Cuivienen
Deity
- Joined
- Nov 26, 2003
- Messages
- 8,011
FinnMcCool said:BIG illogical decision to give FREE MARKET the -5 POLICE! Sheesh. No one
would want to take that Social Plan, unless also taking POLICE STATE. So it
would be a society with a "Police State Free Market"... and that just doesn't
make sense to me.
I've tweaked the ALPHA.txt file to make sure the Morganites have the chance
at least to get rich and decadent enough to ACTUALLY corner the energy
market--without also having to conquer several factions and reduce the rest
to pitiful slaves...
The original alpha.txt file has
Free Market, IndEcon, ++ECONOMY, ---PLANET, -----POLICE
I've changed that to
Free Market, IndEcon, ++ECONOMY, --PLANET, +INDUSTRY
Why should Free Market give you a +2, -3 and -5 for a total of -6 while the
other Societies have +3, -2 and +4, -2? I actually think Sir Sid designed the
social scale so bad to make it obvious that we should tweak it. My reasons
for the change are simple: no POLICE negative because the people WANT
a Free Market. A plus INDUSTRY because it stimulates business...
Ridiculously overpowered. The +2 Economy for Free Market already makes it a much better social choice than Planned or Green in the early game for most factions, even with -5 Police. It may look bad on the screen, but try it. It kicks bodyparts.
FinnMcCool said:I've also tweaked the MORGAN faction file to give:
Morgan Industries, The Mogul, Morganites, M, 2, Morgan, M, -1, 0, 0, 1, 1,
TECH, Indust, ENERGY, 100, SOCIAL, ++ECONOMY, POPULATION, 3,
COMMERCE, 1, SOCIAL, -SUPPORT
A +2 ECONOMY will give him lots of energy credits to instantly launch an
attack by buying high-tech gadgets if necessary, but the "-1,0,0,1,1" means
"ai-fight, ai-power, ai-tech, ai-wealth, ai-growth" which should make the ai
want to seek wealth and growth but not combat and Council influence. This
seems a safe balance.
Again, ridiculously overpowered. Morgan is already arguably the best faction in human hands (even if the AI Morgan is by far the worst), giving him another +1 Economy is ludicrous. It makes levels harder than Transcend a walk in the park.
Economic Victory is still very possible without these tweaks, and this makes it absolutely impossible to lose as Morgan. Not the idea at all. Winning should be a challenge.
FinnMcCool said:I've also tweaked the other Society numbers:
Original SE:
Police State, DocLoy, ++POLICE, ++SUPPORT, --EFFIC
I've changed it to:
Police State, DocLoy, +EFFIC, +SUPPORT, ++POLICE, ---GROWTH
This makes more sense. Fascist governments are always more efficient at
distributing wealth, and the GROWTH -3 because people are less inclined to
breed under tyranny...
I don't get why you think that
A) Police State = Fascist. It doesn't. It means a nation that is "unfree." That includes nations like China and North Korea, nations like Iran and Syria, nations like the DRC and Cote d'Ivoire as well as numerous other nations in the world. Nazi Germany, Franco's Spain and Mussolini's Italy are just three examples of one type of Police State.
B) A Police State government discourages people from breeding. It's not as if the people are so distressed that they spend all of their time shaking their heads in worry. Life goes, and, unlike moderately celibate Fundamentalisms or enlightened Democracies, people in a Police State have little knowledge or access to contraception.
FinnMcCool said:The original SE WEALTH:
Wealth, IndAuto, +INDUSTRY, +ECONOMY, --MORALE
Making all Morganite combat units very weak. A sitting duck. I've tweaked to
Wealth, IndAuto, +INDUSTRY, +ECONOMY, -MORALE
Not quite as crazy as your other changes, but it does further overpower the Morganites.
FinnMcCool said:Also
Thought Control, WillPow, ++POLICE, ++MORALE, ++PROBE, -SUPPORT
Off-hand, I don't recall any Special Project that reduces the negative effect of
Thought Control, only Cybernetic.
There is. The Cloning Vats. (And the -3 Support is necessary to prevent this government from resulting in a faction simply overwhelming its neighbors by sheer numbers and high morales.)