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Flubber
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With a view of the Rockies
Aug 2000 time: 22:19
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quote: Originally posted by DarkCloud
But as for another faction more in line with what you desired (+Research, +Planet), how about this one:
The Geo-Scientists
“Only by shaping the world can we truly become one with it, but as we shape Planet, so too does Planet shape us. Living with nature means adapting to it and working with it.”
-Councilman Caretaker Volodymyr Pytor Godelslav, -Planetary Designs
Leader: Councilman Caretaker Volodymyr Pytor Godelslav
Background: Ukrainian Biologist/Botanist in the Crimea. He also investigated and studied the Environmental effects of the Chernobyl disaster. A major proponent of hydro-electric power, and innovator in alternatively-fueled energies for cars.
Symbol/Insignia: A hydroelectric dam.
Agenda: Innovation with respect for Planet. (Eco-Friendly innovation)
Technology: Centauri Ecology or Planet Empathy (if it’s a tech)
+2 Planet (A healthy respect for Planet)
+1 Research (Research is highly valued)
-2 Efficiency (Respect for planet while researching and building means that it takes longer to build things, and therefore, they cost more)
Buildings Cost +10% (Things cost more when environment is considered)
Free Tech: Biogenetics and Centauri Ecology/Planet Empathy
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I think it’s balanced… if a tad on the weak side… |
I agree. Efficiency effects are difficult to compensate for and have far reaching impacts that are not as easy to see-- This faction might be a decent early rusher since +1 research could help get weapons tech while the +2 PLanet guarantees a worm army. The -2 efficiency will be felt worst in the midgame when you haven't grown enough to seriously consider green and before cybernetic is available. Plus it will be tough to go 100% Labs until late game. This faction will also find it hard leaving Demo due to the inneficiency hit
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:19
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quote: Originally posted by Chaos Theory
Bad idea, since the faction wouldn't accumulate research until turn 5. Overall, the faction does look too strong, but not ludicrously so like some netnode factions. No talents means even a single drone causes a riot (though you can't implement this). |
Sorry-- forgot the research minus-- So it would be 100% cash for 5 turns and then 100% Labs.
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DJ_3TJ
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I don't know if +4 efficiency is too strong, the Cyborgs have +2 efficiency and +2 research on top of that.
Maybe a negative number on TALENT takes away talents on bases, not sure.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:19
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quote: Originally posted by DJ_3TJ
I don't know if +4 efficiency is too strong, the Cyborgs have +2 efficiency and +2 research on top of that.
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and a growth minus IIRC-- this means that they are slower than others at getting that 2nd 3rd and 4th colony pods out as they don't have the population to support it. They can overcome this but the continuing difficulty pop booming is an ongoing issue.
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DJ_3TJ
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About the no drone/no talent thing, a 'free' punishment sphere in every base would suit the task, however the -50% labs kills any research. -1 research not needed at all. I guess the best thing would be to go 100% eco and trade money for research, would be interesting to see ingame.
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