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JustinSane
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I'm not at the game as I enter this, so I could be wrong on some of these, but hopefully I'm fairly close:
Planet Cult: +2 planet, -1 econ, -1 industry. Starting techs social psych and centauri ecology. Agenda green, Aversion wealth. Start with a mind-worm. AI set to counquer/explore, which is fairly stupid.
Data Angels: +2 probe, -1 police. Price for probe team actions reduced by 25%. Share tech 3 with infiltration. (same as datalinks) Agenda Democratic, aversion power. Not sure on the AI settings. Starting tech information networks and planetary networks. Start with a probe team. The +2 probe should probably be changed to +1 to avoid the rollover to zero if the probe rating is +4 or higher.
Cybernetic Conciousness: +2 eff., + 2 research, -1 growth. Starting tech applied physics and information networks. Aversion fundamentalist, agenda cybernetic. Steal tech when taking over a base. AI set to discover and I believe build, though I could be wrong on that.
Nautilus Pirates: -1 eff., -1 growth. Start with a sea colony, naval faction, so they get the extra mineral in shelf squares, can terraform deeper water with prereq. tech. Free naval yards with discovery of Doc. Initative, free boarding ability for ships with discovery of Adaptive Doc. AI set to explore/conquer. Starting techs mobility and flexibility. Agenda power, no aversion.
Free Drones: +2 industry, -2 research. Starting tech industrial base. -1 drone per base. Increased chance of revolting bases joining this faction. Agenda Euda., aversion green.
AI set to build.
Both alien factions start with a bunch of techs, battle ogre, have free deep radar, free recycling tanks, and can win by progenitor victory. In addition, they get +1 research if in control of the manifold nexus. Both have agenda Planned, and they attack you regardless of your social settings.
Usurpers: +25% attack bonus, +1 growth, +1 morale, -1 planet. Aversion Demo.
Caretakers: +25% defense bonus, +1 planet, no aversion but can not transcend.
Hope this helps 
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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Why do you need a database for customs factions?
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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Here's something I've been toying with for awhile...I'm not sure how well it's balanced though...
Faction: Big Brother
Police +1
Probe +1
Support -1
Starting Tech: Information Networks
Social choice: Thought Control
Aversion: Democracy
Now...here's what I think may make them interesting...
All bases permanently nerve-stapled.
Anyone care to comment?
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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Good point...I guess what we could do is eliminate Drones and talents...I can't remember if stapling has any research effects because I never do it...
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Avenoct
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NC, USA
Apr 2001 time: 00:14
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Death, you are too funny! Two too many 'abilities', can only have 8. Otherwise, this is perfectly workable and might make for a truly odd scenario (Smack's comments are humorless).
Nadexander, nerve stapling can't be automated, but you could either:
1. Give 'Facility, [number for whatever punishment sphere would be]' easily and they'd start with it!
2. You could, in a more roundabout way, give them a custom 'Tech, [parameter # for new tech]' that would allow punishment spheres to be built at the get go, or lead to another custom tech to do so.
I think the current Smac is begging for a 'Big Brother' scenario and/or faction. The facilities and techs and SE choices are all ready there...just finish up the faction and post it over in the creation threads!
-Smack
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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I'm confused about the custom tech...could someone please enlighten me on how to do it? (how to insert it into tech tree, parameters, etc.)
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