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Hybrid factions

ete

Chieftain
Joined
May 21, 2011
Messages
28
I'm playing around with the idea of making hybrid factions, combining each pair of the original seven factions to make a new set of philosophies and strategies. I did one mostly fleshed out as an example, and a sketch of how most of the uni Hybrids might look.

The Martial Academy emerged from an ideological split within the Spartan Federation. Colonel Sarah Chen, formerly the Spartans' Weapons Director, grew frustrated with Santiago's emphasis on traditional military training over technological advancement. Where Santiago preached discipline and drill, Chen saw the future of warfare in advanced technology and weapons research. The final break came after Chen's experimental weapons programs were repeatedly sidelined in favor of traditional military doctrine.

Philosophy:
The Academy believes that while training creates soldiers, only technology creates true military superiority. They maintain that scientific advancement, properly focused on military applications, is the key to power. Unlike the University's pursuit of pure knowledge or the Spartans' focus on training and discipline, the Academy pursues research with a single-minded focus on military applications.

Gameplay Characteristics:
Strengths:
Powerful research capability (+2 RESEARCH) allows quick access to advanced technologies
Strong combat effectiveness (+2 MORALE) makes their units formidable in battle
Free Network Node at each base accelerates research
Free prototyping allows immediate testing of new unit designs
Starts with both Information Networks and Doctrine: Mobility

Weaknesses:
Severe industrial limitations (-2 INDUSTRY) make unit production slow and expensive
Can't use Wealth Values, limiting social engineering options

The Martial Academy offers a unique playstyle that combines the University's research prowess with Spartan military might, at the cost of reduced industrial capacity. They're ideal for players who enjoy a technologically-focused military strategy and don't mind trading quantity for quality in their military units.

U.N. Academia Organization
(Uni+Peacekeepers)

Efficiency -1
Council votes ×1.5
Max base size +1
Probe -1
Research +1
Starting techs 1
Starting tech Biogenetics
Facility Network Node
Ideology Knowledge
Anti-Ideology Police State

Kinda importing the Peacekeepers are more bland idea, and watering down everything, drones/talents cancel out, most bonuses are moved toward the middle. Considering dropping -1 Effic

Theological Research Institute (name uncertain) - University + Believers

Support +2
Planet -1
Probe -1
Starting tech Social Psych
25% attack bonus (fanatic)
Starting techs 1
Facility Network Node
Extra drone per 5 population
Ideology : Fundamentalist

Research bonuses cancel, Probe partly does, watering down Drone penalty a bit. Seems kinda odd, but maybe okay? Probably plays a lot like Mirriam, but with better follow-up and a weakness to Probes?

Biosphere Research Institute (Uni+Gaians)

Efficiency +2
Research +2
Planet +1
Morale -1
Probe -1
Extra drone per 4 population
Ideology Knowledge
Anti-Ideology Free Market
Starting techs 1
Starting tech Centauri Ecology

Dropping free NNs and FungNuts, dropping -1 Police and Probe to only -1.

Technology Inc. (Uni+Morgan)
Economy +1
Research +2
Extra drone per 4 population
Support -1
Probe -1
Max base size -2
ENERGY, 75
Starting tech Information Networks
Anti-Ideology Planned
Ideology Free Market
Penalty: Wealth

Maybe the hardest one to balance. Research and Econ bonuses are core to the factions, so we can't drop them, but oh boy do they have synergy for a builder. I gave them no Planned to slow pop booming, and Penalty: Wealth so they eat -3 Morale if they go Wealth (which they really really want to). Also dropped free NN, reduced starting energy, and gave them slightly larger bases. Miiight be balancedish. Might just not at all be balanced.

Attached is an (untested) .txt for the first faction.

Balance opinions, encouragement, and ideas welcome!
 

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