After purchasing SMACX, I was disappointed to see that almost all of the new factions were overpowered compared to the original SMAC factions. I really enjoy mixing the new and old factions and I have noticed that the new ones usually win. Therefore, I tried editing their profiles in order to make them all more equal. I would like input from anyone who thinks I could make some improvements.
First of all, with the Aliens, I don't like the creators' philosophy that the Aliens must be ultra-powerful because "humanity must unite against them." To me, that is utter BS. The diplomacy in this game is not real-world; there is no way to get all five human factions to ally and kill the Aliens. Therefore, I buffed down the Aliens as well as all the SMACX human factions.
I began with changing some game mechanics. I changed Resonance-3 armor (which the Aliens would start with) to Adaptive Doctrine (the same as Pulse-3 armor). I felt this would balance it somewhat.
Now to the interesting part:
Caretakers:
I thought that starting with five techs was absurd. I also thought free tanks didn't really make sense. The +25% defensive combat seemed too strong. They can however, use any social engineering.
Usurpers:
Same reasons here. They also get to use any social engineering.
Angels:
I gave them only planetary networks because I thought 2 techs would be too much. I removed their - cost to probe actions because I figured it made them too strong. I took out Thought Control because it was powerful and it also would be against their faction ideology more than Power would be.
Pirates:
I thought they would be too strong if they could choose from all social engineering. I also gave them only 1 starting tech. And I got rid of the free naval yard.
Consciousness:
I gave them a stiff growth penalty and got rid of the extra tech. I considered taking them down to +1 EFFIC, but I wasn't sure.
Cult:
All I did was reduce them to one tech. I thought about getting rid of the brood pit.
Drones:
I think that they are balanced, I left them the same. BTW, I have never observed a base revolt. Could someone explain?
I left the SMAC factions exactly as they were.
I hope these new factions are equal. They seem OK in playtesting. Please give me your opinions.
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Agenda: Emancipation of the working classes
First of all, with the Aliens, I don't like the creators' philosophy that the Aliens must be ultra-powerful because "humanity must unite against them." To me, that is utter BS. The diplomacy in this game is not real-world; there is no way to get all five human factions to ally and kill the Aliens. Therefore, I buffed down the Aliens as well as all the SMACX human factions.
I began with changing some game mechanics. I changed Resonance-3 armor (which the Aliens would start with) to Adaptive Doctrine (the same as Pulse-3 armor). I felt this would balance it somewhat.
Now to the interesting part:
Caretakers:
- TECH: Progenitor Psych, Field Modulation
- +10% defensive combat
- +1 PLANET
- "Energy Grid"
- Mk I Battle Ogre and extra Colony Pod
- prototyped combat units have 2-square sighting radius
- Can direct research efforts
- Possess a physical scan of Planet's surface
I thought that starting with five techs was absurd. I also thought free tanks didn't really make sense. The +25% defensive combat seemed too strong. They can however, use any social engineering.
Usurpers:
- TECH: Progenitor Psych, Field Modulation
- +10% offensive combat
- +1 GROWTH
- +1 MORALE
- -1 PLANET
- "Energy Grid"
- Mk I Battle Ogre and extra Colony Pod
- prototyped combat units have 2-square sighting radius
- Can direct research efforts
- Possess a physical scan of Planet's surface
Same reasons here. They also get to use any social engineering.
Angels:
- TECH: Planetary Networks
- +2 PROBE
- -1 POLICE
- Get tech known to 3 other factions with infiltration
- Free COVERT OPS CENTER with Pre-Sentient Algorithms
- May not make Thought Control choice
I gave them only planetary networks because I thought 2 techs would be too much. I removed their - cost to probe actions because I figured it made them too strong. I took out Thought Control because it was powerful and it also would be against their faction ideology more than Power would be.
Pirates:
- TECH: Doctrine: Flexibility
- -1 EFFICIENCY
- -1 GROWTH
- Enhancements may be built in ocean and trench squares
- Sea colony pod & sea former prototypes FREE
- Bonus mineral from ocean shelf squares
- Marine Detachment FREE with Adaptive Doctrine
- May not make Wealth choice
I thought they would be too strong if they could choose from all social engineering. I also gave them only 1 starting tech. And I got rid of the free naval yard.
Consciousness:
- TECH: Applied Physics
- +2 RESEARCH
- +2 EFFICIENCY
- -2 GROWTH
- Impunity to CYBERNETIC penalty
- Can steal technology when capturing a base
- May not make Fundamentalist choice
I gave them a stiff growth penalty and got rid of the extra tech. I considered taking them down to +1 EFFIC, but I wasn't sure.
Cult:
- TECH: Centauri Ecology
- +2 PLANET
- -1 INDUSTRY
- -1 ECON
- Free BROOD PIT with discovery of Centauri Genetics
- Mind Worms do double police duty
- May not make Wealth choice in Social Engineering
All I did was reduce them to one tech. I thought about getting rid of the brood pit.
Drones:
- TECH: Industrial Base
- +2 INDUSTRY
- -2 RESEARCH
- Revolting bases tend to join drones
- -1 DRONES in every base
- May not use Green economics.
I think that they are balanced, I left them the same. BTW, I have never observed a base revolt. Could someone explain?
I left the SMAC factions exactly as they were.
I hope these new factions are equal. They seem OK in playtesting. Please give me your opinions.
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Agenda: Emancipation of the working classes
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