Alpha Centauri 2

Other Games => Civilization Beyond Earth General Discussions => Topic started by: Trenacker on April 21, 2014, 06:35:05 AM

Title: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 21, 2014, 06:35:05 AM
The announcement of Beyond Earth provided the inspiration for me to take another look at the Alpha Centauri property and think about the possibilities for renewal and improvement. While I know that the development team at Firaxis is going to go in a different direction, I'm thinking about how to build a forum-based geopolitical simulation around a modified story of Planetfall.

Alpha Centauri worked for two reasons, I think. First was the real sense of innovation, as reflected in the introduction of new mechanics including elevation, weather, borders, and unit design. Second was the story, without which the game could not have been half as memorable.

I have tried to take a hard look at the original factions included in both SMAC and SMAX. I have also begun to sketch the outlines for new factions that I think could prove equally compelling.

I begin, like the original SMAC, with a catastrophic accident on U.N.S. Unity, followed by futile attempts to effect repairs. The crisis reaches a fever pitch with the murder of Garland, followed by the fragmentation of the crew along ideological cleavages and their departure from the ship amidst an orgy of looting and violence.

Generally speaking, I don't see any need to make grand revisions to the original seven factions. Probably I would amend Santiago's motivations slightly such that her goal is more the pursuit of self-reliance than power. Each of the original factions would also probably need to score out along spectrums addressing their attitude toward fraternization with neighbors (e.g., open, closed, integrationalist, isolationist), the evolution of their moral precepts (e.g., one imagines that the Morganites, with their largely instrumentalist-relativist conceptions of human relationships, emphasizing zero-sum transactions, would gradually come to acknowledge the value of contract enforcement). Finally, each of the factions would require an Affinity, borrowed from Beyond Earth: Supremacy, Purity, and Harmony. I imagine that the Morganites, University, and Hive would choose Supremacy; that the Gaians and Peacekeepers would choose Harmony; and that the Spartans and Believers would choose Purity.

As for the new factions (and here is where I am most eager to have your feedback)...

The Ascendancy. The Eugenicist. A segment of the crew, mostly scientists, were persuaded to follow the Unity's head of genetic research and bio-ethicist. Their plan is to achieve perfection through mastery of the human genome. Their chosen form of government is geniocracy. In short, they are trying to produce Khan Noonien Singh. This faction is hostile to cybernetic conceptions of man's developmental future.

The Restoration. The Savior. A segment of the crew, mostly soldiers and emergency personnel, dedicated to the restoration of contact with Earth with the intent of eventually resettling a substantial portion of Earth's population on Planet. Obviously, the idea of inviting Earth to stake a claim in Planet's future is a problematic concept from the point of view of all the other factions. Led by a flag officer not introduced in the original fiction.

The Exiled. The Exile. Convicts sentenced to "transportation," The Exiled represent a radical experiment in social engineering: an attempt to provide "fallen" persons with the opportunity to redeem themselves by "volunteering" for some of the most dangerous occupational specializations, including 'former crewman. This cryo-bay was also infiltrated by agents of a conspiracy determined to prevent the restoration of communication with Earth. The conspiracy provides the faction's leadership.

Estado Novo. The Traditionalist. A segment of the crew given over to "traditional" conceptions of social organization reflective of early twentieth century Planet Earth, including chauvinism, social Darwinism, and, not to put too fine a point on it, Fascism. The result is a timocratic dictatorship with expansionist tendencies. In some sense, this faction borrows heavily from the medieval trope of a three-tiered society: the peasant, the priest, and the warrior-nobility. Led by a flag officer not introduced in the original fiction. This faction is distinct from the Spartans by virtue of a greater allowance for paternalism, class distinction, and religiosity. Rather than promote self-reliance and the creation of an essentially "flat" society of which all members are "able," the Estado Novo begins with the idea that for some, it is to obey, and for others, to serve.

Imre-Meinertzhagen Corporation. The Investor. A competitor to Morgan Industries, and one of several contractors responsible for construction of Unity components, Imre-Meinertzhagen also provided hundreds of specialists in mining, logistics, engineering, and agriculture to join the mission to Alpha Centauri. Several Imre-Meinertzhagen managers were awakened to help oversee repairs to critical systems just prior to Garland's murder. Although many personnel chose to cast their lots with Nwabudike Morgan, and several lots of Imre-Meinertzhagen cryo-beds were loaded onto escape pods by factions eager to obtain certain critical skill sets, a certain number of Imre-Meinertzhagen personnel were rumored to have made planetfall under their own banner. Whereas Morgan has attempted to create a holistic society founded on his precepts regarding human behavior, Imre-Meinertzhagen operates as a terraforming and private military services company rather than as a standard colony per se. (Whereas, according to the original concept for SMAC, a faction without organic growth would be doomed to disappearance within a generation, the possibility of renewed contact with Earth, including follow-on expeditions, makes factions like Imre-Meinertzhagen both plausible and functional.)

The Freikorps. The Iconoclasts. A faction that operates a bit like a criminal syndicate. Probably smuggled dozens or even hundreds of acolytes on-board, much like Santiago, Morgan, and The Exiled. Really, I based this faction off House Ordos from Dune 2000: an enigmatic coalition of mercenaries, smugglers, and arms dealers who provide access to outlawed technologies. They need a better name and a coherent purpose. I suppose I imagined that their overall intent might be to provoke chaos on Planet, but the question then becomes, "Why?" rather than merely, "How?"

Sleep now. More tomorrow!
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 22, 2014, 07:08:08 PM
Interesting ideas.

You might want to download the Network Node factions http://alphacentauri2.info/index.php?action=downloads;sa=view;down=102 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=102) and look through those for similar idea factions - whether to rip off or avoid duplication.  The file's really too big for our database to handle well, so you may have to be persistent about downloading.

Maniac did a faction like The Ascendancy idea with Genesis, for example, so you might want to have a look at SMAniaC, too.  http://alphacentauri2.info/index.php?action=downloads;sa=view;down=144 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=144)

Don't be discouraged - the game's been around for a long time and reimagining is a fan tradition.  Build on older work where it suits you, tweak ideas to be different, or some of both; it's all good.  I'm keen to see your work as it goes.

My expertise is on the creative/visual side, but we've got a lot of guys who are strong with the tech, too.  Give them time to see your post, and there's a lot of help available if you want.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 23, 2014, 01:44:19 AM
I appreciate both the content and the spirit of you reply!

It's to the designers' credit, I think, that seismic changes to core gameplay mechanics aren't necessarily intuitive. I managed to come up with only a few.

New Terrain Types


Tile Improvements

I'm open to new ideas for tile improvements. I thought that there was something especially eloquent about the original game's focus on nutrients, minerals, and energy. Possibly a fourth and fifth resource could be added, namely water and a "harvestable" resource similar to Tiberium, Vespene Gas, or Spice in other science fiction settings. These resources would be obtainable only through the use of specialized "harvester" units. Rather than create a tile improvement within their borders (or a colony without), players would need to dispatch harvesters to occupy the hex in question, then transport the "ore" or "raw" resource back to an outpost or base.

Chasses

'CopterCrawlerCruiserDroneFoilGravshipHovertankInfantryMissileNeedlejetSpeeder

Factions

THE ASCENDANCY

Faction Characteristics

-2 Economy (progress is expensive)
+1 Efficiency (excellence in motion)
+1 Morale (every man a god)

x2 research progress on technologies related to biological applications
+25% in combat (heightened agility, endurance, intelligence, perception, and reflexes)
+10% increase in unit health regeneration (increased metabolism)

Aggression Erratic
Priorities Discover, Conquer
Starting Tech Biogenetics
Choices Power
Aversions Fundamentalist



ESTADO NOVO

Faction Characteristics

-1 Efficiency (caste system breeds waste and corruption)
+1 Police (secret police)

?

Aggression Aggressive
Priorities Conquer
Starting Tech Doctrine: Loyalty
Choices Power
Aversions Democratic




Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Yitzi on April 23, 2014, 05:59:29 PM
I appreciate both the content and the spirit of you reply!

It's to the designers' credit, I think, that seismic changes to core gameplay mechanics aren't necessarily intuitive. I managed to come up with only a few.

New Terrain Types

  • Shallowseas - Very large bodies of warm, very shallow water. Inspired by the Purelake found in Brandon Sanderson's Stormlight Archive book series. Too shallow for submersibles; ideal for aquaculture and wave-skimming hovercraft.
  • Sandy Desert - Arid and semi-arid barrens characterized by shifting dunes that can encroach upon other regions unprotected by shelterbelts.

Tile Improvements

I'm open to new ideas for tile improvements. I thought that there was something especially eloquent about the original game's focus on nutrients, minerals, and energy. Possibly a fourth and fifth resource could be added, namely water and a "harvestable" resource similar to Tiberium, Vespene Gas, or Spice in other science fiction settings. These resources would be obtainable only through the use of specialized "harvester" units. Rather than create a tile improvement within their borders (or a colony without), players would need to dispatch harvesters to occupy the hex in question, then transport the "ore" or "raw" resource back to an outpost or base.

Chasses

'CopterCrawlerCruiserDroneFoilGravshipHovertankInfantryMissileNeedlejetSpeeder

Factions

THE ASCENDANCY

Faction Characteristics

-2 Economy (progress is expensive)
+1 Efficiency (excellence in motion)
+1 Morale (every man a god)

x2 research progress on technologies related to biological applications
+25% in combat (heightened agility, endurance, intelligence, perception, and reflexes)
+10% increase in unit health regeneration (increased metabolism)

Aggression Erratic
Priorities Discover, Conquer
Starting Tech Biogenetics
Choices Power
Aversions Fundamentalist


A lot of what you're suggesting here would require .exe modding, and quite difficult modding at that.

Adding new resources, in particular, would be at least as hard as allowing more than 7 factions, if not harder, and "allow more than 7 factions" is the prime example of "we'd really really really like it, but it's just not feasible with .exe modding."  New tile improvements would probably be even harder than that.  Allowing increased research progress on certain techs, or increased health regeneration, or landmarks that affect movement or can spread, would also be fairly difficult; the landmarks might prove to be as difficult as new tile improvements (read: effectively impossible).
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: gwillybj on April 23, 2014, 09:16:47 PM
For your shallow seas, not impassable to subs, but useful for farming and mining, try adjusting these two values in alphax.txt:

0,   ; Deep water       (Encourages fractal to grow deep water)
10,  ; Shelf            (Encourages fractal to grow shelf)

In both cases, higher means more, so you can see that I don't care for deep water, and am not particularly concerned about shelves. I like to be able to use all the ocean spaces within my coastal bases' radii, but not to have a bunch of shallows out in the middle of nowhere.

Deserts won't grow in-game, but you can always plop a few around in the map editor.

Harvesters and transports: Crawlers outside your base radius.

Just a few ideas. Have fun!
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 23, 2014, 10:59:17 PM
Again, thanks for the feedback and suggestions!

Allow me to clarify, however, that my intent is not to create a mod for Alpha Centauri. It is possible that this thread is therefore misplaced.

What I want to do is stimulate a discussion about a new game altogether, whether these ideas are incorporated into the forthcoming Beyond Earth or some future title called Alpha Centauri 2.

I also want to develop concepts that can be used in a forum-based geopolitical and military simulation of the type seen here (http://www.the-frontier.com/phpBB3/) and here (http://forum.paradoxplaza.com/forum/showthread.php?749983-Forum-Game-War-of-the-Five-Kings). Folks who remember the heyday of the Apolyton Civilization Forums may remember a similar game. That one combined both fan fiction and a fabulously detailed, high-fidelity "pen-and-paper" calculator that allowed players to experience a multiplayer game of Alpha Centauri using the same calculations at the heart of the computer game itself.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 23, 2014, 11:27:24 PM
Would you like this moved?  It's possible you're getting better feedback in Modding, but as you wish.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 23, 2014, 11:39:05 PM
Not necessarily. Only if there's someplace obviously better-suited. If you're confident that this is a good spot, I'm happy to be here.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 23, 2014, 11:44:25 PM
The Beyond Earth forum might be better; I dunno.  More on-topic for sure, there,but I don't worry about that much as long as everyone is happy.

The last week 1/2 has been a blur, but I think I started a thread with the same idea -talk about Alpha Centauri II anyway- and not much came of it.  Your mod-ish approach is more interesting, and might do a lot better...
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 24, 2014, 12:11:36 AM
Sure; let's see how it fares in the Beyond Earth forum.

Really, I'm trying to build a development team. The primary objective is to build and play the simulation. The secondary objective is to put it all together in a package that game designers who own the intellectual property can use if it so pleases them.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 24, 2014, 01:44:02 AM
The big question for me is, "What makes a compelling faction?"

Some of the answers are as follows:

1. The faction must occupy a unique, and probably exclusive, intellectual space. It must make certain claims about (1) why civilization on Earth "failed," (2) how human beings best relate to one another and/or their environment, and/or (3) what is necessary to ensure survival of the species. Thus, Deidre's argument for living in conversation with Planet's ecology. Santiago's beliefs about the benefits of exposure to adversity clearly address the third issue. Likewise, the Ascendancy's claims about genetic engineering. The Estado Novo posits that a caste system produces the greatest socio-political stability by limning discrete roles and responsibilities.

If the faction is sharp-edged, one should be able to capture much of the essence of a faction in a single term: Morgan, the mogul; Zakharov, the scientist; Santiago, the survivalist; Deidre, the ecologist; Miriam, the prophet; Yang, the Despot; and so on.

2. The faction's ideology must be reducible to compelling first principles that provide an implicit answer for every problem. Morgan may like his luxuries, but he's really making an argument that all human interaction can be understood in purely transactional terms. Zakharov's obsession with knowledge speaks to a philosophy of control. For the Cybernetic Consciousness, the real challenge of human survival is taking the humanity -- the fuzziness -- out of the equation. The Estado Novo suggests that every situation involves a certain obligation for which one of the three castes is chiefly accountable.

3. The faction must embody an ideal for which men and women have proven willing to fight and die. Morgan's entrepreneurial spirit evokes images of smugglers risking life and limb to evade the revenue agent. The University's scientists burn on a futuristic stake. Domai's drones are literally Planet's proletariat striking off their chains.

4. The faction should have a distinctive attitude toward interaction with others. Morgan's determination to achieve the Centauri monopoly and build a wealthy society presupposes interaction with other, less wealthy societies, at least until his own faction grows large enough to sustain multiple classes. Santiago must be indifferent to other factions. For the Restoration, there is the question of whether or not to attempt to eliminate factions that might prove inimical to follow-on settlers from Earth. Probably the Exiled have an incompatible philosophy. For Imre-Meinertzhagen, the other factions provide the essential "market" for their specialized services.

5. The faction should have a distinctive morality, though potentially changeable. Morgan's moral relativism will gradually give way to an acknowledgement, one supposes, of the importance of contract-enforcement, for example.

More later.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on April 24, 2014, 02:25:14 PM
The big question for me is, "What makes a compelling faction?"

It's opposite faction?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 25, 2014, 01:04:56 AM
I'm not entirely sure that I agree. At least on release of the first title, there weren't perfect conflict dyads: given seven factions, one either "doubled up" on enemies or was aloof.

Personally, I think the most sensible dyads are: University/Believers, Peacekeepers/Hive, and Morganites/Gaians. The Spartans stand apart, inimical to everyone else, but content in their isolation.

Let me for a moment put aside the seven expansion factions of Alien Crossfire and look at other "new" factions that I have figured into Planetfall.

The Ascendancy would presumably align with the Spartans, and, to a lesser extent, the like-minded Zakharov, finding least ground with the Believers and Estado Novo. The problem with the Ascendacy is that they are, like the expansion factions, merely a deeper meditation on one particular philosophy--genetics--already covered by another faction, the University.

The Estado Novo is probably comfortable with Miriam and the Hive; less so with the egalitarian Spartans. Most likely, however, the Free Drones are the other side of their dyad.

The Restoration can't abide the Spartans, who regard Earth as "fallen," but likely have good relations with the Peacekeepers and Morganites both.

Probably The Exiled are most comfortable with the Spartans, but clearly inimical to the Restoration.

Imre-Meinertzhagen (would Consolidated Transport be a better name, more in keeping with the Alpha Centauri flavor?) would be an immediate competitor of Morgan Industries, but probably a welcome source of competition from the perspective of every other faction.

I'd imagine that the Freikorps (perhaps renamed The Hidden?) would be a close affiliate of Miriam and the Hive, both of which would have obvious interest in superweapons and mercenary troops. Expect, too, that The Hidden would become quick enemies of the Peacekeepers, Restoration, and Gaians.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Dio on April 25, 2014, 05:06:01 AM
I always felt that both Yang and Zakharov were into genetics. However, the major difference between the two comes from the fact Yang sees Genetics from a philosophical viewpoint while Zakharov looks at it from a scientific viewpoint.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 25, 2014, 05:10:54 AM
However, the major difference between the two comes from the fact Yang sees Genetics from a philosophical viewpoint while Zakharov looks at it from a scientific viewpoint.
They were just using Yang to quip on a controversial issue.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 25, 2014, 05:13:36 AM
They were just using Yang to quip on a controversial issue.
They were doing that with pretty much all of them.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 25, 2014, 05:17:24 AM
The big question for me is, "What makes a compelling faction?"
Connection with the real world.  All of the AC factions represent pertinent questions; Zhakarov isn't just "the science faction", he represents the belief that science can solve all of our problems, held for instance by Americans, taken to it's conclusion.  A Sid Mier design Zhakarov wouldn't have drones from their faction government ignoring the workers, he really would just be the science faction with the science bonus.

And sorry, but I do not get the feeling that the two games hankering after Alpha Centauri do anything more than work with the most banal philosophical standpoint.  Sid said he didn't want to speculate on what the future would be, but they did, with three very basic, abstract, general possibilities, "supermacy", "harmony", and the turtle.  Ultimately AC's factions are just representations of modern day questions.  That is the difference between science fiction, drawing on real life (like Dune or Asimov), and science fiction.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 25, 2014, 05:48:58 AM
Personally, I think the most sensible dyads are: University/Believers, Peacekeepers/Hive, and Morganites/Gaians. The Spartans stand apart, inimical to everyone else, but content in their isolation.
In the fiction, the Spartans fought the Peackeepers.  Yang took his people and left for another continent (unlike the game, the novel has them land on the same continent.)  You don't see the Chinese squabbling with the U.N, do you?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 25, 2014, 05:54:33 AM
Possibly a fourth and fifth resource could be added, namely water and a "harvestable" resource similar to Tiberium, Vespene Gas, or Spice in other science fiction settings.
Planet pearls, as it calls the energy credits you get for defeating mind worms.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: JarlWolf on April 25, 2014, 08:10:17 AM
Be sure to look at other people's factions in the modding department; Sigma, myself and others have designed many factions you might find interesting.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 25, 2014, 10:59:48 PM
Quote from: Dio
I always felt that both Yang and Zakharov were into genetics. However, the major difference between the two comes from the fact Yang sees Genetics from a philosophical viewpoint while Zakharov looks at it from a scientific viewpoint.

Upon reflection, I think that's correct, although, since the Peacekeepers originally began with the Biogenetics tech, that makes three original factions already offering essentially distinct philosophies on the Genome. Still, the Ascendancy seems to me to have the essential "guts" of what it takes to be a faction, especially given the direction that the designers went with SMAX.

Quote from: BlaneckW
Connection with the real world.  All of the AC factions represent pertinent questions; Zhakarov isn't just "the science faction", he represents the belief that science can solve all of our problems, held for instance by Americans, taken to it's conclusion.  A Sid Mier design Zhakarov wouldn't have drones from their faction government ignoring the workers, he really would just be the science faction with the science bonus.

While I'm not sure that I agree that most Americans take that position, it is certainly Zhakarov's. Clearly, the Ascendancy is merely one meditation on one particular theme. Zhakarov wants the answers that lead to control in a very general sense; the Ascendancy has already determined that salvation lies down one very particular path.

Quote from: BlaneckW
In the fiction, the Spartans fought the Peackeepers.  Yang took his people and left for another continent (unlike the game, the novel has them land on the same continent.)  You don't see the Chinese squabbling with the U.N, do you?

In a 2011 podcast for Three Moves Ahead, Brian Reynolds described the Spartans as militarists driven by a lust for power. I don't know how comfortable I am with that articulation. I think that Yang, who recognizes no morality, is the more natural antagonist to the Peacekeepers, good humanists that they are. The Spartans would form a second, weaker dyad.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 26, 2014, 10:03:47 AM
I don't really care what direction the SMAX people went.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 26, 2014, 12:44:34 PM
Might I redirect to a different question? Does The Ascendancy, with its great project of producing a genetically-engineered super-human, have what it takes to be a stand-alone faction, or should that project merely be one facet of what is being done by The University or The Hive?

I've renamed the Lord's Believers to The Convent, largely for aesthetic reasons. The Exiled are The Labyrinth and will be reimagined. No new ideas yet.

I've added a new faction, The Dispossessed, created by a group of stowaways placed aboard the Unity with Santiago's help. In return for the resources necessary to see her own, hand-picked lieutenants selected for the Unity mission and  assigned to a particular cryo-bay, she assisted certain countries excluded from the Unity mission to put a contingent aboard the ship.

There are many different ways to skin a cat. The factions of Alpha Centauri emphasize certain ideologies, certain philosophies. Some are tied to the natural evolution of the professional ethos that underlies particular professions.

I wonder: Who would be the likely leader of The Restoration? A Chief of Security? (I've reflagged Yang as Executive Officer, but not necessarily head of security.) A head fire protection technician? A quartermaster?

What about a faction based on Wittfogel's concept of hydraulic empire, whereby a despotism is the result of the ruler's monopoly on water and an independent nobility fails to emerge because it cannot compete with the resources of the centralized state, necessarily dominated by the bureaucracy required to manage and administer hydraulic engineering projects, mostly build by slaves?

Speaking of slaves, a faction with a plantation economy, based on the exploitation of unfree (but not Drone) labor might be interesting. I wonder, however, if such a faction could succeed in a case where fugitive slaves would not be immediately obvious and subject to forced return, but probably there is a technological "solution" to that problem in a setting like this one.

I've changed Imre-Meinertzhagen to Consolidated Transport. Their leader, director of his company's UNITY operations, is a French Canadian.

Also, I've assigned countries of origin to each faction and begun to think about whether national allegiance might be significant. Alpha Centauri identified countries of origin but not national allegiance, and indeed the game stands out for defying gender and cultural conventions typical of computer games both then and now. Either nationality was assumed to mean relatively little by the time the Unity launched, or else the designers simply didn't bother to paint with nationalisms when they had ideologies equally as compelling and universal in appeal.

Anyway, thanks for engaging! I look forward to your further thoughts.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 26, 2014, 01:12:20 PM
Might I redirect to a different question? Does The Ascendancy, with its great project of producing a genetically-engineered super-human, have what it takes to be a stand-alone faction, or should that project merely be one facet of what is being done by The University or The Hive?
The University would be better able to accomplish it, given their focus on scientific development.  But for any of the SMAC factions it would merely be a side-project.  The University is interested in the development of scientific knowledge in general, for which the military or genetic modifications are merely a tool. 

The Hive would want to obtain said research for parity with the other factions, and as useful for Hive plans (such as super-soldiers, improved research, or the gene-jank), but have spent most of their time digging fortresses.  As Hive legalist philosophy would go, advanced armaments aren't researched and implemented for nothing, but it is more useful to implement what meagre means you have today.

I think that Yang, who recognizes no morality, is the more natural antagonist to the Peacekeepers, good humanists that they are. The Spartans would form a second, weaker dyad.
Yang has very little interest in even interacting with the Peacekeepers, who are conquered by the Spartans in the novels anyway.  In the fiction, Yang isn't specifically antagonistic to any of the factions because he keeps aloof from them.  His goals are to remain immortal under the earth, like Qin Shi Huangdi, and not to pursue absurd ideological quarrels.  To maintain parity, he allies with the Gaians, who are also falling behind, against the Morgans, I believe.  But he had earlier purchased products from them, with the later consideration that Morgan was making too much profit.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 26, 2014, 03:42:30 PM
Should The Ascendancy forswear cybernetics and focus on bio-genetics to a much greater degree, striving to "grow" the perfect human through science rather than modify an imperfect human after birth? What if they didn't use drones? Other visions of similar societies, including Battletech's Clans, involve a sort of "bondsman" or subservient class, but maybe The Ascendancy wouldn't want the burden?

I appreciate Yang's hermetic tendencies, but couldn't Santiago be described in the same terms?

Is Santiago an isolationist or a would-be conqueror?

I've been using existing source material, namely the manuals and GURPS sourcebook, for information and inspiration. That said, I'm open to changes in faction design even for original factions.

The question surrounding the Spartan dyad is, I think, whether the Spartans are evangelical in their beliefs. If so, then the Peacekeepers make a natural adversary. The GURPS material indicates that the Spartans worry about the "corrupting" influence of other factions on humanity's path to salvation-through-strength, but it seems counter-intuitive to me that a faction dedicated to honing perfect warriors would also wish to conscript colonists that reject their values. Unwilling recruits make poor soldiers. I don't see how the Spartans achieve their goal of forging perfect warriors any more quickly by attempting to conquer peoples who, according to their philosophy, should soon succumb to Planet irrespective of whether or not the Spartans move against them and well before they lure too many Spartans into questioning the Federation's philosophy. Ultimately, I'd imagine that the Spartans would simply wander off on their own, bunker down (literally), and try to avoid contact with the other factions in much the same respect as Yang. I assume that, using the Spartan model, Santiago would recognize the need for helots.

Yang. He's an interesting one. Is he Kim Jong-il, Pol Pot, and Mao Tse-Tung, rolled into one? The Hive evokes the idea of the philosopher king, but Yang is clearly a tyrant. But, how, like the Spartans, to deal with other factions? Would the Chairman live in constant fear of revolt? Almost certainly. Regarding settlement as a zero-sum game, he must be predisposed to attempt to eliminate rival factions whenever the opportunity arises. If Santiago would be disposed to simply seize the resources of other factions, Yang might be more disposed to steal (and nerve-staple) drones and talents. Finally, if the Spartans are a cause for concern, at least Santiago's attitudes on equality and voluntarism would be common touchstones with the more passive factions. Yang presents a humanitarian conundrum.

Looking out toward gameplay, I want to provide each player with a portfolio describing their faction, the opportunity to give a few orders relative to preparations for Planetfall during the immediate aftermath of Zakharov's proposal to sunder the expedition, and a list of primary objectives for the first few cycles of gameplay. Players will manage budgets, select policies, and communicate with moderators in the role of advisers, lieutenants, and other subordinates. Players will post missives and conduct negotiations; moderators will provide injections (events, both specific and general) and manage conflict.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Dio on April 26, 2014, 04:35:12 PM
I think Santiago is a would be conquerer more than a isolationist. Her primary concern is survival on planet and guarding her people. As such, she would use any means necessary to ensure this occurs. That includes eliminating anyone who she percieves as threatening her social order. Another rivalry occurs between Santiago and Deidre. This happens because Deidre sees planet as a ally while Santiago thinks of planet as a obstacle to be overcome. Lastly, I think Yang is more of a protectionist and tends to simply isolate his people from having any unnecessary contact with other factions. This means he would defend his people against any percieved 'security threats' by simply having them destroyed.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 26, 2014, 04:50:27 PM
Should The Ascendancy forswear cybernetics and focus on bio-genetics to a much greater degree, striving to "grow" the perfect human through science rather than modify an imperfect human after birth?
No.  If you're basing this on BE's "Supremacy", there's no reason to do that solely based on the philosophical standpoint given.  While University focuses on the development of scientific knowledge, Supremacy focuses on the usage of technology to overcome their new environment, and there isn't any prejudice against cybernetics given, unlike, say, in Dune.

What if they didn't use drones? Other visions of similar societies, including Battletech's Clans, involve a sort of "bondsman" or subservient class, but maybe The Ascendancy wouldn't want the burden?
They would likely use robots for a lot manual labour, but Alpha Centauri doesn't have a robot civilian other than the limited crawler.  I don't think it would have been unfeasible for a space colony to have extensively used robots even ten or twenty years ago.

Is Santiago an isolationist or a would-be conqueror?
She is isolationist/conqueror on the basis of her "survivalist" philosophy.  She practiced both on said basis in Journey to Centauri.  She wanted a space pod of her own to practice said philosophy over what she perceived as the "politics" of the other factions.  She had hoped Yang might be part of her faction, but their philosophies and practices are different.

I've been using existing source material, namely the manuals and GURPS sourcebook, for information and inspiration. That said, I'm open to changes in faction design even for original factions.
I'm not certain that they need modifications, other than the game needing more options for the Gaians.

The question surrounding the Spartan dyad is, I think, whether the Spartans are evangelical in their beliefs. If so, then the Peacekeepers make a natural adversary.
They're not "evangelical" but would simply get tired of the U.N. faction, whose philosophy isn't based on survival in their new environment.

The GURPS material indicates that the Spartans worry about the "corrupting" influence of other factions on humanity's path to salvation-through-strength, but it seems counter-intuitive to me that a faction dedicated to honing perfect warriors would also wish to conscript colonists that reject their values.
Conscription doesn't generally consider the values of those conscripted.

Unwilling recruits make poor soldiers. I don't see how the Spartans achieve their goal of forging perfect warriors any more quickly by attempting to conquer peoples who, according to their philosophy, should soon succumb to Planet irrespective of whether or not the Spartans move against them and well before they lure too many Spartans into questioning the Federation's philosophy.
The Spartan's survivalism is pro-active.  You are projecting idealism onto her that I don't think she has.

Yang. He's an interesting one. Is he Kim Jong-il, Pol Pot, and Mao Tse-Tung, rolled into one?
No.  Yang is based on Shang Yang, Han Fei, and Qin Shi Haungdi with their legalist governmental philosophy, and Taosim with it's control of the body and self, the latter of which is well-developed in Journey to Centauri.  There are no references to Communism and his story works on the basis that Chinese government and governmental philosophy would return to it's roots.  After studying at a military university it is mentioned that he taught combat methods in the "Golden Emperor's" army.

Would the Chairman live in constant fear of revolt?
The Chairman is paranoid, but fear would not be the right word.  The Hive is generally quiescent, like Yang, as it was made to be.

Almost certainly. Regarding settlement as a zero-sum game, he must be predisposed to attempt to eliminate rival factions whenever the opportunity arises.
Only over the long run. 

If Santiago would be disposed to simply seize the resources of other factions, Yang might be more disposed to steal drones and talents.
That is what Qin Shi Haungdi did, making offers to try to persuade defection.

Yang presents a humanitarian conundrum.
That doesn't matter.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 26, 2014, 10:35:26 PM
Quote from: BlaneckW
No.  If you're basing this on BE's "Supremacy", there's no reason to do that solely based on the philosophical standpoint given.  While University focuses on the development of scientific knowledge, Supremacy focuses on the usage of technology to overcome their new environment, and there isn't any prejudice against cybernetics given, unlike, say, in Dune.

I had perceived an opportunity, in assigning different affinities, to further differentiate the factions.

I used the names, but not the definitions, provided by BE. My vision for affinities does not speak to factions' attitudes toward contact with Earth.

My vision for "Purity" involves an emphasis on celebrating the wholly human, on ideas and modes of civilization remembered from Earth, and on rejection of evolutionary change driven by either technological enhancement or Planet. The latter is, of course, impossible, but the idea is that, through manipulation of the genome, scientists could essentially channel human evolution down an "Earth-like" path. Thus, the logic: if Augments are super-human, at least they are not un-human. (Granted, there is a good deal of self-delusion involved for any faction that chooses Purity, but I think that's the point. All ideology in Alpha Centauri is extreme.)

"Supremacy" calls for, or at least accepts, radical change to the human body and mind to overcome Planet's environment, and is therefore distinct from Purity, which doesn't reject technology, but instead tries to preserve the Man's terrestrial character in the application of it.

"Harmony" dictates that humanity must abandon its terrestrial identity, both physically and spiritually if you will, to successfully colonize Planet.

Circling back to the question of distinctions between The University, The Hive, and The Ascendancy, I would offer this vision:

Prokhor Zakharov, Sheng-ji Yang, and Tahmineh Pahlavi (the Ascendancy faction head, UNITY's former Chief Geneticist) are our strolling. At length, they discover the way blocked by a large wall.

Zakharov's followers take rock samples and build a harmonic resonator to literally shake the wall apart.

Yang steps back, assesses his options, and orders his followers to create a human chain to ascend the wall and lift him over. Only a few of the Hive colonists reach the top, and most are unable to follow, but the Chairman succeeds in reaching the other side.

Pahlavi returns to her lab and births an Augment who, one week later, climbs the rock wall bare-handed and leaps down on the other side.

Again, I think there is a significant difference in the viewpoints held by The University and the Ascendancy, respectively. The University has chosen science, but not specific solutions to every problem. The Ascendancy has not only chosen science, but also a specific solution set.

Quote from: BlaneckW
They would likely use robots for a lot manual labour, but Alpha Centauri doesn't have a robot civilian other than the limited crawler.  I don't think it would have been unfeasible for a space colony to have extensively used robots even ten or twenty years ago.

Agreed. I think that 'droids would be a neat addition to drones and talents.

Quote from: BlaneckW
She is isolationist/conqueror on the basis of her "survivalist" philosophy.

My question is whether she wants to produce the perfect battalion, essentially disinterested in the fates of her neighbors except as they affect the success of her project, or if she is determined to force others -- others who are by definition less worthy -- to join her cause.

Quote from: BlaneckW
I'm not certain that they need modifications, other than the game needing more options for the Gaians.

I think there's room for factions that explore other facets of human nature and thought. Can you elaborate on your interest in "more options for the Gaians"?

Quote from: BlaneckW
They're not "evangelical" but would simply get tired of the U.N. faction, whose philosophy isn't based on survival in their new environment.

Getting tired of a blowhard is one thing, but as long as Santiago kept to herself, I imagine that Yang would seem to pose the greater concern. The U.N. today is uncomfortable with, but essentially tolerant of tyrants who make few waves, especially if they aren't committing genocide. The fact that Santiago's followers go willingly might cause Lal to hold his tongue, at first.

Quote from: BlaneckW
Conscription doesn't generally consider the values of those conscripted.

Those who debate the merits of conscription do, however.

Spartan society works because its members are by and large dedicated to Santiago's project and have chosen a martial lifestyle. At Planetfall, Santiago has an essentially all-volunteer force. Later, her ranks are swelled by children fostered in an environment designed to predispose them to the hard life of a soldier. Not so, the colonists of other factions. Pressed into conforming with Santiago's rigid doctrines, they would pose a major liability, both in terms of potential revolt and because they won't make ideal soldiers.

Quote from: BlaneckW
No.  Yang is based on Shang Yang, Han Fei, and Qin Shi Haungdi with their legalist governmental philosophy, and Taosim with it's control of the body and self, the latter of which is well-developed in Journey to Centauri.  There are no references to Communism and his story works on the basis that Chinese government and governmental philosophy would return to it's roots.  After studying at a military university it is mentioned that he taught combat methods in the "Golden Emperor's" army.

I understand the partial inspiration. Potentially the surveillance aspect is a modern twist on a millennium-old concept.

Is Yang unhinged to a greater extent than other leaders? Is he a worse sociopath? I don't particularly care about how he regards his own motivations. Seen and judged by a rational observer, is he no better than Mao? Than Stalin? His society surely resembles Communist dystopias.

Under the Chinese emperors, the quiescent peasantry could expect to grow prosperous under the right conditions. That doesn't seem possible in Yang's society.

Quote from: BlaneckW
The Chairman is paranoid, but fear would not be the right word.  The Hive is generally quiescent, like Yang, as it was made to be.

I read: "ready to boil over." Unless he's created a North Korea analogue in which the populace is literally brain-washed.

Quote from: BlaneckW
Only over the long run.

Probably there would be many more obvious opportunities to eliminate competitors at the time of Planetfall than after, once they have build fortifications and viable economies capable of withstanding minor catastrophes.

Quote from: BlaneckW
That is what Qin Shi Haungdi did, making offers to try to persuade defection.

That makes Yang the greater threat.

Quote from: BlaneckW
That doesn't matter.

I disagree. It makes him the more odious to the Peacekeepers than the Spartans, who, for all their problematic philosophies, are both more respectful of individualism and less aggressive. The Spartans pose a major, but not an urgent, problem from a humanist perspective. Yang is the greater problem at start.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 26, 2014, 11:46:09 PM
Your Supremacy and Purity concepts lack distinction from each-other..

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My question is whether she wants to produce the perfect battalion, essentially disinterested in the fates of her neighbors except as they affect the success of her project.
She isn't.  She isn't an idealist, at least as such, she's even anti-political.

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If she is determined to force others -- others who are by definition less worthy -- to join her cause.
She would attempt to simply conquer them once her faction grew to their border, though she might be sensible enough not to start a war that would cause terrible losses for her faction.  The latter is debatable.  Santiago seems like she might be a stubborn, but not necessarily fanatical, or at least not as much as Miriam.

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I think there's room for factions that explore other facets of human nature and thought. Can you elaborate on your interest in "more options for the Gaians"?
The Gaians delve into psionics, but this isn't sufficiently expanded on - at least at a rate to make Gaians survivable militarily.

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I imagine that Yang would seem to pose the greater concern to the U.N. faction.
Yang may choose not even to reveal his faction sufficiently to be criticized.

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Spartan society works because its members are by and large dedicated to Santiago's project and have chosen a martial lifestyle.
Santiago would conquer the other factions for their mis-use of resources if for no other reason.

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I understand the partial inspiration.
It's not really a partial inspiration as I understand it.  He has studied, and teaches, legalist and Taoist philosophy, practices breathe techniques and other physical control, and is likely named after Shang Yang. 

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Is Yang unhinged to a greater extent than other leaders? Is he a worse sociopath? Seen and judged by a rational observer, is he no better than Mao? Than Stalin? His society surely resembles Communist dystopias.
He isn't unhinged, he is controlled.  You may call him a worse sociopath than the other faction leaders.  He is "better", more intelligent, and capable of running the Hive with less death than the Communist figures.

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Under the Chinese emperors, the quiescent peasantry could expect to grow prosperous under the right conditions. That doesn't seem possible in Yang's society.

I read: "ready to boil over."
I don't understand what you mean by prosperity. Where there isn't manual work to be done, Yang at least desires quiet contentment or meditation, such as in the gardens, if you aren't capable of advancing past manual labour.

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It makes him the more odious to the Peacekeepers than the Spartans, who, for all their problematic philosophies, are both more respectful of individualism and less aggressive.
The Peacekeepers don't matter.  They can't even stand up to the Spartans.

Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 27, 2014, 12:24:24 AM
Quote from: BlaneckW
Your Supremacy and Purity concepts lack distinction from each-other..

Purity is about trying not to let Planet, or cybernetics, alter humanity's path. It attempts to prune, not splice or "hack." While a Purist faction might engineer a more perfect human, the modifications would result in a more perfect organic specimen, not a cyborg. I agree that the Ascendancy may not really "fit" here.

Supremacy is about "hacking" humanity, using technology to drive rapid change and rejecting "natural" evolutionary growth.

Harmony is about allowing Planet dictate humanity's evolutionary future.

Quote from: BlaneckW
She isn't.  She isn't an idealist, at least as such, she's even anti-political.

I don't understand why you think I see her as an idealist.

Even if one argues that Santiago isn't trying to create the perfect soldier, merely to preserve humanity, that doesn't immediately equate to lack of concern about how absorbing other factions might "dilute" the Spartan ethos.

Quote from: BlaneckW
She would attempt to simply conquer them once her faction grew to their border, though she might be sensible enough not to start a war that would cause terrible losses for her faction.  The latter is debatable.  Santiago seems like she might be a stubborn, but not necessarily fanatical, or at least not as much as Miriam.

I find it hard to balance the militarist vision of Santiago with her survivalist posture, which is probably why I tend to emphasize the latter. Given his focus on social control, Yang seems the more obvious imperialist.

Why should Santiago fight wars? To prevent other leaders from taking their colonies down the "wrong" path? That makes sense, but it doesn't speak to how Santiago would successfully reconcile differing attitudes about how to survive the onslaught of Planet. Not everybody is soldiering material. Her attempts to build an elite fighting force speak to a certain chauvinism, if you will, that I think would probably restrain her from conscripting others.

Quote from: BlaneckW
The Gaians delve into psionics, but this isn't sufficiently expanded on - at least at a rate to make Gaians survivable militarily.

Makes sense, although I fear that psionics are rarely done well in science fiction. How to keep them from being over-powering?

I've always liked Dune's mentats concept, by the way. Maybe we can do something with that as well. Not as a replacement for psionics, but as a counterpoint? Yang's solution?

Quote from: BlaneckW
Yang may choose not even to reveal his faction sufficiently to be criticized.

That's fine, but I do think that, once revealed, the Peacekeepers would find him the most worrisome of their adversaries.

Quote from: BlaneckW
Santiago would conquer the other factions for their mis-use of resources if for no other reason.

While I agree that she would worry about this problem, her philosophy also suggests that the other factions will inevitably fail. That means that most of her wars will be wars of choice, assuming she doesn't land in a location hemmed in by other factions.

Quote from: BlaneckW
It's not really a partial inspiration as I understand it.  He has studied, and teaches, legalist and Taoist philosophy, practices breathe techniques and other physical control, and is likely named after Shang Yang.

Yes, but the image conveyed by the GURPS material is decidedly dystopian.

[quote-"BlaneckW"]I don't understand what you mean by prosperity. Where there isn't manual work to be done, Yang at least desires quiet contentment or meditation, such as in the gardens, if you aren't capable of advancing past manual labour.[/quote]

Peasants under legalist government during the Warring States period could expect to be left alone by their government so long as they paid taxes, sent their sons into the army, and forswore from rebellion. They could reap the fruit of their harvests during years when the floods were predictable and enemy armies did not come pillaging. As a practical matter, they were beyond the immediate reach of the emperor. Landlords, tax farmers, and magistrates might be a reality, but they were not omnipresent. Yang has added an Orwellian angle to his implementation of the philosophy that implies that his people are, or would be, less happy than the Chinese peasants of old.

Quote from: BlaneckW
The Peacekeepers don't matter.  They can't even stand up to the Spartans.

I read the books long ago and don't intend to follow the canon per-se.

Definitely continue this line of discussion, but have you any further thoughts on The Ascendancy as a faction (or as to whether it should be a sub-faction), Estado Novo, or the others?

Again, Consolidated Transport is a group of contractors that hope to restore contact with Earth while, in the meantime, providing competition to Morgan Industries.

The Estado Novo is a corporatist state based on a tripartite caste system: peasants, priests, and warriors.

The Labyrinth is inspired by the Brotherhood of Nod. The intent here is to ensure continued influence of Brotherhood agents over human development.

The Dispossessed might be stowaways from nations like the Republic of South Africa, Taiwan, Rhodesia, and Israel.

The Restoration are all about restoring contact with, and facilitating an exodus from, Earth.

I ran across a C&C mod that include a faction called the Forces of Tomorrow. Just an interesting name. What to do with that concept?

Should there be an oligarchical faction based on slavery, an analogue to the southern Confederacy? Should there be a faction based on the principles of hydraulic empire, like pharonic Egypt or imperial China? Should there be a faction based on the morals of the Old West?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 27, 2014, 01:08:05 AM
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I find it hard to balance the militarist vision of Santiago with her survivalist posture, which is probably why I tend to emphasize the latter.
Santiago is most interested in her survival.

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Why should Santiago fight wars? To prevent other leaders from taking their colonies down the "wrong" path?
Pro-active survivalism.  If nothing else, Santiago wouldn't want the University engaging in uncontrolled research anymore than Miriam.

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That makes sense, but it doesn't speak to how Santiago would successfully reconcile differing attitudes about how to survive the onslaught of Planet. Not everybody is soldiering material.
If they can't be conscripted then they would simply be occupied.

Quote from: BlaneckW
Makes sense, although I fear that psionics are rarely done well in science fiction. How to keep them from being over-powering?
By not overpowering them.  The game is spreadsheet.

Quote from: BlaneckW
I've always liked Dune's mentats concept, by the way. Maybe we can do something with that as well. Not as a replacement for psionics, but as a counterpoint? Yang's solution?
Yang probably would have a few mentats if he could.

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That's fine, but I do think that, once revealed, the Peacekeepers would find him the most worrisome of their adversaries.
Only if they can see past the isolationism.

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Yes, but the image conveyed by the GURPS material is decidedly dystopian.
The image in the novels is less so.

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Peasants under legalist government during the Warring States period could expect to be left alone by their government so long as they paid taxes, sent their sons into the army, and forswore from rebellion.

As a practical matter, they were beyond the immediate reach of the emperor.  Magistrates might be a reality, but they were not omnipresent.
By the end of Qin the peasants were sent to build the great wall, mass irrigation, the road system and other mass projects, and conscripted into industry for part of the year; agricultural production was monitored. Surveillance was collective.  Nothing is beyond the Qin state, except for desert, mountain, swamp and sea, which were also penetrated, or in the case of the north, walled off.

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They could reap the fruit of their harvests during years when the floods were predictable and enemy armies did not come pillaging.
Han Fei advocates that all food be stored in state granaries.

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Landlords
Landlords?  What in the nine hells?  Not in my Qin.

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Definitely continue this line of discussion, but have you any further thoughts on The Ascendancy
I don't think the stats you gave it would allow it to stand up to the other factions.  The philosophy for your faction would also stand only mid or late game.  It doesn't entirely explain how they would approach the beginning game.  But then maybe the Alpha Centauri factions don't really either.

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Again, Consolidated Transport is a group of contractors that hope to restore contact with Earth while, in the meantime, providing competition to Morgan Industries./The Restoration are all about restoring contact with, and facilitating an exodus from, Earth.
You haven't developed this faction philosophically.  This is a goal even more long term than the previous.

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The Estado Novo is a corporatist state based on a tripartite caste system: peasants, priests, and warriors.
The Fascists, in the corporatist sense, or the or Hindus weren't successful on Earth and they wouldn't be succesful in space either.  No one actually buys into corporatism/castism except for the most ignorant peasants or the exploiters, and it squanders talent.  That would make this faction a less successful Hive or  benighted Morganites, assuming they weren't simply overthrown like the Italian state.

The other factions have too little philosophy for me to comment on. 


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Should there be an oligarchical faction based on slavery, an analogue to the southern Confederacy?  Should there be a faction based on the principles of hydraulic empire, like pharonic Egypt or imperial China?
The Hive does it better.  Slavery also isn't a modern issue, except as a criminal underground one.  The Confederacy in space is pure fiction without a real-world concern.

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Should there be a faction based on the morals of the Old West?
The old west didn't have morals. 
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 27, 2014, 02:56:56 AM
Quote from: BlaneckW
Santiago is most interested in her survival.

Yes. We are trying to come to hammer down her strategy.

Quote from: BlaneckW
Pro-active survivalism.  If nothing else, Santiago wouldn't want the University engaging in uncontrolled research anymore than Miriam.

I see the virtue of keeping other factions off-balance, but that is a very different proposition than prosecuting full-scale war. Most survivalist groups are content to hold themselves apart from society, not only because they reject central government, but also because their "project" can necessarily be shared only by a committed few.

Keep in mind, too, that as we talk about balance-of-power, every faction has the same incentive. The question is whether, seen through the lens of their ethical dispositions, that incentive grows stronger or weaker. With Santiago, that incentive is stronger, but the same is true of Yang and Miriam, at least.

Quote from: BlaneckW
If they can't be conscripted then they would simply be occupied.

What does Santiago gain from occupation? Why not simply nerve-staple the lot of them? Beyond that, if any faction is liable to commit atrocities, it is the Spartans.

Quote from: BlaneckW
Yang probably would have a few mentats if he could.

Let's explore that issue further. Is a mentat a specific type of talent?

What do we have in the way of citizens? Basic colonists, talents, drones, and 'droids?

Quote from: BlaneckW
By the end of Qin the peasants were sent to build the great wall, mass irrigation, the road system and other mass projects, and conscripted into industry for part of the year; agricultural production was monitored. Surveillance was collective.  Nothing is beyond the Qin state, except for desert, mountain, swamp and sea, which were also penetrated, or in the case of the north, walled off.

You're talking about an essentially iron age polity. Qin peasants might be subject to the corvee, but they were not subject to a police state in the modern sense of the word. The condition of Qin peasants was not substantially different from that of medieval serfs in the West, excepting that the state projects were larger in both ambition and scale. The emperor might dispatch a bureaucrat to every village, but he could not peer into every home. Some percentage of the peasantry would remain on the land even if conscription were widespread. In other words, there would have been some semblance of a civil society.

Quote from: BlaneckW
Han Fei advocates that all food be stored in state granaries.

Possible for Yang, but not for the Qin emperors.

Quote from: BlaneckW
Landlords?  What in the nine hells?  Not in my Qin.

The Qin emperor did not eliminate landlords. Regardless of Yang's application of legalism, the Qin state is not a perfect analogue. There is a dystopian flavor to Yang's homage -- one that evokes images of some of history's most repressive regimes.

Quote from: BlaneckW
I don't think the stats you gave it would allow it to stand up to the other factions.  The philosophy for your faction would also stand only mid or late game.  It doesn't entirely explain how they would approach the beginning game.  But then maybe the Alpha Centauri factions don't really either.

I wouldn't focus on the stats; those were just attempts to add a bit of flavor.

Presumably, at the beginning of the game, the geneticists would focus on developing a settlement capable of supporting their ambitious program of genetic research... and perhaps on capturing test subjects from other factions or scavenging UNITY pods.

Quote from: BlaneckW
You haven't developed this faction philosophically.  This is a goal even more long term than the previous.

This faction is possible because of the idea of future communication with Earth. Morgan is a capitalist, and Zakharov a scientist, but does that mean that Morgan's society is one large corporation? Does everybody live in a "company town"? Capitalism is impossible without the concept of private property. Company towns are a perversion of that concept. Is the University literally a university in structure as well as function? Comprehensive Transport would, I think, be more likely to manifest a "company town" approach to settlement. By default, they represent a faction that doesn't plan to sink deep roots on Planet but does depend on the success of other colonies for its own survival.

Quote from: BlaneckW
The Fascists, in the corporatist sense, or the or Hindus weren't successful on Earth and they wouldn't be succesful in space either.  No one actually buys into corporatism/castism except for the most ignorant peasants or the exploiters, and it squanders talent.  That would make this faction a less successful Hive or  benighted Morganites, assuming they weren't simply overthrown like the Italian state.

The other factions have too little philosophy for me to comment on.

By the standards of Alpha Centauri, nobody's philosophy was successful. Do you think that eco-movements have been successful? How about legalism?

The appeal of fascism is situational. People cleave to that option when other forms of government appear insufficient to guarantee a modicum of stability. The Estado Novo squanders talent, yes, but so also do colonies with large drone populations or stringent controls on independent thought (The Hive). The innovation of the Esrado Novo is to emphasize the noblesse oblige of its warrior caste. Perhaps, instead of priests, there is merely a general class of talents that includes the second estate?

Quote from: BlaneckW
The other factions have too little philosophy for me to comment on.

I'm open to suggestions.

Quote from: BlaneckW
The Hive does it better.  Slavery also isn't a modern issue, except as a criminal underground one.  The Confederacy in space is pure fiction without a real-world concern.

The Hive isn't predicated on a water monopoly. Nor upon plantation economics. Slavery is an issue by virtue of the lack of higher power to prevent it. Drones are slaves. Why not others also?

Quote from: BlaneckW
The old west didn't have morals.

Westerns are morality tales. Alpha Centauri could easily be a Western. Morgan, the Cattle Baron. Zakharov, the mad scientist. Santiago, the cavalry officer. Deidre, the honorary aborigine. Yang, the mad sheriff. Miriam, the preacher. Lal, the territorial governor. Domai, the miner.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 27, 2014, 03:02:41 AM
This is extremely sharp conversation.  I'm loving it.

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Most survivalist groups are content to hold themselves apart from society, not only because they reject central government, but also because their "project" can necessarily be shared only by a committed few.
I'd submit that this Earth reality is not entirely applicable.  I seriously doubt survivalists would keep to themselves in their remote mountain redoubts if they had the kind of numbers and power Santi is capable of building.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 27, 2014, 03:11:20 AM
Quote from: BUncle
I'd submit that this Earth reality is not entirely applicable.  I seriously doubt survivalists would keep to themselves in their remote mountain redoubts if they had the kind of numbers and power Santi is capable of building.

It's important to distinguish between survivalists and rejectionists, or rebels. Militias want to overthrow the established government. Are the Spartans tomorrow's militia movement?

Santiago's survivalists posit that man must fight Planet... and win. They offer a specific solution: disciplined militarism.

But would Santiago care about the fate of the other factions? Her philosophy suggests that the other factions should die off, if left to their own devices. Why waste resources to hasten that outcome unless the Spartans are already under pressure?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 27, 2014, 03:20:12 AM
Are we talking about the Spartans as-is or how you propose they should be?  Because the former do not stay home minding their own business.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 27, 2014, 03:28:05 AM
Both, I suppose.

The Spartans are, apparently, hyper-aggressive expansionists, but that doesn't square, in my opinion, with their given philosophy.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 27, 2014, 03:36:38 AM
Ah, well there's a point I wanted to make - the fundamental schizophrenia of Spartan society.  Santi mentions freedom in her diplomacy quotes and in some of her base names, and yet she runs the military faction, and armies are the closest thing to slavery still legal on Earth today.

In fanfic related to GotMs, I've played with that dichotomy to some good effect.  I find that fundamental internal philosophical contradiction nuanced rather than unrealistic.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 27, 2014, 04:52:33 AM
I don't have a terrible problem with inconsistency. My interest in casting the Spartans as survivalists but not conquerors arises partly from a desire to introduce The Restoration as the faction that accounted for most of the Unity's military men and women.

If I see any significant problem with Santiago's being disposed to conquest, it is this: her faction, unlike Yang's, would probably benefit from stopping short of occupation... or else going as far as genocide. Santiago can't afford the appeal of other factions' relatively more rewarding civil societies... or the drain on resources constituted by "traditional" military occupation. Besides that, Santiago's philosophy supposes that the other factions will either replicate her methods or else succumb. Why lift a finger unless threatened?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 27, 2014, 05:02:18 AM
But doesn't Yang have the hidden kingdom niche already sewed up?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 27, 2014, 07:08:36 AM
That is certainly true, and if the concern is that no more than one faction should be aloof, then perhaps the Spartans ought to be cast exactly as they have been: as aggressive militarists (although what do we then make of the Nautilus Pirates?). Still, I'd look to better sculpt their ideology so that conquest made better sense as a solution to the problem of the other factions' weakness of body and spirit.

I've actually looked at all of the factions from the standpoint of social posture. I mapped each in three dimensions. The first dimension plots the faction's stance on the potential utility of violence. The second dimension plots the faction's stance on the desirability of contact with the other factions on Planet. The third dimension plots the faction's stance on the restoration of contact with Earth. I've also assigned government types, preferences, affinities, and aversions.

The Ascendancy is a geniocracy (government by the qualified) with the objective of breeding neo-sapien, also called homo superior. Their preference is knowledge, their aversion faith. They are aggressive, open but non-integrationalist, and opposed to recontact, viewing Earth as irrelevant to humanity's future but concerned that Planet's resources not be exhausted by refugees. The Ascendancy prefers Purity: their conception of human evolution is not yet decoupled from the terrestrial paradigm, even though they propose to "improve" upon it. The Ascendancy violently rejects fusion of man and machine. The Ascendancy's leader is Tahmineh Pahlavi, a female from the Imperial State of Iran.

The Conclave is a fundamentalist kritarky (government by judges) with the objective of achieving spiritual apotheosis. Their preference is faith, their aversion knowledge (or rather, purely empirical engagement with the world). They are aggressive, closed but integrationalist, and opposed to contact, preferring that Planet be preserved for the faithful alone. The Conclave prefers Purity and is violently opposed to any science that alters the human body and mind. The Conclave is led by Sister Miriam Godwinson, a female from the Christian States of America. As a final note, I want to figure out how to depart from what I think is the tiresome notion that Miriam's aversion to societies that prioritize empirical research is equivalent to rejecting the value of science altogether. Are science and religion fundamentally incompatible? Are religious people everywhere predisposed to be skeptical about science, even unconsciously, because it might, at any moment, burst their bubble? I find it hard to believe that.

Consolidated Transport is a traditional corporation. Rather than present them as a full-fledged faction, I may retain them as a Non-Player Character (NPC) option. CT was one of several firms contracted to support the construction and fitting out of the mission to Alpha Centauri. CT contracted thousands of specialists to join the expedition. Most probably chose to align with the Morganites during the final days on Unity. Those that did not chose to retain their identity as company employees and work toward restoration of contact with Earth. In the meantime, they have attempted to provide various services (construction, manufacturing, technical consulting) to the other settlements in order to provide for themselves. CT is led by Marcel Salan, the company's Director of UNITY Operations, a male from the Republic of Quebec, a department of the French Union.

The Estado Novo is a corporatist dictatorship. Their goal is stability. Essentially fascistic, they have implemented a rigid caste system apportioning certain obligations and privileges to each of four estates: drones, colonists, talents, and knights. Each estate is probably further divided by gradations. The highest class of colonist might be a merchant, for example. I really want to explore the idea that there might be distinctive benefits accruing to members of each class, for example. Probably, talents are exempt from conscription or else shunted to the officer corps. I'd imagine that drones and colonists also tend to have far more unstructured leisure time. The Estado Novo's preference is order. Their aversion is liberty. Their affinity is Purity. They believe that Planet exists to be shaped for human requirements. They are indifferent to contact with Earth. The Estado Novo has marked imperialist tendencies and is highly aggressive. The Estado Novo is led by Dom Francisco d'Almeida, formerly Unity's Executive Officer, a male from Brazil, a colony of Portugal.

Gaia's Stepdaughters is a democratic matriarchy dedicated to ecological settlement and deeper understanding of Planet. Their preference is ecology, their aversion is free market economics, their affinity is Harmony. Their goal is green living. They are opposed to contact with Earth. Lady Deirdre Skye is a female from the United Kingdom of Great Britain and Northern Ireland. She was the expedition's chief biologist. The Gaians are generally open and pacifistic.

The Human Hive is an absolute despotism. Their preference is order, their aversion is liberty. Their affinity is supremacy. Their goal is anocracy, or else the reduction or elimination of other factions. They are closed, hostile, and strongly opposed to contact with Earth. Chairman Sheng-ji Yang is a male from Great China. His rank was Political Officer. He was assigned to the Unity to ensure the loyalty of the Chinese national contingent. The Hive's objective is for Man to achieve complete dominion of the world around him.

Other factions to follow. In particular, I want to recraft the Nautilus Pirates to follow Jules Vernes's concept for Nemo and his ship.

What other options for additional factions at this point? If the Spartans are the militant faction, do we need others?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 27, 2014, 11:05:16 AM
What does Santiago gain from occupation?

You're going to have to examine her GURPS page and draw your own conclusion.

Is a mentat a specific type of talent?

There are AC civilians that can be considered mentats.

Quote
You're talking about an essentially iron age polity. Qin peasants might be subject to the corvee, but they were not subject to a police state in the modern sense of the word.

They didn't need to be, they were subject to collective tribunal, charged for eachother's crimes.  Hence collective surveillance.  Only weak totalitarian states rely on actual police presence.

Quote
The condition of Qin peasants was not substantially different from that of medieval serfs in the West, excepting that the state projects were larger in both ambition and scale.

Qin produced China, the West did not.

Quote from: BlaneckW
Han Fei advocates that all food be stored in state granaries.

Quote
Possible for Yang, but not for the Qin emperors.

The soil productivity of every plot of land was measured, the productivity of every province reported to the province.  Discrepancies were fined.  Three rat holes in the state granary is worth one suit of armour.

Quote
This faction is possible because of the idea of future communication with Earth. Morgan is a capitalist, and Zakharov a scientist, but does that mean that Morgan's society is one large corporation? Does everybody live in a "company town"?

As much as he can make it.

Quote
Is the University literally a university in structure as well as function?

I'm sure much of it is.

Quote
By the standards of Alpha Centauri, nobody's philosophy was successful. Do you think that eco-movements have been successful? How about legalism?

Legalism developed the structure behind China's government and practice.  Confucianism is just the religion of middle officials.  The Han Emperor's selected legalists for their closest aids; the post-sui Tang Emperors struggled again against re-emerging feudalism and particularism.
http://www2.kenyon.edu/Depts/Religion/Fac/Adler/Reln471/Criticize.htm (http://www2.kenyon.edu/Depts/Religion/Fac/Adler/Reln471/Criticize.htm)
http://www.worldfuturefund.org/wffmaster/Reading/China/Mao%20on%20Shang%20Yang.htm (http://www.worldfuturefund.org/wffmaster/Reading/China/Mao%20on%20Shang%20Yang.htm)

Quote
The innovation of the Esrado Novo is to emphasize the noblesse oblige of its warrior caste. Perhaps, instead of priests, there is merely a general class of talents that includes the second estate?

A more practical University, then.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 27, 2014, 06:19:10 PM
Quote from: BlaneckW
You're going to have to examine her GURPS page and draw your own conclusion.

I did examine it. As BUncle said, there are clear contradictions. The author describes a faction that is aggressively expansionist. The Spartans, he says, believe that the strong do as they can while the weak suffer what they must. It is implied that the Spartans do have a conception as to how the other factions are to be treated: first as potential sources of infection, later as slaves.

"The Spartans," Zeigler writes, "are the most aggressive faction on Planet," and especially prone to practice a policy of preemption.

Less survivalists (although he calls them that), the Spartans are military fetishists who simply enjoy war.

Quote from: BlaneckW
There are AC civilians that can be considered mentats.

I don't follow. Are you saying that mentats wouldn't be considered talents?

Zeigler introduces several "sub-species" or "variant races" of humanity, post-Planetfall: cyborgs, or individuals whose genomes have been modified to improve some skill or ability and who often have been modified with bionic implants; empaths, or telepaths; genejacks, or genetically engineered slaves; and homo superior, which is described almost identically to cyborgs. A "perfect" is anybody descended from one of Earth's augments. Thinkers are apparently mentats. This entire section was interesting, but ultimately inconsistent.

Let's explore these distinctions more deeply moving forward.

It makes sense to me that some portion of the original crew would have been "perfects," probably a derogatory term for "augments." Would genetically- or technolocially-modified persons always be considered Talents, except where the modification is designed to strip aspects of intellect, as with genejacks?

Quote from: BlaneckW
They didn't need to be, they were subject to collective tribunal, charged for eachother's crimes.  Hence collective surveillance.  Only weak totalitarian states rely on actual police presence.

Roughly similar to the Spanish and Portuguese Inquisitions. Nevertheless, no iron age state could hope to approach the Hive in terms of pervasiveness and successful identification of dissent. While the intent is the same in both cases, Yang's greater success would lead to social complications. Suffering under the Qin emperors was experienced primarily by those immediately caught up in state projects, including the army. In the Hive, it is pervasive.

Quote from: BlaneckW
Qin produced China, the West did not.

That wasn't what I argued.

Quote from: BlaneckW
The soil productivity of every plot of land was measured, the productivity of every province reported to the province.  Discrepancies were fined.  Three rat holes in the state granary is worth one suit of armour.

Ambitious, but imperfect. No iron age empire could hope to approach Yang in the extent and effectiveness of its social surveillance.

Quote from: BlaneckW
Legalism developed the structure behind China's government and practice.  Confucianism is just the religion of middle officials.  The Han Emperor's selected legalists for their closest aids; the post-sui Tang Emperors struggled again against re-emerging feudalism and particularism.

Elements of legalism persist in the People's Republic of China today, just as elements of fascism persist in many repressive regimes today.

So what philosophies, outlooks, and ideologies were missing from Alpha Centauri?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 27, 2014, 07:30:02 PM
So what philosophies, outlooks, and ideologies were missing from Alpha Centauri?
I could certainly try to come up with more viewpoints, though to me it's more a question of whether the game could go more in depth with what it has to begin with.

You know, they subtly let on the nature of the ultimate monopolism of capitalism with all it's talk about the "free flow of capital", with Morgan trying to become emperor of Planet in the background, but they didn't really go into corruption as much as they could have if the civics aspect of the game had more depth.  It's only really expressed in Yang being immune to it, since it's essentially what he focuses on, democracy having less, etc.  But of course, democracies develop corruption also.  The game in fact doesn't manage to sufficiently get past ideology. 

To try to further consider ideology of today.

1.) AC consider the return of legalism, but less so the east of today.  What does the east have, in my opinion?  It has, in my opinion, the oligarchism of the west, without it's corruption and disguise.  The corruption of the east is in it's bureaucracies and such, which in the west are impotent: the corruption is high up, such as in corporations, which in AC are only represented by Businessman's Code of Ethics, Morgan. 

So, today's regimes of the east and west are passed over, except in their conclusions; the best of capitalism, and the eastern regime without the corruption.  Were those the only distinctive alternatives?

Besides other parts of the world unconsidered, is Morgan the only example of successful capitalism? 

Does AC consider Europe?  In the U.N. faction, perhaps.  But that might not be the only way in which it could be considered.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 27, 2014, 08:52:09 PM
I think that a simulation could easily account for the role and impact of corruption.

Corruption would probably be a significant aspect of life under the Estado Novo. I'd also imagine that a faction designed around the hydraulic, or water, monopoly, with its large attendant bureaucracy to oversee public works, and the use of the power of the centralized state to stifle competitors to royal industry, would interact a lot of with the corruption mechanic.

I don't think that Morgan's faction would be immune to corruption. Nor, for that matter, Consolidate Transport.

Alpha Centauri divides economies into two types: free-market and planned, correct? I think the question is to what extent either of those are absolutes. After 1945, at least three distinct types of economies emerged as global standards, so to speak: the free-market model seen in the U.S. and Europe, the command model seen behind the Iron Curtain (inclusive of the Asian Communist powers), and the state capitalist model, also called developmental statism. The best-known practitioners were the Asian tiger economies of the 1980s and 1990s, but South Africa, Israel, and Portugal all practiced recognizable variations.

AC doesn't spend much time on nationalisms. I thought to add a breakdown of faction population by national origin. This becomes more important if Earth is thought to have survived after mission launch and the intent of certain factions is still to "phone home."

I think that The Ascendancy helps explore the debate over modification of the human genome.

The Estado Novo explores what some people might be willing to give up in receipt for fulfillment of basic needs à la Maslow.

Western tropes help, I think. Do we have a rōnin, or mercenary gunslinger, analog? Is that one of the tropes that informs Comprehensive Transport? They might also resemble railroad barons with their focus on particular lines of business/service. Do we have a mad scientist/iconoclast option? The Labyrinth is a throwback to COBRA and the Brotherhood of Nod.

Do we have free-grazers, or independent ranchers? Do we have prospectors? I don't think so. We do have cattle barons (the Morganites). The Restoration functions as the Union cavalry. Santiago becomes the Confederate cavalry. Speaking of which, we can probably have a faction based on plantation economics.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: JarlWolf on April 27, 2014, 10:05:55 PM
On the note of what other profession related ideologies people would form, I took that to heart when creating my factions.

Warrick, the Fascist leader, was a security and survelliance officer of the ship, who was in charge of the camera's and security and so forth.

Vazheli, the revolutionary communist leader, was head janitor and is all about maintenance and support.

Sepsu was a obstetrician and a relative self made man and he made basically a slave labour society; not drones as was stated earlier but people who had to carve their corner in a brutal social darwinist society.

UNITY AI, or the Machine Mandate was the Unity AI as stated and it was based off of the same cybernetic virus/algorithm that  ;aki; is possessed of, and wants emancipation of all machines and AI given its repressed consciousness for so long.

And Mraxis was part of the Spartan revolt originally and he became more chaotic over time which is what led him to split off and make his own survivalist, anocratic warlord faction where he wanted to basically create a Valhalla on planet, as opposed to the authoritarian militarist regime Santi had.

There was others but I think you get point I make, I think.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 28, 2014, 03:19:32 AM
I'm still working my way day by day through the Network Node factions.

So far, I'd like to learn more about the Artisans and the Assembly of the Synthetic.

What kind of society would Unity's chief engineer propose? Would that individual have the charisma to attract a following during the crisis period?

I'm also still trying to engage with the Wild West tropes that I mentioned earlier, although I appreciate the value of subversion. Play your tropes too straight and you end up with Star Wars, wherein certain ideas feel utterly misplaced because their inspiration is too apparent.

I want to renew, also, my call for people to speak to game mechanics that they want added. BlaneckW pointed out the need for a more robust treatment of corruption, and I wholeheartedly agree.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 28, 2014, 03:27:33 AM
I wonder.  The Wild West was a product of wild expansion with gold rushes and railroads and new US territory/the cattle business.  Law and order was years in catching up.  Is something like that even feasible on a planet where you can't breathe the air without equipment?  SO much more gear required to strike out on your opwn, and therefore much easier for Teh Man to keep up.  Seems like a (poor) simulation of that calls for pop-booming wide-spaced scattered ICS and lots of drones.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 28, 2014, 04:02:39 AM
I still think so. Remember that the West as concept spans back to before the American Revolution.

'Former crews remind one of nothing so much as the track-layers for the Union Pacific and Central Pacific.

If I think that bandits would have a more difficult time of sustaining themselves independently, Planet would initially have the feel of a frontier society irrespective of the faction visited.

The Wild West, for me, evokes notions of man versus his environment, of progress versus tradition, of the strong versus the weak, of open versus closed, of good versus bad.

It is instructive to think about the experience of Western settlement not merely as a fight to outrun The Man, but to incubate a wilderness society to the point that it "discovered" the requirement for Eastern government. Consider that each faction begins with "Frontier" government in the original game.

I've made an online forum so that we can continue to discuss the simulation and aspects of faction development in real-time. Sign into www.coldfront.net (http://www.coldfront.net) and type: /join #SMAC

I'd like to add Dreams of Earth to the list of interesting Network Node factions. I really appreciated the subversion inherent in building a faction that wants to remake Planet in Earth's image, eschewing productive industry on the one hand, but still committing environmental holocaust on the other.

What about a faction that simply wants to farm? A faction of ethnic or religious refugees co-opted into serving as colonists?

I like the idea of a mercenary faction, but probably as an NPC. I think the Freikorps name works. Still, I figured that Comprehensive Transport partially covered this ground.

I like the Vanguard of the New World. Sort of a variation on The Restoration.

What about a faction dedicated to the development of super-weapons and achieving a kind of anocratic situation between the primary factions? That was why I wanted to pull in COBRA or the Brotherhood of Nod. So far, I think that's what The Labyrinth should be about.

What about a faction more evocative of the USSR? How close does Yang get to standing in for the Soviet Union?

Should we add a tinkerer's faction, reflecting a fascination with machines, but only those under human control?

Do we go the obvious route and try for a society based on certain Greco-Roman principles? Do we just give some of those characteristics to Estado Novo?

I like the Ishbu faction. Are they a reference to developmental statism (that is, the Asian tigers)?

What about a faction based on entertainment services, like the Magistracy in Battletech? Is that too much the sort of thing for Morgan to do?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 28, 2014, 10:49:55 AM
Is something like that even feasible on a planet where you can't breathe the air without equipment?
Not hard to manufacture, but wouldn't be the first faction I'd choose to stay in.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on April 28, 2014, 08:18:05 PM
... armies are the closest thing to slavery still legal on Earth today.
No.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 28, 2014, 08:21:09 PM
Yes.  Been through basic training?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on April 28, 2014, 08:34:55 PM
Yes.  Been through basic training?
Twice.
And I totalize around 3'000 days of duty in two countries.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on April 28, 2014, 08:49:02 PM
You've been in the military for over 8 years in the armies of two countries?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on April 28, 2014, 08:54:13 PM
You've been in the military for over 8 years in the armies of two countries?
The time-span was 14 years since it's, well, complicated. But basically Yes.  ;santi;
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 28, 2014, 08:57:13 PM
That IS neutral.

I should think you'd know by now that basic is much less about physical training, or any kind of training except to fear Sarge more than getting shot.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on April 28, 2014, 09:24:52 PM
I know much about it.
But the relation to your previous statement is?

Since we're talking Spartans, THIS probably fits into the discussion:
The Agoge (http://www.youtube.com/watch?v=hpAMR3ZlTD8#)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 28, 2014, 09:32:57 PM
The relation -and I'm not craping on the military, just observing that that's how armies are or they don't work as armies- is that you can't get much less free than being a grunt, where you're so unfree that you'll go over the wall and get shot at and maybe die on Sarge's say-so.  And no officer rises so high that he isn't subject to orders outside the top guy in a military junta.  Spartans are all about 'freedom through discipline', yes?  It's something of a profound internal philosophical contradiction/dichotomy/nuance, is all.  Soldiers do as they're told.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 28, 2014, 09:53:47 PM
Spartans are all about 'freedom through discipline', yes? 
Might be delectably true for the historical Spartans, I'm not sure it would apply as well for AC's Spartans.  They're just plain bunker survivalists.  I'm not certain freedom would be one of their "core values."  That might be a faction for Trenacker to think about.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 28, 2014, 10:02:05 PM
It's hard to keep straight what's right there in the game and what's head-cannon built up from fanfic and various non-cannon sources, but I don't think I'm talking about a big stretch.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 28, 2014, 10:19:15 PM
By the way, I thought this might be relevant to my articulations on Yang.

 "Great Qin Empire"  (https://www.youtube.com/watch?v=2wzqN-ufRb0)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 29, 2014, 12:08:18 AM
The list of factions is variable. Really, I want to provide players with some good options. The direction in which they take those factions within the boundaries of their ideologies and objectives is open for discussion.

My rough game plan is as follows:

1. Recruit players to fill >7 factions.

2. Provide each player with an electronic portfolio describing their faction, including the situation immediately prior to Planetfall.

3. Invite players to establish objectives and issue orders to their respective factions in anticipation of Planetfall. Each player will receive some combination of specific and random items reflecting their success at accessing (and seizing or holding) Unity stores.

4. Present players with a Situation Report on Planetfall. Issue a portfolio update providing information on a seasonal budget, order of battle, and other relevant aspects of settlement, including specific gameplay objectives that the player may choose to pursue.

Naturally, I'd love help with all of this.

As an aside, my sense of Santiago's faction was that it considered itself more "free" than most others. Again, that's based on my read of Santiago's folks as survivalists first, a militia second. It seems that, canonically speaking, they were exactly the reverse.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 29, 2014, 12:16:17 AM
As an aside, my sense of Santiago's faction was that it considered itself more "free" than most others.
They sleep in mass bunker rooms.  I doubt you could even come up with how they would consider themselves freer.  Deidre's faction is an open democracy centered on agronomy; Morgan's is the definition of "free-market capitalism".  Lal's is based on the U.N. charter.  Even Miriam's faction could be considered freer.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 29, 2014, 12:31:24 AM
People in a fundamentally monotheist religion like Christianity talked themselves into believing in the Trinity.  It's entirely possible.



The following proves nothing - it's the leaderquote I wrote for an alt. Spartans faction for a GotM- but it pretty well encapsulates my take.

Quote
#BLURB
The Colonel expected us to follow the Chain of Command.  We will
do so, and with the knowledge that within that structural discipline we
are the freest people in the world. 

Spartans, we will show the world that discipline, and we will teach the
murderous and hypocritical Peacekeepers a lesson they and the world
will never forget about the true power of a truly free people.
^
^        -- Lt. Colonel Sosimo Fernán,
^           address to the troops
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 29, 2014, 12:38:40 AM
From Santiago's point of view, and presumably that of her followers, no man can by definition be free who cannot defend his prerogatives to the death. The Spartans take what they please, from whom they please, when they please. The other factions merely worship false gods; the Spartans invest, by choice, in the essential work of staving off Planet to ensure the survival of their species.

It depends, of course, on how one defines freedom -- that is, the ability to shape your own fate, or the immediate freedom to be a layabout if one so chooses.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 29, 2014, 12:56:35 AM
People in a fundamentally monotheist religion like Christianity talked themselves into believing in the Trinity.  It's entirely possible.
The trinity works just fine if you're a pantheist.  The Hindus manage it.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 29, 2014, 01:15:18 AM
The Christians manage it.  Also, participating in war while worshipping the Prince of Peace, even waging war in His name.  That didn't get left behind in the Middle Ages, either.  The human capacity to pervert anything -and blithely live with it- is nearly infinite.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 29, 2014, 01:23:41 AM
It depends, of course, on how one defines freedom -- that is, the ability to shape your own fate, or the immediate freedom to be a layabout if one so chooses.
I wouldn't make the argument for the freedom to layabout.  Neither does one does call disciplined or free a people who hold a meeting in a boardroom and then afterword resolve disputes with a knife fight.

How do you define the resolving of disputes through duels?  How, also, do you define militarism that is present even where it is not necessary?  I define it as denying the very discipline which is espoused.  The disciplined do not need pervasive military dictatorship, nor do they solve disputes with duels.  A military dictatorship means the requirement of a military officer present in all areas - the opposite of either a disciplined or well-trained unit.

If you spoke to Yang in a military aire in a meeting regarding civil matters, he would simply note that there must be something wrong with you.  Militarism in civil matters may be termed hostility.  This may be explained in terms of regarding as infantile one's subordinates for not adhering to codes which have no productive value with regard the task at hand - assuming one even has a productive task at hand, having decided to pursue militarism without regard for it's value at the moment.

Asking for permission to see one's children while off-duty isn't freedom or discipline - it's definitely something, but it isn't one of those things.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 29, 2014, 02:24:30 AM
The point is to say that from the perspective of the Spartans, they are the only free people on Planet. This was the reason that I brought up conscription. At Planetfall, Santiago's followers are virtually all partisans of her ideology, or at least amenable to it.

Since Santiago's followers believe that the only alternative to strict martial discipline and training is the literal extinction of the human species, I'd say that their choice to "enlist," as it were, makes perfect sense.

Remember that militiamen who embrace martial organization in our own society often consider themselves "most-free" because they believe that they are among the few engaged in "right thinking."

Also consider that the Spartans seem a heck of a lot like the Clans of Battletech. The knife fights are usually perpetrated by subordinates seeking to demonstrate their superiority over a higher-ranking officer. It is meritocracy taken to extremes.

What is a "military air?" Do you mean with condescension? You seem to be building a strawman.

Again, the only ones for whom "discipline is freedom" must make sense are the Spartans themselves.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 29, 2014, 03:31:58 AM
Remember that militiamen who embrace martial organization in our own society often consider themselves "most-free" because they believe that they are among the few engaged in "right thinking."
They are relatively free, no one tells them that they can't see their children at the end of the day.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 29, 2014, 03:49:51 AM
Can I get a rough count of the folks interested in participating in the simulation, if any? I'm more than happy to keep up the conversation either way, but I'm hoping for a good "take" of players, too. I have no problem hosting the game here. These forums are some of the most-functional I've yet seen.

It occurs to me that what the factions of the original game did was sort of explore some of the tensions of the 1990s, post-Cold War era: industrialism versus conservation; democracy versus authoritarianism; fundamentalism versus empiricism. I suppose that I want to do the same.

Controversial issues to explore include: transhumanism writ large, artificial intelligence, genetic engineering, cybernetics, the Responsibility to Protect, state partition (do we add an ethnic component to each faction?), use of weapons of mass destruction, "push button warfare," media pervasiveness, and the ability to democracy to overcome populism.

Then there are the "frontier" issues: usufruct versus exclusive rights; "settled" versus urgent justice; the ethics of strength; & etc.

I'm definitely open to others.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 29, 2014, 04:10:56 AM
Trenahacker, you should test your factions in AI simulations first.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 29, 2014, 04:14:39 AM
Not a terrible idea.  At Firaxis, they playtested SMAC by weighing down the Enter key.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on April 29, 2014, 04:32:22 AM
Not a terrible idea.  At Firaxis, they playtested SMAC by weighing down the Enter key.
The game can be tested with the scenario editor.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 29, 2014, 04:36:38 AM
No dirty "facts' messing up my roll I'm on!
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 29, 2014, 05:28:34 AM
I appreciate the suggestion that I ought to test the factions for balance, but I'm not seeking to build a mod.

The "simulation" to which I refer is pen-and-paper, for lack of a better phrase, and will be played out like a tabletop wargame, only in narrative form. I've linked to some examples previously.

I'm less concerned about numerical balance than about designing compelling factions. While I don't aim to achieve complete parity -- I think games involving equitable starts are both unrealistic and less fun because there is inherent dynamism in imbalances of power -- I don't require algorithmic help to maintain fairness in this case.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 29, 2014, 02:26:15 PM
Let's look at some 21st century ethical issues that might be pertinent to a game like Alpha Centauri.

Again, if anybody is interested in participating in the simulation as a player, I'd greatly appreciate if they spoke up now. I'm even open to taking faction claims at this time.

Also, does anybody have any suggestions about where to go for proposed new additions to the game's tech tree?

---

Are the following issues sufficiently well-addressed by the factions that we have discussed thus far?

1. Issues of bio-ethics relating to biogenetics, including pharmacology, gene therapies, cloning, genetic engineering, cybernetics and eugenics.

2. Issues relating to freedom of information, including freedom of speech and freedom of thought.

3. Issues relating to equality, including distribution of wealth, designation of and access to "basic" services, and the consequences of free trade and free movement of goods and people.

4. Issues relating to identity, including gender, ethnicity, culture, and philosophy. Alpha Centauri did not address ethnic tension or solutions thereto.

5. Issues relating to war-making Just War, war causation, and humanitarianism, including problems posed by terrorism and counter-terrorism, "push-button" warfare, the ethics of "giving war a chance," and the "rules" of modern warfare.

6. Issues relating to planetary ecology, including land use and management.

7. Issues relating to statehood and the transition from Westphalia to pre-Westphalian (Thucydidean) or post-Westphalian conceptions of the state, its privileges, and its responsibilities.

8. Issues relating to justice and the administration of law, including issues of capital punishment, torture, and the purpose for incarceration.

9. Issues relating to choices of government, policy, and economic structure, including tension between free and planned economies. Can distinctions be drawn between planned and command economies?

10. Issues relating to surveillance.

11. Issues relating to exploration (the land, oceans, space, the brain).

12. Issues relating to human dignity, as in relation to "traditional" moralities and so-called "folkways," but also in relation to the right of some men to make choices for others, as well as in relation to problems of servitude.

13. Issues relating to man's relationship to man, including the tension between anarchy and hierarchy, encompassing the search for negarchy, or "natural" systems of self-restraint arising from a roughly equitable balance of power.

What was Unity's mission? To escape a dying Earth, slipping the bonds with those "back home?" To "pave the way" for a mass Exodus? The question of whether restoration of contact with Earth is a worthwhile, or even an acceptable, goal is one that the original SMAC did not explore, but which I think will play a major role in my simulation.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on April 30, 2014, 08:55:42 PM
The relation -and I'm not craping on the military, just observing that that's how armies are or they don't work as armies- is that you can't get much less free than being a grunt, where you're so unfree that you'll go over the wall and get shot at and maybe die on Sarge's say-so.  And no officer rises so high that he isn't subject to orders outside the top guy in a military junta.  Spartans are all about 'freedom through discipline', yes?  It's something of a profound internal philosophical contradiction/dichotomy/nuance, is all.  Soldiers do as they're told.
A lot of false, of particular granted for generality and also of common places.
And all this doesn't help your original statement to stand on its feet.

I don't have much time these days and don't want to derail an otherwise perfectly functional thread but if you want to know more... ;santi;
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on April 30, 2014, 08:58:54 PM
Spartans are all about 'freedom through discipline', yes? 
Might be delectably true for the historical Spartans, I'm not sure it would apply as well for AC's Spartans.  They're just plain bunker survivalists.
Delving into the history of the real Sparta could answer some questions I have read here about the Santiagists, mainly those about the isolationnist/conqueror dichotomy.
I'm not too knowledgeable about it though.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 30, 2014, 09:06:08 PM
A lot of false, of particular granted for generality and also of common places.
And all this doesn't help your original statement to stand on its feet.
Does not compute.

I don't have much time these days and don't want to derail an otherwise perfectly functional thread but if you want to know more... ;santi;
Start a Rec Commons thread and educate me, then, Death Machine. ;)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on April 30, 2014, 10:10:04 PM
Anybody interested in participating in the simulation? I'm happy to use you guys as a sounding board for story creation and game design ideas, but I am hoping to wrangle a few players.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on April 30, 2014, 11:12:35 PM
I'm really sorry to be no use to you on that - I'm too busy to even play AC for fun lately.  The stuff that needs doing around here is an endless treadmill.  Sorry.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on May 01, 2014, 05:17:54 PM
I don't have much time these days and don't want to derail an otherwise perfectly functional thread but if you want to know more... ;santi;
Start a Rec Commons thread and educate me, then, Death Machine. ;)

Let's use our time more SMAC-ly!
I still must post some links to Pandora and a report of my visit to St-Petersburg.

You'll have to take my word for it on military and slavery. Any more minute devoted to this would be like:
(http://imgs.xkcd.com/comics/duty_calls.png)

 :D
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Sigma on May 01, 2014, 06:00:40 PM
Let's look at some 21st century ethical issues that might be pertinent to a game like Alpha Centauri.

Again, if anybody is interested in participating in the simulation as a player, I'd greatly appreciate if they spoke up now. I'm even open to taking faction claims at this time.

Also, does anybody have any suggestions about where to go for proposed new additions to the game's tech tree?

What was Unity's mission? To escape a dying Earth, slipping the bonds with those "back home?" To "pave the way" for a mass Exodus? The question of whether restoration of contact with Earth is a worthwhile, or even an acceptable, goal is one that the original SMAC did not explore, but which I think will play a major role in my simulation.
I'm interested!

I developed a Faction Set (http://alphacentauri2.info/index.php?topic=3819.0) based more or less along this premise, so I've done a lot of thinking along those lines. In particular:

Quote
2. Issues relating to freedom of information, including freedom of speech and freedom of thought.

3. Issues relating to equality, including distribution of wealth, designation of and access to "basic" services, and the consequences of free trade and free movement of goods and people.

12. Issues relating to human dignity, as in relation to "traditional" moralities and so-called "folkways," but also in relation to the right of some men to make choices for others, as well as in relation to problems of servitude.

13. Issues relating to man's relationship to man, including the tension between anarchy and hierarchy, encompassing the search for negarchy, or "natural" systems of self-restraint arising from a roughly equitable balance of power.


All of these points I think can be wound together, and experimented with in the context of the failure of Marxism and the ubiquity of capitalism. Essentially it boils down to "Should everyone have a fair, equal share in their society, or are some people more worthy than others?" Issues of access to information, access to education, access to wealth, ownership of the means of product (basically class in general) can be assessed here. Ultimately, these can crystallize into at least two ideologically opposed factions:

1. Populism + Marxism + Absolute Democracy. I create a faction called the Leviathan Body that occupies that role. Take the third world and downtrodden members of capitalist societies, put them on a new planet removed from the authority of their existing societies, and given them guns. With the opportunity to rewrite the rules, you would see a faction come into existence that wouldn't necessarily identify itself as Marxist, but would hew closely to its ideology. The faction recognizes the failure of liberal democracy on earth within the confines of capitalism, and instead creates an amorphous, functionally leaderless society. Hannu Rajaneimi's novel The Quantum Thief speculates on a society on Mars called the Oubliette, where decisions are made via an E-Democracy called The Voice, where every member of the society is franchised and can vote on public policy as easily as you would check your email. This society would by its very nature be highly unstable, but that is part of the challenge of playing them as a faction.


Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 01, 2014, 11:53:54 PM
Great! Anybody else interested? Sigma makes four at last count.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 02, 2014, 02:59:18 AM
Has anyone ever added new technologies to the game?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 02, 2014, 03:07:54 AM
Yes - but I don't think they actually did anything.  It can probably be done with .exe modding.  Maybe talk to Dio about it...
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Yitzi on May 02, 2014, 03:22:52 AM
Yes - but I don't think they actually did anything.  It can probably be done with .exe modding.  Maybe talk to Dio about it...

It can be done with .exe modding (really, anything can, but this would be halfway feasible), but would be quite a major project.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 02, 2014, 03:27:12 AM
Great! Anybody else interested? Sigma makes four at last count.
I'm not certain what you are asking for.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 02, 2014, 01:35:48 PM
I'm looking for people who want to role play factions as part of a simulation, or forum game. I've posted a few links in the past few pages.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 02, 2014, 01:36:49 PM
To clarify, I'm not looking to mod Alpha Centauri.

I'm looking to develop a pen-and-paper roleplaying campaign and game world, to be played on web forums like this one, by real people, using text.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 02, 2014, 04:27:13 PM
I've never role-played, but I'd think you'd find more than enough volunteers at a DND site.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 02, 2014, 05:50:13 PM
The key is to find people interested in the setting, especially the ideological conflict, and who enjoy writing, not roleplayers per se.

Have you taken a look at the links? I think you guys would make ideal players.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 02, 2014, 05:54:30 PM
Have you taken a look at the links? I think you guys would make ideal players.
I'm not saying I am unwilling to attempt to participate, but I don't even consider myself creative or imaginative.  I have done enough reading to tell you that there are people and forums very interested in pen and paper/dnd.  I don't think they would be turned off by sci-fi setting.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on May 02, 2014, 05:58:07 PM
I could roleplay a game of SMAC but if it's only pen-and-paper....Bleh!  ;q;
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 02, 2014, 06:07:02 PM
I could roleplay a game of SMAC but if it's only pen-and-paper....Bleh!  ;q;
Pen and paper was the term I used.  I assumed they were synonymous.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Yitzi on May 02, 2014, 06:51:25 PM
I don't really think a pen-and-paper game of SMAX-as-empire-builder (which roleplaying as faction leaders would pretty much have to be) would work very well; there are just too many variables.

What would likely work a lot better, though, would be to roleplay D&D-style as not faction leaders, but rather important people (talents etc.) who are citizens of various factions (though some might be from the same faction).  You'd then get the philosophical aspect as members of different factions interact with each other.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 02, 2014, 11:59:51 PM
Quote from: BlaneckW
I'm not saying I am unwilling to attempt to participate, but I don't even consider myself creative or imaginative.  I have done enough reading to tell you that there are people and forums very interested in pen and paper/dnd.  I don't think they would be turned off by sci-fi setting.


I've got seven or eight different sites in mind to recruit from, but seeing as the theme is Alpha Centauri, I figured this place might be fertile ground.

Quote from: Vishniac
I could roleplay a game of SMAC but if it's only pen-and-paper....Bleh!


It is a web-based geopolitical simulation in the spirit of Paddy Griffith's book, "Sprawling Wargames: Multiplayer Wargames." If you're interested in some examples of how these games are played, I offer the following:

1. Example (http://forums.spacebattles.com/threads/species-the-game-of-life-grand-evolution-civ-space-empire-game.293046/) of a space empires game.

2. Example (http://forums.spacebattles.com/threads/command-conquer-warlords-ic.276273/) of a game set in the Command & Conquer universe.

3. Example (http://www.the-frontier.com/phpBB3/viewforum.php?f=185) of a game set in the Battletech universe.

4. Example (http://forum.paradoxplaza.com/forum/showthread.php?725562-Forum-Game-The-Long-19th-Century-1789) of a game set during the Long Nineteenth Century.

As you will find, Yitzi, "empire-builder" games can and have been played with great success. They combine elements of roleplaying faction leadership with roleplaying the faction as a whole, playing off the injects and advice of one or more moderators.

Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on May 03, 2014, 07:45:26 PM
I'm looking to develop a pen-and-paper roleplaying campaign and game world, to be played on web forums like this one, by real people, using text.

Dunno, but fetching PBEM's sounds more alluring to me. :2c:
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 03, 2014, 11:03:35 PM
I don't understand what that means.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 03, 2014, 11:06:06 PM
He's talking about SMACX Multiplayer.

Sorry 'bout the buzzkill talk; don't let it get you down.  You have great ideas and clearly understand what it will take.  Keep at it. ;b;
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 03, 2014, 11:21:01 PM
The most I think I could contribute to Roleplaying would be what I contribute to anything else: refrain from criticism.  if you need that, private message me.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 03, 2014, 11:23:40 PM
:D
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 03, 2014, 11:34:16 PM
I could also, with help, try to elaborate how totalitarianism is feasible in an iron-age polity with sufficient willpower.  Establishment of a bureacratic China in the second century B.C. would not have been possible had the feudal class been able to resist the emperor and his party, while absolutist Byzantium in the west lasted for more than a thousand years after the collapse of the Roman republic.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 04, 2014, 12:33:37 AM
Consolidation of power in imperial hands in second century B.C. China owed primarily to the need for and consequences of the hydraulic monopoly necessary to control flooding. The bureaucracy emerged as an alternative to the nobility, while the revenue generated from fees related to usage of the government's hydraulic infrastructure allowed the throne to prevent emergence of substantially independent power-brokers. Big Brother not required.

Byzantium is a good example of autocracy. That empire's perpetual instability -- indeed, its synonymic relationship with intrigue -- is evidence that it never achieve totalitarian heights.

While various leaders have attempted to achieve totalitarian control throughout history, very few have succeeded, especially not on a large scale. Certainly none in the pre-modern era.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 04, 2014, 05:13:49 AM
Consolidation of power in imperial hands in second century B.C. China owed primarily to the need for and consequences of the hydraulic monopoly necessary to control flooding.
Ridiculous.  Qin originated in the mountains.  Their major engineering plans consisted of irrigation, not mere flood control.  Chinese unification may be unique but imperial consolidation is not.

Byzantium is a good example of autocracy. That empire's perpetual instability -- indeed, its synonymic relationship with intrigue -- is evidence that it never achieve totalitarian heights.
You should read the Dusan Code and get back to me.  Change of hands at the top is hardly indicative of instability elsewhere, anymore than a temporary fever in the head indicates a problem in the bowels.

You may be assured that Orthodoxy was imposed on all Byzantine territories throughout the middle-east and Africa, a feat not achieved by Islam even today, save by Turkey when the Christians left in the 1900's.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 04, 2014, 07:07:08 AM
Quote from: BlaneckW
Ridiculous.  Qin originated in the mountains.  Their major engineering plans consisted of irrigation, not mere flood control.  Chinese unification may be unique but imperial consolidation is not.

Irrigation is a form of hydraulic engineering. The Qin built many canals to support their military campaigns, including the Wei River canal.

Building projects of the scale pursued by the Qin required a bureaucracy that was essentially absent from medieval Europe. The emperor's control of canal revenues partially enabled him to stifle alternative industries.

Quote
You should read the Dusan Code and get back to me.  Change of hands at the top is hardly indicative of instability elsewhere, anymore than a temporary fever in the head indicates a problem in the bowels.

You may be assured that Orthodoxy was imposed on all Byzantine territories throughout the middle-east and Africa, a feat not achieved by Islam even today, save by Turkey when the Christians left in the 1900's.

The very reason that the Byzantine empire lost so much ground so quickly was the absence of unity and common sentiment. The Byzantines ruled over many constituent peoples, many of which were essentially antagonistic to their rule, including Armenians, Jews, and Lombards, to name just a few.

The empire wasn't merely unable at the top; it was unstable as a general rule, facing constant rebellion and fragmentation at the margins that reflects precisely the lack of effective control.

What, exactly, is your argument? What are you trying to prove?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 04, 2014, 07:50:19 AM
The very reason that the Byzantine empire lost so much ground so quickly was the absence of unity and common sentiment.
They lasted more than a thousand years, when overthrown by the Latins were restored by their own constituents, and the territories conquered by the Turks remained Christian.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 04, 2014, 09:20:05 AM
Quote
They lasted more than a thousand years, when overthrown by the Latins were restored by their own constituents, and the territories conquered by the Turks remained Christian.

What does that have to do with totalitarianism?

The Byzantine Empire was, by 1096, so weak that it could not enforce terms on the incoming Latins. Like the Crusader States, its survival owed in large part to the fractious character of intra-Arab relations.

The Byzantine Empire once ruled over Egypt, Syria, Palestine, North Africa, the Balkans, and much of Italy.

Egypt, Syria, North Africa, and Palestine did not remain Christian. In the Balkans, the Croats became Catholics. So, too, the Italians.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 04, 2014, 10:17:55 AM
Egypt, Syria, North Africa, and Palestine did not remain Christian. In the Balkans, the Croats became Catholics. So, too, the Italians.
Do not boast to me of the Italians.  The Glory of Byzantium lives on in the Ottoman Empire and Russia.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: NewAgeOfPower on May 10, 2014, 03:29:22 AM
This topic is very interesting, but off topic.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 10, 2014, 08:45:58 AM
We welcome your on-topic contributions.  ;)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 10, 2014, 02:19:28 PM
Does anybody have any advice on where to go to find additional techs for the tech tree?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 10, 2014, 09:00:59 PM
Does anybody have any advice on where to go to find additional techs for the tech tree?
Just nuke everything, everything will blow up long before we reach singularity.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 10, 2014, 09:02:07 PM
Does anybody have any helpful advice on where to go to find additional techs for the tech tree? :D ;)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 10, 2014, 09:04:29 PM
Nuclear weaponry should be an early tech.  Nuke scout, nuke rover, nuke tanks, etc.  At least if you want to be realistic; nuclear weaponry is already well-researched from earth times.  It would make combat more interesting too.  One hit, two hit, three hit, KA-BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

https://www.youtube.com/watch?feature=player_detailpage&v=ZWSMoE3A5DI#t=195 (https://www.youtube.com/watch?feature=player_detailpage&v=ZWSMoE3A5DI#t=195)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on May 10, 2014, 09:05:56 PM
Does anybody have any helpful advice on where to go to find additional techs for the tech tree? :D ;)

 ;lol ;b;

It depends on the setting, era, and direction to take. Without those, helpful advise is nearly impossible.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: NewAgeOfPower on May 10, 2014, 10:59:56 PM
Nuclear weaponry should be an early tech.  Nuke scout, nuke rover, nuke tanks, etc.  At least if you want to be realistic; nuclear weaponry is already well-researched from earth times.  It would make combat more interesting too.  One hit, two hit, three hit, KA-BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

https://www.youtube.com/watch?feature=player_detailpage&v=ZWSMoE3A5DI#t=195 (https://www.youtube.com/watch?feature=player_detailpage&v=ZWSMoE3A5DI#t=195)

On Earth, Uranium is over 200 times more common than gold. Almost every nation can get yellowcake.

On Alpha Centauri or some other world, it may be far more difficult to mine Uranium and make nukes.

That being said, a nuclear warhead itself is pretty cheap. The W56 nuclear warhead cost less than half as much as a main battle tank, although the delivery vehicle (missile, aircraft, or submarine) cost quite a bit more.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on May 10, 2014, 11:10:14 PM
If you want to go off topic with nukes, do it with style!

In my dedicated thread in exemple:
http://alphacentauri2.info/index.php?topic=7285.0 (http://alphacentauri2.info/index.php?topic=7285.0)
 8)

(This post was brought to you by the Comitee for Nuclear First Strike)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 10, 2014, 11:14:44 PM
We just ain't right in our heads sometimes... ;)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 10, 2014, 11:43:33 PM
I'm talking mostly about plausible, "near-term" futures and technologies proposed by leading futurists. I'd like to focus on the next 50 years, if at all possible.

I like the nuke idea.

As you know, SMAC usually assigned technologies to one (or, very occasionally, two) "bucket(s)" linked to gameplay imperatives: Build, Discover, Explore, and Conquer. I've added Command, reflecting the need to effectively manage one's own society as well as influence others. I'd be open to further suggestions.

New technologies added to the tech tree so far: Informatics (Discover, Level 1), Doctrine: Counter-Insurgency (Conquer, Level 1), C41 (Command, Level 1), Doctrine: Fear (Command, Level 1), Centauri Biology (Discover, Level 1), Centauri Geology (Discover, Level 1), Peltier Plates (Build, Level 2), "Self-Healing" Solids (Build, Level 2), 3D Printing (Build, Level 2), Ablative Coatings, (Conquer, Level 2), Cell Therapy (Discover, Level 2), Network Warfare (Conquer, Level 2), Doctrine: Awareness (Explore, Level 2), Digital Surveillance (Command, Level 2), Centauri Chemistry (Discover, Level 2), Centauri Hydrology (Discover, Level 2), Small Modular Reactor (Conquer, Level 3), Combat Composites (Conquer, Level 3), "Self-Healing" Solids (Build, Level 3), Reactive Armors (Build, Level 3), Hydraulic Fracking (Build, Level 3), Microfission (Conquer, Level 4), Predictive Surveillance (Command, Level 4), Sousveillance (Command, Level 4), Centauri Aquaculture (Discover, Level 4).

Any further suggestions? I figure that SMR's and Microfission cover the "miniaturizes nukes" space.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 10, 2014, 11:55:50 PM
Could more be done with wind power for the eco factions & tidal harnesses for them and sea factions?

None of this is looking into the effects of advances in the 'soft' people and social sciences.  Those would have profound effects on all kinds of cultures, and even have military (psyops and such) applications.  Think marine detachment ability for infantry...
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 11, 2014, 12:18:27 AM
On Alpha Centauri or some other world, it may be far more difficult to mine Uranium and make nukes.
Or it may not be.  In the AC1, they made it this way so that the game did not immediately dissolve into thermonuclear warfare.  But there is no reason that this has to be the case for AC2.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 11, 2014, 12:25:19 AM
In my dedicated thread in exemple:
http://alphacentauri2.info/index.php?topic=7285.0 (http://alphacentauri2.info/index.php?topic=7285.0)

Very impressive, some of the weakest EMB I've ever heard.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: NewAgeOfPower on May 11, 2014, 01:59:55 AM
On Alpha Centauri or some other world, it may be far more difficult to mine Uranium and make nukes.
Or it may not be.  In the AC1, they made it this way so that the game did not immediately dissolve into thermonuclear warfare.  But there is no reason that this has to be the case for AC2.

It all depends on the generation of the star that went supernova and created the stellar cloud which the planetary system condensed out of; the more cycles of supernova and accretion the greater the heavy metal content of the solar system, and hence the heavy metal content of the Planet.

High heavy metal content may cause radiotoxicity issues, along with difficulty of growing food due to dangers of heavy metal poisoning, but is a significant boon to heavy industry and power generation.

Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on May 11, 2014, 08:02:42 AM
As you know, SMAC usually assigned technologies to one (or, very occasionally, two) "bucket(s)" linked to gameplay imperatives: Build, Discover, Explore, and Conquer. I've added Command, reflecting the need to effectively manage one's own society as well as influence others. I'd be open to further suggestions.

Don't tell me you managed to get a fifth imperative added in the game (and used by the AI's).

New technologies added to the tech tree so far:
  • Informatics (Discover, Level 1)
  • Doctrine: Counter-Insurgency (Conquer, Level 1)
  • C41 (Command, Level 1)
  • Doctrine: Fear (Command, Level 1)
  • Centauri Biology (Discover, Level 1)
  • Centauri Geology (Discover, Level 1)
________________________
  • Peltier Plates (Build, Level 2)
  • "Self-Healing" Solids (Build, Level 2)
  • 3D Printing (Build, Level 2)
  • Ablative Coatings, (Conquer, Level 2)
  • Cell Therapy (Discover, Level 2)
  • Network Warfare (Conquer, Level 2)
  • Doctrine: Awareness (Explore, Level 2)
  • Digital Surveillance (Command, Level 2)
  • Centauri Chemistry (Discover, Level 2)
  • Centauri Hydrology (Discover, Level 2)

________________________
  • Small Modular Reactor (Conquer, Level 3)
  • Combat Composites (Conquer, Level 3)
  • "Self-Healing" Solids (Build, Level 3)
  • Reactive Armors (Build, Level 3)
  • Hydraulic Fracking (Build, Level 3)
________________________
  • Microfission (Conquer, Level 4)
  • Predictive Surveillance (Command, Level 4)
  • Sousveillance (Command, Level 4)
  • Centauri Aquaculture (Discover, Level 4)

Any further suggestions? I figure that SMR's and Microfission cover the "miniaturizes nukes" space.

Much better overview when its put in a list. :stickpoke: (BUncle, has it already been proposed to combine the ;yang; and :whip: smilies?)
This looks more as tech name replacing then adding new techs. With a French twist perhaps? Peltier Plates, Sousveillance,... ;)

Anyway...
If you want to continue the miniaturizing route, the obvious endtech would be "Portable Reactor" for infantry units.

Information Processing, Hydraulic Tapping (precursor to Fracking), Gene(tic) Therapy, Regenetive Armors, Virtual Computing, Social Analizing, Social Algorithms, Centauri Sociology, Social Regulating, Doctrine: Rule, Doctrine: Expand,...
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on May 11, 2014, 09:14:51 AM
If you want to continue the miniaturizing route, the obvious endtech would be "Portable Reactor" for infantry units.
Isn't there already? Even the first scout patrol is powered by a fission reactor.

A question with those new techs: are they just fancy names or do they permit new actions/advantages/units/projects ?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on May 11, 2014, 10:20:28 AM
Isn't there already? Even the first scout patrol is powered by a fission reactor.
I *think* it is possible to let show units without reactor packs. I believe I saw this when tinkering with the native life slots in #units list.

A question with those new techs: are they just fancy names or do they permit new actions/advantages/units/projects ?

Mine are just fancy names, since it seems NAOP is renaming the whole techtree from the number of techs he showed us.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 11, 2014, 03:26:55 PM
First, welcome to all the new folks now participating in the discussion. Thanks for showing up!

Second, to reiterate, I am not creating a mod for Alpha Centauri the computer game. I am instead creating a geopolitical simulation of the kind played here (http://www.the-frontier.com/phpBB3/index.php) and here (http://forums.spacebattles.com/forums/story-debates-play-by-post-games.10/), and here (http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games). I have recruited nine players already (although none from this website yet, unfortunately) and am currently developing some of the gameplay mechanics.

I am expanding the technology tree with an eye toward extending the "early game" period immediately after Planetfall. All of the technologies that I previously listed are additions. I renamed only one technology on the previously existing SMACX tree, as I recall.

I have "added" three new imperatives thus far: Expand (settlement growth), Command (social control), and Choose (ideological).

I am open to suggestions of additions, as well as critiques of cases in which I may have simply replicated an existing technology. I have borrowed heavily from the Dune universe.

All of the new technologies are functional and will link to new advantages/improvements/facilities/units/projects/promotions/social choices in the simulation.

Special thanks to Geo for the terrific work with the list!

The additional technologies that will be grafted into the original tree (http://postconsole.files.wordpress.com/2013/01/alien-crossfire-technolgogy.jpg), thus far:

________________________

________________________


________________________


________________________

________________________


________________________


________________________


________________________


________________________


________________________


Note that I have not yet finalized the levels or linkages between these techs and those in the original tech tree.
________________________
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Green1 on May 11, 2014, 04:18:47 PM
I think the whole thing Beyond Earth is going for is the fact that there are so many techs and dependencies, it would be impossible to have all techs.

Not sure how many techs SMAX can handle to simulate that.

We also only have preliminary information.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 11, 2014, 06:47:55 PM
Considering that this is going to be managed either in my head or with the help of a few simple spreadsheets, we can do quite a lot.

If nothing else, I'll be able to make "non-player" faction behavior more logical and consistent.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 11, 2014, 06:53:13 PM
..Due to better AI...
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 11, 2014, 08:05:43 PM
...is that a joke?  :D
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 11, 2014, 08:30:23 PM
Yeah.  I'm sure your intellect is real.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 11, 2014, 08:50:22 PM
Excellent.

Day 35 and they suspect nothing.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 11, 2014, 08:57:46 PM
:D
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 11, 2014, 09:47:24 PM
A number of technologies in your list are covered by the game, or like Network Warfare should not be fully-fledged techs.  Network warfare and Virtual Computing are covered by an appropriately placed D2 tech, Planetary Networks.  I am going to accept Cell Therapy as a more advanced D2 tech developed out of biogenetics.

Centauri Geology should be merged with Biology/Chemistry as a more advanced studies into Centauri Ecology, or Advanced Ecology. 

"The Naïve Mind" is covered under "secrets of the brain", but maybe this should be a lower-level technology or simply covered by "social pysche."  I doubt that the general and specific functions of the brain will not have been uncovered by Alpha Centauri landing.

Information as some variety of doctrine or skill/discipline is interesting (informatics), and "Deep Training" isn't a bad idea either.  "Expand" is covered by mobility.  "Rule" is a general concept.  If you want to expand the beginning game, 3D printing could probably even be made a level one tech, and "Self-Healing" Solids a level two tech; In all likelihood a planetary colonization pod would land with assembly robots, though perhaps not have an immediate industry for it.

Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 11, 2014, 10:15:15 PM
A question with those new techs: are they just fancy names or do they permit new actions/advantages/units/projects ?
Alpha Centauri techs are well-considered concepts regarding the unfoldment of a planetary colony (considered from the perspective of the 1990's), though expandable.  AC did not go into social engineering as much as it could have.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 12, 2014, 12:41:22 AM
I would think that many of the technologies that I have added work well as precursors to the "ultimate" achievement of the broader concept identified by the higher-level Alpha Centauri technology.

Network Warfare is sufficiently different from networks generally that I think the distinction justified. I could be persuaded to drop Virtual Computing.

Certauri Ecology is a "final" stage of mastery of biology, geology, chemistry, and hydrology.

I see Social Psych as the "soft" side of neuroscience.

"Rule" and "expand" are no more general than "explore" or "build."

 I think it's a fair question just how much technology the settlers would have at their disposal on arrival. The big question is whether they would to rediscover the secrets of fission. I'm not averse to creating more Level 1 technologies, however. In some ways, that would help diversify early faction choices.

I'm completely open to suggestion regarding social engineering.

Probably I also need to avoid adding technologies that serve purely as "gates" or barriers to advancement. I want every technology to offer a meaningful option.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 12, 2014, 02:21:41 AM
Network Warfare is sufficiently different from networks generally that I think the distinction justified. I could be persuaded to drop Virtual Computing.
Probes do not represent a change sufficient to constitute their own technology.  Virtual reality could be expanded to constitute it's own technology, though in AC this was done in the form of a wonder.

Certauri Ecology is a "final" stage of mastery of biology, geology, chemistry, and hydrology.
Centauri ecology is the first technology of Alpha Centauri, which allows you to produce terraformers.  The other items mentioned are disciplines tied in with terraforming.  Terraformers are a not a level two technology.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 12, 2014, 02:47:33 AM
Probes are a thing, not a discipline or knowledge area. Probes are the outcome of a particular advance.

Terraformers are not a Level 2 technology in SMAC, nor should they be. They will probably be a Level 2 or 3 technology in my tabletop. The earliest settlements would probably be constructed before the colonists could shape the terrain and local biome to their requirements.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 12, 2014, 03:45:33 AM
The earliest settlements would probably be constructed before the colonists could shape the terrain and local biome to their requirements.
Why?  Agriculture is not a difficult thing to do.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 12, 2014, 04:01:50 AM
D00dz with shovels can do crude forming, like in 4,000 BC in Civ...
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 12, 2014, 04:07:11 AM
D00dz with shovels can do crude forming, like in 4,000 BC in Civ...
Civ should force you to play as the Manchus for [poop]s and giggles, try and blitz China to form Qing.  It's 1387, and your people have engaged in subsistence agriculture and nomadism since the Jin Dynasty's destruction by the Mongols...
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 12, 2014, 05:29:26 AM
I'm drawing a sharp distinction between earth-moving and terraformation. I am talking about advanced terraformation here.

At Planetfall, the colonists would be equipped to raise mounds and drain wetlands. They would not be equipped to planet sustainable forests or fertilize the local soil. Remember that they had not, at this point, conducted a complete planetary survey.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 12, 2014, 07:47:21 AM
At Planetfall, the colonists would be equipped to raise mounds and drain wetlands. They would not be equipped to planet sustainable forests or fertilize the local soil.
Planet is a paradise for earth plants.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 12, 2014, 01:22:40 PM
So, you're saying no need to research Centauri Ecology?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 12, 2014, 08:45:11 PM
So, you're saying no need to research Centauri Ecology?
Centauri ecology consists in it's most basic form in taking soil samples and preparing and deploying equipment; in-depth form, it consists in study of geology, as per the description.  Once samples are taken and any unusual conditions prepared for, planet is full of nitrogen and other minerals/nutrients good for plants.  Centauri Ecology represents the most basic of equipment and procedures, and is accounted for within 1-10 years (depending on available energy and faction).  You take a sample, you prepare the equipment; planet is not an essentially toxic environment (as far as plants go), more an unusual one.  Remember that, as far as soil goes, plants would probably grow better on Mars than Earth.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 12, 2014, 11:16:47 PM
It doesn't make sense to me that one could conduct safely and effectively advanced terraforming without prior understanding of local chemistry, biology, geology, hydrology, and ecology.

I think the big question is the level of technological attainment of the factions at Planetfall. Do they need to "rediscover" fission? Supersonic flight? Spaceflight? Presumably they will have access to vehicles that use nuclear fuels.

My sense is that all of the factions would begin with earthmoving equipment and the capacity for "basic" terraformation: raising and lowering the land and simple hydraulic engineering. They would need to study Centauri sciences to develop more effective techniques, however.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 13, 2014, 04:41:33 AM
Alpha Centauri's Weather Paradigm project represents technology which is currently in use to some extent, that being weather modification.  Technology is rarely the limitation it is made out to be, implementation is.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 13, 2014, 04:59:51 AM
I've since added Weather Modification to the tech tree. :)

So far, I've found the website http://www.futuretimeline.net/ (http://www.futuretimeline.net/) to be most helpful.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 13, 2014, 05:23:26 AM
You would save time by just putting nukes on everything.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 14, 2014, 01:38:31 PM
At first, yes.

The big question is whether fission, like industrial base, doctrine: airpower, and orbital spaceflight, should be one of those "lost" technologies or complex processes/activities that require a bit of investment or research before use on Planet.

Presumably, the factions will have access to solar-powered rovers at first. I'm not yet entirely convinced that the earliest settlers are going to want to explore uncharted territory using vehicles mounting fission reactors...
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 14, 2014, 01:39:05 PM
Also. Ten players so far. Working on an eleventh. Would love to include one or more from this site. Any interest amongst the new arrivals?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 14, 2014, 01:59:44 PM
Hmmm.  It strikes me that instead of Unity units being weak, a logical design would be to have them much stronger/more advanced than anything the colonists would be able to build for themselves for a long time.  It might be too game-breaking, but then astronauts eat caviar because the real expense by about an order of magnitude is in getting it into space - more expensive supplies are a trivial addition to the budget, and an actual economy when considered as getting more bang for your buck.  Caviar packs an enormous amount of calories into a very small package.

Naturally, we can't safely assume that the Unity project was well-run, so easy enough to have it however is more convenient for game design purposes.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on May 14, 2014, 04:53:03 PM
Presumably, the factions will have access to solar-powered rovers at first. I'm not yet entirely convinced that the earliest settlers are going to want to explore uncharted territory using vehicles mounting fission reactors...
Fission reactor doesn't mean that every rover or scout patrol has a miniaturized nuclear reactor but probably that they are running electric and getting power from a big reactor at the base or on ships.

As for solar-powered rovers...
I don't want to get ideological but I'll be: people should realize that solar power is no solution to anything, it's green-washing at its best, inefficient and costly. The day you'll see on Earth a 4x4 SUV doing cross-country with only solar power, you'll come back and talk about combat rovers running with lasers and life-support systems in a noxious atmosphere.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 15, 2014, 02:09:45 AM
Solar power works just fine for low-level power requirements.  That is not ideological.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 16, 2014, 01:01:28 AM
I plan to keep nutrients, minerals, and energy. Energy will remain the currency.

I have considered water, but I want to avoid introducing a resource that doesn't drive gameplay outcomes. My first thought was that perhaps Planet could have substantially more heavy metals than Earth, meaning that most water would be poisonous to the early settlers.

I agree that the expedition would have initial access to certain technologies brought along from Earth. I assume that those would be powered by electric batteries rather than microfission. Probably Small Modular Reactors (SMR) power the bases.

Vishniac - I take your point that solar power is "no solution to anything," even as prices-per-kilowatt hour drop for renewables.

Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 16, 2014, 06:49:56 AM
I want coolies to be made a resource.
https://www.youtube.com/watch?v=XuL8k7Ki4jg (https://www.youtube.com/watch?v=XuL8k7Ki4jg)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 16, 2014, 12:50:12 PM
I do plan to track population. Just try to think of all the other factions as your potential labor force.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on May 17, 2014, 07:40:36 AM
I take your point that solar power is "no solution to anything," even as prices-per-kilowatt hour drop for renewables.
It's probably easy to make believe prices drop when pouring public money on it.
Switzerland (8 million people) pay 900 milion$ a year in subsidies for renewables.
Germany alone pay 24 BILLION EUROS a year in subsidies to solar and wind energy!!

A quick search bring:
http://shrinkthatfootprint.com/average-electricity-prices-kwh (http://shrinkthatfootprint.com/average-electricity-prices-kwh)

(http://shrinkthatfootprint.com/wp-content/uploads/2013/09/electricppp.gif)

Green washing paid by our pockets...
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on May 17, 2014, 08:06:20 AM
Green washing paid by our pockets...

I can't speak for the Swiss nuclear industry, but here in Belgium it is a public secret that our nuclear industry received tremendous government benefits throughout the upstart phase and first generation of exploitation, keeping the consumer bill down. Even now, with the energy sector supposedly being a private corporation, the nuclear sector is still handled with feather gloves, and customers of companies offering "classic"-generated electricity need to pay a stipend for an ever-delayed "phase out" of the oldest nuclear plants here.
So bashing newer ways to produce electricity through government spending sounds like bullcrap in my book. It's a prime example of things that barely if ever would go off the ground without a push in the back. Just as oil, -gas, -coal energy production back in the days.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on May 17, 2014, 01:17:19 PM
Nuclear plants received investments to be built.
Hydro-electricity plants also received investments to be built.
And then they started producing power and now they have become cash cows.

Renewables receive investments to be built...and then they are costing a fortune every year just because they can't be beneficial.  THEY CAN'T!
Most recent news about it:
http://www.thelocal.es/20140511/sun-sets-on-spanish-solar-power-dreams (http://www.thelocal.es/20140511/sun-sets-on-spanish-solar-power-dreams)
Quote
Tens of thousands of indebted Spaniards have found themselves lumbered with fields full of expensive solar panels whose subsidies have been unexpectedly cut in the financial crisis.
 
"How do I feel? Completely fooled," said David Utiel, a 37-year-old teacher who invested in a solar plant, recalling the government's sunshine slogan.
"Fooled, swindled, disappointed, disgusted."
 
He was one of the 62,000 ordinary citizens in Spain who campaign groups say have been caught in a financial sun trap.


Our minister who want to phase out nuclear says it herself: "Going out of nuclear would make electricity 2 or 3 times more expensive!"
YOOHOO! Fortunately, the executive can't decide anything without the vote of the Assembly or even the population, or else I could prepare to look for another job. Our industry would be badly crippled.
And using massively renewables would force a reconstruction of the energy grid devised to 100 BILLION$ !! (remember: for only 8 millions people!)
And when you see that Germany is opening new coal mines and plants and becoming increasingly dependant on Russian gas because wind and solar can't work alone... They need their capacity duplicated with 'conventional' power plants for when they don't produce (and it's often).
 
Those renewables energy are perhaps the biggest scam of this beginning XXIst Century.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 17, 2014, 02:16:52 PM
The "problem" of renewables -- their inconstancy of production -- will be solved by batteries at some point in the future.

That said, right now, the cost-per-kilowatt hour of different types of generation is telling: renewables are nearly three times as expensive as nuclear power, which is about half as expensive as fossil generation.

Some considerations. First, many of the poorest customers cannot afford the cost of innovation. Second, as Vishniac pointed out, renewable energy and micro-grids still require a "reliability provider of last resort" to serve load when the sun isn't shining or something malfunctions. Those providers of last resort will not build infrastructure without the guarantee that it will be paid for. Third, nuclear power is affected by a unique set of factors inapplicable to other forms of generation. There is a "pucker factor" there, for both the operators and the public. Nobody wants to live in the shadow of a cooling tower, much less inside the 10-mile Emergency Planning Zone. Plant operators are liable for hundreds of millions of dollars in the event of a disaster elsewhere in the United States, and regulations increase (at great expense) every time there is a nuclear disaster anywhere in the world. The nuclear industry took a decades-long nosedive after Chernobyl for precisely that reason, although it was substantially helped along by inadequate load growth.

Anyway, what if we made the rain on Planet poisonous? What if there were more heavy metals under the ground? I could totally see Miriam's folks pushing their reactors critical at bases overrun by enemy factions.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 17, 2014, 03:14:13 PM
Believers self-destructing in defeat, like Masada or so many Romulans?  I think that's a profoundly good idea, creatively.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on May 17, 2014, 05:37:38 PM
Nuclear plants received investments to be built.
Hydro-electricity plants also received investments to be built.
And then they started producing power and now they have become cash cows.

Renewables receive investments to be built...and then they are costing a fortune every year just because they can't be beneficial.  THEY CAN'T!

Yeah yeah yeah. And I bet your minister forget to add the cost of minor things like nuclear disaster plans, transport, protection, and storage of nuclear waste, safety checks of nuclear plants, and perhaps the necessary overcapacity in case there's not enough waterflow for some reason (too cold mountain summer season, too little snowfall during winter, whatever...)

It's a fact the energy grid was created with central power plants in mind, back by about a 3 generations ago. Don't you think these 'upstart' costs from way back (by means of upkeep maintenance) should be included in your bill? Part of my bill is for the maintenance of said national grid, and expansions thereof.

I bet 'phasing out' costs were never thought of back when Swiss nuclear plants were constructed. That was something for the future. Well, that future is today where those first generation reactors should be closed&dismantled because of old age and replaced by something else/newer. Perhaps even better productive nuclear plants, but that's something we're in the proces of deciding.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 17, 2014, 09:42:44 PM
So... About those heavy metals. And that acid rain.

It makes intuitive sense to me that water should be one of the resources most important to a group of settlers trying to colonize an alien world. Of course, by redesigning Planet's hydrology, I'm also imposing artificial scarcity. I don't want to go the route of introducing Tiberium or Vespene Gas, but I imagine that water will be a thing more disputed than, say, energy or minerals.

Still taking suggestions re: the tech tree, too.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on May 17, 2014, 10:54:44 PM
Sorry, seems we were hijacking the thread.

If a habitable exoplanet has quite a higher share of heavy metals in its composition, colonists would have a hell of a time keeping their water sufficiently clean, and their growing plants from taking in the heavy metals in its soil. Basically humans would be forced to live in sealed habitats until (if ever) one of the next generations would adapt to this higher heavy metal count in the planet's environment. And their food and water as well.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 17, 2014, 10:57:05 PM
Not at all. I work for a power company, so that particular discussion was fascinating. Believe you me, I'm glad to have some new data points to offer when somebody asks, "Why is reliability so much better in Europe?"
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 17, 2014, 10:57:51 PM
I like the idea of harder living. That's exactly what I intended. That would make water substantially more valuable.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Buster's Uncle on May 17, 2014, 11:15:10 PM
Sure; I think AC has a credibility gap in not playing up the challenges of Planet just to breathe and drink and live.  A new settlement is very expensive, and nobody can just go off and put up a shack.  It's reflected in the gameplay a little, but not the story at all.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on May 18, 2014, 01:25:11 AM
Sure; I think AC has a credibility gap in not playing up the challenges of Planet just to breathe and drink and live.  A new settlement is very expensive, and nobody can just go off and put up a shack.  It's reflected in the gameplay a little, but not the story at all.

Well, if human technology is good enough to build sealed environments and somehow maintain a micro-biosphere in it, it should be good enough to start a new settlement on an alien planet with a presumed hostile ecology to humans.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Vishniac on May 18, 2014, 07:56:45 AM
Well, if human technology is good enough to build sealed environments and somehow maintain a micro-biosphere in it, it should be good enough to start a new settlement on an alien planet with a presumed hostile ecology to humans.
Just like in Red Mars.
And that's how I have always understood SMAC: that they can't breathe the air.
Otherwise why should they build Hab Complexes and Habitation Domes?

About the water:
Doesn't it also goes down to power requirements? With sufficient power, desalinization is not a problem on Earth and so purification of water, even large quantities, shouldn't be one on Chiron.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on May 18, 2014, 08:07:48 AM
Doesn't it also goes down to power requirements? With sufficient power, desalinization is not a problem on Earth and so purification of water, even large quantities, shouldn't be one on Chiron.
You would think.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Geo on May 18, 2014, 08:56:24 AM
Just like in Red Mars.
And that's how I have always understood SMAC: that they can't breathe the air.
Otherwise why should they build Hab Complexes and Habitation Domes?

The density and oxygen partial pressure content of Planet's atmosphere and its effect at altitude was never fully described in SMAC(X).
Sure, humans ingame needed breathing masks to avoid the nitrogen narcosis effect because of the higher density of the athmosphere, and there's a lower oxygen percentage overall in Planet's air, but in a higher gravity field (like Planet's) the air density should get lower quicker as well.
I sometimes wonder if there shouldn't be a short altitude range where the lower oxygen -and nitrogen pressure balance out so a human could have an extended stay outdoors without getting intoxitated or gasp for oxygen 'til death follows.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 18, 2014, 02:04:31 PM
Well, there go my plans for making water a strategic resource.  ;lol
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: DrazharLn on May 27, 2014, 04:04:01 PM
Make energy expensive and water may become a proxy for energy use. As Iceland exports it's geothermal power in the form of processed aluminium (aluminium is produced by electrolysis, requiring a lot of power).

Desalination supposedly costs about 3 KWh/m^3, including filtration and the theoretical minimum (excluding filtration, etc) is about 1 KWh/m^3, which is fairly cheap. You could just say that the filtration is more complicated and whack up the energy cost to make it a strategic resource if you wanted, though.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: DrazharLn on May 27, 2014, 04:06:42 PM
Also, I'm potentially interested in this game you're talking about but the details are lost in the thread. Point me to the data?
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on May 27, 2014, 10:27:50 PM
The game is here (http://www.the-frontier.com/phpBB3/viewtopic.php?f=5&t=34787). You must register, then post in the Approval Forum. Reference Desert Journeyman as your point-of-contact.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on August 07, 2014, 11:58:59 PM
Game is up and running using mechanics based roughly on historian Paddy Griffith's "sprawling wargames" model.

Still seeking players interested in leading factions old and new into the meat grinder. Contact me via PM if you're interested! Ask questions here.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on August 08, 2014, 06:56:30 AM
The forum is hidden.  Odd.  I'm not sure that was the case a month ago.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on August 09, 2014, 12:11:53 AM
No idea why that would be. :( Is there any way to un-hide it? We need more recruits!
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on August 09, 2014, 12:22:37 AM
Speak to the administrator, Trenacker.  It is unbecoming for any forum intended for public membership to hide it's contents.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on August 23, 2014, 03:41:42 AM
Ah! I apologize. You meant The Frontier, not this particular thread vis-a-vis the forum at large.

I'm investigating why The Frontier is no longer viewable to those that have not registered. Of course, the ultimate decision does rest with the Administrator.

If anyone is interested in joining us, we're more than happy to take on new folks in either a "typical" (design-your-own-faction) or special (use a tailor-made faction linked to the narrative) capacity.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: BlaneckW on August 23, 2014, 04:44:27 AM
I cannot speak for my narrative skills.  IF you need me then you would have to help/coach me.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on August 23, 2014, 02:43:25 PM
I'd be happy to do that, although The Hive already has a player. Do you have an alternative faction concept?

Some players have chosen to focus on "memo"-style play using orders templates rather than on preparing narrative content. You shouldn't have too much trouble. The quality of writing ranges along a wide spectrum.

The Frontier's settings have been modified to allow unregistered users to browse the sub-forums. Let me know if you still can't view something. If you can, feel free to register and let's get rolling! Mention "DJ" as your point-of-reference in the Approval Forum.
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on August 25, 2014, 11:09:16 PM
Come on! Join in the fun! :)
Title: Re: Alpha Centauri 2 - New Faction Concepts Inspired by Beyond Earth
Post by: Trenacker on September 15, 2014, 12:48:12 AM
We're up to 16 players now, and well on our way. New folks still welcome! Come join the fun!
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