it could be a nordic race comunity, a sort of a matter of grouping racial, who follow their earth cultural and religion origins
Here's the new Viking Leaderhead. Is it any good?
Pickly, I like the ideas, but it would make them a bit underpowered, especially compared to people like the Paladins.
As for Aerospace Complexes, they are probably one of the three best facilities in the game, so handing them out for free (satellites anyone?) needs a lot of downsides to make fair.
Hello people who reside in this forum. I am a prismatic reptile, as some of you may know, and I am working on a set of seven custom factions for SMAC/X. I currently just have possession of SMAC, so I cannot set faction colors or certain text file bonuses, but I will soon. These are the factions.
- The Zephyr Legion, an honorable faction based on airborne warfare, with a classic Japanese architectural and cultural choice. Bonuses are +1 Morale and Police, but -2 to growth. They start with Doctrine: Air Power. They use power as their value, being a military faction.
[li$i]The Hack Kings, a utilitarian faction that wishes everyone to be happy and utilises virtual reality. They start with +1 Research and Support, but -2 Morale. All of their bases start with a Recreation Commons and a Hologram Theatre, minimizing drone activity, but they have no free techs. Aversion is Thought control and they gravitate towards Eudaimonia. They play like a cross between the Angels and Peacekeepers.[/li][/list]
[li$i]The People of Knowing, a scientific faction made by the goal to achieve omniscience, and do not care about anything else. They have an amazing +3 Research and any 3 bonus techs. However, they have Zakharov's drone problem and a -1 to Industry, Growth and Planet. They will frequently attack the Hack Kings due to their opposite ideas of a future society. They can go a peaceful or military route.[/li][/list]
[li$i]The Paladins of Thor, a warlike faction based on the vikings of old, with the military to boot. They have a +2 bonus to morale and a +1 to growth, as well as the +25% Morale bonus from the fanatic special rule, as well as having the Doctrine:Mobility . However, they suffer from a -2 to research and a -1 industry. Thy value power but neglect knowledge. They are incredibly deadly in combat, but next to useless trying to be a peaceful builder thanks to the lack of research, and remain rather low-tech.[/li][/list]
[li$i]The Guild of Psychics, a mystical faction that is known for their erratic nature. They boast a +2 bonus to Probe, a +1 bonus to growth, but a -1 to economy. They also have an immunity to mind control and the free tech Social Psych. They dislike Free Market's mean nature but enjoy Planned economics. And of course, they have a +50% bonus to Psi attacks. They are incredible at covert ops, but rarely make enough energy to mind control, leading to the use of Mindworms.[/li][/list]
[li$i]Golden Future Corp., a Tycoon faction like the Morganites, but a little less greedy and a little more Canadian. They feature a +1 to both Research and Economy, but suffer from a -1 to morale and planet. They start with the tech Industrial Base, and get a free Energy Bank at every base. They are very peaceful, preferring wealth as their value and preferring peace to war.[/li][/list]
I prefer the bald-leader Borg -the other leader with hair isn't my work, though other elements are- but I never playtested either enough to have any real opinion about playability.