Let's give flavour to these vainilla factions!

Ikael

King
Joined
Dec 2, 2005
Messages
873
One of the main constant criticism to the game since its release has been how very little flavour and character the current factions have, and I agree with it.

Flat bonuses, extremely similar gameplay styles, no negatives, all around personality blandness... let's solve this! I will try to re-design the different factions and try to give each one of them a cohesive series of bonuses that will heavily alter the gameplay and confer character to each leader by the virtue of asymetrical balance.

Each faction would present the following characteristics:

The already present bonus + 2 additional bonuses + 2 negatives per faction

Now, let's all do this! :D

>> Franco Iberia

Pros:

The second renaissance: Free tech per 10 virtues
Energy efficient buildings: Domes, terrascapes, academies, Nodes and biowells cost 50% less energy to mantain
La grandeur du La Coeur: Doubles the yields of wonders inside your capital. Doubles yields of Improvements adjacent to your capital

Cons:
Antimilitarism: -10% to the melee combat of your units
Elitism: -2 health in your occuppied cities

A leader for tall builders and long term planners, you will struggle if pushed towards military conflict, though

>> American Reclamation Company

Pros:
Industrial spyionage: Gain one additional agent
Backdealing lobby: Gain one favour with one faction of your choosing for each level of affinity that you gain
Pioneering entrepeneurship: Your exploration units gain a scalable amount of energy whenever they complete an exploratory mission, have +1 movement

Cons:
Unloyal mercenary army: Your units have a 10% chance of deflecting to your enemies when defeated, are easier to recruit for enemy agents
Contractor boondogle: +20% to the production costs of buildings (rushbuying them might be a more attractive option for you...)

Great for diplomatic games and for exploration, you will need to adapt your gameplay to the overrealiance in energy spending in order to overcome ARC's shortcomings

>> Pan-African Union

Pros:
Farming microcredits: +15% growth in cities when healthy, cities starts with 1 extra popullation
Popular self-defense army: Your units regain health after attacking inside your territory, +30% to the strenght of your cities (both attack and defense)
Nationalized soil riches: +2 production per improved strategic resources worked by your cities, will discover one extra resource next to your city right after your outpost becomes a colony

Cons:
Red tape: +30% to the time needed for outpost deployement and +50% to colonist costs
Social inequality: -2 energy per negative health point, outposts will consume health as if they were a city

A civ built for tall building and turtling, you will struggle inmensely in order to build new cities, but if you manage to accomplish it the reward will be inmense, making PAU a kind of a high risk, high reward type of faction

>> Slavic federation

Space race: +30% to satellite duration, free tech when launching first satellite
Federal intelligence agency: Your agents are 50% more effective at stealing tech while your military units and cities are harder to flip
Slavic planetary society: Your explorers gain a scalable amount of science when they complete a mission, are toughter and gains extra bonuses from resource pods

Tsarist bureaucracy: -15% production in all your cities with a popullation of 6 or lower
Unfriendly business enviroment: +25% to the costs of rushbuying

Tech trought exploration, tech trought spacefaring, tech trought spyonage! The Slavic Federation is extremely polivalent when it comes to science, but you will have work harder in order to get your colonies productive and running properly. Very powerful on the long term, but difficult at the beggining of the game


>> Kavithan protectorate

Pros:
Mesianic mission: You gain squares and develop outposts 50% faster
The greater pilgrimage: Your colonists have 1 extra movement and vision, cost 50% less to build
Promised land: +1 culture to working non-improved land hexes, cities have +2 health if adjacent to miasma

Cons:
Reverence for nature: -25% damage dealed against alien forces, can't build sonic fences, manufactories nor terrascapes
Chronic engineering shortage: +50% to worker building costs, +25% to improvement building times, can't buy workers

Expand as if God himself would have told you so, drowning your rivales in... people. You will think latter about how can you feed and defend that said people, and all these other pesky, irrelevant dettails

>> PAC

Megaproject planning: +25% to the building of wonders and improvements
Industrial prowess: +1 production in mines and resource improvements, autolants have no manteinance costs
Engineering schools: +1 science in hexes that generates 3 or more production, +1 science in quarrys

Cons:
Enviromental de-regulation: -1 health in all your new cities, -1 health per manufactory
Planet enemity: Cities have -50% to tile adquisition rate via culture, aliens acts far more agressively towards you and your colonists

Great production and scientific output means great potential for taking this civilization into almost any direction possible, but you must be careful about when and how to expand, or else your risk drowing yourself into pollution and hostile angry aliens

>> Brazilia

Pros:
Integral military training program: +10% to melee combat for all you units, your outposts can defend by theirselves
Loyal allys: Allied stations levels up 50% faster. Units heal completely when resting next to or over a friendly station hex
Survivalist doctrine: Each melee unit can carry out one single exploratory mission. They gaing XP when recovering pods or completing said missions, earn twice the XP when fighting on non-claimed territory

Cons:
Lack of diplomatic tact: Can't trade or gain favours
Spartan mindset: Your cities can have only 1 specialist each

Straightfoward thinking. Forget about buying favours or tinkering with fancy specialists, Brazilia will thrieve by taming this world by sheer brute strenght and protecting its lesser allys

>> Polystralia

Pros:
Center of commerce: +2 trade routes in your capital
The breadbasket of the sea: Doubles the yields of sea resource tiles, +1 energy to non-resource ocean tiles
Experimental vessels: Recieve a free naval unit with two "experimental promotions" on it for each 4 discovered techs. +1 movement to all your sea units

Student protests: -15% culture and growth in your cities when at war
Open society: Enemy spies are twice as effective when operating in Polystralia

Place your cities looking towards the seas, rule them with your cutting-edge fleet, and prosper. However, pick your battles well: a prolonged war effort can seriously hampen the development of your ideal democratic society...

Thoughts and suggestions? :)
 
Makes sense, support!

p.s. Anyone know if there's a 'like' button anywhere? Just saying support is a bit... wierd.
 
An excellent idea, a mod like this could make the choice of faction feel as significant as the choice of affinity.

From looking in the game files there may be other options available to for making factions unique from each other:

- The Civilization_BuildingClassOverrides and Civilization_UnitClassOverrides tables from Civ V are still present, they're just not used by the vanilla factions. So it should be possible to add faction-unique units and buildings.

- There's also a Civilization_DisableTechs table, could be interesting to make certain factions unable to research certain branches/leaves of the techweb.
 
An interesting idea. not sure if I agree with the details, but the concept is excellent.
 
An interesting idea. not sure if I agree with the details, but the concept is excellent.

Well, if you don't agree with the dettails, propose your own factions too! ;) I am pretty sure that people on these forums have some really cool ideas for remodelling the existing factions or even creating new ones from scratch. Don't be shy, theorize! :D

An excellent idea, a mod like this could make the choice of faction feel as significant as the choice of affinity.

From looking in the game files there may be other options available to for making factions unique from each other:

- The Civilization_BuildingClassOverrides and Civilization_UnitClassOverrides tables from Civ V are still present, they're just not used by the vanilla factions. So it should be possible to add faction-unique units and buildings.

- There's also a Civilization_DisableTechs table, could be interesting to make certain factions unable to research certain branches/leaves of the techweb.

God I wish I could program in phyton so I can do mods >_< I miss the times where a couple of changes to a txt. file could rebalance the game on its entirety

That being said, it is intriging to see that there is a possibility for faction-specific units and buildings and hell, even faction-specific tech-webs from the looks of it O_o
 
You don't need to know python, it's all modifying rather simple text files: .xml.
 
An interesting idea. not sure if I agree with the details, but the concept is excellent.
Yeah, I'm really not a fan of penalties in game design, especially that severe - they prohibit play styles which is doubly bad with such a small selection of factions. That's a bit lazy design-wise. Opportunity cost already works quite well (and did so in Civ4 and Civ5 as well).

That said, having a second "trait" per sponsor would be quite nice and giving the abilities names really conveys extra flavour - The Second Renaissance sounds a lot better than just "1 free tech per 10 virtues", it contextualises the abilities.
 
You don't need to know python, it's all modifying rather simple text files: .xml.

Hum, this tutorial video about Civ V Modding seems rather complicated and welp, quite programing-like. But I should better start digging into the mod section before making any judgements. Modding a la civ 2 just by copy-pasting / modifying text would be awesomesauce.

Yeah, I'm really not a fan of penalties in game design, especially that severe - they prohibit play styles which is doubly bad with such a small selection of factions. That's a bit lazy design-wise. Opportunity cost already works quite well (and did so in Civ4 and Civ5 as well).

That said, having a second "trait" per sponsor would be quite nice and giving the abilities names really conveys extra flavour - The Second Renaissance sounds a lot better than just "1 free tech per 10 virtues", it contextualises the abilities.

Yep, this is why this game strikes me a sad. It was clearly done without love, there was no attention put to dettail and as you say, even a small thing like giving names to the factions abilities would have came a long way in terms of character.

As for penalties in game design, it all comes down as how much careful you are when designing them them up. Specific penalties for factions should aim to give birth to new alternative gameplay styles in order to circumvent the limitations that they impose, rather tan cutting out options entirely, as it happens on classics like Master of Orion 2, for example.
 
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