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korn469
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Poetic Justic
Apr 1999 time: 00:13
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hey i just felt like discussing custom factions...here are a few of the ones i have created in txt form
quote:

TECH, DocLoy, TALENT, 6, DRONE, 3, ROBUST, EFFIC, SOCIAL, ++SUPPORT, SOCIAL, +INDUSTRY, SOCIAL, -RESEARCH, SOCIAL, --EFFIC
Politics, Police State, POLICE
Economics, Planned, nil
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quote:

TECH, Mobile, TECH, Physic, PENALTY, Democratic, PENALTY, Planned, POPULATION, 2, MORALE, 3, FANATIC, 0, MINDCONTROL, 0, RESEARCH, 1, UNIT, 11, UNIT, 12, SOCIAL, --GROWTH
Values, Power, MORALE
Values, Wealth, nil
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quote:

TECH, Indust, ENERGY, 15, COMMERCE, 5, HURRY, 80, INTEREST, 4, SOCIAL, --PROBE
Values, Wealth, ECONOMY
Politics, Fundamentalist, nil
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quote:

TECH, Biogen, TALENT, 3, PENALTY, Police State, PENALTY, Thought Control, SOCIAL, +RESEARCH, SOCIAL, +EFFIC, SOCIAL, -SUPPORT, SOCIAL, ---POLICE
Politics, Democratic, RESEARCH
Values, Power, nil
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quote:

TECH, Psych, POPULATION, -3, PENALTY, Power, FACILITY, 6, SOCIAL, ++GROWTH, SOCIAL, ---MORALE
Economics, Planned, GROWTH
Economics, Free Market, nil
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quote:

TECH, PlaNets, TECHCOST, 75, HURRY, 200, RESEARCH, 2, PENALTY, Democratic, IMPUNITY, Power, FACILITY, 23, SOCIAL, ++INDUSTRY, SOCIAL, ---ECONOMY
Economics, Planned, MORALE
Economics, Free Market, nil
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korn469
[This message has been edited by korn469 (edited February 13, 2000).]
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heardie
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Here is the facs from my mod
Empire, The Expanders, Empire, M, 1, Seteh Milnard, M, 1, 1, 0, 0, 1,
TECH, InfNet, SOCIAL, ++GROWTH, SOCIAL, -ECONOMY, SOCIAL, -POLICE, UNIT, 0, UNIT, 0, UNIT, 1, DRONE, 1, TALENT, 1, ENERGY, 1, MORALE, no, INTEREST, non
Politics, Police State, ECONOMY
Hand of Justice, The Justiceers, Justiceers, M, 1, Mikael Maltin, M, -1, 1, 0, 0, 1,
TECH, Biogen, SOCIAL, +POLICE, SOCIAL, -ECONOMY, SOCIAL, -INDUSTRY, UNIT, 1, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1, MORALE, no, INTEREST, non, FANATIC, 0
Politics, Police State, INDUSTRY
The Pravakians, The Caretakers, Caretaker, M, 1, Oprotmra, M, 1, 1, 1, 0, 0,
TECH, Indust, SOCIAL, --POLICE, SOCIAL, +PLANET, FACILITY, 2, UNIT, 1, UNIT, 8, UNIT, 9, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1
Economics, Green, POLICE
The Sisters of Jesus, The Followers, Followers, F, 2, Terrance Láde, F, -1, 0, 0, 0, 0,
TECH, Psych, SOCIAL, +ECONOMY, SOCIAL, --GROWTH, UNIT, 11, UNIT, 1, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1, MORALE, no, INTEREST, non, MINDCONTROL, 0
Politics, Democratic, GROWTH
he Terraforming Confeder, The Terranformers, Terraformers, M, 1, Gregory Thomas, M, 0, 1, 1, 0, 0,
TECH, Ecology, SOCIAL, --PLANET, SOCIAL, +GROWTH, SOCIAL, -ECONOMY, UNIT, 1, UNIT, 1, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1, INTEREST, non, TERRAFORM, 0
Economics, Free Market, PLANET
The Wall Street Traders, The Traders, Traders, F, 1, Sarah Richardon, F, 0, 1, 0, 0, 1,
TECH, Indust, SOCIAL, +PROBE, SOCIAL, --POLICE, SOCIAL, +ECONOMY, UNIT, 1, PSI, 1, RESEARCH, 1, DRONE, 1, TALENT, 4, ENERGY, 1, COMMERCE, 1, INTEREST, non, TERRAFORM, 0
Economics, Free Market, POLICE
U.S. Special Project, The Scientist, Special Projects, M, 1, Kreiger, M, 1, 0, 1, 0, 1,
TECH, InfNet, SOCIAL, ++RESEARCH, SOCIAL, --INDUSTRY, SOCIAL, -GROWTH, FACILITY, 8, UNIT, 1, RESEARCH, 1, DRONE, 1, TALENT, 1, ENERGY, 1, HURRY, 110, POPULATION, -2, INTEREST, non
Values, Knowledge, INDUSTRY
------------------
-Chiron Creators-
"http://members.xoom.com/acchiron"
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heardie
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Korn469 do you play to release these as a mod
We also need more files at Chiron Creaotrs...
------------------
-Chiron Creators-
"http://members.xoom.com/acchiron"
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TigToad
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Glendale, AZ USA
Dec 1999 time: 22:13
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Umm.. I think the trade alliance needs a little tweaking. Any faction with a +5 commerce bonus is never going to get a treaty/pact from a human player and too many pacts from a computer player. Too much 'bonus' energy. Also, 4% is a lot of compound interest per term.. you can go nuts on money, maybe make it 2%.
I'd recommend giving the trade alliance maybe half the comm frequencies in the game to start and a commerce bonus of +1. Since they have merchants 'everywhere' to make them more playable with/against human players. If they are merchants maybe make them agenda:wealth and a can't use of police state. (no one wants to trade in a heavily armed community).. and focus should be explore Pacifist. (war is bad for business?)
Just some thoughts.. tig
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Partiqvium, have you checked your system against the in-game factions? Could they all be made within the system?
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TigToad
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Glendale, AZ USA
Dec 1999 time: 22:13
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Hmm.. I think with those changes they are too powerful..not enough of a down side. They have a lot of bonuses, not quite enough penalties, IMO.. how about this..
+2 Commerce (still more than Morgan)
+2 Comm Frequencies
-2 Probe (I like that they can be bought)
+25% votes (they can buy people, too)
No Fundamentalism, that works.. tho in my mind, free trade can't happen under armed guards.
how about.. -2 morale (no money in military service). I'd recommend a police penalty but this faction should go free market by nature, and there is enough penalty to police there.
Agenda: Free Market
Goals: Discover, Pacifist
Just a few thoughts.. Tig
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Jasonian, I would get rid of the immunity to mind control because the Jedi were curruptible and did sometimes turn against the order. Possibly replace it with +2 probe instead.
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TigToad
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Glendale, AZ USA
Dec 1999 time: 22:13
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Jasonian..that -1 energy, -1 research will keep people from ever playing them as a peaceful faction. Also with no interest in infrastructure and no interest in wars, they will suck as a computer faction with those penalties. However, with large bonus's to psi offense/defense they may very well get used as a momentum faction with green economics.
You might consider then removing the energy penalty at least, and probably the research one in favor of somethign else. Possibilities include -1 growth and -1 industry (few people can be jedi, etc).
I'd also change them to a discover/pacifist faction.
Without seeing the info on that tech, or where it falls in the tech tree its hard to judge its balance on your faction.
Tig
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korn469
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Poetic Justic
Apr 1999 time: 00:13
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ok here are my proposed changes based on my how i feel about each faction (yeah i have all the star wars movies a million times too)
The Galactic Empire
starting tech: empire ethics
+1 industry
+1 police
-1 morale
-1 planet
+20% offense
drone for every three citizens
robust efficiency
free ability: non-lethal methods
starting units: stormtroopers, AT-AT walker, Sith Lord
agenda: police state
aversion: democracy
The Rebel Alliance
starting tech: rebel ethics
Unit flags invisible
+1 morale
-2 support
techsteal
Gain techs possessed by four other factions they have infiltrated
*50% chance revolting bases will join them
free Flechette Defense System when tech is discovered (base defenses like on hoth)
snowspeeder, Rebel troopers
agenda: democratic
aversion: police state
*note: i'm unsure how revolt works since i don't have SMACX but the rebels should have this ability
The Bountyhunters Guild
get rid of this faction and replace it with Jabba the Hut's faction, whatever the name of his gangster organization was called
Jabba the Hut
starting tech: freelance ethics
-2 research
-20% cost to probe team actions (excel at bribing corrupt officials)
+2 commerce (smugglers)
All units get POLYMORPHIC ENCRYPTION when the tech is discovered (huts are immune to jedi mind tricks)
units are immune to negative morale modifiers (morale, 0 in faction.txt)
+1 energy per base (Interest, 0 in faction.txt) (income from illegal activities)
staring units: bounty hunter, infiltrator
agenda: wealth
aversion: planned
The Trade Federation
starting tech: federation ethics
+1 economy
-1 growth
-2 morale
*-2 industry (buy most of their goods)
*75% cost to hurry (competition amongst trading partners keep costs low)
1 commerce
50 starting energy
Max population at 5 before Hab Complexes
All units gain CLEAN REACTORS when the tech is discovered (droid armies)
starting units: 2 droid armies, MTT
agenda: free market?
aversion: green
*note: this is about the same as +1 bonus to industry
The Democracy of Naboo
starting tech: naboo ethics
+1 planet
+1 efficiency
-3 police
-20% on offense
1 talent per every six citizens (benefits of a free society)
+1 nutrients from fungus squares
+1 minerals from fungus squares
+1 energy from fungus squares
starting units: gungan scouts, security volunteers
agenda: green
aversion: power
The Galactic Republic
starting tech: republic ethics
+2 growth
-2 efficiency
3 drones made content per base (NODRONE, 3 in the faction.txt)
impunity democratic
Hurry cost 150% (bureaucratic inertia plagues the Republic)
-3% interest per turn (corruption exists on every level)
2 times the amount of votes
starting units: standard transport, Republic guard
agenda: democratic
aversion: Fundamentalist
The Jedi Council
Starting Tech: Jedi Ethics
+2 probe
-1 growth
-1 industry
+20% PSI combat
One extra talent for every five citizens
Max population at 4 before Hab Complexes
starting units: two Jedi Knights
agenda: knowledge
aversion: wealth
korn469
[This message has been edited by korn469 (edited February 20, 2000).]
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