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Basil
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Vancouver, B.C., Canada
Apr 2000 time: 21:14
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I don't know about other people, but the faction which I find most unbalanced in MP is the Free Drones. It took me a while to figure out why I feel this way, but here it is: they can get +2 (actually +3) economy and +3 industry at the same time. Other factions can get +2 or +3 industry, but they can't get the magic +2 economy at the same time (and the other faction that can get +3 industry can never get +2 economy), and other factions can get +2 economy, but never with better than +1 industry. As a bonus, they get one less drone (particularly useful when running Free Market at Transcend difficulty), and their disadvantage, -2 research, while really nasty in the early game becomes quite minor relatively quickly (consider that not only can they build research facilities and probe teams fast, but they can run FM/Knowledge for +2 economy/average research and still have +2 industry!)
So do other people find them overpowered, or am I nuts? And if fans of them think they're overpowered, do you have any solutions? I thought of two: the obvious fix is to reduce their industry bonus to +1; a more interesting but less effective fix is to give them a -1 to economy (excuse: massive union featherbedding hurts entrepreneurship). A final possible fix would be replacing their -2 research with a -2 economy, which would be a disadvantage throughout the game, balancing their advantages which last throughout the game, without the crippling effect of -2 research in the opening game.
I'll clarify that I don't find them overpowered when people run them only in Planned, the problem is when they are run in FM.
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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Basil, You failed to mention Domai's -2 Research. Isn't that handicap enough? Compare AKI, who with +2 eff., can run Demo, Planned, Wealth + GA that permits her +2 industry, +2 econ, +7 growth for the permanent pop boom, together with +2 research. In this setting there are no negative police, so this is a war setting, which FM (you Domai example) is not. It is better than anything that Domai can put together. Ned
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Basil
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Vancouver, B.C., Canada
Apr 2000 time: 21:14
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Thank-you for the replies... it's nice to see that I'm not completely crazy .
The way I'm seeing it now is this: The +2 industry/ -2 research combination works nicely in solo play, because it makes their solo play style unique. It's also reasonably balanced for SP. Whereas if Firaxis had given them something like +2 industry/ -2 economy, they would have been just another Hive. That wouldn't have been much fun solo.
BUUUTTTT, this isn't good game balance in multi-player. What it boils down to is that they start from a smaller base than the other factions, because the research penalty hurts most at the start of the game, then grow at a faster % rate than the other factions. Which means strategy for the other players is simple: take out the Drones early (when they're so weak that no Drone player will have a chance). That doesn't make for a particularly fun or interesting game.
Another way to put it: suppose the Drones grow at 8%/turn once they get started, and other factions grow at 6%/turn. Then the Drones double in size every 9 turns and the others every 12 turns. Suppose (for the sake of a convenient example) the Drones are half the size of the others when they get started. After 36 turns they'll be the same size, and after 72 turns double the size. (Those numbers bear no relation to reality - I picked them for arithmetic convenience. The important claim is that the Drones systematically grow slightly faster %-wise than the other factions; if that's true this illustration is relevant; if it's not true it's not.)
It's not so much that the research penalty is the wrong size of penalty, as that it's the wrong kind of penalty for MP.
To show what I think are good ways to do balance factions, look at some of the original 7 factions. The four builder/hybrid factions start from (very) roughly the same economic size and (more importantly) grow at roughly the same percentage rate. So if we're each playing one of these I'm ahead of you in 2150, I know that I'll be ahead of you by roughly the same margin in 2200, barring differences in play. So there's no systematic incentive to exterminate now. Whereas with the Drones, sure I'm ahead in 2150, but I know he'll be ahead in 2250 unless he really screws up somehow. As another contrast, consider the Believers. Like the Drones they have a -2 research, but their bonuses are to support and probe. The bonus to support helps most in the early game, which balances the penalty to research which hurts worst in the early game. The probe bonus helps them catch up if they're behind in tech, but the research penalty cuts in if they're ahead in tech. Negative feedback loops like this help make the game more interesting by keeping the factions competitive longer. But there are no negative feedback loops with the Drones.
cbn, that's about how I figured the Drones' played . I just about always play against them, of course! My only objection: greater industry reduces the cost of rushing a "lot", not a "little". (Both these terms are of course relative.) Which means you can rush more stuff, sooner, which is where my 8% vs. 6% example comes from.
Earwicker, you're right about -2 economy making them too Hivelike. And -2 economy & -2 research would be crazy: I was thinking of the economy penalty replacing the research penalty. The trouble with blocking them from using Free Market is that it makes them too weak IMO, and again they're getting Hivelike. I like the -1 economy in that it makes them distinct from all the other factions: they can get +2 economy through FM/GA or FM/W, but not through FM alone. But you're again right that it doesn't stop my complaints about them in MP.
Ned, I never thought of that setting for the Cyborgs before - it's a nice one. But you're much mistaken if you think FM is not a war setting: if I am playing a FM faction I will fight wars, including aggressive wars and air wars, in FM. By the end of tech level 4 there are a number of ways around the drone problem. Whereas Wealth is problematic as a war setting - there's nothing you can do about that morale penalty.
My guess is that that Cyborg setting would not be competitive with the Drones in Demo/FM/Wealth when you take into account such considerations as how long it takes to set things up. But I haven't analyzed it in any detail and could be wrong.
It occurs to me (as a purely off-the-cuff thing) that the Drones really should have a -1 or -2 penalty to Planet, given the way they're portrayed, purely for roleplaying reasons. Could give them -1 economy and -1 planet but reduce the research penalty to -1. That would I think be a balanced/interesting variant for SP. Don't know if it would work better in MP though.
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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OK, If Domai is not suppose to like knowledge, then give him aversions to Knowledge and Cybernetic as well as to his aversion to Green. He will have two major problems. Permanent very slow research, and also low efficiency. The latter will not only cut his income and therefor, labs, but it also will increase his bureacracy drones beyond the level experienced by factions running at higher efficiency levels.
However, this brings up another subtle advantage for Domai. He has one more content worker than everyone else. This is equivalent to +4 efficiency from a b-drone point of view. This permits Domai to expand rapidly without having to switch to higher-efficiency settings. In other words, for the same efficiency settings, Domai can have twice the number of bases before b-drone problems are equal. This is a significant, but subtle, growth advantage.
Ned
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WhiteElephants
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Toledo Ohio
Mar 2000 time: 00:14
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Well, I hate to see Basil go this one alone as I too feel the Drones are a bit overpowered when played correctly. In fact there was a chap by the name of Adam Smith around these boards a while ago that claimed he was undefeated with the Drones, but that's a story for another day.
CBN -- I see you two examples as win-win situations. Should the Drones run into a faction rather early then they have a partner to trade/extort techs from. Failing those options the Drones could research applied physics or the impact weapon tech along with Doctrine: Mobility (2 to 4 techs) and they've got an excellent chance to run that faction over with the +2 industry.
Alone you say. Even better. Just build units you say. Yes, not just units, but colony pods. Given that the Drones have a +2 industry and an extra qulled Drone they could effectively build 12 size three bases, given that each base has a scout to act as police to quell yet another drone, without riots or that addition of a bueracracy drone. And how many techs do you need to build scouts and colony pods? Zero. Now if the Drones have 100% more bases than the next faction, given that they can double their bueracracy warning without the addition of more drones as long as the base size remains three (which coincidently is easy to do) how much does a -2 (or -20%)research really hurt them? Oh, my guess is they'll have a research rate about 80% better than the next faction. Throw in a few rec. tanks that are 20% cheaper, and then by the time the Drones can build crawlers they can throw in Planned and Wealth and they're building projects and crawlers at 40% off. Not to mentioin they can pop boom with relative ease -- creche, demo, planned. It's hard for me to imagine steeper growth.
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Basil
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Vancouver, B.C., Canada
Apr 2000 time: 21:14
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WE: to be Devil's Advocate, in one of my current games I am beelining towards Doc Flex as the Gaians. This isn't usually my priority as the Gaians, but I feel that the specific circumstances of that game warrant it.
Also remember that the Drones can't research anything at all for the first 10 years, so starting on an arid/moist area is a real scenario for them.
Ned, AFAIK one can't give a faction more than one aversion?
Cbn: Here is a thread in which Adam_Smith said he'd been undefeated in 20 games with the Drones. So I figure the two-player tests are done...
Commodore: Actually I do challenge that the Usurpers are overpowered. I'm 2-1 in 2-player games against them. To me, they're the mirror image of the Drones: the Drones start off too weak and are too strong later in the game, while the Usurpers start off too strong and are too weak later in the game. Ah well.
Having said all that, the true test of whether a faction is a "good" faction or not is whether people have fun playing them. By that test, it's clear that the Drones are a good faction. *I* personally strongly dislike the technical aspects of the faction, so I'll just figure out a variant I do like, and not play against the "official" version. But that's more a topic for the Creation forum...
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cbn
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Newfoundland but soon to be Calgary, Canada
Aug 2000 time: 01:44
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quote: Originally posted by Basil
Problems with the University include that everything they get from their advantages can be taken away from them with probes, and that others can cooperate to match them in research if it's more than a two-player game. Whereas nothing can take the industry away from the Drones, and the Drones tend to benefit from technology gifts in games over 2 players.
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True but the cooperation thing cannot be a factor in considering who is overpowered since then, if the Drones start to gain an advantage, they can be ganged up on militarily and it becomes more a matter of politics than factional attributes. As well the university can trade tech for other tech, cash or governor votes as well -- its too situational and depends on the particular game politics too much. Even if I agree that factions will generally trade to catch up with the university that does not change the fact that there will be many key techs that they can access first and gain the benefit from first.
Probes-- I never understood why everyone assumes that the university will be so easy to probe tech from. Yes their probe rating sucks so a probe defender will generally lose-- but do your opponents make it so easy to repeatedly probe them? An unroaded forest square eats up the movement points of a land probe so that conventional military can kill it. Don't people set sensors and ZOC block any roads with formers/crawlers? The greater danger is a sea probe but those suckers are expensive while an infantry probe defender is much cheaper (ratio of 5 to 2 I believe). Lastly infiltration-- if I am tech rich I will work my behind off to get it on everyone and then watch their builds and outstanding units.
Adam Smith-- it is possible that the Drones are overpowered but I remain unconvinced. One player, no matter how good does not prove the rule. Almost any player has factions that they play "better" than others. I accept that the Drones are strong and fear them as a force in any game I play. But the test isn't how Adam Smith performed with the Drones . . . When I hear terms like "overpowered" or "unbalanced" I think that there must be something unfair and that generally the factional attributes will mean that the Drones win a disproportionate number of games among similarly skilled players. One example is not enough-- Heck 5 would only indicate a tendency-- I'm not saying that you are wrong-- I am just saying your premise is unproven as of yet.
Anyway, I am done on this debate. I do find it interesting that there are several factions for which the overpowered claim has been made. The Drones, Yang and the University are commonly claimed but I have also seem such claims for the Spartans, Consciousness. Data Angels and Peacekeepers. Like everyone, I have my favorites and factions that I fear more than others but if I can get one of my top 5 or 6 favorites I am willing to play against any factions-- If my butt gets kicked (by the Drones or anyone else) I will say it was their greater skill or play.
Signing off as "pondering hard but not yet convinced".
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