v8 feedback

In addition, I find it very unsettling that you don't get a free disciple when discovering a tech for a religion, just for founding it.
That's just the standard CivIV behaviour... I think you played too much FfH II, where you DO get a free disciple for researching a religion tech! ;)
I find the differences between the civs is very minor. Except for their diplomatic preferences there isn't much real difference.
Look in your cities - there are bonuses from the Governor's office or the HQ in the capital, unique to your faction - for example the Governor's office (which is automatically built in each base) for Zak gives you +20% beaker output.

Cheers, LT.
 
Except for their diplomatic preferences there isn't much real difference.
Look in your cities
Would it be possible to include this info in the mouseover help text for leader traits (ie The Scientist, The Mogul) visible during leader selection? It currently only shows effects that don't come from the faction-specific Governor's Office and Headquarters, probably making most new players overlook these. Also, the faction-specific building versions could be given names (e.g. "Faculty Tribunal" instead of "Governor's Office (University)" ) , to add some flavor and make it clear they have distinctive effects.
 
Got another CTD between turns that's reproducable every time. I rolled it back to the previous autosave and it doesn't crash. I got a Great Tycoon the same turn (different name) but this time around Homo Superior did not spread to my capital. Don't know if there's any other difference.

I've enclosed both saves.
 

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That's just the standard CivIV behaviour... I think you played too much FfH II, where you DO get a free disciple for researching a religion tech! ;)
Look in your cities - there are bonuses from the Governor's office or the HQ in the capital, unique to your faction - for example the Governor's office (which is automatically built in each base) for Zak gives you +20% beaker output.

Alas it's true. :twitch: Too much FfH I suppose. But even with the differences in scope between the two mods, I do find Planetfall somewhat lacking in this department.

Even in vanilla civ each civ has two traits and a unique unit. In Planetfall a civ either has a UB that provides a bonus for every city or they have a trait. It seems to be even more vanilla than vanilla!

And yes, I guess I've played FfH I bit too much more than I've played Civ recently. I withdraw my comment regarding religions.
 
Religions - Apart from the +2:) shift for adopting a religion present in a city there isn't much benefit to it. I personally don't think adopting a religion is worth the faction hit I'll take against civs with opposing religions.

That's the way Civ4s diplomacy always worked, you can't be friend with everyone. Indeed, it's questionable if you should adopt a religion as state one, if you are the only faction, but things change if there is another faction following it. You get one friend for several enemies, but it better then to be neutral with everyone (diplomatic actions like tech trading, bribing into wars or DPs require good relations). See also my idea for shrines below.


In addition, I find it very unsettling that you don't get a free disciple when discovering a tech for a religion, just for founding it. If you don't found any religion at all you don't have any control over. I'm sure this was intentional but is there a reason why? Some of them are quite powerful just to have in your city.

I'm rather used to BtS, so it is normal for me...sometimes other factions will actively spread their religion in your faction, maybe that should happen more often. I'm undecided about if a disciple for everyone reaching a certain tech would
improve things...it may level the playfield, but takes away another incentive to found a religoin


Planet Attitude This is maybe something else I don't understand very well. There seems to be a tipping point. Specifically if you can stay in the green PA the planet seems to like you. Fungal blooms rarely happen and if they do it's on the border of a neighbor. The native life seems to go after the other civ instead. Therefore fungi in and near your borders is safe for you. This ups your planet attitude some more and endangers your neighbors. It also happens to bring culture as well. If you can stay in the positive numbers of planet attitude you also get a power/culture boost. Even 1:culture:/turn is more than enough to win an expansion war ... which can net you more fungal lands and more planet attitude etc ... Nevermind that positive PA will let you have native pets as well, perfect for dealing with the more tech advanced civ armies. I haven't seen the AI able to counter this strategy at all. All too often I see other civs surrounded by fungus with badly negative planet attitudes.

Yes the AI needs to get better at it and it also needs to learn how to run the opposite strategy. Still most Civs switch to Hybrid after leaving EB (which further weakes a terraform startegy, as you get isolated). In my games, it's not always the way that Deidre is up and Miriam down. Miriam runs usually one of the biggest factions and tends to farm her entire land...
Maybe it is the emperor difficulty I'm playing, where the AI gets more boni - this might give them more means to cope with the dangers of native life. You can be sucessful as terraformer as well, but the Way of the Planet is still easier for my taste.

I'm pretty sure that we will see more improvements here in the future, as Maniac mentioned this as one next step in the poll thread, if a better AI will be the focus (and the vote goes in that direction currently)


Voice of the Planet - This brings me to this puppy. It seems to be the most powerful religion hands down. Not only is it the first available it's disciples are cheap but the White Pines is incredibly good. If you own it you are basically getting 2PA per new city (4 if you are Dierdra). When I first started playing I always went for this and I crushed. Looking for a challenge I upped the difficulty and Dierdra was always my primary contender (although occasionally she had a bad start and the University dude was score leader.) I'm sure there are counters to the VotP rush that someone can point out. Although it is one of the holy shrines to build, its far superior to the others. I suggest halving the PA bonus for the shrine.

Hmm, maybe you should get the shrine bonus only if you adopt a religion as state one (or it should be cut by 1/2 without at least)? That would give another incentive to set up a state religion.
If it's only VoP which is too strong a simple reduction in PV gain might be enough. I haven't settled my mind here...as said above it is hard to evaluate a Terraformer strategy if you pay for it all the time with being an outlaw...


Civ Flavour - I find the differences between the civs is very minor. Except for their diplomatic preferences there isn't much real difference. Any plans to add unique units or buildings or add traits?

I think the reason is just that the original SMAC did not offer more variances as well and that the factional boni get converted into "headquarter buildings" partly for Planetfall, as Orlanth explained. UUs and real UBs would be great additions, I agree - but first we would need to have ideas, for BtS civs the source is just human history, here it's brainstorming in science fiction world.


Civ Leaders - I noticed in the Datalinks there were a lot of other civ leaders but they don't seem to be active. It makes it somewhat troublesome to play with more than seven civs at a time. It's a pain to figure out exactly which Yang is demanding I convert to Police State all the time. Any plan to add them in? Or any of the SMAX factions? If you'd like I could suggestion some separate civ/leader changes.

Thats probably the most frequent request in the last feew weeks :) Maniac said that they will come in future (Cha Dawn and Aki Zeta as 2nd leaders of Gaians/University, the others as new factions, some entering the game later), but not too soon.


Scientists and Hackers - I'm a bit puzzled at the lack of Scientist GP. In fact, you won't be seeing any of them at all until late game unless you get the Human Genome Project. This flies in the face of what I see as the obvious GP choice in Planetfall. Do you try to get an early great scientist for an Academy and increased general science output or do you try for another one to lightbulb a tech or build a holy shrine? Most civs however get an early great hacker, which I
don't think can lightbulb anything early game, so it gets burnt for a wonder. This ensures they get another great hacker next time around. I like that you have a variety available early, but all I really see out there are hackers. In addition, I find it very annoying that I have to take all my cities off of auto management. As soon as they pop it always seems to be a new hacker instead of a workable plot or even a genejacked citizen. I haven't played for long but on more than a few
occaisions I got a great hacker instead of the GP I was trying for because the pool got diluted by my lack of micromanaging.

Lightbulbing techs for Hackers is planned to be added, IIRC. Eventually some civics will open slots in future as well. There was already a change to how the governor weights hackers vs. other specialists, but that only works if there are better slots available. Late Scientists, Merchants and Engineers are more powerful, so it is intended that there aren't many early slots.


With all these great hackers is there anything new up with Espionage in Planetfall?

No new missions, but some of the old have gotten more important. Tech stealing (because you trade as much), treasury stealing (credits are often scarce) and creating unhappyness/unhealthiness (might overthrow bases into native revolts, if the population starves) come to my mind. No SMAC style mind control and no SMAX freeing of defeated leaders, though.
 
Been playing off and on for the last week and I've a few bits of feedback./quote]

Most of it got covered by Pfeffersack.
Some minor extra remarks:

Re the crashes. In some two hours a new full version should be available for download. I made some change which may fix the random crashes. Given that they're random of course, it's hard to say for sure with limited testing. So I'd love to hear your and everyone else's experiences whether or not Planetfall still has random crashes in the next version.

[*] Civ Flavour - I find the differences between the civs is very minor. Except for their diplomatic preferences there isn't much real difference.

I agree. Ideas are always welcome. I'd prefer something cooler than 20% science or double production speed for network nodes though.

Commerce Bonuses/Yields

I do not have the skills to change that.

Espionage - With all these great hackers is there anything new up with Espionage in Planetfall?

As a lot of other stuff, on the to-do list...
 
In my games, it's not always the way that Deidre is up and Miriam down. Miriam runs usually one of the biggest factions and tends to farm her entire land...
Maybe it is the emperor difficulty I'm playing, where the AI gets more boni - this might give them more means to cope with the dangers of native life.

Ah yes. I usually play on Monarch but I was going to try the VoP rush on Emperor for my next game. At this level, fungal blooms can be devastating and the wildlife overruns cities regularly. This is something I consider appalling. Coming from FfH I'm surprised at how relatively undefended AI civs leave their cities.

Although I have been in a situation where multiple blooms have left me to focus on fungal cleanup for many many turns. I can see how dealing with these blooms and their trade blocking can crash an economy. The key is not letting yourself get into these situations. I think this is what the AI has trouble with.

This reminds me of something that came up in my game last night. The Datalinks say that blooms can only happen in your borders if you have bad PA. But I had one while I was +1 PA. Screenshot enclosed. You can see how it was quickly and thoroughly dealt with. :)

Hmm, maybe you should get the shrine bonus only if you adopt a religion as state one (or it should be cut by 1/2 without at least)? That would give another incentive to set up a state religion.
If it's only VoP which is too strong a simple reduction in PV gain might be enough. I haven't settled my mind here...as said above it is hard to evaluate a Terraformer strategy if you pay for it all the time with being an outlaw...

I don't think going with the Terraformer civic is important for this strategy. While it is extremely powerful the diplomacy penalty for it is too strong for my taste. It also seems to be too strong for the AI, as I've never seen anyone adopt it. Maybe this needs to be smoothed over a bit.

Having VoP just means you can keep your lands clear of fungus and throw the heavy PA hitting improvements down like boreholes and condensers without upsetting mother Chiron.

UUs and real UBs would be great additions, I agree - but first we would need to have ideas, for BtS civs the source is just human history, here it's brainstorming in science fiction world.

I agree. Ideas are always welcome. I'd prefer something cooler than 20% science or double production speed for network nodes though.

I've already been working on it. :) I'll post my ideas in a separate thread.

No new missions, but some of the old have gotten more important. Tech stealing (because you trade as much), treasury stealing (credits are often scarce) and creating unhappyness/unhealthiness (might overthrow bases into native revolts, if the population starves) come to my mind.

In my recent game, being isolated on an island I decided to try an espionage strategy. Great Hackers and police state got me to a substantial lead and I just started bombing my rivals with probe teams. The problem is it's hard to get them into their borders since you can't give submarines cargo holds. Next time I'll build a few foils with cargo holds before I research Doctrine Initiative.

So I'd love to hear your and everyone else's experiences whether or not Planetfall still has random crashes in the next version.

Will do! Can't wait to try it out.
 

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It says fungal blooms can only happen around bases with a negative Planet value.

The Planet Attitude is the average of the Planet value of all your bases throughout the game.

I understand the confusion can be easy though. Any ideas how to make it easier to understand?
 
I find the differences between the civs is very minor. Except for their diplomatic preferences there isn't much real difference.
I agree. Ideas are always welcome. I'd prefer something cooler than 20% science or double production speed for network nodes though.

Here are a few possible ideas for faction differentiation, trying to combine some SMAC flavor and balance with what should work well in the Civ XML. BTW, does anyone currently get the default Governor's Office? The default Headquarters doesn't seem to provide it.


United Nations:
+100% to :gp: rate (attracts intellectual elite)
from Lal trait

enemies suffer +25% war weariness (international legitimacy)
from UN Headquarters (replaces Headquarters) iEnemyWarWearinessModifier

+10% to maintenance costs in all cities (byzantine bureaucracy)
from UN Consulate (replaces Governor's Office) iMaintenanceModifier


Morgan Industries:
+100% trade route yield in all cities
+20% to war weariness in all cities
from Corporate Office (replaces Governor's Office)

+1 energy from Merchant in all cities, +1 energy from Great Tycoon in all cities
from Corporate Headquarters (replaces Headquarters)


University:
+15% to beaker rate
-50% to espionage defense
from Faculty Senate (replaces Governor's Office) - don't know if a negative is possible using iEspionageDefense?

+1 beaker from Scientist in all cities, +1 beaker from Great Scientist in all cities
from University of Planet (replaces Headquarters)


Believers:
+1 :) from state religion
-10% to beaker rate
from Believers Synod (replaces Governor's Office)

all units start with Hypnotic Trance promotion
from Miriam trait

+1 influence from Psych Chaplain in all cities, +1 inf from Great Chaplain in all cities
from Great Conclave (replaces Headquarters)
 
My intention is to let all faction effects be given by traits. That allows for a smoother interface: you don't need to look at multiple places what the faction boni and penalties are.

This means you should not let your imagination be restricted by what is currently possible in XML. I'll need to make SDK modifications anyway.

It also means all the faction-specific headquarters and governor's office will be removed later on. They're just placeholders at the moment, awaiting a more permanent implementation of faction effects.

Some comments:

enemies suffer +25% war weariness (international legitimacy)

I'm not sure this is fitting. Lal thinks he has legitimacy, but other factions don't necessarily agree with this - otherwise they wouldn't have splintered the Unity mission.

This gave me the idea though to give a player extra war weariness if he's running the favourite civic of his war enemy. So then you'd get extra war weariness fighting Lal if you were a democracy.

+20% to war weariness in all cities

I'll implement this.

-50% to espionage defense
from Faculty Senate (replaces Governor's Office) - don't know if a negative is possible using iEspionageDefense?

I'll check it out.

-10% to beaker rate

I think general science penalties are kinda boring. Besides, in Planetfall the Believers are supposed to be the forerunners in Terraforming technology. It's rather specifically Centauri, Computers/Cybernetics and Genetics technologies they are opposed to. So perhaps some way could be thought of that discourages Believer research endeavours in those fields?

all units start with Hypnotic Trance promotion

The Believers are the première anti-Planet faction. (In fact I think I'll give them -1 Planet in each base, similar to SMAC) Free Hypnotic Trance is something that fits with a Planet-friendly faction.

Morgan Industries:
+1 energy from Merchant in all cities, +1 energy from Great Tycoon in all cities
University:
+1 beaker from Scientist in all cities, +1 beaker from Great Scientist in all cities
Believers:
+1 influence from Psych Chaplain in all cities, +1 inf from Great Chaplain in all cities

Buildings allowing specialists to produce extra commerce is a FfH thing. ;) It is possible to let specialists produce extra yield though: I have let the Believers get a hammer from Psych Chaplains. I'll see about implementing commerce boni to specialists.

On a general note, you have posted some cool ideas which I will implement, but overall with none of the factions' suggestions I get the feeling "Wow that gameplay mechanic would be awesome to try out!" Do you feel differently?

Oh btw orlanth, since you're a new player, I'm wondering, how did you learn of the existence of Planetfall, and what drove you to download and try it out?
 
Neat! I wish I had read this before posting my suggested list. I like some of the ideas and would have stolen them!
 
I think general science penalties are kinda boring. Besides, in Planetfall the Believers are supposed to be the forerunners in Terraforming technology. It's rather specifically Centauri, Computers/Cybernetics and Genetics technologies they are opposed to. So perhaps some way could be thought of that discourages Believer research endeavours in those fields?
I like that suggestion.. As you know every tech belongs to a research Flavor, it looks like in Planetfall there is a good assortment of: Centauri, Biotech, Culture, Enclosed, Terraform, Military, Physics, Science, Computers, Growth, Naval, Industry, Religion, Espionage with many belonging to more than one flavor. With your SDK knowledge, would you be able to code some flavor-specific research bonuses/penalties into leader traits? I think this could be a straightforward way to add a significant amount of game interest and get around the blandness of straight beaker rates where science=gold. As a starting point, perhaps there's even room for many or most leaders to have one favored research focus (+20%), one minor advantage (+10%), and one area of backwardness (-10%).

enemies suffer +25% war weariness (international legitimacy)
I'm not sure this is fitting. Lal thinks he has legitimacy, but other factions don't necessarily agree with this - otherwise they wouldn't have splintered the Unity mission.
I thought I remember him having something vaguely similar in SMAC.. The other faction leaders certainly don't buy into his leadership, but since it was a UN mission he can probably rely on relatively more support among certain sectors of the general populace that would make stomping on him less popular than most other factions (eg Morgan or the Hive). I picture his vast diplomatic apparatus as constantly arranging for sanctions, resolutions and condemnations that can gradually make things increasingly inconvenient and painful as war drags on. :mischief::deal:

The Believers are the première anti-Planet faction. (In fact I think I'll give them -1 Planet in each base, similar to SMAC) Free Hypnotic Trance is something that fits with a Planet-friendly faction.
Agreed - I was aiming more at a Morale-type bonus from fanatical devotion, which I believe gave them a bonus in psi combat vs the Mindworms in SMAC. Hypnotic Trance doesn't have the lifeform capture ability though, which could make it fit. Perhaps a new promotion called Morale or Fanaticism which gives +25% Psi defense only? Optionally this could get unlocked for other factions at Social Psych.

On a general note, you have posted some cool ideas which I will implement, but overall with none of the factions' suggestions I get the feeling "Wow that gameplay mechanic would be awesome to try out!" Do you feel differently?
Yeah no radical innovations there, was mainly using what I remembered being available in the Civ XML. If you're able to flexibly tweak the SDK (which I am not :rolleyes:), I will rack my brains for some interesting new effects!

Oh btw orlanth, since you're a new player, I'm wondering, how did you learn of the existence of Planetfall, and what drove you to download and try it out?
I guess I was browsing the civfanatics mod forum list and found this is one of the few mods that seems well developed and is actively updated; as a SMACie from way back I was glad to give it a try! I've been previously occupied on the team of the Warhammer mod which is currently on hiatus.
 
A couple ideas, kinda brainstorming, something to make civs play out differently than just being hybrid or terraforming.

Morgan, Economic dependency
Should try to get open borders with everyone, letting them spy and spread religions and whatnot, all in the name of trade. And for every turn he has open borders agreements with others he should get a larger and larger part of their economy up to say 20% or something, and when this is reached a declaration of war on him would gives massive economical penalties. Morgan should not be able to open war on people that he has 20 % from. Perhaps only he should be able to start and spreat cooperations as well?

University, Research dependency
Massive bonus for great scientists, so the name of the game is to create these and finish projects to get great scientists. The typical espionage penalties. Also, other civs should be able to trade :commerce: for :science: from the university without them actually loosing any (will be hard to balance I guess). Thus creating a dependency to this warwise weak civ. University should never start a war... almost.
This mechanic of buying things in a special way could be used by datajack rose as well, she should be able to sell anyones secrets for a price :)

Spartans, Keep the best armed forces in the world
Spartans need to have the best armed forces, not the largest, but the best. Unhappiness as soon as someone fields a large number of superior troops of any type. Unhappiness after awhile if no war is started or no combat happens. Also will get 5 % combat bonus for each great general cashed in any city encourages going the great person growth...

The Hive, Maintaining control
Yang should be able to spam units and attack with human waves. He must however build secret projects regularly to keep the spirit and control of the people correctly ( though he builds them at double the speed!), and thus a diminishing power base would be devastating for him. Also, Morgan or Lal at his borders will give more drones in his cities since they see with envy... If the unhappiness due to envy or lacking of national pride get's to high the Drones will start a civil war as the Drones Civ.

Lal
Maybe a religion/theme called human rights that can be spread to the others giving unhappiness where such a civic is not implemented? Double votes is good, but perhaps rather a veto right, giving him the possibility to ruin international cooperation nomatter how small :) Should have a +100% :gp: at least but not be as likely to get scientists or tychoons, but rather doctors and such.

The Believers, Controlled by religion
Miriam has willing control of her population, but she must assert this on the international arena all the time, and no compromise is allowed. When the lord says attack she must attack. Some sort of events that portray the ungodliness of another civ and attack or suffer unhappiness or revolts. Also events of miracles will work the other way. The planet should hate her and target her more often than anyone else, but her followers work very very hard to terraform, all formers work at twice the speed.

The green, caretakers of the planet
Since the snotty little caretaker kid is not in the game, perhaps Gaia should take a more militant role to protect the planet. The mechanism in the game already favor them with stuff if they keep the planet attitude good, but Gaia should have all bonuses doubled (as well as penalties). The GP transcends? that gives plus planet should spawn planet troops now and then with special names and abilities (like FFHs unique barbarians) that berserk the other factions;

By the way, I don't think the religions should be in the game. The factions are to fleshed out to let them go this way or the other without loosing the personality that made SMAC great.
 
I like that suggestion.. As you know every tech belongs to a research Flavor, it looks like in Planetfall there is a good assortment of: Centauri, Biotech, Culture, Enclosed, Terraform, Military, Physics, Science, Computers, Growth, Naval, Industry, Religion, Espionage with many belonging to more than one flavor. With your SDK knowledge, would you be able to code some flavor-specific research bonuses/penalties into leader traits? I think this could be a straightforward way to add a significant amount of game interest and get around the blandness of straight beaker rates where science=gold. As a starting point, perhaps there's even room for many or most leaders to have one favored research focus (+20%), one minor advantage (+10%), and one area of backwardness (-10%).

It's something I have thought about in the past. In fact IIRC there's already a mod component which allows this. It sounds kinda... easy though. Such research boni are an option to keep it mind, but I'd rather have certain faction boni automatically lead a faction to a tech branch. For instance the Gaians with their +2 Planet in each base. That alone already naturally nudges them towards the Centauri themed techs. Stuff like an actual research bonus or a colony pod cost reduction as suggested in the other thread are in a way redundant - they eventually result in the same effect as +2 Planet.
 
I thought I remember him having something vaguely similar in SMAC..

He had double votes in council. That certainly sounds something like something that could be used in Planetfall, if it weren't for the fact that I don't really like how the UN/Council works right now. :sad:

Morgan, Economic dependency

I agree his central theme is trade, and that he should try to sign open borders with everybody.
But your dependency sounds complicated and unfun to me.
Morgan and Corporations BtS-style sounds logical of course. However my worry is that BtS corporations are basically another variety of religions. So having the Morganites be the corporation-spreading guys might make them feel too similar to the Believers, who should be the religion-spreading guys.

University, Research dependency

A bigger benefit from Scientists sounds good.
I don't really understand the beaker trade idea though, or how it could work.

Spartans, Keep the best armed forces in the world
Spartans need to have the best armed forces, not the largest, but the best.

I agree. How to reach this effect though?

Unhappiness after awhile if no war is started or no combat happens.

There are too many gamey ways this could be prevented.

Also will get 5 % combat bonus for each great general cashed in any city encourages going the great person growth...

The only way to get great generals is through combat. And great generals already benefit a military strategy. So this would not really make the Spartans more unique than they already are with their current boni.
 
The Human Hive
-2 unhealth from population in every base
(subtly different from a straight + health; makes large bases more feasible if citizens can be controlled, while a small base surrounded by unhealthy fungus wouldn't be helped at all)
+1 mineral from every Drone (some synergy with the above oppressed masses and Genejack Factories)
-20% :gp: in all cities
+10% research in Growth domain, -10% in Culture domain

for a second I considered suggesting Sprawling trait from FfH, but then I realised I really hate that trait :p

Freeman Domai
+1:mad: per 2 non-Citizen specialists (mistrust of elitism)
+1:) per 4 tiles worked (egalitarian society)
+1:hammers: in squares with 4:hammers: (advanced heavy industry)
+10% research in Industry domain
diplomacy: -1 attitude for each 10% of opponent's total population that are Drones

I'm not sure I understand the beaker trade thing either..? Here are some potential rule twists that could be interesting:
* No Tech Brokering is turned on for all factions, but Zak and/or Roze is exempt from it.
* Roze gets +1 espionage per foreign trade route, or +1 espionage against a player for every Network Node in their empire
* Zakharov gets +10% extra :science: from minerals when building Research.
* Morgan is exempt from the new rule regarding access paths for trade - he can enter trade agreements with anyone he has Open Borders with. Likewise, Open Borders with him does not open up a trade access path to civs on the other side (monopolistic trade practices)

Spartans, Keep the best armed forces in the world
Spartans need to have the best armed forces, not the largest, but the best.
I agree. How to reach this effect though?
Hmm, how to model an edge from superior military training without resorting to a bland + to strength? Maybe it sounds lame but..
all units start with Superior Tactics, +1 first strike chance
It looks like the First Strike mechanic is gone from the game, making access to it one option to model a unique tactical edge without direct change to strength.

It's something I have thought about in the past. In fact IIRC there's already a mod component which allows this. It sounds kinda... easy though. Such research boni are an option to keep it mind, but I'd rather have certain faction boni automatically lead a faction to a tech branch. Gaians with their +2 Planet in each base. That alone already naturally nudges them towards the Centauri themed techs
Well, keep on keepin it in mind ;) A human player might or might not be automatically lead, but modifying the ease of research subsectors would allow a subtle nudge to both players and AIs while allowing deviation from a stereotypic path if circumstances warrant the extra effort.
 
I agree. How to reach this effect though?

Apart from a special promotion (or extra EXP from certain buildings), eventually something which ensures that Santiago has always the techs around, which give her access to the newest weapons (research flavour for them and I know that there are ways to make such techs a lot more valuable for AIs in diplomacy). And second - if there is a problem at all with the AI upgrading it units - cheaper unit upgrades (or, in case we tweak iMaxTradeGold again, that she keeps more money away from trade for this purpose)
 
So having the Morganites be the corporation-spreading guys might make them feel too similar to the Believers, who should be the religion-spreading guys.

What if the Morganites spread a number of different corporations, whereas the Believers would only want to spread their one "true" religion? In fact, you could make the Morganites the only ones able to start them, and have all their bonuses related to Corporations. For example, if each of the corporate headquarters provided different effects in addition to, or instead of extra income. To counter this, the Morgans should only get these bonuses for corporate offices in Factions they have open borders with. This would drastically change the game mechanics for the Morganite faction making playing them all about trying to keep things friendly and spreading corporations as much as possible. It might also work best with an Economic victory option like in SMAC.
 
* Morgan is exempt from the new rule regarding access paths for trade - he can enter trade agreements with anyone he has Open Borders with. Likewise, Open Borders with him does not open up a trade access path to civs on the other side (monopolistic trade practices)
This strikes me as a bit overly complicated without a large gain, I have to say.
Hmm, how to model an edge from superior military training without resorting to a bland + to strength? Maybe it sounds lame but..
all units start with Superior Tactics, +1 first strike chance
It looks like the First Strike mechanic is gone from the game, making access to it one option to model a unique tactical edge without direct change to strength.
This however, I like - it's straightforward and gives them something unique. And first strikes usually allow the unit to end up with more hp after a combat than usual, so Spartan units - even in the battlefield - would usually be of high "quality" (i.e. not as damaged as you might expect)! I think that's nifty.

Cheers, LT.
 
The :science: for :gold: trade would have to be coded, either by modding :gold: trade deals so that you can trade :science: as well, or with s slider setting for trading every day. Since I'm not familiar with the code I can not say.

I want the kind of differences that makes for a completely different game if you play another faction, not just a few bonuses and flavor. But like a different mechanics, such as playing the more advanced FFH civs.

Also, I think the struggle of the planet should be very much about other things than just war.

Morgan just spreading cooperations is a good example, and believers being the only ones with a real religion. Hive having to build wonders to keep the population under control, Spartans needing to keep at the military top, Lal needing to spread human rights and enfore civics on others etc...

I will try to think of more suggestion but since I have no idea what is feasible to mod I'm not sure how much of it will be useful...
 
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