*digs out list of faction traits*
Limited options:
Specified free tech (TECH, Ecology)
FACILITY
FREEFAC (SMAX)
UNIT
SOCIAL
ROBUST
IMMUNITY
IMPUNITY
PENALTY
FUNGNUTRIENT/FUNGMINERALS/FUNGENERGY
VOTES
REVOLT (SMAX)
NODRONE (SMAX)
FREEABIL (SMAX)
PROBECOST (SMAX)
OFFENSE (SMAX)
DEFENSE (SMAX)
Unlimited options:
MORALE
PSI
RESEARCH
TALENT
DRONE
ENERGY
INTEREST
COMMERCE
POPULATION
HURRY
TECHCOST
SHARETECH
TECHSHARE (SMAX)
Unspecified free tech (TECH, 1)
TERRAFORM
MINDCONTROL
FREEPROTO
ALIEN (SMAX)
AQUATIC (SMAX)
COMMFREQ
FANATIC
WORMPOLICE (SMAX)
TECHSTEAL (SMAX)
Your list includes the following unlimited options:
INTEREST, TECHCOST, MINDCONTROL, ALIEN
and the following limited-to-8 options:
FUNGNUTRIENT, FUNGMINERALS, FUNGENERGY, FREEABIL, PROBECOST, SOCIAL x4 (support, industry, police, planet)
That means you only need to drop one of the limited-to-8 options. Also keep in mind, however, that industry is lower-bounded to -3, and rolls over at -7 (to +5).
The faction, as it stands, is horribly underpowered. With TECHCOST, 1000, it'll never get off the ground. FREEABIL only works once you get the associated tech, and furthermore will not affect pre-designed units (such as mind worms). Between the high cost of native life (especially with rock-bottom industry) and the effective inability to use conventional weaponry, any faction could just empath rover its way to victory.



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I was just going to the beginning of your post and checking out what you originally wanted and making that fit in with the faction editor. I don't really do a lot of faction.txt editing. I'll see if I can answer some of these new questions.
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