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TheProvost
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Since having become pretty proficient with my favourite factions at Transcend, I’ve been looking around for other ways to make the game more interesting and challenging. Random maps are often hopelessly designed, tech paths are usually obvious and preset, and the AI can be disappointingly predictable at times. So, in order the make the game a bit more fun, and a more significant challenge, I’ve been looking for some ‘restrictions’ I can apply to my play style.
There are a few I’ve seen mentioned that are generally based on sacrificing a particular game aspect so as to shift your play style – the clearest example being ‘single-city’ play (i.e. allowing your faction one, and only one, city throughout the entire game). These certainly spike the challenge, but not so much the fun 
One thing I have tried, that I found worked well, was to aggressively role-play. For example, I set up an edited ‘Perfect Builder’s Map’ (my favourite map) with all the continents interlinked by thin strips of land. Then I jumped in as the PKs and tried to set up cities on every choke-point between factions, to act as a demilaterized zone. My ultimate aim was to try to bring every faction to a decently developed and, ultimately, peaceable state, and to intercede should any faction be threatened with extinction. I also restricted my Vendetta options – I stipulated that I couldn’t declare vendetta, nor could I directly manipulate the AI into doing so (though I didn’t have to cede to any of there demands, of course). Basically, I tried to RP as a benign, planet-wide peacemaker – seemed to fit 
Another example – playing as the Cult (or a tweaked version of same) and declaring at the start that I wouldn’t use any ‘advanced’ terraforming options – namely Boreholes and Echelon Mirrors, and would generally avoid terraforming at all whenever possible. This was an interesting game, but a little too restrictive (I really like building complex borehole and mirror clusters – I’m a builder to the core)
Anyway, I’ve run out of ideas, and was wondering if anyone else has any suggestions for future play-style possibilities.
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Santiago_Claus
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Play with the faction editor. Something I've been meaning to try is "The Manifold OCC".
Planetdeath has ravaged your mind, and you awaken once again to find your technologies forgotten, your thoughts lethargic, and your planet-wide army of symbionts scattered and in chaos. You are tired, but it is the tired of the waxing awareness, the hopeful kind of tired that heralds awakening.
Your role as the neural node of the Manifold Nexus is to at last reach pangeaic sentience -- before any of those pesky "humans" beat you to it.
You begin with "Secrets of the Manifolds" (you ARE the Manifold, after all) and "Centauri Ecology" (without it you'd starve) but you may only harvest from fungus --whether worker or crawler -- via satellite, and by SP (BMT is the only one I can think of).
You've captured a few humans and made them symbionts via the traditional "implanting spores in brain" method, and these will be your loyal footsoldiers and spies, but of course your preference will be for your own "children": worms, spore launchers, IoD's, and locusts.
You should probably pick the Usurper faction profile to start with, then modify from there. The Manifold gets added energy from infrastructure, not from the poorly-understood concept of "trade". Also, the Caretakers would be your sworn enemies, as they're onto your little scheme and have vowed to stop it.
Your faction benefits and penalties would be:
Free Punshment Sphere: your "citizens" are almost parts of yourself; lack of intellectual diversity hampers research, but "unrest" isn't a concept you're even familiar with.
-2 Support: Industrial infrastructure isn't your forte
-2 Econ: Economy? What's that?
+2 Planet: You ARE Planet
+2 Energy from Fungus: Fungus utilizes its own energy efficiently, without the waste of conversion
Ideology Green, Aversion Free Market
You must begin the game with a land base with access to Planet's largest ocean and Manifold Nexus within its radius. You may use the map editor to move your starting colony pod.
During the course of the game you may build a colony in the center of "The Ruins". This is the only other colony you are allowed to build.
You may also keep captured bases which have built any of the following SP's: Weather Paradigm, XenoDome, Pholus Mutagen, VoP. All other bases must be razed the turn they are taken. (If you can eliminate the base in 1 turn by building a colony pod that's acceptable.)
Your game settings must include "Sparse Native Life" and "Transcend" as the only victory condition. Destruction, or possession by any other faction but yours, of The Manifold Harmonics or Manifold Nexus constitutes defeat.
For eons you've tried and failed, yet each taste of your fully-realized sentience has only encouraged you. Somehow, you think this time you're going all the way.
(Any suggestions for improving "The Manifold OCC" would be appreciated)
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:35
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Its not a playstyle but I find the switching factions challenge to often be tough. In this challenge you must bring your faction to first place in the overall standings and then take over the WORST faction in the standings. In my attempts I have switched twice and still managed victory. I plan to attempt a triple switch sometime but that can get tricky-- ever try to defeat your own empires with some believer 2 base empire with 10 colony pods LOL??
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TheProvost
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quote: Originally posted by Santiago_Clause
Play with the faction editor. Something I've been meaning to try is "The Manifold OCC".
...
(Any suggestions for improving "The Manifold OCC" would be appreciated) |
Woah, weird – I have indeed experimented with a faction very similar to this. My plan was to have a faction with whatever tech gives you the SP that grants massive fungus bonuses (is that Secrets of the Manifolds?) and restrict the player to no terraforming, in any way, ever – they had to respect Planet totally, and live only off of fungus. There would also be significant emphasis on use of native-life units over ‘human’ alternatives (though my faction was still ultimately human – essentially a really extreme Planet Cult). If I recall, my plotline ran something like: Cha Dawn wakes up in the fungus and finds he is not only closely tied to Planet, but is also aware of some amazing revelation (i.e. the relevant tech) that he will use to bring humanity and Planet into total harmony.
I abandoned it after a few problems arose – the opening game was pretty dull, the SP in question took forever to build (I really wanted to be able to set it as built in the first city, but my scenario editing skills are horrific so I never got it to work right) and the alternative – faction specific fungus bonuses – meant that, once the SP was built, fungus was insanely productive. I also got annoyed with the damn AI constantly trying to trade me some awful tier one tech for my highly advanced faction tech.
Ultimately, it was just too unbalanced and easy to manipulate.
From the suggestions you guys have made (some of which are very cool, thanks!), it seems the best way to get some new themes and challenges is to become more proficient with the scenario editor (which has always seemed to be horrifically unintuitive to me ).
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Cosmic
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Other day I just played something similar with that Manifold OCC. I edited the Alphax.txt and deleted all the terraform options from formers. The only thing left was "plant and remove fungus". I also gave to all formers the ability to to that, from the beginning (without needing to research the specific technology). Then I increased the fungus bonus for some techs (basically I edited three techs for +1nutr/+1min/+1energ respectively). Since planting fungus is the ONLY option available, all factions MUST learn to live and build their empires from this initial conditions.
An interesting game, I really enjoyed it (since the energy imput is slow in the early stages of the game, the tech advance was slow so the game ended more interesting).
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