hambino
Chieftain
To start, hello, CivFanatics. I'm a greenie here, I was referred here by Vyeh on Apolyton for this particular question.
I, like a million other people on the internet right now, am attempting to make a custom faction. I've been trying to make the faction fit in as well as possible with the pre-existing factions (focusing more on the first 7 than the Alien Crossfire factions), and to that end I'm trying to make it balanced with regards to the original factions.
If I can get the kinks worked out with learning how balance works with this faction, I'll be able to do my other two planned customs - the reason I'm doing them is because I thought AC would benefit from a trio of factions focusing around future societies.
Sorry, I spent too much time on the introduction.
The Sons of Terra are headed by Professor Friedrich Neumann. Here's the datalinks, blurb, and faction details straight from the .txt I've directly modified for them.
I tried using the power formulas I found at alphacentauri.us to keep the power level to a reasonable level, but I'm not sure if I messed up at some point.
The original concept was the Unity Psych lead forming a society focused solely on the individual at expense to everything else, and the basic idea for the faction was either a sort of utopia where every citizen is a renaissance man (hences the Talent per 2 citizens) or an anarcho-objectivist hellhole (the -3 police)
I've done some testing myself in-game, and while I'm pleased with the fact that they will easily hit Golden Age before anyone else just from growth and talents alone, and I'm pleased with how quickly they're being swamped with Drone Riots if they attempt war on too large a scale, I'm worried about how much energy the faction's able to accumulate - that was the reason I put the efficiency penalty in, but it doesn't seem to be doing quite the job I was hoping it would, and I can't think of a good way to rationalize an ECON penalty in the datalinks.
I'm also incredibly unsure of whether or not I should keep the PSI bonus. It worked for the original concept, but now I'm not so sure - I'm also sure it's pushing the power level beyond the original 7, so I'm all but ready to simply remove it.
What do you guys think?
I, like a million other people on the internet right now, am attempting to make a custom faction. I've been trying to make the faction fit in as well as possible with the pre-existing factions (focusing more on the first 7 than the Alien Crossfire factions), and to that end I'm trying to make it balanced with regards to the original factions.
If I can get the kinks worked out with learning how balance works with this faction, I'll be able to do my other two planned customs - the reason I'm doing them is because I thought AC would benefit from a trio of factions focusing around future societies.
Sorry, I spent too much time on the introduction.
The Sons of Terra are headed by Professor Friedrich Neumann. Here's the datalinks, blurb, and faction details straight from the .txt I've directly modified for them.
Code:
Sons of Terra, The Humanist, Terrans, M, 2, Neumann, M, -1, 0, 1, 0, 1,
TECH, EthCalc, TECH, Psych, PENALTY, Police State, SOCIAL, --EFFIC, SOCIAL, ---POLICE, FACILITY, 2, PSI, 25, TALENT, 2,
Future Society, Eudaimonia, GROWTH,
Future Society, Thought Control, nil,
Terran, Terran
May, Baxter, May's Spirit
Professor, enlightened, oblivious, free-spirited, lawless,
Anarchic Fool
unchain our minds
to develop, understand, and free the human mind
destroying all semblence of order on this planet
destroying all semblence of order on this planet
reduce this world to some kind of anarcho-objectivistic hell-hole
poking at human brains in pickle jars
poking at human brains in pickle jars
rambling on and on about objectivist hogwash
objectivist hogwash, M1
humanocentric development, M2
psychotherapy sessions, M2
education donation, M1
developing and understanding the human mind
#BLURB
^ What is progress? Is it the data in our network nodes? Is it
the facilities made according to that data? Is it the weapons and
equipment made from these facilities? Is it the new data we glean
from use of this new equipment, readily stored once more? What
drives all of these things I have just mentioned? Yes - all signs
of progress are produced by the minds and hands of the lowly
human being. Is it so much to believe, then, that man, himself,
is progress?
^
^ -- Professor Friedrich Neumann
^ "My Love, My Struggle"
#DATALINKS1
^LEADER: {Friedrich Neumann}
^BACKGROUND: {European Union, Unity Psychiatric Nurse}
^AGENDA: {Humanocentric Utopia}
^TECH: {Social Psych, Ethical Calculus}
^
#DATALINKS2
^-2 EFFICIENCY {Severe bickering leads to beauraucratic hiccups}
^-3 POLICE {Extremely self-motivated citizens difficult to control}
^Free Children's Creche at every base {Human life of utmost importance}
^Free Talent for every 2 citizens {Self-improvement encouraged and enforced}
^PSI +25% {Heavy research on and training of the mind}
^Penalty: Police State {Citizens will actively resist government pressure}
^Cannot use {Thought Control}
I tried using the power formulas I found at alphacentauri.us to keep the power level to a reasonable level, but I'm not sure if I messed up at some point.
The original concept was the Unity Psych lead forming a society focused solely on the individual at expense to everything else, and the basic idea for the faction was either a sort of utopia where every citizen is a renaissance man (hences the Talent per 2 citizens) or an anarcho-objectivist hellhole (the -3 police)
I've done some testing myself in-game, and while I'm pleased with the fact that they will easily hit Golden Age before anyone else just from growth and talents alone, and I'm pleased with how quickly they're being swamped with Drone Riots if they attempt war on too large a scale, I'm worried about how much energy the faction's able to accumulate - that was the reason I put the efficiency penalty in, but it doesn't seem to be doing quite the job I was hoping it would, and I can't think of a good way to rationalize an ECON penalty in the datalinks.
I'm also incredibly unsure of whether or not I should keep the PSI bonus. It worked for the original concept, but now I'm not so sure - I'm also sure it's pushing the power level beyond the original 7, so I'm all but ready to simply remove it.
What do you guys think?