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Yea it's not bad. I wish there was a way to give abilities from the start of the game. Having to get the tech makes some just way too late. I suppose for Pirates it's not overly deep in the tree but still.
Yea I agree actually, sort of doubling down on Fundamentalism bonuses/penalties. Gaia and Cult sort of work like this. Probe sort of fits for PKs, but I don't see them spying too much on other factions. The auto techshare perhaps is a little more fitting for PKs. They can use the council to compel factions to share knowledge that isn't considered top-secret any longer. More by diplomacy than by espionage (PROBE). The other issue with PKs is that they prefer Democracy, which doesn't give growth. I suppose they could take prosperity to boom...but still. The simplest thing to do would be to give PKs support instead of growth. But PKs aren't militaristic so that's a bit odd too. Believers would have to lose support, having 2 to both would be too much. I'll think about it for sure.Edit: There, I gave Believers +2 GROWTH. They lost -2 SUPPORTPKs gained +1 SUPPORT (I think it actually makes sense, they get funding from other factions like the U.N.)PKs penalty to POLICE reduced to -1, but also removed the free drone control. They get TECHSHARE to compensate since +2 GROWTH I feel is a little better than +1 SUPPORT. Should be reasonably balanced, I'll have to test. The only issue is that it might make Believers and Drones kind of similar. But there is a big difference between +1 GROWTH and +2 GROWTH.I kind of like Talents on Zak because they do represent the elite researchers. PKs are kind of second in line for me. Though Zak still can't boom with Fundamentalism aversion and -1 GROWTH in my set. The Talents are kind of a nice benefit rather than one for booming. Kind of mirrors Hive, yea they get extra drones but with their POLICE being so good it's not as big of a deal.
Well I never saw the Believers as stupid really. Miriam's late game quotes are some of the least crazy. I see Believers more as having an aversion to technological change, a cautiousness.
There's no lore about Miriam being anti-Planet. The only instance of it, is the 1 line in her faction description file. That's why I removed it from my mod. They didn't do any narrative support at all for her being anti-Planet.Obviously Morgan is the anti-Planet faction. For economic not spiritual reasons.I think the myth of Christians being anti-environment is harmful and should not be promoted by games.
-2 research matters most early.