Add More Factions - DLC!

In my opinion, the pieces of Civ dlcs like Korea or Polynesia are very bad idea and only able to postpone game piracy for a short while. So in my opinion, put them in expansion seems great for me.
 
In my opinion, the pieces of Civ dlcs like Korea or Polynesia are very bad idea and only able to postpone game piracy for a short while. So in my opinion, put them in expansion seems great for me.

Yes, but how else would you milking money from fans while your expansions aren't ready? It's kind of common senses now that DLC is the solution.
 
We obviously would like to enjoy some more factions. Germany + Scandinavia + the British Isles; Islam world (arabian based); I'd be happy to see a separate Japanese faction, but PAC seems to be a technologically advanced faction, not a production based one, so no great reason to await independant Japan. Sponsors without a definite "national face" like transnational corporations, secret organizations, ecumenical cults, political movements etc - are less likely to appear; the developers are usually talking in their interviews about showing the merging and unification of different world nations, not about their distinction.
 
Definitely a Germanic Federation that includes nations such as Germany, England, Netherlands, Denmark, Austria, Norway etc. which represents Europe, because France, Spain and Portugal to represent Europe through Franco-Iberia? Is that really the best Firaxis has to offer? Include Spain and Portugal yet Germanic countries like England and Germany haven't even a hint?
 
My personal versions
CSE: Confederate States of Europe; Baltic, Germany, Nordic, Britain, all 'north europe' (loose confederation formed as EU dissolved)
-10% energy maintenance (units, buildings, and tiles)
because those areas have a current reputation for not terribly ineffective bureaucracy...and 'terraforming' in the low countries.

GPE: GrecoPersian Empire; Greece, Persia, everything in between (military empire that provides significant local autonomy)
+0.2 health for each population over 10 in a city, +0.2 health for each population in the capital
due to the local autonomy, large cities are happy

MTA: Maritime Trade Authority; has extraterritorial controls of multiple ports and cities worldwide (large parts of Japan, Carribean, Panama, Vancouver, Los Angeles, Hong Kong, Scotland, S. Africa...leader would be Japanese speaking Spanish/Japanese)..a remnant of the era of global trade
+20% to units in or attacking from the water, +2 energy from Connected cities
They do a lot of piracy/smuggling (the US lost the Coca Wars to them)

SSD: Society for Spiritual Development; a movement formed from mystic strands from many main religions (head quartered in south korea, it is worldwide.. although severely limited in FI..leader would be Korean speaking English/Korean mix)
Start with 1 Free Virtue, 1 Free Virtue every 6 total Affinity levels
(since there is no faction that gives a bonus To culture/virtues)

NATO: North American Treaty Organization; military/defense organization headquartered in Eastern Canada (US is a member but is mostly isolationist)
Stations give a free unit when a trade route completes (depending on their level). If you destroy Stations they are replaced with one of your Outposts (ie you 'liberate them')
[Wanted something that worked with stations and not just 'more trade routes']

ITT: Institute for Technological Transformation; worldwide (can use any for leader)
[believe technology should be used to transform society/man/environment]
Affinity costs from affinity levels are reduced by 50% (so if level 1 normally costs 11 and level 5 normally costs 15... for them level 5 would cost 13)

LAC: Lunar Antarctic Consortium; the bodies that are exploiting the moon/mars and thawed Antarctica. The lunar/martian colonists won't be sustainable past the inflection point, and Antarctica is running out of resources (Leader probably someone from Chile/Southern Argentina)
+5% to buildings, +1 move for explorers (including when embarked)
They have lots of experience building and exploring hostile terrain

finally...depending on new mechanics in an expansion
Eighth Fire: world wide rebel/political movement (strong in western N America..and openly supported by several small nations)*
+50% to influence in foreign cities, +50% to rebel activity
[assuming we get factions influencing cities and rebel activity]
*borrowed the Eighth Fire name as it sounds better than Global Rebel Alliance
 
Definitely a Germanic Federation that includes nations such as Germany, England, Netherlands, Denmark, Austria, Norway etc. which represents Europe, because France, Spain and Portugal to represent Europe through Franco-Iberia? Is that really the best Firaxis has to offer? Include Spain and Portugal yet Germanic countries like England and Germany haven't even a hint?

France and Italy were at one point the centers of Cultural Renaissances. So they felt they were the spearheads of the revival of culture in a post Great Mistake World

Also for the Middle East Faction: I see them exploring into the power of the Sun in fusion and Solar and only realizing that the supposedly renewable tech is hitting the IP that they use their efforts to expand the power grid.
 
Here are my ideas for new Sponsors:

Sponsors:

The North Sea Alliance
Includes: UK, Scandinavia, and Germany.
UA:+10% Strength to naval units and +1 movement and vision for embarked units.
Reason: This would fit a niche in the game that currently isn't being filled (i.e. a naval power) and seems on par with the other sponsors, although I'd like to see some of the late game naval units to know if the bonus Strength is right compared to what you get for Brasilia.

The Arabian League
Includes: Arabian Peninsula countries.
UA: Reduce the energy cost of purchasing in all cities by 10%. Your first trade convoy grants a Free technology.
Reason: The bonus seems appropriate for a sponsor from an energy-rich area of the world, although I'd need to play the game to know if that is enough of a bonus, especially when compared to Polystralia.

Antarctic Consortium
Includes: Fictional corporations who took over Antarctica.
UA: All land military units have +1 sight and Explorers gain +200% Strength against alien units while defending.
Reason: I'd love to have an exploration-focused sponsor and this UA would allow explorers to survive limited engagements with aliens rather than dying to them like I've seen in so many playthroughs. Also, I like the idea of having a fictional sponsor that represents something that could eventually happen.

Liancourt Compact
Includes: Japan and South Korea.
UA: Free tech with fifth, tenth, and fifteenth Affinity levels. Free virtue at eighth, thirteenth, and eighteenth Affinity levels. Can only gain this benefit once for each level (so you don't gain three free techs for getting level 5 Harmony, Purity, and Supremacy).
Reason: Although Japan and South Korea have notoriously bad relations someone at Firaxicon mentioned these two nations aren't officially part of PAC so they could indeed be their own Sponsor. I choose the name b/c any alliance between the two countries would need to resolve the Liancourt Island issue. I choose the UA b/c it would be cool to have a Sponsor that gained benefits from acquiring Affinities.
 
My ideas...

Northern Collective
  • Incl. Sweden, Denmark, Norway, Finland, Iceland, Greenland, Estonia
  • Leader: Ole-Kristjan Ólafsson (Speaks mostly Swedish/Finnish, some Greenlandic and Estonian lines)
  • Capital: Vinland
  • UA: +X health for every Virtue, +X science for every trade route

Imperium Europa
  • Incl. Netherlands, Belgium, Germany, Switzerland, Austria, Luxembourg, Hungary, Romania, Moldova, Czech Republic, Slovakia, Slovenia
  • Leader: Lodewijk Steiner (Speaks mostly German, Dutch, Czech, some Hungarian and Romanian Lines
  • Capital: Barbarossa
  • UA: Units can move after killing another unit.

The Solar Commonwealth
  • Incl. Great Britain, Ireland, Canada, English speaking Caribbean
  • Leader: Victoria MacMillan (Speaks English with a light Scottish accent)
  • Capital: Churchill
  • UA: +10% Energy from Farms and Plantations, 1+ movement for explorers

Kyōei Combine
  • Incl. Japan, Korea, Hawaii, Pacific Islands
  • Leader: Keiji Tanaka (Speaks Japanese, with some English and Korean lines)
  • Capital: Keiretsu
  • UA: 10-30% production bonus to units in cities connected by trade routes (10% for 1: 20% for 2, 30% for 5)

Kingdoms of Ibrahim
  • Incl. Middle East, Afghanistan, Pakistan
  • Leader: Abdul-Malik al-Akhtar (Speaks Arabic, Farsi and Urdu, some Pashto, Kurdish and Hebrew lines
  • Capital: Ishtar
  • UA: Double Energy from Trade Roots if multiples (3) resources are possessed, no benefits from internal trade roots

Association of International Enterprise
  • Incl. major world corporations and international financial/trade institutions (WTO, World Bank, IMF, etc.)
  • Leader: Margaret Haas (Speaks English with a South African accent, with lines of Spanish, Afrikaans, Dutch, Hindi, Cantonese)
  • Capital: Prosperity
  • UA: Military Units cost 50% less to purchase, take 50% longer to build, health and science fluctuate with energy production
 
The description of the Great Mistake from Fraxicon gave me an idea.

Two common suggestions are a Middle-East based sponsor and an Antarctic sponsor. But given how devastated the Middle-East was during the Great Mistake, why not combine those two concepts into a single sponsor?

The idea would be that after Antarctica warmed up enough to be habitable, the Middle-Eastern refugees (who were unwanted in much of the world) decided to head to Antarctica and found a new nation.

Since Antarctica would still be a pretty cold place in spite of now having a summer that is above freezing, and since this nation wouldn't of completely lost touch with it's heritage (and perhaps would have some control over the less contaminated regions of the Middle-East), we'd end up with a sponsor with boosted food production in deserts, tundra, and snow. Allowing it to more freely settle cities in places where other civilizations would have serious food production problems.
 
More factions? I say: hell yes! :D here comes mines!



>>> The Secret Caliphate

Who do they represent?: Iran, Oman, Irak anl amost every Shiite part of the muslim world

Capital: Tabqazhan (acronysm of the 3 historic Safavid capitals, Tabriz, Qazvin and Isfahan

Special Ability: The hidden Imman
Gain a free SP for each 3 successful "secrets" revealed (carrying out a successful exploratory or spyionage mission). You can still flip cities even with security buildings present inside them (albeit it will cost you additional intrigue levels).

An original combination of spyionage, cultural and exploratory gameplay, the Secret Caliphate will be an extremely versatile faction due to the extra SP bonus, but it will force the players to have a strong exploration and spyionage corps in order to make the most out of it.

AI Behaviour: Will be initially peaceful, but will turn extremely agressive towards any faction that has adopted a different affinty as the game progresses. While trustworthy allies, their desire for adding new cities to their Caliphate via covert operations will not be deterred by friendship or alliance

Flavour quote:

"It was prophetized that this day will come. The veil has fallen, the lies have been exposed and cleansed with the help of the light of God. The end of times have come and gone, and after these last days, now Paradise on Earth awaits for the true believers" - Transcriptions of the second coming.


>>> Neue Hanse

Capital: Port Lübeck

Who do they represent?: Germany, Scandinavia, and the Baltic states, that is, most members of the old Hanseatic trading Leage plus a big chunk of Northern Europe

Special Ability: Meerkommerziellstrasse
Your maritime international trade routes yields +1 production for each sea resource worked by your city, they have a +25% increased range

A civilization that will force you to adapt both the location of your cities (towards a keen coastatal spot) and your gameplay, which will reward a focus in international commerce routes over internal ones, with all the pros and cons that it gives

AI Behaviour:Extremely reliable allys, they have a "moderate" level of agression and a tendency to grab outposts that they deem of interest for their maritime trade network

"Ours is a model that has been proven to create an industrious, prosperous society back in the Old World. This is not an opinon, but a raw fact proven by numbers again and again. However, this model needs constant revision, constant tweaking, and yes, constant expansion too. The seeding project was the only logic answer to the aforementioned necesity" - Neue Hanse 33th annual report, "projects and long term investment" section


>>> The Voice of the Pacha Mama

Who do they represent?: Indigenist movements from South America, most of them based around Bolivia, Peru and Chile

Capital: Tiwanaku la Nueva

Special Ability: Customs of our ancestors
Each defeated alien and assimilated alien nest will have a chance to join your army (30% and 60% respectively). +1 culture per citizen working non-improved land terrain (note how both miasma and terrascape won't be considered "improved" terrain...)

A civilization that will thrieve on either puriry or harmony route, the voice of the Pachamama will allow you to have a strong initial cultural push that can be renewed at the end game via affinity. The (possible) alien recruits are just the icing of the cake for a more flavourful faction in tune with nature

AI behaviour: Extremely expansionist, albeit not necessarily agressive. Very fickle, sometimes a downright erratic faction

Flavour quote:
"If the land is the mother of us all, then our people is a child who have been mistreated by our brothers back on the Old Earth. So we will stand it no more. We will embrace this new planet as our new mother, in hopes on landing on a better, more loving adoptive family and becoming the prodigal sons that we have always meant to be" -Excerpt from the last chapter of "The Children of Moon Clay", essay written by Nobel Price winner and leader of The Voice of Pachamama, Carmela Yupanqui "Ayacucha"


>>> Merkhaban Jewish diaspora

Who do they represent?: A newly form sect of Jewish mystics at odds with the old (well, current) interpretation of Judaism. The birth of Merkhaban Judaism was one of the key factors that desestabilized the Middle East and helped to detonate the third world war. Expelled from Israel yet more united than ever, they seek to find a new land to call home

Capital: Bei Ilai

Special Ability: The Ark of Bei Ilai
+50% to the yields of wonders inside your capital, -50% to manteinance costs of improvements worked by your capital, +1 production on resource tiles inside your capital

A civ built for tall gameplay, the Merkabbans will compel you to emplye a carefully planned building gameplay style. Place your capital well, plan for the long term and aim for the wonders that will bring the most of its special ability in order to build a truthly promised land beyond the stars!

AI beahviour: Very pacifist and isolationist, however, they will hold into grudges if attacked, sometimes to the point of being bone-headed

"Us Jewish people was expelled from Zion, and then, we came back to it. Man was expelled from the garden of Eden... and now, we will come back to it. And if we don't find our way back to it, this time we will build it from scratch" - Speech at Tel Aviv's launching pad


>>> Bilderberg Trading Company

Who do they represent?: A bunch of rich, secretive and powerful people that you have probably never heard of, along with their most loyal righ hand men and their families

Capital: Nova Liechestein Canton

Special Ability: First Interplanetary bank
Gain a free diplomatic favour with a faction of your choosing whenever you gain two affinity levels. Excess health is turned into energy (1 extra health = +2 extra energy)

Bilderberg's Trading Company is a faction meant to rule by using a skillful combination of diplomacy and economic domination. Use your "free" favors wisely, and buy more of your own by using the money generated by your health surplus. By the end of the game you may very well be untouchable without needing to fire a single shot, just by the mere virtue of people owning you favors...

AI behaviour: Treacherous and opportunistic, will gladly backstab you if they see any hint of weakness or think they can gain something from it. They won't hestiate at instigating conflict between factions in order to weaken two rivals at once

Flavour quote:
"Everything and everyone is up to be negotiated, sold, and bought. The misconception when envisioning a pan-econmical world lies within the presumption that the only currency valid at life's market is money alone" - Van Hemsleight VI, private notes.
 
I agree that some of the names aren't good and at least the first 8 factions of Alpha Centauri appealed much more to me in design.

Franco-Iberia is not a name I would expect in the future. I would expect a more unified name such as (say) the Mediterranean Union, which would include the PIGS nations (minus Ireland), as well as parts of the Maghreb. (strength: culture)

Pan-African People's Union - why not a more racially-neutral organization named after Nonaligned Movement which already exists today? I can only see Africans in space in the foreseeable future with help from rogue states like Iran or North Korea and their rocket technology. (strength: guerrilla warfare)

ARC is OK, best concept and meshes well with the state of affairs in present-day US. It's not a stretch to imagine the US government being run directly from the Googleplex some 20 years from now. (strength: economy)

Slavic Confederation - uhm, I don't really see Russians working together with Ukrainians, Poles, Slovaks, Czechs - unless it's a USSR 2.0 master-slave type of relationship. (strength: open warfare).

Brasilia - Although South America is prone to military dictatorships from time to time, I wouldn't expect the Brazilians to suddenly stop their carnivals and soccer matches to embrace war. My proposed Nonaligned Movement would fit the bill better for this. In the game they would rather make more sense as the Gaians (at the rate they are destroying their rainforests today, they are bound to regret that one day) (strength: environment)

Kavithan Protectorate - pretty good concept and rooted in history, a lot of religions appeared in India historically in dire circumstances and they may well appear in the future following some planetary disaster. (strength: religion/happiness)

PAC consists of nations that were shaped by Chinese culture and the ideas of Confucianism. It's not a stretch to think that nations such as China and Japan would one day bury the hatchet of war and concentrate on what they have in common. (strength: collectivism/cooperation/efficiency)

Polystralia - I reserve judgement for the moment. (strength: tourism? :D though realistically, their relative geographical isolation would make them good diplomats I think)

Notable absentees: The Caliphate (just like the Kavithans but with an outward focus, on spreading their beliefs through any available means) (strength: religion/fanaticism) and the EuroReich with maybe a science focus so as not to overlap with the efficiency of the PAC or the economy of the ARC.

-Franco-Iberia not a name I'd expect either, particularly if it's meant to encompass Northern Africa as well.

-I don't think PAC includes Japan. But I could be wrong since I haven't even played the game yet.

-If Polystralia is meant to include Australia, Southeast Asia, and Polynesia - which I'm pretty sure it is - then I'd say it makes sense. Also they are only isolated relative to the Western world (Australia is close only to SE Asia but SEA is close to India, China, etc), apart from Polynesia which is just flat out isolated.
 
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