Next, they are designed to be aggressive
I don't understand the conjunction of the name Freethinkers, and a -2 RESEARCH penalty
I think INDUSTRY bonuses are overpowered
I suppose you mean whether they'll attack stuff eventually, not whether their personality is set to Aggressive
I find it interesting that you've actually tried to verify what the AI will pick for SE choices in practice. That's taking faction balance pretty seriously.
Did you know that Deidre won't go Green until she's learned how to make Locusts?
I question whether they need +2 MORALE or -2 ECONOMY instead, but I think the above is better. Let me know what you think, bvanevery.
I noticed that the AI never builds creches
Politics, Democratic, nil
Politics, Theocratic, nil
Ethical Calculus, EthCalc, 0, 1, 3, 3, Psych, None, 000000000
My mod gives it via Doctrine: Loyalty, which has been repurposed. Tier 2 tech with 2 prereqs:Doctrine: Loyalty, DocLoy, 3, 0, 2, 4, Psych, Mobile, 000000000
Social Psych, Psych, 0, 1, 3, 2, None, None, 000000000
Proceed to test!
(Zak is OP, right?)
Morgan has netted me many early wins because of the combo of extra commerce and +4 econ making it easy to win economically.
Standard size
50-70% ocean coverage
Librarian difficulty
I played as the Peacekeepers, relegating myself to a single base
So I realized that putting the AI on Build, Explore, Conquer may have had little to no effect. I wonder if I should keep that.
I feel that multiplayer/human user balancing is more important
I'm surprised you think Yang is weak. I think he's one of the easiest factions to play the original game with. +2 SUPPORT from Police State is pretty worthwhile in the early game.
The worst faction is Morgan. -1 SUPPORT at the beginning of the game is crippling, not to mention the silly hab restriction.
Quote(Zak is OP, right?)
Hardly. In the original game he has a crippling number of drones, and no production or financial advantages at all. +2 RESEARCH does not make his research go all that much faster than everybody else, and people steal from him like the dickens. Tech trade in general means that techs will leak and factions will catch up just fine as far as military force.
Yea generally I'd agree with that tier list. Angels I'm less convinced are good, no real upside?
Only takes a bit of modding to throw all faction balance into chaos though. If I had a dime for every time I boosted up momentum play and Cult or Sparta stomped the map... elite troops and native life can really be a thing to smash builder styleI recently explored rebalance for cult: +2 growth, -1research, all else same; this makes them unique faction to get simplest and permanent pop boom with dem+planned; no children's creche or golden age required; but still was struggling to play them :) my goal was to make minimal changes to balance them and especially keep the -1 ind and -1eco; AI was also struggling with them, maybe the worst thing about them is they are "jailed" for 5 years and only start in 2106
again it's not true when univ is controlled by humans; drone problems is not a problem cause u just keep all bases at lvl3 until u build VW (and better build PTS before that anyway and not even grow vertically for longer); you get great build/eco advantage in the fact you pick free tech at day 1: so formers as 1st unit build with free minerals (or even biogen for rec-tanks if it was for example random game by IP where u start with money).Seems the University opening is dependent on what techs Zak ends up with. My feeling is [D2] Planetary Networks is easily the worst situation. [D1] Biogenetics is the best, [E1] Centauri Ecology probably second. Though Zak sometimes has more tech than ability to produce, he can also totally abuse material pods, with big buildings or strange prototyping (4-3-2 dragons, for example).