
Politics, Police State, INDUSTRY
The Pravakians, The Caretakers, Caretaker, M, 1, Oprotmra, M, 1, 1, 1, 0, 0,
TECH, Indust, SOCIAL, --POLICE, SOCIAL, +PLANET, FACILITY, 2, UNIT, 1, UNIT, 8, UNIT, 9, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1
Economics, Green, POLICE
The Sisters of Jesus, The Followers, Followers, F, 2, Terrance Láde, F, -1, 0, 0, 0, 0,
TECH, Psych, SOCIAL, +ECONOMY, SOCIAL, --GROWTH, UNIT, 11, UNIT, 1, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1, MORALE, no, INTEREST, non, MINDCONTROL, 0
Politics, Democratic, GROWTH
he Terraforming Confeder, The Terranformers, Terraformers, M, 1, Gregory Thomas, M, 0, 1, 1, 0, 0,
TECH, Ecology, SOCIAL, --PLANET, SOCIAL, +GROWTH, SOCIAL, -ECONOMY, UNIT, 1, UNIT, 1, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1, INTEREST, non, TERRAFORM, 0
Economics, Free Market, PLANET
The Wall Street Traders, The Traders, Traders, F, 1, Sarah Richardon, F, 0, 1, 0, 0, 1,
TECH, Indust, SOCIAL, +PROBE, SOCIAL, --POLICE, SOCIAL, +ECONOMY, UNIT, 1, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 4, ENERGY, 1, COMMERCE, 1, INTEREST, non, TERRAFORM, 0
Economics, Free Market, POLICE
U.S. Special Project, The Scientist, Special Projects, M, 1, Kreiger, M, 1, 0, 1, 0, 1,
TECH, InfNet, SOCIAL, ++RESEARCH, SOCIAL, --INDUSTRY, SOCIAL, -GROWTH, FACILITY, 8, UNIT, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1, HURRY, 110, POPULATION, -2, INTEREST, non
Values, Knowledge, INDUSTRY
------------------
-Chiron Creators-
"http://members.xoom.com/acchiron"
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February 14, 2000, 03:22
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#5
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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February 14, 2000, 10:27
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#6
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Prince
Local Time: 03:38
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Hysteria Arctica
Posts: 556
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The point system is nearly ready. I've made the costs for hurry costs, energy interests etc. usable so that each procent of energy interest costs one point, each -10% research cost costs 6 points etc. I'll post it here ASAP.
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February 14, 2000, 14:29
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#7
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Prince
Local Time: 03:38
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Hysteria Arctica
Posts: 556
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A prototype point system is now finished. It contains the supposed costs of SE effects. Notice that these are placed so that each of the original SMAC factions would be "balanced".
Name of SE effect
Cost per +1
Negative cost per -1
ECONOMY
8
-2
GROWTH
2 (add 1 per level, so that +2 would cost 3 etc.
-3
EFFIC
2
-1
RESEARCH
4
-2
POLICE
2
-2
MORALE
3,5
-2
SUPPORT
2
-2
PLANET
3
-2
INDUSTRY
5
-2
PROBE
2
-1,5
The system works like the one in the MOO2 custom race editor; each faction has 10 starting points. You just decrease the costs and add the negative costs to it. The result should be 0 or higher.
The list for all more "special" faction effects will be coming soon.
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February 16, 2000, 08:08
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#8
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Emperor
Local Time: 01:38
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Marietta, GA
Posts: 3,521
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Pat,
I loved MOO2 and the custom race builder. One suggestion allow choice of extra starting tech with level 1 techs being a cost of 4 and level 2 tech a cost of say 6 or 8.
What do you think?
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February 17, 2000, 05:20
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#9
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Prince
Local Time: 12:38
Local Date: October 31, 2010
Join Date: Aug 1999
Posts: 684
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Korn469 do you play to release these as a mod
We also need more files at Chiron Creaotrs...
------------------
-Chiron Creators-
"http://members.xoom.com/acchiron"
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February 17, 2000, 17:11
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#10
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Prince
Local Time: 18:38
Local Date: October 30, 2010
Join Date: Dec 1999
Location: Glendale, AZ USA
Posts: 797
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Umm.. I think the trade alliance needs a little tweaking. Any faction with a +5 commerce bonus is never going to get a treaty/pact from a human player and too many pacts from a computer player. Too much 'bonus' energy. Also, 4% is a lot of compound interest per term.. you can go nuts on money, maybe make it 2%.
I'd recommend giving the trade alliance maybe half the comm frequencies in the game to start and a commerce bonus of +1. Since they have merchants 'everywhere' to make them more playable with/against human players. If they are merchants maybe make them agenda:wealth and a can't use of police state. (no one wants to trade in a heavily armed community).. and focus should be explore Pacifist. (war is bad for business?)
Just some thoughts.. tig
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February 17, 2000, 18:14
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#11
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Prince
Local Time: 01:38
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Los Anheles, California, Good Ole U S of A
Posts: 517
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Partiqvium, have you checked your system against the in-game factions? Could they all be made within the system?
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February 17, 2000, 18:40
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#12
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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Tig,
i wanted the trade alliance to have more commerce than morgan who has 1 commerce...the trade allaince is another faction that needs some work. hmmm so after hearing your objections here what i am thinking
5 commerce: change it to 3 commerce and 3 commfrequenceies
fundamentalism...i firm about this...they are anti-fundy not anti police
besides i got a kewl datalink for them
-2 probe: everybody has a price
80% cost to hurry...unsure about this, thinking of some advantages i can them besides this one...maybe votes because with they can bride the electorate or whatever
+4% interest: how does 3% sound? i feel that 2% is a little weak
would a
3 commerce
3 comm frequency
3 interest
-2 probe
25 (10+15 bonus) energy
1.5 votes
faction be too weak?
korn469
[This message has been edited by korn469 (edited February 17, 2000).]
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February 18, 2000, 01:36
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#13
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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heardie,
no i wasn't planning on releasing these particular factions in a mod, i just wanted to create some factions that are new and fresh to play with with...right now i feel that they are decently balanced...though more play testing is needed, after i test them more and consider them finished you can put them up on your site if you like
i'm still actively messing around with the eugenics outcasts...have you ever seen star trek the original series that had khan in it? well they are not based on khan in particular but they they have lots of simularities
last night i decided that they couldn't use eudimonic and that wealth gave them a penalty instead of planned...i also gave them a psi combat bonus of 15% and was toying around with the idea of giving them psi gates in every base instead of the extra rover but haven't decided on it...the AI didn't use the psi gates, but in the hands of an intelligent player they could be too strong
korn469
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February 18, 2000, 03:22
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#14
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Emperor
Local Time: 18:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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heardie:
did you get a copy of Vel's seven splinter factions?
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February 18, 2000, 04:25
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#15
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Prince
Local Time: 18:38
Local Date: October 30, 2010
Join Date: Dec 1999
Location: Glendale, AZ USA
Posts: 797
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Hmm.. I think with those changes they are too powerful..not enough of a down side. They have a lot of bonuses, not quite enough penalties, IMO.. how about this..
+2 Commerce (still more than Morgan)
+2 Comm Frequencies
-2 Probe (I like that they can be bought)
+25% votes (they can buy people, too)
No Fundamentalism, that works.. tho in my mind, free trade can't happen under armed guards.
how about.. -2 morale (no money in military service). I'd recommend a police penalty but this faction should go free market by nature, and there is enough penalty to police there.
Agenda: Free Market
Goals: Discover, Pacifist
Just a few thoughts.. Tig
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February 18, 2000, 05:31
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#16
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Prince
Local Time: 03:38
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Hysteria Arctica
Posts: 556
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Helium Pond, I've checked the system. All factions are balanced w/ the system, even in SMAX, except the Cybernetic Consciousness (that -1 growth is something that needs to be
altered)
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February 18, 2000, 14:36
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#17
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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Tig,
how does this sound to you
+3 commerce (COMMERCE, 3)
+3 interest (INTEREST, 3)
+25% votes (VOTES, 1.25)
90% cost to hurry (hurry, 90,)
-2 probe
-1 morale
-1 planet
no fundamentalism
how close is that?
korn469
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February 18, 2000, 15:07
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#18
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Prince
Local Time: 18:38
Local Date: October 30, 2010
Join Date: Dec 1999
Location: Glendale, AZ USA
Posts: 797
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Korn.. i had a revelation. Why are you giving them a rush bonus? these are merchants, not engineers.. instead of a rush bonus (or penalty or whatever) you should give them a bonus to stockpile energy (I think you can do that)..maybe 25% just like the Energy Bank secret project.
I'm not sure if its a balanced faction or not, but its in character. I've been thinking about a faction along the same lines for a while.. if you want I'll help test them out a few games.
Tig
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February 18, 2000, 15:26
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#19
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King
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Sep 1999
Location: Ruins of Jasonia Palace
Posts: 1,731
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Korn, I see you are giving out 3 coms with that faction. In my experiance, this ability simply does NOT work. Have you ever actually seen this function correctly?
I'll throw one of my factions into the mix:
The Jedi Council
Starting Tech: Jedi Ethics (lets you build strong but costly PSI units at begining of game.)
-1 Economy
-1 Research
One extra talent for every five citizens
Max population at 4 before Hab Complexes
All units and bases immune to mind control (same effect as +3 PROBE, but can never go away!)
20 PSI in offence and defence
Start with two Jedi Knights (those PSI units from the ethics tech)
Can anyone suggest ways to improve this, or is it fine as is. Remember, these guys are supposed to be peaceful but skilled researchers.
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February 18, 2000, 16:57
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#20
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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Tig,
Jasonian is right...you cannot give out comm frequencies that is why i droped it...also i only have SMAC and you cannot give a bonus to stockpiling energy in SMAC, interest is about the closest thing to it...i was giving them a hurry bonus because i was thinking of something like "90% cost to hurry because of cheap supply of parts and material" they are traders so they get the best deal on parts or whatever
but what did you think about the above stats
Jasonian
hmmm it sounds pretty good but the economy and and research penalties hurt them from being a good research faction...what SE choice can't they use? and how powerful are Jedi Knights? give me the stats on Jedi Knights, and the SE aversion and i'll see how good they are, but i don't think that they are too powerful
korn469
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February 18, 2000, 18:09
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#21
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Prince
Local Time: 12:38
Local Date: October 31, 2010
Join Date: Aug 1999
Posts: 684
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quote:
Originally posted by Googlie on 02-18-2000 02:22 AM
heardie:
did you get a copy of Vel's seven splinter factions?
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No but it sounds good...
------------------
-Chiron Creators-
"http://members.xoom.com/acchiron"
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February 18, 2000, 18:37
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#22
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King
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Sep 1999
Location: Ruins of Jasonia Palace
Posts: 1,731
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More Jedi Knight stuff:
Agression: Passive
Interest in Growth? Yes
Interest in Tech? Yes
Interest in Infastructure? No
Interest in Power? No
Prefer Planned Economics
May not use Wealth Values
Feel free to suggest/delete abilities and interests to balance as you see fit, but try not to destroy the purpose of the faction (peaceful but disiplined researchers)
Jedi Knights are PSI attack/PSI defence infantry with 'force abilities' (such as Deep Radar and Cloaking Device) They get +20 attack/defence from the factions PSI bonus.
[This message has been edited by Jasonian (edited February 18, 2000).]
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February 18, 2000, 19:08
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#23
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Guest
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Jasonian, I would get rid of the immunity to mind control because the Jedi were curruptible and did sometimes turn against the order. Possibly replace it with +2 probe instead.
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February 18, 2000, 21:00
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#24
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Prince
Local Time: 18:38
Local Date: October 30, 2010
Join Date: Dec 1999
Location: Glendale, AZ USA
Posts: 797
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Jasonian..that -1 energy, -1 research will keep people from ever playing them as a peaceful faction. Also with no interest in infrastructure and no interest in wars, they will suck as a computer faction with those penalties. However, with large bonus's to psi offense/defense they may very well get used as a momentum faction with green economics.
You might consider then removing the energy penalty at least, and probably the research one in favor of somethign else. Possibilities include -1 growth and -1 industry (few people can be jedi, etc).
I'd also change them to a discover/pacifist faction.
Without seeing the info on that tech, or where it falls in the tech tree its hard to judge its balance on your faction.
Tig
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February 19, 2000, 06:29
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#25
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Emperor
Local Time: 03:38
Local Date: October 31, 2010
Join Date: Dec 1969
Location: CLOWNS WIT DA DOWNS 4 LIFE YO!
Posts: 5,301
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I'm also interested in Vel's seven splinet factions. Wher are they?
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February 19, 2000, 14:05
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#26
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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Jasonian
i agree with dinodoc and tig on this one
Starting Tech: Jedi Ethics
+2 probe
-1 growth
-1 industry
+20% PSI combat
One extra talent for every five citizens
Max population at 4 before Hab Complexes
Start with two Jedi Knights
korn469
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February 19, 2000, 15:37
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#27
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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ok jasonian created some more factions all of them based on starwars, however they just didn't feel right to me...so i am going to present his factions
The Galactic Empire
starting tech: empire ethics
+1 industry
+2 police
-1 support
-2 planet
+25 psi combat
110% hurry
free command centers when discovered
starting units: stormtroopers, AT-AT walker, Sith Lord
agenda: planned economics
aversion: democracy
The Rebel Alliance
starting tech: rebel ethics
Unit flags invisible
-1 industry
-1 research
85% cost to hurry
Gain techs possessed by three other factions they have inflitrated
snowspeeder, Rebel troopers
agenda: power
aversion: wealth
The Bountyhunters Guild
starting tech: freelance ethics
+2 morale
+20% offense
-2 police
-1 support
commerce 1
staring units: bounty hunter, infltrater
agenda: simple economics
aversion: planned
The Trade Federation
starting tech: federation ethics
+1 support
+1 economy
-2 morale
-1 growth
50 starting energy
All units gain Polymorphic Encryption when the tech is discovered
starting units: 2 droid armies, MTT
agenda: wealth
aversion: green
The Democracy of Naboo
starting tech: naboo ethics
+1 efficency
+1 planet
-1 industry
-1 police
Terraform up/down costs 1/2
starting units: gungan scouts, security volunteers
agenda: green
aversion: free market
The Galatic Republic
starting tech: republic ethics
+1 probe
-2 efficency
-2 support
2.5 times the votes
Free CHILDREN'S CRECHE with discovery of Ethical Calculus
1 commerce
starting units: standard transport, Republic guard
agenda: democratic
aversion: Fundamentalist
korn469
[This message has been edited by korn469 (edited February 19, 2000).]
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February 19, 2000, 19:39
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#28
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King
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Sep 1999
Location: Ruins of Jasonia Palace
Posts: 1,731
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Oh, here are descriptions of the units they get:
AT-AT: 4-4-1 with Air superiority and deep radar
Stormtroopers: 4-3-1
Sith Lord: PSI-PSI-1 with deep radar and cloaking device
Rebel troopers: 4-2-1
Snowspeeder: 2-2-10 needlejet with deep radar
Bounty hunter: 6*-3-1
* = res attack
Infltrater: 0-2-2 probe team
Droid army: 2-0-1
MTT: 0-2-3 drop transport with 3 cargo
Gungan scounts: 1-1-1 scout patrol
Security Volunteers: 1-2-1 with high morale
Standard transport 0-3-3 medical trasport with 3 cargo
Republic guard: 1-3-1
Also avaiable, not no one starts with it:
Death Star: 99-8-6 Planetbuster gravship with carrier deck and 4 cargo (able to hold 4 other Planet Busters!)
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February 19, 2000, 21:01
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#29
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Emperor
Local Time: 20:38
Local Date: October 30, 2010
Join Date: Apr 1999
Location: In the army
Posts: 3,375
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ok here are my proposed changes based on my how i feel about each faction (yeah i have all the star wars movies a million times too)
The Galactic Empire
starting tech: empire ethics
+1 industry
+1 police
-1 morale
-1 planet
+20% offense
drone for every three citizens
robust efficiency
free ability: non-lethal methods
starting units: stormtroopers, AT-AT walker, Sith Lord
agenda: police state
aversion: democracy
The Rebel Alliance
starting tech: rebel ethics
Unit flags invisible
+1 morale
-2 support
techsteal
Gain techs possessed by four other factions they have infiltrated
*50% chance revolting bases will join them
free Flechette Defense System when tech is discovered (base defenses like on hoth)
snowspeeder, Rebel troopers
agenda: democratic
aversion: police state
*note: i'm unsure how revolt works since i don't have SMACX but the rebels should have this ability
The Bountyhunters Guild
get rid of this faction and replace it with Jabba the Hut's faction, whatever the name of his gangster organization was called
Jabba the Hut
starting tech: freelance ethics
-2 research
-20% cost to probe team actions (excel at bribing corrupt officials)
+2 commerce (smugglers)
All units get POLYMORPHIC ENCRYPTION when the tech is discovered (huts are immune to jedi mind tricks)
units are immune to negative morale modifiers (morale, 0 in faction.txt)
+1 energy per base (Interest, 0 in faction.txt) (income from illegal activities)
staring units: bounty hunter, infiltrator
agenda: wealth
aversion: planned
The Trade Federation
starting tech: federation ethics
+1 economy
-1 growth
-2 morale
*-2 industry (buy most of their goods)
*75% cost to hurry (competition amongst trading partners keep costs low)
1 commerce
50 starting energy
Max population at 5 before Hab Complexes
All units gain CLEAN REACTORS when the tech is discovered (droid armies)
starting units: 2 droid armies, MTT
agenda: free market?
aversion: green
*note: this is about the same as +1 bonus to industry
The Democracy of Naboo
starting tech: naboo ethics
+1 planet
+1 efficiency
-3 police
-20% on offense
1 talent per every six citizens (benefits of a free society)
+1 nutrients from fungus squares
+1 minerals from fungus squares
+1 energy from fungus squares
starting units: gungan scouts, security volunteers
agenda: green
aversion: power
The Galactic Republic
starting tech: republic ethics
+2 growth
-2 efficiency
3 drones made content per base (NODRONE, 3 in the faction.txt)
impunity democratic
Hurry cost 150% (bureaucratic inertia plagues the Republic)
-3% interest per turn (corruption exists on every level)
2 times the amount of votes
starting units: standard transport, Republic guard
agenda: democratic
aversion: Fundamentalist
The Jedi Council
Starting Tech: Jedi Ethics
+2 probe
-1 growth
-1 industry
+20% PSI combat
One extra talent for every five citizens
Max population at 4 before Hab Complexes
starting units: two Jedi Knights
agenda: knowledge
aversion: wealth
korn469
[This message has been edited by korn469 (edited February 20, 2000).]
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February 20, 2000, 12:50
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#30
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King
Local Time: 01:38
Local Date: October 31, 2010
Join Date: May 1999
Location: of Candle'Bre
Posts: 1,804
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My only current custom faction I call the Family of Chiron, as follows:
+1 GROWTH
+1 MORALE
-2 PROBE
-1 RESEARCH
Starting tech Social Psych
Free Children's Creche on discovery of Ethical Calc
Extra Talent for Every 4 Citizens
Agenda - Democracy, GROWTH
Aversion - Thought Control
By my counting that's a point's score of 8. Thoughts? And Playtesters anyone?
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