Police States use oppression to keep their citizens in line, and allow
their leaders great power over military decisions. But oppression of
this type also decreases economic efficiency.
Leaders seeking Power build strong, well-paid military forces to.
enforce their will. However, economic and industrial infrastructure may
suffer from bloated "defense" budgets.
Do you think that it is an appropriate match to have -Economy social effects for the Power and Police State social models based upon their help texts?
First, the help for Police state is: (important word(s) are in bold font)QuotePolice States use oppression to keep their citizens in line, and allow
their leaders great power over military decisions. But oppression of
this type also decreases economic efficiency.
Leaders seeking Power build strong, well-paid military forces to.
enforce their will. However, economic and industrial infrastructure may
suffer from bloated "defense" budgets.
I agree with Yitzi on that 'economic efficiency' line. I've always read it the same way he says.
What I miss a lot from SE options is that there is no feature in PROBE to make your probe actions cheaper - apart from a probe morale boost, positive PROBE is largely passive. Is there any way to change it?
And+2 and +3 MORALE, as weak as it is already (I consider MORALE to be the least important SE) give only +1 and +2 Morale respectively, plus additional 1 on defence... What gives? Even the highest MORALE is no match for +2 ECON or +1 INDUSTRY. I can't imagine how someone thought that the SE settings and choices are even remotely balanced.
Instant Elite units is in my opinion not something to sneeze at when a native stack of doom heads your way. It saves minerals to replace lost units, or seen the other way, gives extra mineral or energy costs to opponents to replace those units they lost against your elite ones.
Agree and the devs obviously did know that some SEs had stronger benefits than others. Mind you they might have overestimated some SE settings like Fundamentalist, Power.
PROBE was probably weaker than intended judging by Fundamentalisms +/-
Something like +/- to PROBE team construction costs might have worked too, or modified energy cost on actions.
Similarly Power was a bit weak, though I wouldn't underestimate ++SUPPORT that it gives. Supporting extra units for free will often counteract the --IND until Clean reactors (which are a bit broken IMO).
Police State at -2 ECON might work, though you would have to probably make Yang immune to its downside.
Really I always felt +ECON was a screwy SE with its odd breakpoints.
Something like +/- to total Energy production might have been more interesting than hard square modifiers. But as Yitzi said this isn't easy to modify...so it's best to make due.
With Yitzi's fixes I'd rank PLANET and PROBE as currently the least important SEs by quite a big margin. It'd be nice to somehow make them a bit more relevant but it's not too bad given how the SEs are mostly balanced around this.
Yea I'll have to play around with some Planet modifiers. The thing is I find FM already has big downsides on Transcend, with Drone fixes in. No Police sentinel really stings.
A lot more than the P-drones as you'd only really run FM in a peace scenario anyways. Like you said Morgan and +Commerce are really good with higher ECON. Didn't mean at all that ECON is worthless past +2. It's really powerful if you can get allies and have the Global Trade Pact going. But on the flip side, if you don't have this energy boost then it's really hard to control Drones.
I think if feasible it would be good to add a Energy cost to stealing tech. Maybe tie it to your current research cost in lab points?
You could add a cost to infiltrating too, maybe tied to faction population. Although doesn't infiltrate last forever? I always thought it should wear off after some time, maybe 20 turns. I could be wrong on this one.
Another possibility to boost PROBE would be to make it impossible to do all probe actions and not just subversion against a player running +3 PROBE SE. That would make it very tempting.
Complete immunity at +3 PROBE might be pretty overpowered I'll admit. But HSA does the same, maybe something like non-AE probes only.
That or tighten up the odds curve. Right now it doesn't feel like there's much difference between - and + PROBE SE.
The thing about adding steal costs is that it hurts the stealing factions more than techers.
If steal costs were very low at +2/+3 PROBE this might be okay too.
Also Dio I tested and at -3 (or lower) ECON, the -2 energy only affects the base square and cannot go below 0 (in the case of a new base with no recycle tanks or other bonus). So I'm not sure the whole negative energy theory is the reason for no -ECON SEs.
The same can be argued of SUP I guess but Clean has a cost.
If -ECON had Commerce penalty (in the way that +ECON gives Commerce bonus) then I think you could balance the -ECON SE better between early/late game.
Thematically I think the -2 ECON would fit better with Planned than -2 EFF. Thoughts anyone?
Complete immunity at +3 PROBE might be pretty overpowered I'll admit. But HSA does the same, maybe something like non-AE probes only.
True, though note only Miriam and Roze can get +3 PROBE until Thought Control.
Still I do agree that +PROBE needs to be more offensive in nature. +PLANET and +MORALE work more offensively.
I think that mostly -ECON wasn't put on any SEs as a penalty because it becomes insignificant later in the game. They probably didn't want a go-to SE. Though it sometimes feels otherwise with techs like Cloning Vats 8).
For the same reason I'd rank Yang well above other factions with the drone fixes. PS/Planned for Yang is just as good for growth as options like Demo/Planned or Demo/FM on others, because of the drone control and free support. The only hard part is no easy pop booms
but you can usually ride the momentum wave to victory.
Wealth just goes in too well completely negating -2 ECON. It's hard to argue that -1 ECON wasn't well thought out.
Yea, doing some more testing with Yang. He might not be quite as strong as I first thought in a typical game. His big problem is lack of tech. In a player vs player game on Transcend, he can't get both Planned (+Wealth) and Impact (+Rovers) very fast. Once he gets there though, it's downright scary. Not really convinced anyone can stand up to him in a ground war. +3 IND, +3 GROW, +2 SUP, +2 POLICE. -2 MORALE isn't a huge deal as long as the target faction isn't making Elites.
Yea, doing some more testing with Yang. He might not be quite as strong as I first thought in a typical game. His big problem is lack of tech. In a player vs player game on Transcend, he can't get both Planned (+Wealth) and Impact (+Rovers) very fast. Once he gets there though, it's downright scary. Not really convinced anyone can stand up to him in a ground war. +3 IND, +3 GROW, +2 SUP, +2 POLICE. -2 MORALE isn't a huge deal as long as the target faction isn't making Elites.
I'm not sure I understand the part about morale with Creche+CC+Wealth. I wasn't aware that Creches affected the morale of troops produced at that base if that's what you are implying? At -2 MORALE SE and CC it should be Green troops (-1 rank from SE, +1 from CC since halved at -2 MORALE SE). Will have to test tonight
Interesting re: Creches. I'm not convinced Creches should halve MORALE penalties (even rounding up), since this isn't mentioned in game as a benefit? Is this some sort of residual bug related to fixing their combat bonuses?
Yea only Gaia can get down to -3 MORALE anyways. Well pre-Eud.
The main problem you'll find is that -2 ECON on PS and Power would make them scale too powerfully. I think they would both become a sort of 'always go-to SE'. -2 EFFIC / -2 IND sting a lot more. Running negative ECON SE isn't all that harmful since it only hits the base square. Now before you get bigger bases, yes -ECON does really hurt. PS and Power (as they are) I feel are underrated by many players - both are very good. Yes you will fall behind techers running Demo/FM/Wealth(or Knowledge). But you can pressure & expand so well running PS/Green/Power - stealing techs is not that difficult after Doctrine:Flex. You also end up saving a lot of units that would be otherwise killed by native life. The benefit here is double also as you gain energy and mindworms from every kill.
I've thought a lot on Fundamentalism lately - by far this is my least used SE. In fact I often thought it was pretty much inferior to Police State in every way.
Now to convert to it and still maintain Drone control there are two options: Fund+FM (PSY) or Fund+Planned/Green(PSpheres).
Now early-mid game war is all about churning Elites. From Green to Elite is +5 ranks. +4 on land if you have a Monolith handy, which in a typical game you will get one. So Fund is +1, Power +1, CC +2, and Trained mod +1. This means pre-Power only Fund can get Elite without Trained. Also they can get Elite without Trained after Power whereas PS cannot.
No way a momentum gets CBF over a builder anyways or it's already over.
CBF = CyBorg Factory...maybe theres a more common acronym (CF?)
I think the problem with subversion is the extremely high cost.
and/or make unit stacks subvertable.
PS won't win wars for sure, not like Fund can. But to get up a good sized army first PS is much superior. +2 SUP is huge as is the +2 POLICE.
Fund I think generally isn't something that's viable to run for long.
Yea at higher levels, there isn't really one 'builder' or 'momentum' style. Going extreme one way or the other usually won't work. It's really more a game about diplomacy and trading for tech (as with all Civ series) than one of playstyle.
I feel the HQ-distance formula is decent, but PROBE is much worse vs a close land enemy. Early wars are actually very often against close enemies (for land) not far ones (as this takes sea units).
Re: more viable SE combinations. I think this would only really come into play if higher/lower SE effects were put in place. That is, making +5 POLICE do something beneficial for example. Or allowing new #SOC** effects though I'm not sure modding this is very easy either. So you might be limited to making up new SEs or changing the bonuses/penalties of existing SEs. There would be less capping out I believe if each SE gave smaller amounts of bonus/penalty across more SE categories. Or smaller bonuses and penalties, though this might imbalance certain factions. The big breakpoints of power like mentioned with GROWTH would still exist.
I also believe that SE changing should cost more for bigger empires. In Civ there was a real cost to switching governments on the fly. In SMAC there isn't much of a cost aside from energy. 40/135/etc is a static amount...scaling this with population might have been better. But again maybe not a huge priority...it just often feels like SE changing is really steep early. And the energy cost is inconsequential later game. This is one of the big reasons for SE-changing abuse (little cost to get those breakpoints on a whim).
Yea re: to DIO
Examining the representation of +/- SEs (SE, range, choices):
ECONOMY -3,+5 (+2 FM, +1 WE, +2 EU)
EFFIC -4,+4 (+2 DE, +2 GR, +1 KN, +2 CY, -2 PS, -2 PL)
SUPPORT -4,+3 (+2 PS, +2 PO, -2 DE, -3 TC)
TALENT (NOT REPRESENTED)
MORALE -4,+4 (+1 FU, +2 PO, +2 TC, -2 WE, -2 EU)
POLICE -5,+3 (+2 PS, +2 TC, -5 FM, -3 CY)
GROWTH -3,+6 (+2 DE, +2 PL, +2 EU, -2 GR)
PLANET -3,+3 (+2 GR, +2 CY, -3 FM)
PROBE -2, +3 (+2 FU, +2 TC, -2 KN)
INDUSTRY -3,+5 (+1 PL, +1 WE, +2 EU, -2 PO)
RESEARCH -5,+5 (+2 KN, +2 CY, -2 FU)
Yea that's the tough part - faction and facilty specific bonuses. If anything you can argue though that they compound it.
That's interesting re: ECON. Actually worse ECON ratings also affect bases on energy bonus squares (like rivers, Uranium Flats). So uninuitively it is better to build off these types of squares if at -3 ECON and below.
Here's a SE set you can play around with. Everything can go from the SE min to the SE max, with a default faction like the Firaxians.
#SOCIO
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
Politics, Economics, Values, Future Society
Frontier, None,
Police State, DocLoy, +POLICE, ++SUPPORT, --GROWTH
Democratic, EthCalc, +EFFIC, +RESEARCH, +ECONOMY, --POLICE
Fundamentalist, Brain, +MORALE, +GROWTH, +PROBE, --RESEARCH
Simple, None,
Free Market, IndEcon, ++ECONOMY, ---PLANET, --SUPPORT
Planned, PlaNets, ++GROWTH, +INDUSTRY,--EFFIC
Green, CentEmp, +++PLANET, ++EFFIC, ---INDUSTRY
Survival, None,
Power, MilAlg, ++MORALE, +SUPPORT, ---ECONOMY
Knowledge, Cyber, ++RESEARCH, --PROBE
Wealth, IndAuto, ++INDUSTRY, -MORALE, --EFFIC
None, None,
Cybernetic, DigSent, +EFFIC, ++INDUSTRY, ++RESEARCH, --SUPPORT, ---POLICE
Eudaimonic, Eudaim, +++GROWTH, ++ECONOMY, ---MORALE
Thought Control, WillPow, ++POLICE, ++PROBE, +MORALE, -GROWTH, ---RESEARCH
Yea good comments. I too think Power might play out a bit strong. What if PS and Power penalties were instead swapped? ---ECON would be a huge hit to PS ICSing. Also --GROWTH is more crippling with harder pop booms.
I find the current PS (+2 POL, +2 SUP, -2 EFF) very strong for ICSing too...but that's kind of its purpose (expansion/control). You can control 6 superdrones (9 as Sparta) easily, and get 4 units supported per base. The energy is poor but you can steal techs with minerals only (probe team).
Green might be a bit weak, but with ecodamage being relevant it's your only choice unless you build eco damage reducers and go light on minerals.
I'll have to see for Demo. The bonuses seem rather mild.
Maybe no worse than PS currently for Sparta or Wealth for Morgan.
To make early game pacifism, more -POLICE would have to go to Demo or FM again. Thus Cyber would need an alternative penalty
Making early game pop booms harder might not be such a bad thing really. That would make it less beneficial to sit on small bases that then boom with Creche+TF. More difficulty in booming up captured bases for a momentum style might be okay. It should take significant energy/psych to take your worker cost from 30-70N down to just 2.
Or just reduce it. But yes, that's the problem of your idea here: By limiting the total available with future society to a fairly moderate range, what's available without future society (i.e. most of the game) is a very narrow range, meaning that a substantial portion of what's available is simply not used for most of the game.
Yea that's the tough part - faction and facilty specific bonuses. If anything you can argue though that they compound it.
That's interesting re: ECON. Actually worse ECON ratings also affect bases on energy bonus squares (like rivers, Uranium Flats). So uninuitively it is better to build off these types of squares if at -3 ECON and below.
Here's a SE set you can play around with. Everything can go from the SE min to the SE max, with a default faction like the Firaxians.
#SOCIO
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
ECONOMY, EFFIC, SUPPORT, TALENT, MORALE, POLICE, GROWTH, PLANET, PROBE, INDUSTRY, RESEARCH
Politics, Economics, Values, Future Society
Frontier, None,
Police State, DocLoy, +POLICE, ++SUPPORT, --GROWTH
Democratic, EthCalc, +EFFIC, +RESEARCH, +ECONOMY, --POLICE
Fundamentalist, Brain, +MORALE, +GROWTH, +PROBE, --RESEARCH
Simple, None,
Free Market, IndEcon, ++ECONOMY, ---PLANET, --SUPPORT
Planned, PlaNets, ++GROWTH, +INDUSTRY,--EFFIC
Green, CentEmp, +++PLANET, ++EFFIC, ---INDUSTRY
Survival, None,
Power, MilAlg, ++MORALE, +SUPPORT, ---ECONOMY
Knowledge, Cyber, ++RESEARCH, --PROBE
Wealth, IndAuto, ++INDUSTRY, -MORALE, --EFFIC
None, None,
Cybernetic, DigSent, +EFFIC, ++INDUSTRY, ++RESEARCH, --SUPPORT, ---POLICE
Eudaimonic, Eudaim, +++GROWTH, ++ECONOMY, ---MORALE
Thought Control, WillPow, ++POLICE, ++PROBE, +MORALE, -GROWTH, ---RESEARCH
Might require some tweaking...I'll try a few games with the SEs equally represented.
Yes - unless your faction has an innate bonus. Another (perhaps better?) way to do it would be to lessen the overall impact of the Future Society SEs, since they factor in very late anyways.
The Morgan ref was that you could run Green+Wealth for the +2 ECON, giving overall good research. All around it's generally better than FM+Knowledge/Wealth.
Some of the models are very similiar to some the ideas I had. Just be aware that having more than four different penalities/bonuses to a social model causes the icons to run outside the alloted space on the Social Engineering window.
I feel minus research doesn't automatically follow in a Planned society, Jarlwolf. To take your Swedish example, I don't think there's anything inferior with their education system or research advances. Heck, it's almost the only mostly neutral country in the world that can keep up with advanced military tech compared to world powers.
Thanks JarlWolf for the indepth analysis. I like the idea of -RESEARCH and -EFFIC for Planned. ++IND is a little too strong though.... Maybe +3 Growth instead?No, too much growth is uncanny of a Planned system, its all supposed to be rather controlled.
Agreed. Suggestions?
Politics, Economics, Values, Society
Primitive, None, +POLICE, --EFFIC
Barter, None, --GROWTH, -ECONOMY
Survival, None, +MORALE, --RESEARCH
Primitive, None, -PLANET
Politics, Economics, Values, Society
Primitive, None, +POLICE, --EFFIC
Barter, None, --GROWTH, -ECONOMY
Survival, None, +MORALE, --RESEARCH
Primitive, None, -PLANET
Seeing the SE tabel again, I wondered what would happen if these four were linked to a technology. Would the game crash, or would we have an extra SE setting?
May want to lessen that to -1 GROWTH
PS feels like it's a bit weak at times. Although, support I feel is underrated. Early game even +1 SUP can be equal to +2 IND. But it peters out...leaving PS mostly only with its drone control. I think once SE switches cost less for small empires, it'll see a little more use. That and more relevance for late-game SUP.
I think this is why I was trying to argue against reactors not substantially reducing unit cost, because it would also make support costs flat.
I also had the (perhaps better) idea of support instead being tied to reactor *type*. For example 2 support for fusion, 3 for quantum, 4 for singularity. If reactors improved combat vs native life, with native life costing about half what it is now that may balance it all. That sort of change may make it viable to make it so higher reactors improve former time.
A personal gripe moreso but having 10+ formers per base late game isn't the most fun game play. I'd rather play with higher Clean costs and formers amping up more late game. But that would be a big change...especially things like allowing a former to do more than 1 improvement per turn.
Planned isn't too bad by the way...especially for Yang/Drones.
IND gets more powerful the more you get. This caused me to discover a perhaps known exploit/flaw...SE switching to gain free minerals on crawler turnins. Since crawler cost changes with IND, you can make crawlers in Planned, then switch to Green to increase their cost. Turn in crawlers for an SP in Green, then go back to Planned all in the same turn. Thus you can get +50% minerals (assuming base of 0 IND) from your crawler turnins for a cost of just 40 energy. At higher IND this exploit is more pronounced...at most it can be 2.6x the minerals but this would typically require switching SEs on 3 tiers.
Yea I'm not a fan of crawlers into SP. 50% conversion rate that any other unit gets would be sufficient. That reminds me to test the same exploit with disbanding.
Also if re-coding formers that way is less work I say go for it.
I wouldn't say there's too many glaring imbalances left in the early to mid game. Some really good work with PLANET, SUPPORT, POLICE now all being very relevant. PROBE SE being generally very weak is probably the only one left - which I know is on your list for Infiltrate. I'd suggest when tech steal costs are added, making those also dependent on the target faction's PROBE.
How about making the 5 turns of no research per starting -RESEARCH SE a variable
and/or making it a toggle for default SEs not counting against?
Another relatively minor related thing, but I always felt that while under the no research penalty, all energy allocation should go to Econ (or Econ+Psych) by default. That or the SE screen should go to 9999 turns discoveries to warn you that Labs are being wasted?
Hive was supposed to be living in underground bunkers, I believe is the reason for perimeter defenses. I think it fits although Hive should have gotten the space penalty not Morgan. Underground = space cramped. At least that's how I see it.Giving the Hive a Hab complex restriction throttles their Growth stat, which is one of their key abilities and biggest strengths. Plus, Yang has no problem with stuffing his people into tubes and lockers so it's not as if they need a lot of breathing room. Compared with the Morganites, where every citizen deserves his own penthouse.
Hive was supposed to be living in underground bunkers, I believe is the reason for perimeter defenses. I think it fits although Hive should have gotten the space penalty not Morgan. Underground = space cramped. At least that's how I see it.Plus, Yang has no problem with stuffing his people into tubes and lockers so it's not as if they need a lot of breathing room. Compared with the Morganites, where every citizen deserves his own penthouse.
Yes, well even less insular religions; the Protestant work ethic is a big reason the US became the #1 world economy.
I never really felt PROBE befitted Miriam, personally. GROWTH I can see (and is something I put on Fundamentalism to a small degree). +INDUSTRY might be more fitting. Then they're kind of similar to Hive though (who IMO should get POLICE/PROBE). PSI perhaps, it would definitely be a remake. Currently their religion is to believe in the Christian God as the higher power - not Planet. Maybe one idea for a remake would be that they see Chiron and god as one. Though this might be a bit too similar to Cult of Planet.
Hive was supposed to be living in underground bunkers, I believe is the reason for perimeter defenses. I think it fits although Hive should have gotten the space penalty not Morgan. Underground = space cramped. At least that's how I see it.I have to agree with Sigma and say that when I hear the word 'Hive' it sure sounds like they are packing em in like Sardines and should getting a pop limit bonus.
Did you mod perimeter defense to help vs native? That's curious. Recently I've been modding Empath/Trance to be stronger but also cost more. Tending more to harder counter system of units.Well it's partly a water-cooler logic thing for me, everyone should be able to defend themselves, it shouldn't require technology to do such a basic human activity. When I'm giving everyone a -1 PLANET and the native PSI bonus at +25% per planet level it seems prudent to let defenses get built a bit faster.
+75% would require every single bonus possible before Future Society (Gaians, Green, Manifolds), a real edge case. Most factions are looking at +25% if they run Green as they still have to deal with a -1 PLANET from None Future Society. FM is a -2 PLANET so if a typical faction is taking that they are at -75% vs Native life, I would hope that they might actually lose some units or bases at that point which is my goal, native life should be hell, not a mere nuisance.
I've never lost a base to worms after getting Fusion, as your troops all have double hit-points at that point and HP is hugely determinative in PSI combat. The whole reactor = HP thing is from my perspective the biggest flaw in the Unit Workshop as it cripples native life and lets you steam roll any other faction that your not 3 generations behind on weapons tech. I'm still looking for ways to get rid of the whole HP variance concept entirely.
Police State in this format would actually work well with the Believers as they get the probe bonus... the -5 Research seems horribly definitive of making the faction that chooses it (especially believers) have to be war mongers...
Fundamentalism is meant to be the 'war' SE isn't it? I guess that's debatable too. I had Police State more as for spying/control, than necessarily being aggressive.
But yea I'd say Probe isnt all that useful for war in general.
Morale, Industry, and Support matter a lot more. Which is sort of something I don't like about Power (-Industry really runs counter to that).
Ok then I think I have the top three fairly well balanced. Democracy is really hard to run during war. Definitely more fixes to PROBE would make it more relevant, its probably the least important SE since fixes to others. PS maybe not so much for the conquering itself as in the time after to control the population. I think PS also for large empires (since once you get a lot of B-drones, facilities and luxuries get very costly).
SUPPORT stays relevant also with flat unit costs since the ratio stays the same. I think as well, Clean does eat up a slot which matters more when unit abilities are costed at 0.
The only issue I tend to have is Planned/Green switching for SP completion. Do you have any timeline on when minerals may scale as a % when changing IND? It's not the biggest exploit but I still consider it one.
That's true, and as much as a problem with SUP in general as with scaling up costs. Later game you could argue that between -3 SUP and +2 SUP isn't much difference. There's other issues there too, like that a lot of more expensive units aren't worth it (expensive terraformers, military units versus native life).
However I found that when playing with higher ecodamages (0 clean, 1000 ecodamage div, and 4 mineral divisor, rest defaults), it's very difficult to have high M production now anyways.
Very difficult to go mass forest. Until midgame most bases will be 10 minerals or less, so SUP also can put an overall limiter on your army size in addition to just the ongoing costs. I mod a lot else too, cheaper earlier facilities, lower FOP in general especially advanced terraforming. It often felt like beelines to advanced terraforming, unlocks of caps, and weather paradigm were too mandatory. Also I like a game that isn't quite so former/crawler micro heavy. Granted I still am testing a lot of things...even relatively balancing the SEs is tricky. A small increase or decrease to an SE can make it useless or mandatory also.
Yea I just didn't want Green to be the sole viable SE option. By default FM pollutes 6x the rate so pretty much any solar/echelon setup will pollute the same as a Green forest/borehole.
I didn't want the game to be about making more than 2-3 formers a base mainly because of Weather Paradigm. Since it's +50% forming rate, at higher former count it's just too crucial for something mostly based on early game luck. Granted, you can just increase WP cost and I do a bit.
I should clarify: I think FOP scaling up is fine and all, and actually preferable with a non-linear tech curve. I just think less of it should be necessarily tied to making former swarms. I'd rather see more FOP gains tied to facilities. Mainly to smooth out solar/borehole/mines. Forest and sea have this already. The other benefit is that it might encourage some more production specialization. The problem I find is that is most advanced facilities actually give less benefit than cheaper early ones, because they add a similar multiplier on the base production. Percentage wise they actually give even less marginal benefit. I guess that might be difficult though as facility modding was understood to be difficult. Even tying increases to techs would be really good, like the cap unlocks.
I tend to think of it as FM - energy, Planned - nutrients, Green - minerals.
One oddity I've noted (on the FM vs Green topic) is that ecodamage can actually be good with global warming off. Especially with modding things back to just SMAC native life. Planetpearls are massive energy income. Though on the other hand, polluting a lot tends to get formers killed, and re-terraforming land is costly. Getting those planetpearls can be crucial to replace losses.
I went with what you said and it feels a bit more 'right' - default multiplier of 6; but putting the minimum multiplier to 3 rather than 4 - as the SE descriptions tend to hint that +3 PLANET should be superior to +2 PLANET for ecological benefit.
Personally I think the bigger swarms by fungal pop count works pretty good as a mechanic. Then it's more like number of minor atrocities against Planet. You can choose whether it's worth running FM a lot as eventually large Locust swarms will hit you. Once that happens, you can't mop them up easy like mind worms.
Yea, actual ecodamage values would work for pop intensity too. Though it seems like chance to get a pop also goes up with higher ecodamage. So it's sort of a double-effect.
Unless perhaps the chance to for a base to pop was changed to be a flat percentage? Or maybe capped at a certain percentage. I'm thinking that if you make ecodamages go arbitrarily high (100+) then what happens is that bases will be popping every turn.
In fact I'd say all the factions are a lot closer in power with my SE set. University and CyCon were the 'best' before but Fundamentalism aversion is a big downside.
If you take booming out I feel it makes Hive well above the others; with booming back they're more in line.
Believers I feel might be the weakest, at least very much so early they can die before getting weapon/armor techs. I put probes to InfNet tech, this helps them some. Also some may be playstyle, I feel like maybe forgoing research entirely and just stealing tech alone is better.
I suppose that yes if pop intensity doesn't go up by count and only by ecodamage, then it would be fine. Pop count does have its flaws like that later game a small base with 1 ecodamage might produce large boils.
I also wondered whether there should instead be an option for native life to not take 100% collateral damage also. Later game it's a bit crazy to get 500-1000 Planetpearls per stack.
But oddly this rule only seems to apply for Mind Worms, and not Locusts.
Negative Commerce rating at -ECON as an option would probably make the most sense, since +ECON gives positive Commerce rating. I think I'd prefer that so that -ECON hurts late game and not just a bit early on.
I'm not as convinced Aki is overpowered nor University (with Drone fixes) at least with booming in. Aki and Yang have a hard time booming which was meant as their balancing factor.
University just has drone problems galore - having to be Police State does slow them down. I personally favor booming but having it be a bit harder than it is by default. You have to invest a lot (condensor, borehole tech, Creche, plus psych facilities) to typically pull it off on Transcend. That's a lot of mineral investment that is dumped in versus say what you could get in army size.
With booming out I found it became much better to ICS with Police State than to go for larger bases.
Good point on Believers - FANATIC is quite strong despite their bad SEs. I think if their attack bonus worked for PSI combat they'd be fine. I suspect that perhaps that's why they had -PLANET originally to balance that, but it's debatable what was intended.
I find that in most games, booming really doesn't get to be used until the mid game (meaning size range 7-14, or 7-20 if you mod up). Early game you won't have the N production or drone facilities for it to be worth it anyways. Most of that extra population would be stuck as Doctors at best.
The problem is that with hard booming out, I think ICS-PS tends to dominate for growth rate. Smaller bases grow faster due to +3N from the base tile.
On the other hand, I do agree about the +2N problem and all the micromanaging it adds...it's similar to managing drone riots where a new citizen causes a riot.
I wonder if recycle tanks at +0/+0/+3 and +2N per farm upgrade / 0N condensors would work better with hard booming out. Been trying that out in a few games recently, it's different for sure.
Well it's really only +1N per farm beyond the first - so more of a midgame boost to offset no booming than early.
Since not all your tiles are going to be farms, it was difficult to get even 3N/sq in the midgame.
Let's take a varied base example with defaults and 2N farms:
A size 8 base with 1 condenser, 2 boreholes, 4 rainy farms, 1 tree farm forest (ok, I picked these so the latter would equal 3N/sq).
Default - 3+4+(4*3)+2 = 21N or 2.625 N/sq
2N farms - 2+4+(4*4)+2 = 24N or 3N/sq
at 0.625 positive N, that's 18 turns to pop (90/5)
at 1N/sq it's 12 turns to pop (90/8)
12 can be knocked down to around 5-8 with SEs and Creche, maybe low as 3 turns to pop if you go all out.
The other thing about the 7-20 pop range is there's few facilities that knock off drones. To maintain larger bases it takes constant PSY allocation. Whereas PS can run 50/50 and be fine.
It's more an issue with how fast PS can expand horizontally. For that reason I feel like -2 GROWTH would hamper PS a lot more than -2 EFFIC. EFFIC does hurt but can be gamed around (E production in the core, specialists).
And EFFIC's B-drones don't matter to PS even at 100 bases, since you can control the first 9 population with 3 police units. (6 earlier game, 12 late with SAC).
Wait are you sure? I'm seeing that with drone flag 8 on that the first drone can never be a superdrone
and B-drones don't become phantom drones.
I went up to 60 bases as a test and a size 3 base could be controlled by a single police unit at +3 POLICE. On Transcend, normal sized map, you're saying that should be an additional 10 drones (60 bases / 6 as EFFIC 0 cap)?
Well it was a sample base but yes, with 0/6/6 borehole you want as many as possible. 25% boreholes might even be conservative but a better player than me could say. I have been trying out 0/0/9 which admittedly is also very powerful.
Wasn't aware that SAC counted against the 3 limit, that's interesting to know. Also it seems to count as a free non-police unit.
If PS is at -2 GROWTH though a Creche would only put you back to 12 turn per pop or so.
You'd be at around 15 turns per pop without a Creche. Putting tanks to -1N actually slows down the early game a fair amount, since you're capped at 2N per farm anyways. Granted with a better tech curve, 0/0/3 tanks might be a bit fast early. But I find them pretty good as they are.
I guess my caution is that the game shouldn't be slowed down too much. There's only 400 turns on Transcend. So early game = 100, mid game = 100, late game = 100. Allow 100 more for an especially aggressive game. Early I would say up to Hab Complex, Mid is up from Hab Complex to Hab Domes, and Late is post-Hab Domes. A lot of bug/exploit fixes do make the game slower. So I guess either facility & SP costs can be reduced, or the overall tech curve could be a little faster.
Here's a sample save. Using drones rule 31. Psych Window shows 0 for "Morgan Industries" base
Yea agree 6N is high, but I play with raising off so really it's trading off 2N for ~2-2.5E.
The other thing is that until Hab Domes all that N is wasted if you go full farm/solar. A mix should be best I think
Really I always felt +ECON was a screwy SE with its odd breakpoints. Something like +/- to total Energy production might have been more interesting than hard square modifiers. But as Yitzi said this isn't easy to modify...so it's best to make due.
QuoteSomething like +/- to total Energy production might have been more interesting than hard square modifiers. But as Yitzi said this isn't easy to modify...so it's best to make due.
It probably could be done if you describe what you want, it's just not such a high priority.
Really I always felt +ECON was a screwy SE with its odd breakpoints. Something like +/- to total Energy production might have been more interesting than hard square modifiers. But as Yitzi said this isn't easy to modify...so it's best to make due.
Hi Nexii.
I agree with you that Economy is the least smooth progressing effect. Others may have surges at the extreme points like +3 Police which is fine and in line with general SE selection paradigm. I.e. you are free to push one effect to extreme to get super benefits if you like but lock yourself to specific SE combination and suffer from other negative effects. Whereas Economy gives you its biggest boost at +1=>+2 transition while the extreme one +4=>+5 is quite weak in comparison.
Interesting where is MORALE / ECON modded that way? The above are just the toolips as far as I can tellI made many personal changes through .exe modification under the latest version of Yitzi's Patch.
Interesting. I always felt like ECON should have been a % modifier to economy, rather than adding or removing the base square. When you get deeper into the game the base square doesn't really mean much. But I suppose COMMERCE really does (most of the time), so that is okayI can agree with your sentiment on Economy. Do you mean the economy output or the actual formula for calculating Economy.
It would have been interesting if the future SEs had unique benefits/penalties. Some of them feel more like Politics choices. Like what is Democratic / Orwellian... (vote to be oppressed?) Police State / Utopian (maybe Yang would agree?) ... Fundamentalist / AI Control (is AI your new god?). There's probably better original ideas out there... I did like the Bioengineered one someone had. Where your population is becoming Planet/Human hybrids (at least as I interpreted it). I'd be interested in any other original future SE ideas others have.
Yea I might do some tinkering yet to make the Future SEs come just a little earlier. They are very powerful though, they allow factions with penalties and aversions to break those weaknesses. So I didn't really want that to be present for most of the game. They fuel a very fast endgame though I have done some things to mitigate that such as putting Cloning Vats and Satellites onto endgame techs. Maybe try them at +3/+3/+3/-3 to make them more dramatic. I had done more extreme SEs in the past but found the AI started to struggle especially if the penalties are big.
Leaning back to making Free market's penalties negative support, negative planet again. To symmetrically oppose Planned's +Support, and Green's +Planet and to make all categories represented in the penalty column. Still unsure how harsh to make it, have to test more. Free Market has been my bane, lol. I think I've altered that SE more than all others combined.
I really should run my testing on non-random maps now that I think about it. So much variance is in whether you get a good spot or not.
I did mod many facilities to be somewhat lower on cost and maintenance. Many just weren't worth building like ever. I think the devs didn't really test out how hard it was to make any money while in anything but Free Market. Hologram Theatre and Research Hospital stick out to me as key early facilities that are overcosted. And a lot of the late-game facilities that honestly don't do that much for 20+ rows. 50% more on the base was much overestimated for things like Nanoreplicator, Quantum Lab.Making money is doable and I've lowered some of the costs myself and I think their still in place.
You can mitigate it a lot by terraforming the sea. Kelp+tidal is really good till you get boreholes. Probably also if you're going all Forests it will result in lower energy than farm/solar. Which admittedly isn't that amazing on a flat map. I also made echelons fast to construct to make farm/solar more viable. They had a good idea here having multiple terraforming choices only...echelons were too slow and required too much tech. Plus I made enrichers come when you get Tree Farm, to keep them equal. I'm still playing around with how much tech Echelons should require.
Power I think is decent, SUPPORT I used to vastly underrate. But for much of the game your bases are around 10-20 minerals meaning 2 SUP is as good as 2 INDUSTRY, but only if it's used for military or terraformers.Police would be nice as an add on or a different penalty like -effic or - economy.
I'm kind of leery of making +3 POLICE super easy for all factions because then its just 3 police sentinels per base and no need for drone facilities or any psych allocation for a very long time.
Knowledge being a bit weak I think that's a more fair observation. I think the issue is that it mostly only goes with Democratic, since you're losing the police sentinel anyways. May reduce it to just -1 POLICE but then it's sort of a free pick? 0 POLICE and -1 POLICE are pretty much the same thing if you're in Fundamentalist. Though honestly it's better to be Prosperity with Fundamentalist, so I guess I shouldn't be worried. Ditto for Police State it has a strong tendency to go with Power. I'll update Knowledge to be just -1 POLICE. Then it still can create P-drones for Democratic. I think what happened was I had Democratic at -1 POLICE so Knowledge had to be -2 to make P-drones show up before the super late game.
Sure, if you're going with Autarky +GROWTH what I'd do is make Prosperity back into Wealth. Give it +2 ECON like Free Market but with different downsides than FM. I kind of like the idea of having two options to get to +2 ECON (and honestly +4 ECON could be worth all the downsides). Maybe -3 POLICE, -2 MORALE or something like thaI might. I'll change it up and see how it goes. Oh by the way I changed the mindworms like you modded them in your thread. I like the change.
It seems the AI will still pick Green if it's -2 ECONOMY or -2 TALENT. But this is only factions that have Green compulsion. Others don't care for it most of the time even if there's no penalty.Maybe you might want to try a different tack with the economic systems. Make all of them decent at making money but Free Market the clear king for real penalties.
Edit: I need to find a way to show the graph I made for EFFIC's diminishing returns. Unless you have bases really far from your capital it's not much of an increase. Though I think I'll make Democracy -3 POLICE to compensate. Democracy should be mostly peaceful. It's funny to look back at Civ2, Democracy was basically -5 POLICE. Republic was -4 POLICE. But both did give +2 ECON effectively. So basically those became Free Market. A Democracy running Power could get back to -2 POLICE and not have P-Drones.Its more the talent that would push it into overpowered mode. I've always hated Democracy it was always overpowered in the original game.
Yea I suppose maybe Democracy should just be +4 EFFIC, +1 RESEARCH, -2 POLICE. Second citizen in a town doesn't get quelled other than facilities. I kind of want to avoid TALENT because it doesn't show up in the UI. And the goal was to differentiate it a bit more from the others. For small empires Democracy isn't any better research rate than Police State. I guess it had +1 GROWTH but the police units are better. EFFIC only matters once you get bases beyond distance 10 or so.The ++++effic democracy isn't that bad it really depends on what the add ons are and what the penalties are. Maybe just make it -police or support.
If all economics are +1 ECON then it's kind of the same as making the base square 2 energy instead of 1. I think they'd have to give different amounts of ECON to be more interesting. Like 3/2/1 or or 3/2/0 or 3/1/0 or 2/1/0. Kind of leery about that too cause +1 ECON SEs have to have mild downsides for the AI. While the human player can Golden Age to get the all-important +2 ECON.
Kind of leery about that too cause +1 ECON SEs have to have mild downsides for the AI.What downsides would those be?
It's even hinted that Thought Control should maybe give negative research.
I wonder if the EFFIC bonuses and PLANET penalties are in the right place. Might also be a question of which types of development are worst on PLANET.
1. EFFICIENCYPolice state penalties were always too severe for what you get.
Police State - it has -2 Efficiency - this is really no go unless at very beginning...
Planned - also -2 Efficiency same issue..
2. RESEARCHAgreed.
Fundamentalism - why does it need to have -2 Research for its benefits.. AI would do much better with -1. As player i do pick it anyway because Research is really not that important once you have Probe Teams. But before that it really shuts off any AI that picks it.
3. (minus) SUPPORTAgreed. Thats one reason I like to limit or remove penalties entirely.
Democracy: -2 SUPPORT - i don't want this picked until i am close to finishing expansion on main continent. Primarily due to loss of minerals in new bases. Later its like obvious best choice. AI also seems dumb enough to build ton of units and lose all its minerals. So i would go light with any - SUPPORT.
4. INDUSTRY - its such OP statYes it is.
ECONOMY - on the other hand is also great + stat but not that bad - stat; and Wealth, Free market are much better balanced in vanilla than some other choices.Yes wealth is OP it always was. One thing I have noticed is if your playing an economy heavy faction the AI sometimes will simply refuse to trade with you.
6. PLANET need extra modding or is two weak stat in general.. modding to PSI combat or + to native lifecycle.. these are heavy changesThese choices really aren't that important and never were. Morale is nice but isn't necessary. Planet is mostly nice if you want to spam worms or keep them off your formers and probe is almost useless.
7. Morale - too abundant imo .. it would be interesting to mod Command Centers to +1.. other sources as well to make SE choices more important. Then some SE choices could go to +2, it would make them interesting to pick..
8. Probe - also doesn't matter that much because probe gets morale from techs - removing that makes +PROBE much more interesting. Minus probe is kind of broken, -25% and -50% mind-probe cost is broken.. those numbers are way too large and bases cheap to steal. Especially when you get all the units with them as well. But probe teams are op in general.
On future society choices: they are broken as hell and come way too late in vanilla. Having them way earlier looks much better.I have them come much earlier myself just because I want to see them earlier. I want to see future societies in a future game.
What do you normally run for economics? I feel like Planned and Green are not that good in the base set. Planned is -2 EFFIC, Green cripples GROWTH for +2 EFFIC which doesn't even come close to +2 ECON. Planned might be situationally used for booms and that's about it.I usually run Green if I have the choice. I hate planned and never run it if I have a choice.
I think that a lot of it is that forests are low energy, 1 raw energy per square isn't much. A drone costs 2 energy (modded) just to control with PSYCH. And most psych facilities aren't a lot better. The weakness of farm/solar on land was painfully obvious when I made boreholes & hybrid forest take more tech. So I buffed farm/solar a bit and nerfed forests a bit, to make it more of a decision. Dry areas get forests, rainy areas get farm/solar. Rocky areas get mines to crawl, although crawling nutrients is usually better.
It could, I mean all of the four game objectives could be values (conquer=power, knowledge=discover, explore=green, build=wealth) if you think about it. But then the research bonuses of Knowledge would have to be put elsewhere.I usually remove the Ind bonuses until the future societies. Planned gets something else and wealth gets something else like growth or more effic.
Wealth was sort of just the easiest to remove because there's already an abundance of IND. And Build sort of has its whole entire tier so to speak in Economics. Letting Free Drones get +5 IND so early would be a bit much. So then Planned would have to go back to other benefits. I also had the issue with it that it was very good for +1 ECON factions, could run Wealth and avoid Free Market's downsides.
FM definitely is less powerful when there's other 2 ECON options. The options look balanced, there are quite a few to pick from. Does the high ECON lead to fast games? Or do you play with tech stagnation?Well I play on huge or larger maps. I'm tempted to give FM something else besides EFFIC like +IND but I think that would be a bit OP especially with the relatively light penalties.
I haven't seen that bug before.I think its what happens when you put on "pods only near landing sights" option. It must shut off the unity ruins benefits.
Fund and Power might be a little better than the others.
Economy options I like the idea of, but for me it would require reworking GreenSupport fits more or less so does industry but thats a bit harsh.
Clean from the start negates any need for the SUPPORT SE ever. My philosophy is to try to provide more choice rather than less.
Anyways providing a few options to get GROWTH is good. Green or Wealth make the most sense to me.I'm tempted to add a few more just because. Like maybe a point of Growth to another in the economic tier.
Yea could always give all AI factions +3 SUPPORT too haha. There was that old idea, where you boost up the factions you play against.Don't laugh thats actually an idea. +2 support across the board isn't a bad idea considering the way the AI spams units.
Generally the AI won't pick options that tank MORALE. Only if it gets them +2 ECONOMY and it's not war time. Sometimes I noted it will prefer RESEARCH over MORALE if it is at +2 ECONOMY.
Clean from the start negates any need for the SUPPORT SE ever.
My philosophy is to try to provide more choice rather than less.
Yea could always give all AI factions +3 SUPPORT too haha.
False. It takes longer to produce a Clean unit. When a Clean unit gets killed, it's more of a production loss, due to its embedded cost. Currently I have Clean units as 50% longer to produce. I can go to 100%. I have not received enough player feedback to feel a need to do it.
Yea for any unit that isn't offensive military, like formers or base defenders, Clean is great. Pays for itself extremely fast.There are some things I kept from bvanevery's mod and thats the clean formers and the synth garrisons. They are so useful. I like to put it on everything I can though.
Another wishlist thing but it would have made a bit more sense if some abilities like Clean only worked when you had +PLANET SE rating. Non-lethal methods kind of works like this, it's only good if you can make use at your current POLICE rating. I forget if Trained was affected by MORALE, I think it isn't. Most of the rest are just combat things which would apply all of the time.
It's really not that much work to copy over a few files before a new game.
"Monster" factions are popular, people want a challenge
Another wishlist thing but it would have made a bit more sense if some abilities like Clean only worked when you had +PLANET SE rating. Non-lethal methods kind of works like this, it's only good if you can make use at your current POLICE rating.
Does the AI build clean units on its own?
I've been asked to "tone down" my level of disagreement about such matters. What I will say, is that this doesn't rise to the level of professional software release. I don't just mod, that's not my goal. I'm trying to build a reputation. When you build for yourself a reputation that you don't do "fit and finish", then your reputation only goes so far.
I think you'll see 4x AI improve a lot more over the next 20 years. Self-play neural networks are getting very strong at this sort of problem.
Some wonders offer benefits or mitigate negative modifiers to certain SE choices. IIRC, these are linked to specific positions in the SE tabel. So you might find that for instance the Longevity Vaccine (less drones or +50% economy), Network Backbone (Cybernetic negative modifier), and Cloning Vats (Power/Thought Control negative modifiers) act not as exptected.
SPs are tied to the position. This won't really affect swapping Green with Wealth much, aside from that Longevity Vaccine will get the benefit it had for GreenI was hoping that was the case thanks.
The Russians are hacking the USA en masse right now.Lol. Turn of MSNBC.
What evidence do you have that the USA is doing a far bigger and better job hacking the Russians?The CIA has been rigging elections for years. They just did it here.
Probe bonuses as a Democratic thing doesn't make any sense at all.Probe bonuses don't make sense at all frankly because its a worthless bonus.
The CIA has been rigging elections for years. They just did it here.
Probe bonuses don't make sense at all frankly because its a worthless bonus.
Theres pretty much no benefit to having it all. You just kill the probe teams.
Yea PS without SUPPORT just isn't very good. Those extra police sentinels need it.
The one thing that helps the AI out more than anything else is handing out support.
Planet is another bonus I always found weak unless your trying to fungus farm
or use mindworms.
In the stock binary, that is true. However I solved that problem by making Clean Reactors available from the beginning of the game.The problem is that makes support almost meaningless. I kept the idea of using clean formers and clean syth sentinels.
I find that a mere +1 PLANET will allow me to capture massive numbers of mindworms and isles, pop massive numbers of supply pods, and bring back dozens of Artifacts. It's so effective as to almost rise to the level of an exploit.
Cheaper mind control costs all around might be one idea.
PROBE is the hard one to make relevant.Probe as a stat is pretty irrelevant. There really isn't a way to make it more so.
I think SUPPORT can remain relevant if dual ability units are delayed a bit.
PLANET I think is relevant enough. Or can be made more powerful with easy mods like 2 move mindworms or cheaper cost.
Traditionalist - what if they're traditionally authoritarian?No traditionalist conservative society is not a police state. Authoritarian and a traditionalist are not the same things.
Supremacy is a repeat of Might.
QuoteTraditionalist - what if they're traditionally authoritarian?No traditionalist conservative society is not a police state.
Authoritarian and a traditionalist are not the same things.
No it is not supremacy is society based on technical supremacy like out of beyond earth.
Purity represents a future society based on purity and the pursuit of excellence
Harmony represents a conformist society where harmony and peace is the goal.
Rather than a 1984 thought control society.
I preferred Future SEs that were more about what the human species might evolve into rather than how we might live. As in a lot of ways Cybernetic/Eudaimonic/Thought Control mirror Police State/Democracy/Fundamentalist very heavily...just more extreme
Instead perhaps:
1) Man/Machine - similar to Cybernetic but more intertwined at the nanotech level not just devices
2) Man/Chiron - bioengineered hybrids made of human and Chiron DNA
3) Man/??? - Ubermencsh in the Nietzche sense, human genome edited to remove our flaws
Not sure the best names for these. A fourth could be AI takeover but if that happens humanity is done for, and there's not a lot of lore for that.
Yea really all of these 3 paths are the same - machine, human, planet-like. I think to some extent the bonuses/penalties they gave in the stock game were nonsensical and made it harder to conceptualize. I'd have to rethink what each should give
PLANET is kind of like INDUSTRY. If you get enough of it, it becomes very powerful. Since it's a multiplier with morale/lifecycle.
PROBE, yea...it's not so relevant. It needed to like reduce MC costs offensively, or alter the probe team options available. Something like that would be a lot of work to mod I'm sure. +3 PROBE is a nice to have though for the MC immunity.
I'd say those SEs make more sense. I'll do something kind of similar... penalties take some more thought. Probably Cybernetic gets -GROWTH (virtual society meets less for procreation), Eudaimonic keeps -MORALE (more from perspective of evolving past violent tendencies), Thought Control gets -RESEARCH (due to collective groupthink).
YI think to some extent the bonuses/penalties they gave in the stock game were nonsensical and made it harder to conceptualize.
Like at the very end of the tech tree, where you don't really need them anywaysThats why I moved them up because I actually wanted to play with them. Same with grav tanks.
I also made Miriam anti-Cybernetic instead of anti-Knowledge. Since grousing about cyborgs is actually in the videos.
Technology is used to communicate with Planet in the lore. But I do agree it's a stretch to say Cybernetic would get +PLANET. One doesn't have to become half-machine to use a machine.
If anything I kind of feel Thought Control might get the +PLANET modifier. It's a sort of PSI/neurotransmitter control. And TC society is more like a singular collective much like Planet.
Eudaimonic strikes me as more of an individualistic utopia.
TC of course could get PROBE too, but it's kind of useless.
Cybernetic, DigSent, ++RESEARCH, ++EFFIC, ++SUPPORT, --GROWTH
Eudaimonic, Eudaim, ++GROWTH, ++ECONOMY, ++INDUSTRY, --MORALE
Thought Control, WillPow, ++POLICE, ++MORALE, ++PLANET, --RESEARCH
Eudaimonic strikes me as more of an individualistic utopia.
Domai as a straight up hardcore Socialist, is better than when he was babbling about Eudaimonic. He's not Eudaimonic, he's Socialist. Belligerently so. A real jerk in my mod now, because frankly a lot of factions don't have any use for early Socialism. It's a deliberately not all that compelling category. It does tend to fit with Police State though, since you're not making a bunch of money from that anyways.
Socialism has many strains, and historical state goon squad Communism ala the USSR / Stalinism isn't the only kind of Socialism out there. Domai wants "good Socialism" just fine.Theres no such thing as "good" communism. It's straight up evil. Wanting to help workers does not make you a Communist.
QuoteDomai wants "good Socialism" just fine.Theres no such thing as "good" communism.
It's straight up evil.
I bought a rhoomba some time ago. My cat does not like my new mechanical turtle.
I went on a keto diet had a lot of success with it.
Yang is the closest thing to communism, that is Police State+Planned.
But then someone else would have to be Eudaimonia, maybe PKs
Domai? - PlannedEudaimonia fits Domai. He wants a better world for his people.
But then someone else would have to be Eudaimonia, maybe PKs
This to echo our contemporary experience of China. They were never terribly Communist in the worker collective sense.
Lal is the champion of Democratic, end of story. Any other decision is gross violation of the original game material.I've made him Police State focused in the past. Out of Democracies flows the cruelest of tyrants
One reason to consider it, is that Roze doesn't actually need Thought Control.Neither the Data Angels or Thought control ever had much going for them. Both are pretty useless.
Neither the Data Angels or Thought control ever had much going for them. Both are pretty useless.
Neither the Data Angels or Thought control ever had much going for them. Both are pretty useless.
At least I made my Data Angels get their free techs without having to infiltrate anybody. It was totally unrealistic to expect the poor dumb AI to do that with everyone. They tend to be ahead early due to all the tech leakage coming their way, and behind late because they only know how to steal tech, not make it.
But that's just Eudaimonia. They did that. It's the highest excellence, the best thing in us.
##Eudaimonia
#TECH54
The happy life is thought to be one of excellence; now
an excellent life requires exertion, and does not consist
in amusement. If Eudaimonia, or happiness, is activity in
accordance with excellence, it is reasonable that it should
be in accordance with the highest excellence; and this will
be that of the best thing in us.
^
^ -- Aristotle,
^ "Nichomachean Ethics", Datalinks
##Eudaimonia
#TECH54
^^"True and complete happiness"
##Eudaimonia
#TECH54
{Eudaimonia} is a philosophical system that takes
its name from an ancient Greek word for fulfillment
and happiness. Based on economic equity made
possible by [Sentient Econometrics (E11)] and
rooted in opposition to the excesses of [The
Will to Power (E8)], {Eudaimonia} encourages
each citizen to achieve happiness through striving
to fulfill completely his or her potential;
freedom, creativity, and individuality flourish
in governments that adopt this philosophy.
I say Eudaimonia is likely 1. You say it is likely 2. But if everyone's got their own happy, what's best in themselves, what are they supposed to be squabbling about? How can people have so many different versions of happiness, that they are seriously discordant? Surely, nominal diversity is not seriously discordant.
A just and equitable collective effort without overt oppression.
I need a better name, but haven't found any inspiration yet.
The use of PSI is described as dark enough in the lore (maybe even too dark - from non-Gaian factions) for such uses.
It's called Socialism.
For instance, medicare is socialized medicine and it's not considered controversial in the USA by most people.
It's a McCarthyist cold war artifact.
"Cooperative"Cooperative sounds nice. Harmonious isn't bad either.
QuoteIt's called Socialism.
Tell that to anyone that's lived under it.
A game about ideology that triggers polarized ideological discussions. Whooda thought.
I also note that that's not Planet. Planet starts out as a scarce resource, extremely dangerous environment.My latest project is I played with the fungus terraforming technology so it comes much, much earlier. Haven't tested it yet.
There's a difference between a discussion and an argument.
vonbach and I get along extremely well for having very opposite viewpoints in some areas.This is true.
I live in a highly polarized country.I am curious where actually.
In this matter, I'm going to insist on topic discipline. Please don't feed.I swear the next word I see about politics in here will draw a ban.
So IF y'all can leave out the value statements and contemporary politics, PLEASE discuss Planed and how it's socialist and how socialism works.Emphasis mine. This is somewhat impossible. I'll explain why. Even within the Left, there are many strains of Socialism espoused.
#SOCIAL1CAT1BAD2
#xs 440
#caption $CAPTION7
"It appalls me that you seek to perpetuate the crimes of the unjust
capitalist system here on this young world, $TITLE0. I must appeal to
your basic sense of justice, $NAME1, and implore you to consider a more
equitable distribution of goods."
#SOCIAL1CAT1PACT2
#xs 440
#caption $CAPTION7
"$TITLE0 $NAME1, I have warned you against these evil capitalist economics
you have embraced. My warnings have gone unheeded, however, and it is now
my moral duty to renounce our $PACT2."
#SOCIAL1CAT2GOOD
#xs 440
#caption $CAPTION7
"Your society's willingness to share its prosperity equally among even
its lowliest members sets an example we should all follow, $TITLE0 $NAME1.
I commend you."
#SOCIAL1CAT1WAR2
#xs 440
#caption $CAPTION7
"$TITLE0 $NAME1, I have warned you against these evil capitalist economics
you have embraced. It is now my moral duty to eradicate your faction
before such an unjust system can take root on this young world!"
#SOCIAL1CAT2WAR1
#xs 440
#caption $CAPTION7
"I see my warnings have gone unheeded, $TITLE0 $NAME1. I shall not
allow your Planned economics to stifle the just and proper
flow of capital on this planet. I shall now use all means at my
disposal to rid this world of the evils of communism and
nationalized industry! Vendetta upon you, $TITLE0 $NAME1!"
#SOCIAL1CAT2PACT1
#xs 440
#caption $CAPTION7
"I see my warnings have gone unheeded, $TITLE0 $NAME1. I shall not
allow your Planned economics to stifle the just and proper
flow of capital on this planet. I must now renounce our $PACT2 lest
you plunge this world into the abyss of communism and nationalized
industry!"
social engineering in SMACX AI Growth mod version 1.48 |
#SOCIAL1CAT2BAD3
#xs 440
#caption $CAPTION7
"$TITLE0 $NAME1, your Planned economics are wasteful. More to the
point, your ballooning population and inefficient, polluting industry
will soon cause permanent damage to Planet's fragile environment.
I am sure your concerns are humanitarian in nature, but in the long
run your people will benefit from a carefully regulated Green economy."
#SOCIAL1CAT2PACT3
"I see my warnings have gone unheeded, $TITLE0 $NAME1. Your
inefficient collective factories continue to belch industrial
waste, and you have made no efforts to contain your rampant
population growth. Your lack of concern for Planet's ecology
compels me to renounce our $PACT2!"
#SOCIAL1CAT3BAD2
#xs 440
#caption $CAPTION7
"We are the last survivors of the human race, $TITLE0 $NAME1.
Surely you must recognize that well-managed population and industrial
growth must take precedence over the complaints-du-jour of whining
environmental idealists. I urge you to renounce your extremist
Green position."
#SOCIAL1CAT3WAR2
#xs 440
#caption $CAPTION7
"$TITLE0 $NAME1, your misguided Green extremism can no longer be
tolerated. Since you persist in blocking the necessary growth of
population and industry, I have no choice but to resort to military
force. Vendetta upon you, $TITLE0 $NAME1!"
I can see EFFIC fitting Green I suppose, somehow it became an equity movement too although this doesn't seem directly related to environmentalism.
AI won't pick Green with +2 PLANET +2 EFFIC if it has GROWTH downside - and rightfully so.
Controlling up to 9 population no matter the empire size is very powerful.I dunno, I've quit many games futzing with way too many 4x police unit regarrisonings. It's a lot of mouseclicks. You have to produce all those units and push them around. It doesn't seem to achieve that much more than making more money and paying 20% or 30% PSYCH tax, with a Rec Commons and a Hologram Theater.
A player can also boom up with Democratic (Psych) and then flip to Police State.
Planned having negative research arises from lack of market competition. Most of the world's tech innovation is in the USA and other free market countries.
China and other Planned economies tend to just copy/steal our tech.
And the USA did win the space race in the end.
Cyber comes a lot earlier than Eud, and so does TC. And Cyber/TC penalties can be negated by SP. So Eud should be better, although, the gap might be a bit much here.
With strong bonuses and penalties it becomes really complex to create viable combinations across tiers.