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Tokamak
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Ditto.
The TM is useless to people who take the "Builder" stance, since by now they solved their Drone problems ages ago. A more warlike "momentum" player would find it useful, but if a momentum player hasn't ended the game by the time Eudaimonia comes out, he's already lost the game.
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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I suppose allowing one to build the Matrix on researching the Eudaimonia indicates the designers wanted to allow one to use either Eudaimonia or FM interchangeably. Both allow one to stay in +2 economy, but Eudaimonia adds a -2 morale factor. Since the Matrix suppresses drones, one can us FM and a large military simultaneously. It also permits the simultaneous use of Thought Control which makes that military elite, or Cybernetic, which somewhat cancels FM's -3 planet so that one can continue a Green War Machine strategy. So I can see why you believe the Matrix is overpowered.
However, I will typically use Eudaimonia and Power. Power cancels the negative morale, making Eudaimonia more attractive than FM/Thought Control due to its +2 industry, IMHO. With this SE setting, I typically have no drone problems at all, making the Matrix irrelevant.
What are your thoughts?
BTW, why was the Empath Guild chopped? This is the only way the Alien factions can get infiltrator information on other factions just like the Planetary Governor.
And why is the Cloudbased Academy on the list and not the Maritime Control Center? Both add +2 movements and provide the corresponding base facility for increased morale. I find the increased ship movement more important.
Now suppose the Command Nexus also added one movement point to gravel agitators! Now that would be a very desired SP!
Ned
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Blake
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Brainfallocatione
Oct 2000 time: 17:14
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In response to the original post:
The disbalance of the CBA, CV is not so much due to how powerfull they are, but due to the time you get them, basically they are too early in the tech tree and too cheap. The TM well... by the time you have TM you should have transcends, and these provide all the drone control you'll ever need (that's how I see it).
Ned:
First:
+2 Movement, Okay, I cant disagree that the +2 ship movement from the MCC is better than the +2 aircraft movement from CBA - but in many cases you can do without ships altogether. While aircraft are usfull under any conditions.
The other benefit: Compare the function of an Aerospace Complex with that of a naval yard.
NY: +100% defense vs ships, this is largely moot because coastal bases cant easily be attacked by ships, and active defense is quite effective vs ships, in contrast with
AC: +100% vs aircraft, passive defense is the only defense against aircraft, and land and sea bases are equally vunerable, this makes the +100% defense from the AC somewhat more valuable.
NY: +2 ship morale (including probe foils)
AC: +2 aircraft morale. Pretty much equal.
NY: Cost 8, AC: Cost 8. They are equal in that regard too.
Now, that sums up the bonuses from a NY, but the AC has several additional benefits.
Prevents airdrops. This is important.
Allows full use of satellites, including the ability to launch. Again a good thing.
Repairs aircraft: Well, the NY repairs ships, but usually ship battles tend to be won by a good margin, or not at all (I rarely seem to repair ships, other than by taking bases with them), while aircraft (particullary choppers) often get sent on near-suicide missions, then sent back to repair.
On the offense (capturing bases):
An instant NY is of dubious importance, the only real benefits being +100% ship defense, and quick repairs (both of which I feel are of dubious value).
An instant AC on the otherhand provides the +100% defense against aircraft counter-attacks. It also prevents airdrops, prehaps reducing the ability of the enemy to do ZoC tricks, or cut off your re-inforcments. Of less importance it allows immediate full resources from orbitals. Finally it provides a very usfull quick-repair pad, which keeps the invasion humming along nicely.
So, the short of it is the AC is such a usfull facility, for the economy, defense and offense that getting free ones is so good to be almost cheating. And the CBA does exactly that.
The only downside of the CBA is how incredibly vunerable your empire becomes should a planetbuster hit the CBA base, opening your entire empire to a brutal chop'n'drop strategy. Taking out the CBA base however would be much easier said than done. (the +2 movement alone would make getting close enough a headache).
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:14
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quote: Originally posted by Blake
Repairs aircraft: Well, the NY repairs ships, but usually ship battles tend to be won by a good margin, or not at all (I rarely seem to repair ships, other than by taking bases with them), while aircraft (particullary choppers) often get sent on near-suicide missions, then sent back to repair.
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Besides which, the damaged victor in a sea battle loses many movement points, unlike damaged aircraft. Unless the ship was already inside a base, it will probably get knocked off at the end of your turn. So much for repair . . .
I agree that the CBA is overpowered, comes too early, and greatly diminishes the importance of the Space Elevator (which anyway comes too late).
The HSA is slightly imbalancing. The addition of Algorithmic Enhancements was a step in the right direction to limit its power. However ,I think the Nethack should come at the same time or only slightly after HSA. They are like yin-yang SP's and proximity in the tech charts would make it likelier that different factions would have them, making for very interesting possibilities.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:14
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Hmmm…..interesting thread about the telepathic matrix. I had not thought it overpowered, mostly because of how late it comes in the game. However, it was one of the projects I was planning to move closer, and by making it available somewhat earlier, despite the fact that it will be doubled in price, it’s true that it may well be overpowered.
Perhaps then, this particular project should fall under the category of those projects providing free facilities (which would quadruple its total cost….this, coupled with the fact that crawlers are gone from the game, would mean that whomever builds it truly deserves the vast rewards it brings, as it would require a titanic commitment of resources.
Notes on the Empath Guild: I plan to remove it from the mod for a number of game balance reasons, the most important of which is the free infiltration of all factions.
With good probe defense, you can delay and possibly outright prevent another faction from gaining infiltration data on you, which players almost universally regard as being highly important. The only defense against the EG is to beat your opponent to it (which forces a beeline on players), or to destroy the base it’s built in (which forces a specific play style on players). And, as if free infiltration of all factions wasn’t enough, the Guild doubles your votes at the council table….OUCH! Given that it comes pretty early in the game and provides two brutally powerful abilities, I decided to nix it.
A secondary consideration was the fact that one of the Splinter Factions (Honshu) has his votes halved at council. If he somehow gains the Empath Guild, he suddenly gets normal votes. Odds are good that one of the other factions (my money would be on Ashaandi or “Mother” Washington) would wind up with the governorship, and now you’ve got two factions with infiltration data on you that you can do little about in the short run. UGH.
Anyway, sorry for that longer-than-I-expected ramble….that’s kinna the route my brain took when I decided the EG needed to head for the recycling tanks….
-=Vel=-
Late addition: Just saw Earwicker's notes about the Nethack terminus! That's *exactly* what I was thinking....and too, it goes a LONG ways in balancing out the HSA....one thing that'd be cool is if we put the Nethack along an entirely different branch of the tree....that way, it'd be almost impossible for one player to grab them both. 
-V.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:14
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An interesting notion:
Does anybody know if we can edit a project to make it carry a negative upkeep? That might be another way to address the TM….force the player building it to sacrifice energy every turn….::fiendish grin:: yes….that could create as many problems for the player as it solves. I like it! Ali, whatcha think? If it’s doable, would a hefty negative upkeep (we’re talking late game here, and the ability to run market and fight a war, so let’s say….200? 250? Credits per turn?) If you ante up, all is well. Your telepaths keep the drones at bay for you for another year. If you run out of money….well, the project still works, but you suffer the same effects you would if you had rioting drones….random facilities will be sold (destroyed) in order to give you the needed cash.
And by the way, I agree with you….in my mind, the “safest” facilities are those that provide free facilities, because every faction can get those benefits…some just pay more than others, and that’s cool. I DO think that, because those projects have sweeping, empire-wide effects, the prices should be radically higher than, say….a project that doubles economic output at a single base. That’s why, in the Mod I’m proposing, those projects got such a dramatic cost increase.
-=Vel=-
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Alinestra Covelia
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I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000 time: 00:14
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That's an idea I tried out for Civ2FW once. I was representing the modern day world, and had a Chinese civilization who could build a wonder called "Tibetan Reunity". This would act as the Eiffel Tower.
However, I tried to put an upkeep cost of 5 per turn for this Wonder once built, to reflect that Tibet autonomous region still requires continual investment by the Chinese central government. And of course, once you build the Wonder you can't get rid of it, just like in diplomacy you can't go back on a show of generosity without fearful repercussions.
Sadly, the Wonder remained costless once built. So Civ2FW didn't allow that sort of tinkering.
But yes, it would make the SPs that DIDN'T act like normal buildable stuff more of a liability. Say if you saddle the big ones with a heavy cost, and if the cost can't be met, the SP is disbanded at no refund, and any other faction with the appropriate tech can now build the SP!
Mwuhahahahahaha! *Dr Evil twitchpinky*
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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Psi gates are enormously useful when playing on really big maps. They get air and seapower across the map quite efficiently. There really is no substitute for a WAVE STRING copter.
The AI knows how to use the Gates. Once, I set a copter on automatic. The AI transported to a Gate across the map. Then is sought out and destroyed an enemy ship I had no clue was even there.
Again, Gates are best used in getting Choppers to the scene of the action. Imagine each of your bases producing a chopper each turn and transporting it to the immediate vicinty of the war through a gate you have rush built on a base you have just taken from the enemy. This is almost unfair, isn't it?
IIRC, Airports in CIV could receive only one unit at a time. Not so in SMACX.
Right now, I have no opinion on moving them up significantly due to their extreme power. However, I do agree that Orbital Insertion and the Gates should be more widely separated in time. Perhaps introduce Gates with Centauri PSI.
As to SeaLurks, I simply moved them to Progenitor Psyc. You get them early, but the early units are very weak. Good only for exploring and pod popping, not for military assaults.
Ned
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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That's a bit early, doncha think? It negates the Pirates early sea advantage...
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LooseWasp
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Massachusetts
Oct 2000 time: 05:14
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I used to think the HSA was too powerful, but after playing a few games where it went to other factions I've changed my mind.
The TM is the only SP that seems overbalancing to me...better if it reduced the number of drones/city by 2 or 3 rather than prevent them from rioting entirely.
The SPs add another layer (in addition to social engineering choices and the set advantages and disadvantages of each faction) in making the factions be different from each other. In the CIV games, the different players are identical, except for the advantages given for whatever Wonders may have been built. I think this is one of the main reasons for having them in the game.
My preference would be for more SPs, and preferably ones that do *not* give an improvement to every base. Since (once the tech has been discovered) anyone can build a Quantum Widget Hangar, this type of SP doesn't do much to differentiate the factions.
In particular I dislike the CBA. The Aerospace Complex (like the Children's Creche) gives a lot of advantages, both offensive and defensive. The discovery of Air Power is a major turning point in the game, and the existance of an AC in a base indicates that that base has been fitted for air power and entered the world of modern warfare. To be able to get it automatically seems unfair.
I've never considered the Empath Guild to be at all important as a SP. I usually will only build it when there is no other project available.
Ideas I've had for additional projects:
The Expeditious Traveller: allows units to travel 4 squares on roads rather than 3.
The Majestic Forest: Allows one more mineral to be produced from forest squares.
Energy Extractor: allows one more energy to be produced from fungus squares.
Psionic Damper: when built in a base, that base is immune from all psionic combat (offensive and defensive).
Emergency Supply: Halves the rate of starvation, i.e. when a city has a negative nutrient production, that number is halved.
Air Cargo Supply Company: Allows needlejet transport units to carry 4 rather than 1 unit; increases needlejet units' movement rate by 2.
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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I like the psionic dampener, but what would happen to the worms?
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WhiteElephants
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Toledo Ohio
Mar 2000 time: 00:14
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My thoughts on the projects is that any which give free facilities are very strong indeed. Consider that you have 12 bases and you build the Command Nexus giving you a command center in every base that cost around 40 minerals each (?) you've just made 180 minerals since the Command Nexus costs 300 minerals on top of the energy in maintenance you save each turn. Now consider the Cloud Base Academy, Maritime Control Center, The Cyborg Factory, the Citizens Defense Force, and the one that gives you holo theatres for each network node and the numbers and uses for each keep growing.
All that aside the ones I find most troubling are the Cloud Base Academy, the one that gives you free holo theatres for each network node, the Empath Guild, and the Hunter-Seeker Alogrythm.
The Cloud Base Academy because, post airpower, Aerospace Complexes are an integral part of any successful defense and important to a quality offense. The thing is you get both from this when you take an enemys base. Not to mention the ability to build satellites and reap the benefits of satellites.
The free holo theatres because of the cost of a holo theatre is 3 energy a turn and because in order to achieve a decent pop boom the holo theatre is critical. On top of that the faction specific benefits the Univeristy gains from this project is simply too great for a University player to pass up.
The Empath Guild not so much for the extra votes, but because infiltration is an important aspect of a successful offense and strong probe defense should be an important part of a successful defense. You throw this project and the governership into the mix and your looking at a potential of two of your adversaries having "free" infiltratioin on you. I'm not fond of that benefit for the governor either.
The Hunter-Seeker for the exact opposite reasons of the Empath Guild. I think a rock solid probe defense, particularly in SMAC, is just going too far.
Beyond these projects I haven't put a lot of thought into which are strong and which aren't as my games haven't gone too much farther than this. Though I find little use for the Psi enhancing facilities like the Neural Amp and Dream Twister as they're both easily countered by a simple 1-1-1 trance scout or empath scout. I also only find the Cloning Vats useful for factions like the Hive, and Morgan who can't pop boom in SMAC, other than that anyone can boom which, to me, is the main benefit of the project.
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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I think that players should have the option to not submit to the planetary council. They wouldn't get a vote, and they wouldn't receive the benefits/penalties of the council. e.g., no infiltration from the governor, but no 500 credits if they salvage the core.
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Blake
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Brainfallocatione
Oct 2000 time: 17:14
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The cloning vats also have the benefit of nullifying negative effects for Power and Thought Control. This means for factions running Power it also has the effect of +2 industry, for those running TC +3 support. +2 industry is hardly insignificant, although support problems are easily nullified by clean reactors. But considering power alone - usually the +2 support from power is neutralized by the -2 industry, but with the CV, if you also run Police State (or build the +2 support SP) then suddenly you have +4 support AND massive bases, with no industry penalty, this reads hordes of high quality military units, with no slot wasted on clean.
Generally the most unbalanced SP's are the ones which incur both a military and economic benefit, usually the smaller benefit is the one which is just enough for the SP to be classified "Overpowered" rather than just powerful, for the CV it is the impunity, power. (Possibly I could accept it if it was just a simple pop-boom). CBA, the orbital operations aspect, if the CBA gave +1 air morale, +2 air movement benefit then it would be acceptable, and somewhat more logical (a pilot training facility which makes it easier to get elite pilots).
I suppose the empath guild also has a economic (easier to get gov) and military (free infiltration) benefit, although the military benefit counts twice, because it is likely you'll prevent another player from getting free infiltration via Gov, personally I don't consider the guild overpowered, although that could be due to a lack of MP experience.
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Black Sunrise
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Buffalo, New York, USA
Aug 2000 time: 05:14
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In one of my games I'm in as we speak, one player got the Cloning Vats, Cloudbase Acadamy and started taking off in pop (a couple sky hydroponics farms later), and took the presidency from me.
I decided that those two with the presidency was WAY too destabilizing, so launched a first strike.
Three years later, 1/3 of the world population has died (so far! still falling!), the seas will rise AT LEAST 1266 meters (probably much more), I am seeing 20 or so outbreaks of locusts per turn, and we have had a volcano erupt.
It's probably going to get much much worse.

I'd say the most destabilizing thing is: whatever makes someone nervous.
Indra
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:14
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quote: Originally posted by Velociryx
An interesting notion:
Does anybody know if we can edit a project to make it carry a negative upkeep? That might be another way to address the TM….force the player building it to sacrifice energy every turn….::fiendish grin:: yes….that could create as many problems for the player as it solves. I like it! Ali, whatcha think? If it’s doable, would a hefty negative upkeep (we’re talking late game here, and the ability to run market and fight a war, so let’s say….200? 250? Credits per turn?) If you ante up, all is well. Your telepaths keep the drones at bay for you for another year. If you run out of money….well, the project still works, but you suffer the same effects you would if you had rioting drones….random facilities will be sold (destroyed) in order to give you the needed cash.
-=Vel=- |
I haven't seen a reply to this question, but I don't see why it couldn't be done, since the SPs are listed in the base's infrastructure as if they were Facilities, the only apparent difference being only one of each can be built on the planet.
; Base Facilities
; Name, Cost, Maint, Preq, Free, Effect
An example of a good example:
Energy Bank, 8, 1, IndEcon, QuanMac, Economy Bonus
You get a better economy for building the bank, but it costs you to keep it running -- Accountants don't come cheap.

The Weather Paradigm, 20, 0, Ecology, Disable, Terraform Rate +50%, 0, 0, 0, 2, 1,
Change this to...
The Weather Paradigm, 20, 10, Ecology, Disable, Terraform Rate +50%, 0, 0, 0, 2, 1,
...and you get the faster terraforming, but pay every year for the wear and tear on the machinery (and the wages for a 3rd shift of workers ).
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