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Avenoct
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NC, USA
Apr 2001 time: 00:15
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M@:
Yep, we are talking about two different things. It's in my interest to find out, so I will today. Should be easy to test. That 'Nodrone' thing is interesting...wish regular smac had that, that's what I need rather than talents.
Ethemind, yeah, I know Ned said that, but I'm not sure about it. I've been using Talent, 4 for my AI superfactions to help them along, and they at least appear to get an extra Talent right away, then again at about 5 or 6 citizens, for 2 talents.
-Smack
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Cybergod
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Wünderland
Feb 2001 time: 05:15
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Hi Peeps!
M@ni@c, received your PM and here's ma reply...
TALENT, #, is a completely different factor from say SOCIAL, ++TALENT or DRONE, 4. The SOCIAL modifier is only changable through SE and setting it to +3 in a faction will give them an equal of extra three talents at every base in their faction. Now, when the drones kick in, for example on transcend when you can't use police drones come after the first citizen, instead of a drone or a talent, a worker will appear - think about it a balancing scale:
TALENT = +2 Psych
WORKER = 0 Psych
DRONE = -2 Psych
Now I did some test by giving a faction 7 colony pods and giving them SOCIAL, ++++++++TALENT (+8 ). I started a game with them on the second easiest level to get rid of the excess drones. On my first turn, I kept on pressing "B" with the colony pods on my first base - this gave me a size 8 base. I looked at the citizens and the psych location - the graphics showed 6 TALENTS and 2 WORKERS but the Psych screen showed:
Unmodifies= 6 TALENTs, 1 WORKER, 1 DRONE
Police (Scout Patrol)= 6 TALENTs, 2 WORKERs
This concludes that the maximum positive modifier that you can put for TALENT SE section is +6 (police units do not affect talent directly - only by reducing drones). I do not know what the maximum negative is but I'd reckon that it would be -6.
Happy with the explanation? 
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