Idea: Alpha Centauri II: Mutant Factions

those are smart ideas Brento...

it's good to see people thinking about operating outside of game-history, social history, prejudice (not a slam intended but religon is one of them words which is a match in a gas factory and we have 2 generations of vehement anti-religious folks around now which let our personal viewpoints cloud the goal of making something fun to play)..

Instead of hard sciences, though I really love the protien string factory as temple, looking at the fuzzy sciences might be a good place to look. even history can be spun anyway someone chooses, which can be the basis for a strong religious belief...as we see in the world from time to time....so like during the disembarking of the mothership (or crash) the faction who felt slighted by the captain would have a vastly different viewpoint than the faction who got the good life-boats/territory/only working camp-toliet. Though if memory serves a lot of the diplomacy text already had that sort of flavor.
 
brento1138 said:
In Alpha Centauri, rather than simply making people happy, why don't we make them more mentally "productive." Perhaps there are protein strains they must adapt themselves to... elements in the new world they need to scientifically adapt to survive and function better mentally to succeed in their evolving world. We would see a new equation.



Biological components like enzymes, dna or rna were good replacements:
you bring them in a city and they stay in that city cause they replicate themselves (inside your citizens). A state religion wouldn't make sense, but we could add productive buildings or special units which prequire a special gen or so. For example an amphibian gen for an amphibian warrior, or a fungus gen for a Psi unit :)
 
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