StrikerX22
Chieftain
Okay this is gonna be rather big. If you think I should separate the social model area as a separate thread, I'll do that. Note that there are two attachments. 1, an excel graph showing the social engineering stats in a way that might be more meaningful to some for analyses. A visual mock-up version should be displayed below. 2, the whole pack with all my files for working with and everything. The change list txt includes instructions on file usage at the top.
The social model changes are the most recent, so they have affected things quite a bit probably. I do plan to eventually have at least 7 factions balanced with each other, as opposed to the originals. My focus has often been on positives over negatives, perhaps naively, to make the game feel more fun and play faster. I have since learned things at SMAC academy that may require a revamp of some things.
I do lack experience with veteran play, so I'm going to need some advice for sure, and suggestions/ideas in general are welcome. I also prefer conquest and have little experience with other goals. This is a copy of my change list, with its explanations and such.
Maybe take it a section at a time... = =;
CURRENT CHANGES:
(* = In process still, ~ = Trying out now, ? = suggestion, x = decided against/doesn't work.)
---===MAIN==IDEA==CHANGES===---
(feel free to skip past details marked by multiple -'s.)
-OBJECTIVE: Make the game play out faster, make it more fun and challenging, more interesting possibilities, a bit more balanced (hopefully) in some respects. This includes buffs to many rates such as research and production, and a new socio-economic model group.
-The terribly weak AI gets priorities Build+Conquer to make them actually build formers/buildings and units. Others have witnessed this as helping substantially.
-Social Model Changes: Completely revamped and more complex, with nonfuture models having the same required tech, except for what was Wealth (now needs Adaptive Economics, was Indust Auto):
--When you start, before you choose new social models, you get an overall modifier of 1 Industry, Growth, Research; and -1 Efficiency, Economy. This gives you a bit of a boost when things are slow, and the minuses do very little early on.
--Remember, _Cloning Vats_ secret project takes negatives away from (values) Power's old slot [now (val) Happiness, Power shifted over] and what was (future) Thought Control [(fut) Harmonic], not to mention it makes Growth stat useless. Likewise, _Network Backbone_ takes away negs from what was (fut) Cybernetic [now (fut) War Society]. Finally, remember that Telepathic Matrix prevents drone riots, and thus police rating is near useless (save getting golden ages) as long as it stays in your faction.
---Theoretical Spiel for Social Model ideas:
----Politics: Committee represents a lack of total executive power initially. DICTATORSHIP is an oppressive, strong leadership, similar to what was called Police State. I was originally looking into a possibility of a non-oppressive form, but it wasn't as interesting and different enough from "democratic" Republic. REPUBLIC reflects practical democracy (rather than direct democracy), as people do not have all the power but rather elect officials to make middle as well as higher decisions. PAVLOV DRUG is a form of mind control, replacing the future society Thought Control's idea and Fundamentalism's slot, using its tech (Secrets of Human Brain). It has the same premise as Thought Control, pumping drugs into the dome's air, but the way it works is such that one can be hypnotized to believe things with a complex "Pavlov bell" conditioning utility. On hearing or seeing a "bell," they go into "instruction mode" and believe what they hear/read and are strongly convicted to follow it. However, this can be utilized by spies, and the drug has ill effect on mental prowess.
----Economics: Pretty much the same idea. CONTROLLED is just what I chose to call Planned, to be a bit more obvious.
----Values: Mostly the same, but Wealth is changed to Happiness. HAPPINESS encompasses pleasing the citizens, making society comfortable. Happy people tend to work better and think more clearly, while spending more and doing other things more. They are against military playing a large role. Unlock with discovery of Adaptive Economics.
----Future Society: This section has been completely revamped, and access is a bit earlier on than normal.
-----WAR SOCIETY is the result of a constant necessity of war. Citizens are trained from the start, and the whole culture revolves around it, even if very reluctantly. Industrial Nanorobotics makes this much more possible, freeing up many citizens to give up normal jobs, and allowing for a more complex infrastructure to accommodate this odd way of life.
-----COCOON DOCTRINE is a bit hard to explain. Essentially they are taking on a more machine-like mentality, with a task of bettering their social unit as a whole. They are highly focused inwards, high security, suspicious of outside elements. They focus on city infrastructure rather than military, research instead of economy, with little care of "selfish" individualistic desires. This society becomes possible with the tech Homo Superior, having much influence from the prerequisite techs of Biomachinery and Doctrine: Initiative.
-----HARMONIC is in some sense a combination of the concepts Eudaimonia and Cybernetic societies. Cybernetic sought to give the tasks of running society over to machines (as opposed to making everyone cyborgs). Harmonic does indeed have an intelligent computer management system for high efficiency, with as little impact as possible on the planet's ecology, while balancing the needs of the people. It is designed as a type of utopia and everything is in its place, doing what it should be doing. The idea of Eudaimonic was that everyone attempted to completely fulfill their potential as citizens, thus making their life fulfilling and happy. The managing computer does not have full control without permissions, people still have governing officials, and so on. However, industry suffers a bit from regulations, and the idea of waging war is far from the heart of collective society. This model is derived from Nanometallurgy, combining a superior infrastructure with super efficiency from prerequisite Probability Mechanics, and Doctrine: Initiative for the radical change.
-Tech Rate +50%. (Research stat is easier to get, otherwise it might be +75%.)-(Hard to know if this rate is treated properly... so many others aren't.)
-Unit Moves +50% [SEE BELOW]. (infantry is still 1 move so that it isn't "fast," or it would be affected by ecm,/pulse; will require more defenders, and that means one more supply used at least. Actually, if alternate road suggestion is taken [below], this won't be much of an issue.)
x?make roads only give 2x moves, assuming unit moves are doubled (if infantry ends up not being, nm. [it's considered fast, so prolly not]).
~?alternate: roads 4~5x moves, rover back to 2 moves, hover back to 3, maybe 4. Roads are more valuable, and since I want more movement (air/sea still get it), see if cost 0 roads work (think not, even on difficult terrain). Keep in mind Hover chassis is now same price price 2 (Rover same, 3/4 wasn't enough to lower, same with scout's 1.)
-build costs 3/4. (Means minerals are worth +33% (4/3) [if applied to all]. This means support is +33% as powerful, and unit moves note [above] making shortages happen more. Also, this affects retool freebie mineral value [uneffected by retool 1/2 penalty].)
-~-Buildings?-----------Yes, but 2/3. (rows+1)/4 = change, rounded down.
-~-Secret Projects?-----Yes. /4 so-> 1 |-----4rows-----| 2 3 4
-~-Units?---------------trying; see below. v v v v
----Example: at 3/4 (round-off), old:new is 1:1, 2:2, 3:2, 4:3, 5:4, 6:5, 7:5, 11:8, 15:11
-~---Chassis--Yes.
-----Weapon---No. (Believe chassis is enough to make the difference.)
-----Armor----No.
-----Ability--No. Are 25% changes and I don't see need for change, nor can I well.
-~---Lifeform-Yes, but 2/3. (change under #UNITS, being premade ones.)
--[Please note that the Support stat is notably difficult to maintain at times, and so seems to be a bit more important now from that as well.]
--[Considering putting units to normal costs with Industry stat being higher in general, and feeling too easy to make.]
-Base 2f 1m 1e to 3 2 2 for improved growth rate, improved getting-off-the-ground minerals, and energy for against inefficiency and various energy usage buff for early bases. Also see recycling tanks. This should help early bases the most.
-recycling tanks from 1 1 1 to 1 1 2. (2 Food might be too much, combined with above. Minerals will feel increase already, and more energy would be nice, and fits "recycle." Energy too will be a bit more useful for hurrying cheaply more often, however.)
--===Important===--
~?Superstring (Chaos Gun, leads to monopole mag) now requires Advanced Subatomic Theory (ECM) instead of Nonlinear Math, Nonl Math is now PreReq to Adv Sub Th instead of High Energy Chem (plasma steel, still goes to synth fossil fuels). SEE BELOW:
Adv Sub Th also leads to silksteel->monopole. This brings Superstring tech cost from (11, 4basic) to (14, 5b), without affecting monopole. (Monopole gets 17+1 for cost and 23-1 for Unified Field Th.)
~?Specific changes to ability costs to allow for more? (some abilities don't get used as much due to high cost and fact you can't use another ability while it takes up the slot.) Changes currently: Dissociative wave is cost 1 from 2 (+25% from +50%), same for Clean Reactor and Empath Song (strength is 40% from 50% btw).
~?Lower prototype cost? more annoying than anything, only one morale boost, makes you wanna build early so you can do it quickly when it's actualy needed. Perhaps +25% instead of +50%.
--Ground? +25% from +50%
--Sea? +25% from +50%
--Air? +25% from +50% (Missile loads are a pain, otherwise I might keep higher here.)
~?Make Skunkworks cost 5 rows from 6 (3 from 4 after 2/3 cost reduct) since you get less benefit, prototype being less expensive.
?free retooling if "in category"?
-terraform time down by 25% (rounded UP).
~?Maintenance costs down by 2/3. In one game, commerce alone was my income and energy banks almost required to be positive otherwise, without good effic or econ, after building many buildings.
-council turns from 20 to 10. (Was long anyways, but now things go faster.)
~?corner global market from 20 to ? (faster paced units/building) Try 3/4 to 15?
~?Alien Vict. Subpace Generators are still at 60 cost, and should be reduced at new cost rate if above is. (could be 40 from 2/3 buildings cost, but is prolly be better at 45 for matching 3/4.)
~?Ascent to Transcendence from 200 cost to 150, as per 3/4 Secret Project cost.
-change sea min. +1 from such high tech (build 7, requires fusion/tree farm and 7 basic techs), to something allowing land ppl to actually make sea bases. Now Tree Farm (9, 4b).
--(fusion is 18 techs, and adv eco eng is 25, 7 basic.)
--To what? Other possible techs are:
---Eco Eng (6, 3 basic), since it's former-related and lifts mineral restriction. Might be a bit too easy to get. and it's on the way to tree farm.
-~-Env Econ (9, 4b), tree farm, former related but is "economics"? i suppose it works as well as tree farm. Also energy restriction lifted, formers can lower/raise land.
---Silk Steel (10, 3b) Might make sense to use a "silk" stringy strong substance to mine the depths with, plus it's not very attractive otherwise and only gives silksteel, an armor that can be cracked by particle weps (1~4 and 8 are. "2" laser's not energy, go figure - -). Though keep in mind I might change those properties anyways to make more strategy.
---Monopole Magnets (17, 5b) Comes after silk and chaosgun 8, only gives mag tubes.
--The latter two aren't as related to research on sea things or environment/former, though they get little attention from me otherwise, and monopole requires a wep i like.
--===Notable===--
?Raise cost supply unit? it would degrade use of supply for harvesting, and would still just apply that much more to secret projects when cashed, but it would take a little more planning perhaps?
~?Missile Cost down, because more expensive than great aircraft because of its higher moves, but dies on impact and acts stupid when it hits a base (stops early to refuel, can't cancel). 5 cost instead of 9 (after 3/4 cost), under air unit 6 cost, as it always dies after one use.
Change Planet Buster cost accordingly? No, seems to ignore chassis cost. Check others.
-Changed planet buster to one tech ahead, instead of initial missile tech. N-space gives fungal and tectonic, and sounds good for planet buster, and gives flechette defense against missiles, so it can go there.
-Fungal and Tectonic payloads are down from 24 to 16 cost [note: 3/4 cost doesn't apply to wep]. (conventional is 12).
~?Global Warming rate to 1/2 normal rate.
~?Lower advantage from ECM/Trance to 35%. (Maybe even 25~30%)
~?Empath (was cost 2, +50%, now cost 1) from 50% to 40%? (Dream Twister and Neural Amplifier can't be altered apparently.)
-Taking out top 2 "Secrets" Tech extra tech bonuses, as they are unnecessary at that point, and at least do something: S. of Alpha Cent and S. of Manifolds.
--Remaining Secrets Techs: of the Human Brain, of Creation, and now Optical Computers.
-optical computers now gives a tech. It requires siginifcantly different techs than Secrets of Human Brain, and is a tad later. No other techs seem to sound like they'd give a burst in research to me, however. I would like to make another in the middle tech ranks somewhere.
?change types of armor and weps to have more strategy? (Armor has weakness to either energy or particle types, or neither. They are arranged in a way that you have little such advantages tho if you're near in tech.) [Need to test advantage. Then perhaps for now change Pulse/res to normal armor cost for that level, being energy only, and neutronium 8 to "both" instead of energy.]
-energy start from 10 to 25. (bit of lenience)
-humans now do not automatically get each others' com frequencies (settings to both network and e-mail/hotseat)
?lower from "5, ; Minimum base size to support specialists" [other than doctor, empathi, and transcendi.]?
--===Minor===--
-Changed Deep Radar unit naming to Radar from nothing. Perhaps put to "%" for blips (Not done). Remember it's always easier to name unit designs more concisely, and it's always better to make your own designs.
?enable heavy transport (+50% capacity) on some tech? works? (Reactor and better chassis already add to amount held [Foil: 2*reactor, Cruiser: 4*reactor]. Keep in mind Unity Foil has "Slow" special ability, which takes yet another move away (transport takes 1), and it has 1 less cargo.)
~?Artillery damage up a tad? from 3,2 to 7,4?
?sea psi feels boring since it's all morale and coin flipping, so it's hard to level morale to begin with. Perhaps raise attack side a tad. Sea Psi's advantage is Isles of Deep can transport and move through fungus freely (tho never really wise, meeting other isles, but currently you have the same advantage 1:1). Planet rating does contribute to attacker's advantage (only), which is somewhat like weapons to artillery's similar situation of little committed combat.
--===Unimportant===--
?edit worldbuilder to be a bit more interesting? look into to see if it affects random maps.
-Set Custom time controls to: (These don't have to be used, and are somewhat untested.)
45, 15, 10, 20, 45, 10, 3,
based off of Loose:
45, 5, 5, 16, 45, 10, 3,
(Minimum [seconds], Base, Unit, Event, Extra, Refresh bonuses[turns], Accumulated bonuses [Ctrl+Space to use])
--===Aesthetic=or=Rejected===--
-renaming morale "Elite" to "Win and Good", "demon boil" to "Pwn Boil"
-Added some descriptions to their descriptions in alphax.txt:
--Abilities section
--(various)
x?simply lower mineral multiplier? might not work with industry stat. (it rounds new multiplier up, so it sucks.)
x(unable)?Allow more leeway (or endless) in minerals over top, going to next production? (This would likely cause a continual buildup of red minerals at high-min bases. 20 or 30 might be acceptable. Currently default 10 can have this problem with scout patrols if your industry is above 0.)
x?raise reactors each by 1 to make the transition less shocking. (Doesn't seem to work. It may change the "reactor cost reduction" of things.)
The social model changes are the most recent, so they have affected things quite a bit probably. I do plan to eventually have at least 7 factions balanced with each other, as opposed to the originals. My focus has often been on positives over negatives, perhaps naively, to make the game feel more fun and play faster. I have since learned things at SMAC academy that may require a revamp of some things.
I do lack experience with veteran play, so I'm going to need some advice for sure, and suggestions/ideas in general are welcome. I also prefer conquest and have little experience with other goals. This is a copy of my change list, with its explanations and such.
Maybe take it a section at a time... = =;
CURRENT CHANGES:
(* = In process still, ~ = Trying out now, ? = suggestion, x = decided against/doesn't work.)
---===MAIN==IDEA==CHANGES===---
(feel free to skip past details marked by multiple -'s.)
-OBJECTIVE: Make the game play out faster, make it more fun and challenging, more interesting possibilities, a bit more balanced (hopefully) in some respects. This includes buffs to many rates such as research and production, and a new socio-economic model group.
-The terribly weak AI gets priorities Build+Conquer to make them actually build formers/buildings and units. Others have witnessed this as helping substantially.
-Social Model Changes: Completely revamped and more complex, with nonfuture models having the same required tech, except for what was Wealth (now needs Adaptive Economics, was Indust Auto):
Spoiler :
[[Politics]]
Committee, None, -EFFIC, -SUPPORT, +INDUSTRY, +GROWTH, -POLICE
Dictatorship, DocLoy, -EFFIC, +SUPPORT, -GROWTH, ++POLICE, +MORALE, +PROBE
Republic, EthCalc, +EFFIC, -SUPPORT, ++GROWTH, +RESEARCH
Pavlov Drug, Brain, ++EFFIC, --SUPPORT, ++INDUSTRY, +++POLICE, +MORALE, --PROBE, --RESEARCH
[[Economics]]
Necessity, None, -ECONOMY, -PROBE, +RESEARCH
Free Market, IndEcon, ++ECONOMY, +EFFIC, --PLANET, +GROWTH, --POLICE, -PROBE, -RESEARCH
Controlled, PlaNets, +ECONOMY, -EFFIC, +INDUSTRY, ++GROWTH
Green, CentEmp, ++EFFIC, -INDUSTRY, ++PLANET, -GROWTH, +RESEARCH
[[Values]] (Adaptive Economics for Happiness)
Unity, None, +SUPPORT, +POLICE, +PROBE
Happiness, AdapEco, +ECONOMY, --SUPPORT, ++INDUSTRY, ++GROWTH, -POLICE, -MORALE, +RESEARCH
Power, MilAlg, -ECONOMY, ++SUPPORT, +INDUSTRY, -PLANET, -GROWTH, +POLICE, ++MORALE
Knowledge, Cyber, +EFFIC, -INDUSTRY, +PLANET, --PROBE, +++RESEARCH
[[Future Society]] (Industrial Nanorobotics, Homo Superior, and Nano Metallurgy.)
None, None,
War Society, IndRob, -ECONOMY, +++SUPPORT, +INDUSTRY, ++MORALE, --RESEARCH
Cocoon Doctrine, HomoSup, --ECONOMY, +EFFIC, --SUPPORT, +INDUSTRY, -GROWTH, +POLICE, ++PROBE, ++RESEARCH
Harmonic, Metal, +ECONOMY, ++EFFIC, -SUPPORT, -INDUSTRY, ++PLANET, +GROWTH, --MORALE
Committee, None, -EFFIC, -SUPPORT, +INDUSTRY, +GROWTH, -POLICE
Dictatorship, DocLoy, -EFFIC, +SUPPORT, -GROWTH, ++POLICE, +MORALE, +PROBE
Republic, EthCalc, +EFFIC, -SUPPORT, ++GROWTH, +RESEARCH
Pavlov Drug, Brain, ++EFFIC, --SUPPORT, ++INDUSTRY, +++POLICE, +MORALE, --PROBE, --RESEARCH
[[Economics]]
Necessity, None, -ECONOMY, -PROBE, +RESEARCH
Free Market, IndEcon, ++ECONOMY, +EFFIC, --PLANET, +GROWTH, --POLICE, -PROBE, -RESEARCH
Controlled, PlaNets, +ECONOMY, -EFFIC, +INDUSTRY, ++GROWTH
Green, CentEmp, ++EFFIC, -INDUSTRY, ++PLANET, -GROWTH, +RESEARCH
[[Values]] (Adaptive Economics for Happiness)
Unity, None, +SUPPORT, +POLICE, +PROBE
Happiness, AdapEco, +ECONOMY, --SUPPORT, ++INDUSTRY, ++GROWTH, -POLICE, -MORALE, +RESEARCH
Power, MilAlg, -ECONOMY, ++SUPPORT, +INDUSTRY, -PLANET, -GROWTH, +POLICE, ++MORALE
Knowledge, Cyber, +EFFIC, -INDUSTRY, +PLANET, --PROBE, +++RESEARCH
[[Future Society]] (Industrial Nanorobotics, Homo Superior, and Nano Metallurgy.)
None, None,
War Society, IndRob, -ECONOMY, +++SUPPORT, +INDUSTRY, ++MORALE, --RESEARCH
Cocoon Doctrine, HomoSup, --ECONOMY, +EFFIC, --SUPPORT, +INDUSTRY, -GROWTH, +POLICE, ++PROBE, ++RESEARCH
Harmonic, Metal, +ECONOMY, ++EFFIC, -SUPPORT, -INDUSTRY, ++PLANET, +GROWTH, --MORALE
--When you start, before you choose new social models, you get an overall modifier of 1 Industry, Growth, Research; and -1 Efficiency, Economy. This gives you a bit of a boost when things are slow, and the minuses do very little early on.
--Remember, _Cloning Vats_ secret project takes negatives away from (values) Power's old slot [now (val) Happiness, Power shifted over] and what was (future) Thought Control [(fut) Harmonic], not to mention it makes Growth stat useless. Likewise, _Network Backbone_ takes away negs from what was (fut) Cybernetic [now (fut) War Society]. Finally, remember that Telepathic Matrix prevents drone riots, and thus police rating is near useless (save getting golden ages) as long as it stays in your faction.
---Theoretical Spiel for Social Model ideas:
----Politics: Committee represents a lack of total executive power initially. DICTATORSHIP is an oppressive, strong leadership, similar to what was called Police State. I was originally looking into a possibility of a non-oppressive form, but it wasn't as interesting and different enough from "democratic" Republic. REPUBLIC reflects practical democracy (rather than direct democracy), as people do not have all the power but rather elect officials to make middle as well as higher decisions. PAVLOV DRUG is a form of mind control, replacing the future society Thought Control's idea and Fundamentalism's slot, using its tech (Secrets of Human Brain). It has the same premise as Thought Control, pumping drugs into the dome's air, but the way it works is such that one can be hypnotized to believe things with a complex "Pavlov bell" conditioning utility. On hearing or seeing a "bell," they go into "instruction mode" and believe what they hear/read and are strongly convicted to follow it. However, this can be utilized by spies, and the drug has ill effect on mental prowess.
----Economics: Pretty much the same idea. CONTROLLED is just what I chose to call Planned, to be a bit more obvious.
----Values: Mostly the same, but Wealth is changed to Happiness. HAPPINESS encompasses pleasing the citizens, making society comfortable. Happy people tend to work better and think more clearly, while spending more and doing other things more. They are against military playing a large role. Unlock with discovery of Adaptive Economics.
----Future Society: This section has been completely revamped, and access is a bit earlier on than normal.
-----WAR SOCIETY is the result of a constant necessity of war. Citizens are trained from the start, and the whole culture revolves around it, even if very reluctantly. Industrial Nanorobotics makes this much more possible, freeing up many citizens to give up normal jobs, and allowing for a more complex infrastructure to accommodate this odd way of life.
-----COCOON DOCTRINE is a bit hard to explain. Essentially they are taking on a more machine-like mentality, with a task of bettering their social unit as a whole. They are highly focused inwards, high security, suspicious of outside elements. They focus on city infrastructure rather than military, research instead of economy, with little care of "selfish" individualistic desires. This society becomes possible with the tech Homo Superior, having much influence from the prerequisite techs of Biomachinery and Doctrine: Initiative.
-----HARMONIC is in some sense a combination of the concepts Eudaimonia and Cybernetic societies. Cybernetic sought to give the tasks of running society over to machines (as opposed to making everyone cyborgs). Harmonic does indeed have an intelligent computer management system for high efficiency, with as little impact as possible on the planet's ecology, while balancing the needs of the people. It is designed as a type of utopia and everything is in its place, doing what it should be doing. The idea of Eudaimonic was that everyone attempted to completely fulfill their potential as citizens, thus making their life fulfilling and happy. The managing computer does not have full control without permissions, people still have governing officials, and so on. However, industry suffers a bit from regulations, and the idea of waging war is far from the heart of collective society. This model is derived from Nanometallurgy, combining a superior infrastructure with super efficiency from prerequisite Probability Mechanics, and Doctrine: Initiative for the radical change.
-Tech Rate +50%. (Research stat is easier to get, otherwise it might be +75%.)-(Hard to know if this rate is treated properly... so many others aren't.)
-Unit Moves +50% [SEE BELOW]. (infantry is still 1 move so that it isn't "fast," or it would be affected by ecm,/pulse; will require more defenders, and that means one more supply used at least. Actually, if alternate road suggestion is taken [below], this won't be much of an issue.)
x?make roads only give 2x moves, assuming unit moves are doubled (if infantry ends up not being, nm. [it's considered fast, so prolly not]).
~?alternate: roads 4~5x moves, rover back to 2 moves, hover back to 3, maybe 4. Roads are more valuable, and since I want more movement (air/sea still get it), see if cost 0 roads work (think not, even on difficult terrain). Keep in mind Hover chassis is now same price price 2 (Rover same, 3/4 wasn't enough to lower, same with scout's 1.)
-build costs 3/4. (Means minerals are worth +33% (4/3) [if applied to all]. This means support is +33% as powerful, and unit moves note [above] making shortages happen more. Also, this affects retool freebie mineral value [uneffected by retool 1/2 penalty].)
-~-Buildings?-----------Yes, but 2/3. (rows+1)/4 = change, rounded down.
-~-Secret Projects?-----Yes. /4 so-> 1 |-----4rows-----| 2 3 4
-~-Units?---------------trying; see below. v v v v
----Example: at 3/4 (round-off), old:new is 1:1, 2:2, 3:2, 4:3, 5:4, 6:5, 7:5, 11:8, 15:11
-~---Chassis--Yes.
-----Weapon---No. (Believe chassis is enough to make the difference.)
-----Armor----No.
-----Ability--No. Are 25% changes and I don't see need for change, nor can I well.
-~---Lifeform-Yes, but 2/3. (change under #UNITS, being premade ones.)
--[Please note that the Support stat is notably difficult to maintain at times, and so seems to be a bit more important now from that as well.]
--[Considering putting units to normal costs with Industry stat being higher in general, and feeling too easy to make.]
-Base 2f 1m 1e to 3 2 2 for improved growth rate, improved getting-off-the-ground minerals, and energy for against inefficiency and various energy usage buff for early bases. Also see recycling tanks. This should help early bases the most.
-recycling tanks from 1 1 1 to 1 1 2. (2 Food might be too much, combined with above. Minerals will feel increase already, and more energy would be nice, and fits "recycle." Energy too will be a bit more useful for hurrying cheaply more often, however.)
--===Important===--
~?Superstring (Chaos Gun, leads to monopole mag) now requires Advanced Subatomic Theory (ECM) instead of Nonlinear Math, Nonl Math is now PreReq to Adv Sub Th instead of High Energy Chem (plasma steel, still goes to synth fossil fuels). SEE BELOW:
Spoiler :
=ORIGINAL=: (Only relevant paths shown. 2 Paths, 1 to String, 1 to Subatom.)
(Info Net)------oly Soft------
Indust Base-----':::::::::::::::}Adv Subatom Th
::::::::::::::::}Hi En Chem-----
Appl Phys-------
::::::::::::::::}Nonlin Math------------------------------------
Info Net--------::::::::::::::::::::::::::::::::::::::::::::::::\
::::::::::::::::`Planet Net---------------------:::::::::::::::::>Superstring Theory
:::::::::::::::::Ethic Calc-----::::::::::::::::}Cyberethics----'
Soc Psych-------':::::::::::::::}Intel Integ----
Doc Mobility----`Doc Loyal------
=NEW=: (Only relevant paths shown. High Energy Chem still leads to Synth Fossil Fuels.)
(Info Net)------oly Soft-------
Indust Base-----':::::::::::::::_}Adv Subatom Th-------------
::::::::::::::::}[Hi En Chem]::/:::::::::::::::::::::::::::::\
Appl Phys-------::::::::::::::/:[HiEnChem->SynthFossilFuels]::\
::::::::::::::::}Nonlin Math--:::::::::::::::::::::::::::::::::\
Info Net--------::::::::::::::::::::::::::::::::::::::::::::::::\
::::::::::::::::`Planet Net---------------------:::::::::::::::::>Superstring Theory
:::::::::::::::::Ethic Calc-----::::::::::::::::}Cyberethics----'
Soc Psych-------':::::::::::::::}Intel Integ----
Doc Mobility----`Doc Loyal------
(Info Net)------oly Soft------
Indust Base-----':::::::::::::::}Adv Subatom Th
::::::::::::::::}Hi En Chem-----
Appl Phys-------
::::::::::::::::}Nonlin Math------------------------------------
Info Net--------::::::::::::::::::::::::::::::::::::::::::::::::\
::::::::::::::::`Planet Net---------------------:::::::::::::::::>Superstring Theory
:::::::::::::::::Ethic Calc-----::::::::::::::::}Cyberethics----'
Soc Psych-------':::::::::::::::}Intel Integ----
Doc Mobility----`Doc Loyal------
=NEW=: (Only relevant paths shown. High Energy Chem still leads to Synth Fossil Fuels.)
(Info Net)------oly Soft-------
Indust Base-----':::::::::::::::_}Adv Subatom Th-------------
::::::::::::::::}[Hi En Chem]::/:::::::::::::::::::::::::::::\
Appl Phys-------::::::::::::::/:[HiEnChem->SynthFossilFuels]::\
::::::::::::::::}Nonlin Math--:::::::::::::::::::::::::::::::::\
Info Net--------::::::::::::::::::::::::::::::::::::::::::::::::\
::::::::::::::::`Planet Net---------------------:::::::::::::::::>Superstring Theory
:::::::::::::::::Ethic Calc-----::::::::::::::::}Cyberethics----'
Soc Psych-------':::::::::::::::}Intel Integ----
Doc Mobility----`Doc Loyal------
Adv Sub Th also leads to silksteel->monopole. This brings Superstring tech cost from (11, 4basic) to (14, 5b), without affecting monopole. (Monopole gets 17+1 for cost and 23-1 for Unified Field Th.)
~?Specific changes to ability costs to allow for more? (some abilities don't get used as much due to high cost and fact you can't use another ability while it takes up the slot.) Changes currently: Dissociative wave is cost 1 from 2 (+25% from +50%), same for Clean Reactor and Empath Song (strength is 40% from 50% btw).
~?Lower prototype cost? more annoying than anything, only one morale boost, makes you wanna build early so you can do it quickly when it's actualy needed. Perhaps +25% instead of +50%.
--Ground? +25% from +50%
--Sea? +25% from +50%
--Air? +25% from +50% (Missile loads are a pain, otherwise I might keep higher here.)
~?Make Skunkworks cost 5 rows from 6 (3 from 4 after 2/3 cost reduct) since you get less benefit, prototype being less expensive.
?free retooling if "in category"?
-terraform time down by 25% (rounded UP).
~?Maintenance costs down by 2/3. In one game, commerce alone was my income and energy banks almost required to be positive otherwise, without good effic or econ, after building many buildings.
-council turns from 20 to 10. (Was long anyways, but now things go faster.)
~?corner global market from 20 to ? (faster paced units/building) Try 3/4 to 15?
~?Alien Vict. Subpace Generators are still at 60 cost, and should be reduced at new cost rate if above is. (could be 40 from 2/3 buildings cost, but is prolly be better at 45 for matching 3/4.)
~?Ascent to Transcendence from 200 cost to 150, as per 3/4 Secret Project cost.
-change sea min. +1 from such high tech (build 7, requires fusion/tree farm and 7 basic techs), to something allowing land ppl to actually make sea bases. Now Tree Farm (9, 4b).
--(fusion is 18 techs, and adv eco eng is 25, 7 basic.)
--To what? Other possible techs are:
---Eco Eng (6, 3 basic), since it's former-related and lifts mineral restriction. Might be a bit too easy to get. and it's on the way to tree farm.
-~-Env Econ (9, 4b), tree farm, former related but is "economics"? i suppose it works as well as tree farm. Also energy restriction lifted, formers can lower/raise land.
---Silk Steel (10, 3b) Might make sense to use a "silk" stringy strong substance to mine the depths with, plus it's not very attractive otherwise and only gives silksteel, an armor that can be cracked by particle weps (1~4 and 8 are. "2" laser's not energy, go figure - -). Though keep in mind I might change those properties anyways to make more strategy.
---Monopole Magnets (17, 5b) Comes after silk and chaosgun 8, only gives mag tubes.
--The latter two aren't as related to research on sea things or environment/former, though they get little attention from me otherwise, and monopole requires a wep i like.
--===Notable===--
?Raise cost supply unit? it would degrade use of supply for harvesting, and would still just apply that much more to secret projects when cashed, but it would take a little more planning perhaps?
~?Missile Cost down, because more expensive than great aircraft because of its higher moves, but dies on impact and acts stupid when it hits a base (stops early to refuel, can't cancel). 5 cost instead of 9 (after 3/4 cost), under air unit 6 cost, as it always dies after one use.
Change Planet Buster cost accordingly? No, seems to ignore chassis cost. Check others.
-Changed planet buster to one tech ahead, instead of initial missile tech. N-space gives fungal and tectonic, and sounds good for planet buster, and gives flechette defense against missiles, so it can go there.
-Fungal and Tectonic payloads are down from 24 to 16 cost [note: 3/4 cost doesn't apply to wep]. (conventional is 12).
~?Global Warming rate to 1/2 normal rate.
~?Lower advantage from ECM/Trance to 35%. (Maybe even 25~30%)
~?Empath (was cost 2, +50%, now cost 1) from 50% to 40%? (Dream Twister and Neural Amplifier can't be altered apparently.)
-Taking out top 2 "Secrets" Tech extra tech bonuses, as they are unnecessary at that point, and at least do something: S. of Alpha Cent and S. of Manifolds.
--Remaining Secrets Techs: of the Human Brain, of Creation, and now Optical Computers.
-optical computers now gives a tech. It requires siginifcantly different techs than Secrets of Human Brain, and is a tad later. No other techs seem to sound like they'd give a burst in research to me, however. I would like to make another in the middle tech ranks somewhere.
?change types of armor and weps to have more strategy? (Armor has weakness to either energy or particle types, or neither. They are arranged in a way that you have little such advantages tho if you're near in tech.) [Need to test advantage. Then perhaps for now change Pulse/res to normal armor cost for that level, being energy only, and neutronium 8 to "both" instead of energy.]
-energy start from 10 to 25. (bit of lenience)
-humans now do not automatically get each others' com frequencies (settings to both network and e-mail/hotseat)
?lower from "5, ; Minimum base size to support specialists" [other than doctor, empathi, and transcendi.]?
--===Minor===--
-Changed Deep Radar unit naming to Radar from nothing. Perhaps put to "%" for blips (Not done). Remember it's always easier to name unit designs more concisely, and it's always better to make your own designs.
?enable heavy transport (+50% capacity) on some tech? works? (Reactor and better chassis already add to amount held [Foil: 2*reactor, Cruiser: 4*reactor]. Keep in mind Unity Foil has "Slow" special ability, which takes yet another move away (transport takes 1), and it has 1 less cargo.)
~?Artillery damage up a tad? from 3,2 to 7,4?
?sea psi feels boring since it's all morale and coin flipping, so it's hard to level morale to begin with. Perhaps raise attack side a tad. Sea Psi's advantage is Isles of Deep can transport and move through fungus freely (tho never really wise, meeting other isles, but currently you have the same advantage 1:1). Planet rating does contribute to attacker's advantage (only), which is somewhat like weapons to artillery's similar situation of little committed combat.
--===Unimportant===--
?edit worldbuilder to be a bit more interesting? look into to see if it affects random maps.
-Set Custom time controls to: (These don't have to be used, and are somewhat untested.)
45, 15, 10, 20, 45, 10, 3,
based off of Loose:
45, 5, 5, 16, 45, 10, 3,
(Minimum [seconds], Base, Unit, Event, Extra, Refresh bonuses[turns], Accumulated bonuses [Ctrl+Space to use])
--===Aesthetic=or=Rejected===--
-renaming morale "Elite" to "Win and Good", "demon boil" to "Pwn Boil"
-Added some descriptions to their descriptions in alphax.txt:
--Abilities section
--(various)
x?simply lower mineral multiplier? might not work with industry stat. (it rounds new multiplier up, so it sucks.)
x(unable)?Allow more leeway (or endless) in minerals over top, going to next production? (This would likely cause a continual buildup of red minerals at high-min bases. 20 or 30 might be acceptable. Currently default 10 can have this problem with scout patrols if your industry is above 0.)
x?raise reactors each by 1 to make the transition less shocking. (Doesn't seem to work. It may change the "reactor cost reduction" of things.)