Would like balancing help for custom faction

I'm a complete newbie to the forum as I write this - main reason I'm here is for some guidance in my own custom faction creation - I've found that through modding games and chatting with people with a lot of experience in modding games, I develop a better understanding of the game's systems faster than if I just did nothing but play the game - the creature of habit that I am.

From the posts in your thread and Kilkakon, I think you are getting the guidance. If you are interested in a better understanding of the game's systems, you should look at The SMAC Academy. There are also a lot of strategy threads at the SMAC/X - General/Help/Strategy forum at Civilization Gaming Network. And you might find other things of interest.:)

I started messing with new factions and social models and such, but I lost my hard drive contents at one point and all I had were notes on the former two mentioned....I've recently got back into Crossfire after finding my old buried notes on those custom changes... It made me want to start again from scratch. I've since been ... beta testing some of what I've done (no factions yet, though aversions off to try out new social models).... Anyhow, I'll prolly post my pack at some point if possible, get feedback from veterans since I've had little multiplayer experience.

StrikerX22, welcome to CivFanatics! (Petek prefers if the Welcome thread isn't cluttered by responses of this nature.) I'd suggest you go ahead and start a new thread and post, even if it is just your notes. I think Kilkakon and hambino would be interested and maybe we can save you some time and make the final product better.

I found this place via google while looking for... something...?... a little while ago and then again now while looking into whether AI could be edited/improved or not.

In terms of improving the AI, we are doing some work at my forum (see my signature) that might be of interest.

I'll take the Build/Conquer (possibly explore?) suggestion to heart probably. While it's my play style, I hate seeing comps not build anything that makes them more powerful over time.

I don't follow. Maybe we can continue this conversation in a new thread to avoid hijacking hambino's thread.

I can at least hold my own in Transcend now it seems. Whee. Feels like more a bother than anything, over playing Talent/Librarian's drone counts.

I wish it was set up so that riot checks occurred before growth or there was some way to flag all the bases that were going to grow in the next turn. It is a real pain to go through the bases, checking to see which ones have full nutrient tanks!

Well, I meant either keeping the --EFFIC with the -5% Interest or switching the --EFFIC for a different penalty. I tried a -ECONOMY with the -5% Interest (removing the --EFFIC) and it actually seems to work exceedingly well, though I suppose it loses some of the flavor having --EFFIC contributed. The price you pay to keep a faction from cornering the global energy market the moment that ability becomes available, eh?

If it works, that is the key.

Here's the updated datalinks;

Code:
#DATALINKS2
^5% of all energy earnings allocated towards psych-related programs
^-1 ECONOMY {Self-interest-fueld bickering breaks many deals}
^-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}
^Penalty: Police State {Citizens will actively resist government pressure}
^Cannot use {Thought Control}
^

That looks good.

Well, yeah, but I don't want to make their focus end up being at cost to their overall balance as AI factions before those societies become present. As my understanding of how the AI and Social Engineering works is, currently, it seems that if I gave Neumann's governor an emphasis on GROWTH, he'll choose all GROWTH-bonus soceng choices anyway, meaning the AI will almost always be Democracy/Planned/Eudaimonia, as those are the only GROWTH-oriented social choices, right? So, I could instead opt to give him something like Knowledge - while that's not growth-oriented, it's certainly an ideal that Neuman, himself, would support, and fills in the last gap for the governor to choose when he's an AI leader.

I don't follow how you give the AI an emphasis on GROWTH (unless you mean his agenda is Eudaimonia).

In the end, he's still happy with Eudaimonia and still angry about Thought Control, and therefore still mortal enemies of BIGBRO.txt, so I think I'd still have succeeded.

This is how diplomacy works. If Faction A has a particular social choice as its agenda, it will be friendly to other factions that have also chosen that particular social choice or the default choice in that line. All the aversion does is prevent Faction A from using that social choice. So if Neuman has KNOWLEDGE as the social agenda, then he will be okay with Big Brother choosing Thought Control as long as Big Brother also chooses knowledge.

Speaking of which, I figured since I've got a couple of people helping me out, I've started looking at the .txts for my other two future society facs, which are codename BIGBRO and NETICS. If you guys don't mind, when I have something solid I'll post them in this thread to reduce on Infinite Post Sprawl in this forum.

It would be a good idea to post the other two factions in this thread.

The basic concepts for the other two factions:

BIGBRO: New Victoria, lead by Guardian Julia Stewart (oh god help me on a title for this woman). Her main thing is that she feels the tragedy with the Unity occurred because people had too much information about how the whole ship functioned and had too much freedom during the voyage. Basically, that's why Earth ended, too, according to her. Basic thoughts are that she'll have a higher police rating, efficiency bonus, and a lower research rating and growth rating, but I'm still working on finding out just what bonuses are best for her particular flavor. Where Neumann can be considered a combination of Lal and Zakharov, I'm looking at Bigbro being a combination of Yang and either Santiago or Miriam. I'm debating Doctrine: Loyalty + Planetary Networks, but in all honesty I don't know a good starting tech for this faction that doesn't already step on Yang's toes. I'm not sure if I even want to give her a starting tech - because I think giving a free Non-Lethal Methods skill with prerequisite and free Punishment Sphere would more than make up for not giving her starting tech.

In line with the Big Brother theme, have you thought about "Sister" or "Mother." Maybe the starting tech could be a prerequisite to Intellectual Integrity (the tech prerequisite to non-lethal methods).

NETICS: Don't have much thought up yet. Basically, I figured we needed an Indian leader, which allows me to create a faction based around the concept of a caste system. This means that I already have what I hope is an interesting disadvantage for them, to offset their planned interest in Industry and Support - For every 5 citizens, there is an extra drone. Their future society's cybernetic, of course.

I think the idea of three future society factions is a good one.

Adv Mil Alg is pretty potent... I'd say it fits for punish sph/radar/power, but it's a big step to fusion (to pre-sent alg). Also, I'm rusty with faction bonuses... but can't you delete them sometimes? [edit: actually, opt comp goes to adv mil alg AND supercond, so really all you'd be gaining on the way to fusion is adv alg and not needing adapt doc/doc flex, latter of which i figure you get by then anyways.]

So are you suggesting Adv. Mil Alg?

There's FREEFAC and the old FACILITY... I'm not sure, but I think FACILITY might give you the building without the tech needed. I think those can't be deleted, like Yang's perimeter defenses. That said, I've taken caretaker bases with FACILITY 3 and then found brightly written recycling tanks, as if they had built it despite having it and could be deleted. I'd have to look into it.

I believe it is possible to sabotage a facility provided to a faction at the beginning of the game. The faction can't scrap it. And if you capture one of the faction's bases, you may get that facility, even though it was sabotaged!

I'd also like to point out that the Drones already go for Eudaimonia. Don't let that stop you, but yeah.

Their agenda is Eudaimonia?
 
Okay, well, after the huge assortment of test games I ran for BIGBRO with ASYLUM as an AI faction, I have to say I am pretty darned pleased with Neumann as-is (I ran into him in one game where he had the insanely good fortune of starting in a Monsoon Jungle with several Mineral and Nutrient resources scattered around the ocean and land squares. Oh god, oh god, oh god, the horror. Infiltrating him bumped my research up a huge amount, though.)

I realized when I got home last night I was looking at BIGBRO in an entirely wrong way. I relooked at my source of inspiration for her, 1984 and made a larger note of how Oceania operated. I realize that giving all prototypes Non-Lethal Methods with the prereq meant that I didn't need a POLICE modifier for the flavor - especially since if I put armor on an Inf chassis probe team that means that team gets x2 Police Powers (something the AI never does, but I've been doing every time I play as Stewart.) I scrapped almost all of my original ideas for the mechanics, to that end, and I came up with the following datalinks.

Code:
#BLURB
^The downfall of the greatest industrialized nations of Earth can
be attributed to Earth society's backward notion that the only
thing worth protecting is something as vacuous and ephemeral as
"freedom." Planet's a harsher environment than Earth, and if we
cannot make the necessary sacrifices for our own well-being, then
we'll die much faster than Earth did, with worms burrowing down
our eyesockets to boot.
^
^        -- Warden Julia Stewart,
^          "The 'Planet' Question"

#DATALINKS1
^LEADER: {Julia Stewart}
^BACKGROUND: {European Union, British Ambassador}
^AGENDA: {Security from all Threats}
^TECH: {Biogenetics, Planetary Networks}

#DATALINKS2
^+1 PROBE: {Well-funded secret police and spy network}
^+1 INDUSTRY: {Productivity monitored by government}
^+1 SUPPORT: {Heavily regulated infrastructure}
^FREE NON-LETHAL METHODS ability for prototypes (with prerequisite): {Government crackdowns become increasingly common}
25% reduced PROBE TEAM activity costs: {Extensive secret police activity}
^50% increased RESEARCH costs: {Government must approve and supervise all research activities}
^Gains technology from any three infiltrated factions: {Efficient spy network}
^Need HAB COMPLEX to exceed Base Size 5: {Larger populations difficult to regulate}
^{May not use Knowledge value in Social Engineering}

I'm toying with a faction that's forced, from the start, to manipulate all the other factions on planet around her for her own benefit until she's amassed enough of a fighting force to achieve a conquest victory. Her agenda is thought control.

I opted to give her Planetary Networks and Biogenetics as starting techs, rather than AdvMilAlg or Intellectual Integrity because it seemed to me she needed those two techs most at start - the recycling tanks help her expand more quickly early on, and the PlaNets gives her immediate access to Probe Teams, which she needs in order to start exploiting nearby factions for their tech advances. The SUPPORT and INDUSTRY are there to help her with her build-up, the PROBE is there to give her starting probe teams that extra bit of survivability and represent how closely-guarded her own systems are, and the 25% reduction of probe costs is there to help her handle the spy warfare more easily early on. The 50% increase of Research costs is much better than my previous attempts to regulate her research without screwing her over immediately from the outset.

With the current setup, I can hold my own decently well. However, games often turn into me trying to keep the peace between three different factions that are constantly at each others' throats (Good god, I started with Zakharov, Miriam, and Santiago all on the same continent. They all liked me, but each was engaged in a vendetta with the other two every three turns, it was a nightmare.)

In keeping with the Big Brother deal, I realized I didn't need to give her a penalty or aversion to Democracy simply because that kind of political system's more than easy enough to control and regulate secretly (sort of like how Lal's still the ruler of the Peacekeepers even after keeping Democracy for over three centuries).

Of note is the fact that when I start developing a stronger navy presence, complete with foil probe teams, I do insanely better than when I'm land-locked. I think it has something to do with the fact that the AI pretty much all have at least one port, and it's easier to slip a probe team through a port than through a land unit infested territory border.

-END NEW INFO-


Hey. I wouldn't be too afraid of giving a bit higher tech. I'd be more interested in whether it's overpowered by itself, or if it can combine with a much lower tech to get something else overpowered (or simply too early).

Yeah, I should be experimenting like a madman right now, shouldn't I?

I also like "Overseer," as it sounds less oppressive, as she won't admit it. Think about people like "Chairman" Mao/Yang and such... They're always in their own little world.

I think Overseer's got a more heavy-handed connotation than Warden does, but yeah, they're both good for the duplicitous devil. Oh god, do I want to use that or Pompous Fascist? Choices, choices... but yeah, I'm having loads of fun with the diplomacy and flavor text for this faction just because these kinds of people are all so funny in their own horrific ways.

Adv Mil Alg is pretty potent... I'd say it fits for punish sph/radar/power, but it's a big step to fusion (to pre-sent alg). Also, I'm rusty with faction bonuses... but can't you delete them sometimes? [edit: actually, opt comp goes to adv mil alg AND supercond, so really all you'd be gaining on the way to fusion is adv alg and not needing adapt doc/doc flex, latter of which i figure you get by then anyways.]

Yeah, I think for now I'm going to stick with some earlier techs now that I have a better idea of how I want BIGBRO to work. I'll break the X1/X2 mold with NETICS, most likely.

There's FREEFAC and the old FACILITY... I'm not sure, but I think FACILITY might give you the building without the tech needed. I think those can't be deleted, like Yang's perimeter defenses. That said, I've taken caretaker bases with FACILITY 3 and then found brightly written recycling tanks, as if they had built it despite having it and could be deleted. I'd have to look into it.

Intriguing. I'm going to mess with FREEFAC vs FACILITY with my NETICS file just to test that out. If this is true, it could have some positive ramifications for the rest of my project. Awesome.

I'd also like to point out that the Drones already go for Eudaimonia. Don't let that stop you, but yeah.

I knew I liked those guys. I won't let it stop me, of course, since these factions I'm making are meant to be played with the original seven, but it definitely makes sense for the Drones and Terrans to be friendly towards one another. I guess it helps that the Drones are industry machines while the Terrans are more into research.

This does remind me that I might be able to look through the different agendas and anti-ideologies to find out just exactly what kinds of niches I can fill in after this initial project is finished. Thanks, though, I would never have realized if you didn't prompt me to go searching through some of the SMAX files - looks like the cyborgs have, surprise surprise, Cybernetic as an agenda as well. Can't seem to find any Thought Control agendas, so BIGBRO's safe from redundancy for now.

From the posts in your thread and Kilkakon, I think you are getting the guidance. If you are interested in a better understanding of the game's systems, you should look at The SMAC Academy. There are also a lot of strategy threads at the SMAC/X - General/Help/Strategy forum at Civilization Gaming Network. And you might find other things of interest.:)

Thanks, I'll give that a shot when I can. I tell you what, I'm learning more about the uses of Supply Crawlers and armored probe units than I ever even dreamed of before this project, lol


StrikerX22, welcome to CivFanatics! (Petek prefers if the Welcome thread isn't cluttered by responses of this nature.) I'd suggest you go ahead and start a new thread and post, even if it is just your notes. I think Kilkakon and hambino would be interested and maybe we can save you some time and make the final product better.

Man, I am always interested. Go for it, Striker, if just so I can read what sorts of ideas you've got running around in your head. Can't be any worse than mine, right?

I don't follow. Maybe we can continue this conversation in a new thread to avoid hijacking hambino's thread.

This isn't really hijacking, and even if you do I don't mind. Order would be restored eventually every time I post up a new wall of text.

If it works, that is the key.

Truth.

That looks good.

Yeah, I am really happy with Neumann's mechanics right now. He's working about how I want him to.

I don't follow how you give the AI an emphasis on GROWTH (unless you mean his agenda is Eudaimonia).

You know the first ideology parameter following the line for bonuses and penalties? The format's [Category],[Choice],[Social Modifier]. I checked with the scenario editor in-game to make sure of this, as well. When you set the agenda for a leader, you are not bound to only the social modifiers present in the social engineering choice you choose.

What I did with Neumann was set his agenda to "Values, Knowledge, GROWTH." Growth is not a modifier in the Knowledge setting, but Democracy, Planned, and Eudaimonic all have positive growth modifiers (+6 if I'm not mistaken.) This means that (and I checked this over several games) he will MOST OFTEN go Democracy/Planned/Knowledge/Eudaimonic. Sometimes he will opt for a Free Market/Fundamentalist combination instead, in the early game, but I've never seen him use Police State or Green.

This is how diplomacy works. If Faction A has a particular social choice as its agenda, it will be friendly to other factions that have also chosen that particular social choice or the default choice in that line. All the aversion does is prevent Faction A from using that social choice. So if Neuman has KNOWLEDGE as the social agenda, then he will be okay with Big Brother choosing Thought Control as long as Big Brother also chooses knowledge.

Alright, it's good to know that tidbit about aversions vs agendas. I already headed that off at the pass by making it impossible for BIGBRO to choose Knowledge (just as well, the admonition text for Future Societies doesn't seem to be working anyway). Big Brother's agenda, though, is Thought Control, so she'll still hate Neumann, which is really all that's required for a factional dispute.

It would be a good idea to post the other two factions in this thread.

Yeah, and that way we can compare them to each other.

In line with the Big Brother theme, have you thought about "Sister" or "Mother." Maybe the starting tech could be a prerequisite to Intellectual Integrity (the tech prerequisite to non-lethal methods).

I thought about the first part a bit before coming back on here with that idea, but i concluded that the religious connotations are a bit too strong for the flavor I'm working for. Sorry. I did think about the prereq, but eventually realized that I'm going for a probe-heavy faction, and being friendly to the other factions while infiltrating them usually helps me get Intellectual Integrity fairly quickly anyway.

I think the idea of three future society factions is a good one.

Thanks for the support.

Their agenda is Eudaimonia?

Yep. Their anti-ideology is Green Economics - something Neumann as AI rarely chooses. Looks like he's got an ally in SMAX.
 
Thanks vyeh for the welcome. Yeah, I noticed the link in your sig after going through kilkakon's thread a bit. Haven't looked too much at it yet, but it sounds promising.

@ vyeh:
Spoiler :
I don't follow. Maybe we can continue this conversation in a new thread to avoid hijacking hambino's thread.

Sorry that I made it unclear. I was referring to this thread's 1st page, 17th post and on: http://forums.civfanatics.com/showthread.php?t=352120

I wish it was set up so that riot checks occurred before growth or there was some way to flag all the bases that were going to grow in the next turn. It is a real pain to go through the bases, checking to see which ones have full nutrient tanks!

Yeah, I could've sworn a few times the game's undone my pre-doctor setting of a worker to prevent next turn rioting, but I'm probably mistaken.
So are you suggesting Adv. Mil Alg?

I can't say I'm suggesting it. I'm just trying to make it clear what the effect of having that higher tech would be, since it was already proposed as a possibility.

I think Intel Integ fits just as well, and gives the citz def force project, which fits the faction pretty well as well, but it has to work for it, so as not to be a Yang copy. I would point out however that it is one of the two pre-req's for Cyberethics (Knowledge), requiring only 2 other techs total the other being pre-req being Planetary Networks. I personally find Cyberethics to be valuable, if not for Knowledge, then for leading to Pre-Sent Algs (to Fusion) and to Superstring Theory (Chaos Gun, 8 projectile). Speaking of which, I have yet to actually think to look for a projectile or energy bonus against armors weak to them... what are the numbers?

I believe it is possible to sabotage a facility provided to a faction at the beginning of the game. The faction can't scrap it. And if you capture one of the faction's bases, you may get that facility, even though it was sabotaged!

I see. I tested and yeah, you can't delete faction facilities no matter which faction bonus method you use. However, I believe you can, at least at times, delete such facilities of other factions when taken over.

Off topic:
Spoiler :
The tech discussion thing also made me think about a possible contribution I could make to the forums, if it hasn't been done yet.

-I've labeled all techs by what 1st level techs are needed to eventually get to them all. This is more useful early on than later, but yeah.

-I've labeled base techs (1st row) with how many techs are in their rising "tree" up till row 5. Somewhat useful for early decisions, saying # of early options you'll get. Many techs simply lead to things way beyond their level.

-I've also labeled 77% of the 86 (Crossfire) techs (row 9 and down) with the "total tech cost" in terms of how many techs are required to get there (including itself).

If anyone wants to know some numbers, let me know; if you want all I got, that might take a bit more effort, but if someone had a list of techs typed out already that'd certainly speed it up. If you think it's worth it, I'll post this on a thread.


The 50% increase of Research costs is much better than my previous attempts to regulate her research without screwing her over immediately from the outset.
I assume you prolly mean to, but I'm just making sure you know 50% more cost of tech is different than -50% research. Math Rant:
Spoiler :
Say you normally get 2 labs per turn, tech is 20 cost. so 10 turns. -50% research makes 1 labs/turn, so 20 turns, while +50% cost means 2/turn, but 30 cost, so 15 turns. Basically in cost perspective, normal "turn cost" * 3/2 instead of 2/1, or inverted fractions for research income perspective.
looks like the cyborgs have, surprise surprise, Cybernetic as an agenda as well.
Yeah how'd I miss that. lol.

edit:
Can't be any worse than mine, right?
ah and yeah, I'm sure I can come up with some questionable changes. I've been only messing with nonfaction stuff so far, and I have no experience playing with experienced humans. I've got a pretty big list with explanations, so I guess I'll just post the whole thing maybe = ='.
 
I assume you prolly mean to, but I'm just making sure you know 50% more cost of tech is different than -50% research. Math Rant:
Spoiler :
Say you normally get 2 labs per turn, tech is 20 cost. so 10 turns. -50% research makes 1 labs/turn, so 20 turns, while +50% cost means 2/turn, but 30 cost, so 15 turns. Basically in cost perspective, normal "turn cost" * 3/2 instead of 2/1, or inverted fractions for research income perspective.

lol Thanks for the math, dude. I realize the difference and I made my choice based on it: the -50% research I originally tried, I felt, made too huge an impact at the beginning of the game. The +50% cost still makes it take longer for her to make advances, but not so long that I can't at least have a network node or a terraforming unit ready to build by the time I hit base 3.

Yeah how'd I miss that. lol.

Man, I don't blame you. I hate Aki-Zeta Five's voice so much I blacklisted everything to do with her from my brain.

ah and yeah, I'm sure I can come up with some questionable changes. I've been only messing with nonfaction stuff so far, and I have no experience playing with experienced humans. I've got a pretty big list with explanations, so I guess I'll just post the whole thing maybe = ='.

That's why we have people like vyeh and Kilkakon here, right? Don't worry, you start with one faction and get that sorted out and all of a sudden you feel like I can do anything faction-related.
 
Okay, well, after the huge assortment of test games I ran for BIGBRO with ASYLUM as an AI faction, I have to say I am pretty darned pleased with Neumann as-is

What is ASYLUM?

#DATALINKS2
^+1 PROBE: {Well-funded secret police and spy network}
^+1 INDUSTRY: {Productivity monitored by government}
^+1 SUPPORT: {Heavily regulated infrastructure}
^FREE NON-LETHAL METHODS ability for prototypes (with prerequisite): {Government crackdowns become increasingly common}
25% reduced PROBE TEAM activity costs: {Extensive secret police activity}
^50% increased RESEARCH costs: {Government must approve and supervise all research activities}
^Gains technology from any three infiltrated factions: {Efficient spy network}
^Need HAB COMPLEX to exceed Base Size 5: {Larger populations difficult to regulate}
^{May not use Knowledge value in Social Engineering}

This looks overpowered compared to the original 7 factions.

You know the first ideology parameter following the line for bonuses and penalties? The format's [Category],[Choice],[Social Modifier]. I checked with the scenario editor in-game to make sure of this, as well. When you set the agenda for a leader, you are not bound to only the social modifiers present in the social engineering choice you choose.

What I did with Neumann was set his agenda to "Values, Knowledge, GROWTH." Growth is not a modifier in the Knowledge setting, but Democracy, Planned, and Eudaimonic all have positive growth modifiers (+6 if I'm not mistaken.) This means that (and I checked this over several games) he will MOST OFTEN go Democracy/Planned/Knowledge/Eudaimonic. Sometimes he will opt for a Free Market/Fundamentalist combination instead, in the early game, but I've never seen him use Police State or Green.

That is interesting.
 
What is ASYLUM?

Sorry, that's the filename for Neumann's faction.

This looks overpowered compared to the original 7 factions.

According to the power formula I used for both Neumann and Stewart, this supposedly leads to a total level of 6, on par with most of the other factions in the original.

But then it's just a start from a start. I'm not entirely pleased with how big the datalinks entry is and I'm trying to figure out the best way to cut it down while retaining the basic idea I've developed - and this was a result of the fact that I didn't like how the social modifiers I originally used spilled out of their little box in the Social Engineering page. It plays okay, but still feels like an absolute struggle in the early game.
 
According to the power formula I used for both Neumann and Stewart, this supposedly leads to a total level of 6, on par with most of the other factions in the original.

Power formula at alphacentauri.us was developed by looking for formula that puts the original 7 factions at parity with each other. What I am seeing is a research penalty and a cap on the population. But the research penalty is offset by techshare 3 and increased odds of probe success.

But then it's just a start from a start. I'm not entirely pleased with how big the datalinks entry is and I'm trying to figure out the best way to cut it down while retaining the basic idea I've developed - and this was a result of the fact that I didn't like how the social modifiers I originally used spilled out of their little box in the Social Engineering page. It plays okay, but still feels like an absolute struggle in the early game.

I think you can eliminate one of + 1 probe and 25% reduced probe team cost.

Have you tried seeing how the AI plays the faction?
 
Power formula at alphacentauri.us was developed by looking for formula that puts the original 7 factions at parity with each other. What I am seeing is a research penalty and a cap on the population. But the research penalty is offset by techshare 3 and increased odds of probe success.

Right, so I'm looking at it the wrong way then.

I think you can eliminate one of + 1 probe and 25% reduced probe team cost.

You're probably right, the +PROBE is probably enough for the PROBE aspect of the faction.

Have you tried seeing how the AI plays the faction?

The AI doesn't seem to make any use of her probe team ability or her tech-stealing, that's about all I can say. Her performance has been erratic - sometimes she does well up into mid-game, sometimes she's worn to a nub through a prolonged ground war with another faction.
 
Right, so I'm looking at it the wrong way then.

The problem is that some of the social effects are not linear or are bounded. For example, +2 Economy is much more than twice the value of +1 Economy.

You're probably right, the +PROBE is probably enough for the PROBE aspect of the faction.

In terms of reducing the length of the datalinks entry, I think that either the +1 SUPPORT or the +1 INDUSTRY entries gets across the basic idea. What did you mean the faction was a struggle in the early game? Were you referring to the RESEARCH penalty?

The AI doesn't seem to make any use of her probe team ability or her tech-stealing, that's about all I can say. Her performance has been erratic - sometimes she does well up into mid-game, sometimes she's worn to a nub through a prolonged ground war with another faction.

The Data Angels are very aggressive with probe teams. Take a look at their faction file.
 
The Data Angels are very aggressive with probe teams. Take a look at their faction file.
I am guessing that it's the Discover priority which does that. They also have a Build priority as well though, which may play a part. To be honest I have found that Build can be more of a threat than Conquer sometimes when it comes to military anyhow.
 
The problem is that some of the social effects are not linear or are bounded. For example, +2 Economy is much more than twice the value of +1 Economy.

Hooboy. At least the formula's enough to allow me to make a start and whittle away from there, though. Right?

In terms of reducing the length of the datalinks entry, I think that either the +1 SUPPORT or the +1 INDUSTRY entries gets across the basic idea. What did you mean the faction was a struggle in the early game? Were you referring to the RESEARCH penalty?

I'm replacing the +SUPP with another +IND and seeing how that works out.

When I mean struggling, yeah, I was referring to the research. She didn't seem too horribly off in regards to the ability to put out units, so I guess I was focusing too much on her proposed weakness to understand her early strengths.

I tried another game last night with Victorians vs random factions, with me playing a random faction. I'm just going to put it out there, Aliens ruin the game for me. The Usurpers and Caretakers wound up taking over the two other major continents in the game, and the only reason Lal, Stewart, and Roze survived was because they had water colonies. RIP Dierdre.

The Data Angels are very aggressive with probe teams. Take a look at their faction file.
So hambino should try giving Big Brother a Discover priority and see if the AI faction does more tech steal.

Interesting. That's the "ai-knowledge" binary marker at the beginning, right? I'll give that a shot and see how AI stewart does in a test game.
 
Short update: the change in focus didn't seem to do much in regards to probe teams, but Stewart was definitely full up with combat units on her own side of the territory line with that ++INDUSTRY, which suggests that even if she's not probe-heavy as an AI she's at least now capable of being a challenging opponent. I know for a fact, after running an earlier test game, that she can be evil in the hands of a human player the moment she gets Doctrine: Flexibility.

As it stands, through social engineering choices alone she can get max PROBE (with the bonus), SUPPORT, and POLICE as well as ++++MORALE by focusing on SUPPORT, so I've switched her focus from PROBE to SUPPORT. +INDUSTRY with the Recycling Tanks is enough of a bonus at the start, probably, and she can get +INDUSTRY back with Planned Economics, so I feel like I should drop one INDUSTRY bonus, drop the HAB COMPLEX penalty, and simply give her a -GROWTH or --GROWTH modifier. Or perhaps replace the INDUSTRY bonus entirely with +ECONOMY and -GROWTH - she doesn't seem to be hurting for resources to pump out units early-game, but she might like a bonus helping with probe activities. Or maybe a combination of the above.

Thoughts?
 
I would say that having +INDUSTRY is good for her. I think that a HAB COMPLEX penalty is probably more ideal than a GROWTH penalty... Growth is a biggie and what makes my Oblivion guy so tough, so taking that away is probably not a good move unless there are a lot of advantages in exchange. Seems to be a good move with changing to support as a focus. Typically one doesn't want to give out +ECONOMY unless they really deserve it; Morgan only has +1 ECONOMY for instance.

Could I please request an updated version of her datalinks entry? It's hard to keep track all the changes sometimes. :p
 
Hooboy. At least the formula's enough to allow me to make a start and whittle away from there, though. Right?

Right.

I'm replacing the +SUPP with another +IND and seeing how that works out.

Testing is the only arbiter in the end.

When I mean struggling, yeah, I was referring to the research. She didn't seem too horribly off in regards to the ability to put out units, so I guess I was focusing too much on her proposed weakness to understand her early strengths.

With techshare 3, she should be in the middle of the pact.

I tried another game last night with Victorians vs random factions, with me playing a random faction. I'm just going to put it out there, Aliens ruin the game for me. The Usurpers and Caretakers wound up taking over the two other major continents in the game, and the only reason Lal, Stewart, and Roze survived was because they had water colonies. RIP Dierdre.

Aliens are horribly unbalanced.

Interesting. That's the "ai-knowledge" binary marker at the beginning, right? I'll give that a shot and see how AI stewart does in a test game.

Short update: the change in focus didn't seem to do much in regards to probe teams, but Stewart was definitely full up with combat units on her own side of the territory line with that ++INDUSTRY, which suggests that even if she's not probe-heavy as an AI she's at least now capable of being a challenging opponent. I know for a fact, after running an earlier test game, that she can be evil in the hands of a human player the moment she gets Doctrine: Flexibility.

I wonder why the Data Angels are so active with probe teams.

QUOTE=hambino;9341664]As it stands, through social engineering choices alone she can get max PROBE (with the bonus), SUPPORT, and POLICE as well as ++++MORALE by focusing on SUPPORT, so I've switched her focus from PROBE to SUPPORT. +INDUSTRY with the Recycling Tanks is enough of a bonus at the start, probably, and she can get +INDUSTRY back with Planned Economics, so I feel like I should drop one INDUSTRY bonus, drop the HAB COMPLEX penalty, and simply give her a -GROWTH or --GROWTH modifier. Or perhaps replace the INDUSTRY bonus entirely with +ECONOMY and -GROWTH - she doesn't seem to be hurting for resources to pump out units early-game, but she might like a bonus helping with probe activities. Or maybe a combination of the above.

Thoughts?[/QUOTE]

--GROWTH is quite significant. Remember factions that can get GROWTH=6 can pop-boom.
 
For now I'm just going to reduce ++INDUSTRY to +INDUSTRY and make no other changes.

I'm uploading the BIGBRO.txt and also including updated Datalinks.

Code:
#DATALINKS1
^LEADER: {Julia Stewart}
^BACKGROUND: {European Union, British Ambassador}
^AGENDA: {Security from all Threats}
^TECH: {Biogenetics, Planetary Networks}

#DATALINKS2
^
^+1 PROBE: {Well-funded secret police}
^+1 INDUSTRY: {Heavily-monitored populace and infrastructure}
^FREE NON-LETHAL METHODS ability for prototypes (with prerequisite)
^Gain any tech known to 3 other factions with whom Victorians have infiltration: {Efficient spy network}
^50% increased RESEARCH costs: {Government must approve and supervise all research activities}
^Need HAB COMPLEX for bases to exceed size 5: {Large populations difficult to regulate}
^{May not use Knowledge value in Social Engineering}

I'm just not sure what else to do with her.

If you both don't mind (I know Kilkakon's doing a lot of .txt modification testing this weekend), I would like you guys to give Stewart and Neumann a test play or two and give me your thoughts on how they seem to function.
 

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Sure, if you want me to I can play. :) I'll throw it on my todo list alongside Beacon and Striker.

Yeah, I'm finding it hard to trust myself on my own views as to whether a faction is balanced or not, so I'd like some second opinions. I appreciate it, dude.
 
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