I discovered factions with a -1 fight setting oppose the repeal of the UN Charter more than factions with erratic and aggressive settings. I could not justify the Peacekeepers supporting the repeal of the UN charter more than Morgan or Deirdre.
The rest seem fairly similar. I have wavered on whether PKs should be pacifist or not. Where I did 4 at each aggression type they'd have to swap with someone, maybe University
The AI possesses two sets of controls for many of the social factors. The version released for the final game targets more specific factions. The information below provides information on the special emphasis the AI places on specific social effects based on the combination of BUILD, EXPLORE, DISCOVER, and CONQUER mandates. The AI aggressiveness factors into the decisions in certain places, and I note the aggressiveness of the AI with the label of Fight. Each social effect receives additional modifiers from specific sources, but the exact details remain lengthy and transparent to most players. If you have specific questions, then please ask me.
GROWTH:
Conquer and Explore: X 2 (The Believers)
All other combinations receive X 1
Special positive emphasis for Explore
Small negative emphasis for Build
Faction bonus of POPULATION < 0: X .5
Good stuff. I did notice the AI is smart enough to pick morale more when at war and less when it's not. It feels there is some additional logic where the level of threat is considered, distance or perhaps power level of their vendetta relations.You remain very perceptive.
I thought about University more and I think -GROWTH fits them due to their questionable research methods on humans. There would be some killed or otherwise left unable to reproduce. It kind of makes them a bit like CyCon with my SE set, research factions that can't pop boom. University can only get to +5 growth and that's with golden age, creche, and wealth. CyCon can get to +4 growth with wealth and creche but they can't get a golden age realistically until maybe very late game. I guess like Gaia and Cult the difference is in their aggression level, and that's enough to feel different to me. University researches much faster, whereas CyCon has to conquer cities to really get going.I concur with your conclusion on the difference between CyCon and the University. I always felt the University benefited more from horizontal spread than vertical spread because of lab bonuses from Free network nodes or the RESEARCH bonus. Killing people for research and educated people producing less children matches your decision.
Miriam |
Domai |
Thing is future SEs come so late that it's more of a flavor benefit than one that has any impact.
Of all the factions who should get Power aversion?
What penalties do people give the Pirates?
They always were the strongest faction.
Pushing Thermoclines and Aquafarms later helps a bit.
They never have the land power to conquer anyone,
and they have so much sea power it's difficult to conquer them also.
Making them feel more like a growth faction than an aggressive one, which kinda goes against their whole theme.
You aren't going to be able to start the game with guaranteed sea colonists and coastal start position. Not unless you are binary hacking. If you are binary hacking, you might as well investigate removing the +1 sea minerals bonus.
When you give a land faction a ship, it just dies, because it has been placed on land. Pretty sure it doesn't helpfully shoot off to one side, in a body of water. And you may not even have a body of water to shoot off to anyways.
After many test games I can say this faction set is at least as balanced as the originals.
Cult is sorta so-so, though on abundant life maps they're downright terrifying.
I guess it really is the AI's love of MORALE SE.
If it's boxed in usually it doesn't know to go to the sea or other islands hard enough.
I've also noticed that sea bases tend to expand to the sea much more than land ones. So typically getting down a few sea bases early is a good marker for future growth/victory. This is sort of why the original Pirates did so well, not because of their faction benefits so much as just playing smarter.
It's what made University miles ahead of any stock faction.
And why every speedrun of the game is done as University.
+2 labs a base might not sound like much
Brood Pits
and Centauri Preserves were considered but they do little good
till the AI gets Green, which is so deep into the game
Cult could maybe have Bio Labs back with stronger penalties.
a little too scientific for a more faith-flavored faction anyways.
If I had to rank your factions based on power level, I'd put Gaia and University well above the rest for the same reason.
I'm guessing your Hive probably just picks Power over Knowledge most of the time even with the Impunity.
Because the AI loves +MORALE so much. So the benefit doesn't really show up for the most important first-half of the game.
I could see them being okay but PS at -1 JUSTICE and +2 RESEARCH is just kind of... neutral research rate at best.
and its even more pronounced for AI that doesn't terraform well.
The AI also isn't that consistent. Some games it expands and plays very well, and some games it just does really stupid things.
So in a way the factions don't require perfect balance.
Randomness like whether you lose your first colony pod
Making them immune to negative MORALE would help them more I think.
One thing I do wish they had in the game was a BENEFIT SE, to make the upside of a choice twice as strong (or even +1 would do).
Yea it's not bad. I wish there was a way to give abilities from the start of the game. Having to get the tech makes some just way too late. I suppose for Pirates it's not overly deep in the tree but still.
Yea I agree actually, sort of doubling down on Fundamentalism bonuses/penalties. Gaia and Cult sort of work like this.
Probe sort of fits for PKs, but I don't see them spying too much on other factions. The auto techshare perhaps is a little more fitting for PKs. They can use the council to compel factions to share knowledge that isn't considered top-secret any longer. More by diplomacy than by espionage (PROBE).
The other issue with PKs is that they prefer Democracy, which doesn't give growth. I suppose they could take prosperity to boom...but still.
The simplest thing to do would be to give PKs support instead of growth. But PKs aren't militaristic so that's a bit odd too.
Believers would have to lose support, having 2 to both would be too much. I'll think about it for sure.
Edit: There, I gave Believers +2 GROWTH. They lost -2 SUPPORT
PKs gained +1 SUPPORT (I think it actually makes sense, they get funding from other factions like the U.N.)
PKs penalty to POLICE reduced to -1, but also removed the free drone control. They get TECHSHARE to compensate since +2 GROWTH I feel is a little better than +1 SUPPORT. Should be reasonably balanced, I'll have to test.
The only issue is that it might make Believers and Drones kind of similar. But there is a big difference between +1 GROWTH and +2 GROWTH.
I kind of like Talents on Zak because they do represent the elite researchers. PKs are kind of second in line for me. Though Zak still can't boom with Fundamentalism aversion and -1 GROWTH in my set. The Talents are kind of a nice benefit rather than one for booming. Kind of mirrors Hive, yea they get extra drones but with their POLICE being so good it's not as big of a deal.
Well I never saw the Believers as stupid really. Miriam's late game quotes are some of the least crazy. I see Believers more as having an aversion to technological change, a cautiousness.
There's no lore about Miriam being anti-Planet. The only instance of it, is the 1 line in her faction description file. That's why I removed it from my mod. They didn't do any narrative support at all for her being anti-Planet.
Obviously Morgan is the anti-Planet faction. For economic not spiritual reasons.
I think the myth of Christians being anti-environment is harmful and should not be promoted by games.
-2 research matters most early.
Lol. I did put Hive and Believers down to erratic personality from aggressive. I think pacifist would be as much of a stretch though.
As I see it no one is really portrayed as good in SMAC. Left or right wing. There's plenty of aggressive on both side, plenty of hypocrasy and idealism.
Lol. I did put Hive and Believers down to erratic personality from aggressive.
How about INTEREST, -10 for Believers? Instead of -ECON. To represent tithing, a tenth of your income that goes to the church. Well its worse than that it's a tenth of your wealth lol. Negative econ believers might be interesting. More ascetic would probably mean Free Market aversion rather than knowledge.
I might try Morgan at +2 ECON
Yea I've kind of wondered which faction would be best in human hands for my set. I cut them down to 4 benefits each which is stlll a lot
I feel like perhaps Cult or Gaia. Because a human player knows how to abuse the terraforming advantages better. CyCon perhaps too. The AI is very swingy, it doesn't know to rebuild Punishment Spheres unfortunately.
Drones I put just under University for stock factions. If only because you can get blown out early like Believers. Once into the midgame they always did fine. Believers were kind of like this too honestly. Fanatic bonus is amazing if you can just stay even on tech.
How about INTEREST, -10 for Believers? Instead of -ECON. To represent tithing, a tenth of your income that goes to the church. Well its worse than that it's a tenth of your wealth lol. Negative econ believers might be interesting. More ascetic would probably mean Free Market aversion rather than knowledge.
Tithing goes to the church, though, so why would the faction's energy reserves be reduced if it's run as a theocracy? It's hard to peg Miriam down (well we can rule out Eastern Orthodox LOL) but she's probably meant to be some kind of 1990s American dominionist and the Lord's Believers are maybe organized under presbyterian lines? There has to be some kind of hierarchy there to enforce her orthodoxy but I don't see her appointing archbishops/bishops/cardinals.
Tithing goes to the church, though, so why would the faction's energy reserves be reduced if it's run as a theocracy? It's hard to peg Miriam down (well we can rule out Eastern Orthodox LOL) but she's probably meant to be some kind of 1990s American dominionist and the Lord's Believers are maybe organized under presbyterian lines? There has to be some kind of hierarchy there to enforce her orthodoxy but I don't see her appointing archbishops/bishops/cardinals.
Yea considering she calls herself Sister and not some higher rank, it implies a flatter power structure. More egalitarian. Hence I think growth or effic are quite fitting benefits.
Edit: Also I ended up swapping University's talents with PKs tech share. Talents probably better represent happiness, of all factions PKs seem the one that would value that the most. The happiness in turn allows more citizenry to be 'elite', but thats an effect not the cause.
Anyone find that the drones REVOLT ability never works? I may give them COMMFREQ instead. Can see it fitting into the lore, they revolted from whatever faction you have contact with.
Anyone find that the drones REVOLT ability never works? I may give them COMMFREQ instead. Can see it fitting into the lore, they revolted from whatever faction you have contact with.It does work apparently but only in very specific circumstances and never against the AI. Its basically a useless ability.
Being flagged aggressive makes a faction build very few facilities. Probably too few once its bases get larger.
It's surprised me how fast pacifist factions can end the game if they get a global trade pact going.
Trying out Data Angels with free HQ at all bases.
Does this imply that if all factions were given a free HQ in every city, then Bureaucracy and Efficiency would be rendered meaningless in the game?