I realize it would theoretically be more appropriate to post this in the Creation forum, but that forum seems pretty dead so I'm posting it here.
I'd like to create an ueber-Morganite faction based on the Arab oil states, with an agenda of wealth and power for the ruling class. Gameplay-wise, it would have an even greater incentive to go FM than the Morganites. Specifically, in line with the "law and order" nature of the Arab oil states, it would be able to run FM while using police units. There are 5 basic ways of doing this:
1) +4 police, no Planned (promotes FM, discourages Police State)
2) +2 police, no Planned, +1 or 2 eff (promotes FM/Police)
3) +2 police, no Planned, immunity (?) to negative efficiency (strongly promotes FM/Police and later IIRC Thought Control)
4) immunity (?) to negative police, no Planned (strongly promotes FM and later IIRC Cybernetic)
5) impunity (?) to negative effects of FM, no Planned (strongly promotes FM)
My preferences are 1), 4), and 5) because they leave the faction more flexibility in its choice of government, making it hopefully more interesting to play.
I want to compose a short list of 3-4 likely-to-be-balanced variants for playtesting, so I'd like thoughts on which variant sounds the most fun and on the best penalties to balance out the faction, as well as good minor "flavor" bonuses (starting units, etc.).
Interest on energy reserves sounds like fun, especially since no normal faction has it and because its effect is relatively minor in the crucial early game and it requires a sacrifice (keeping a reserve) to effectively utilize.
My thoughts on penalties: an efficiency penalty is definitely in order for reasons of flavor (rampant nepotism), a planet penalty likewise (resources are seen as something to exploit), a support or industry penalty likewise (the "gold-plated sinks" effect), a drone penalty likewise (islamic fundamentalists increasingly agitating as population and thus social problems rise). The efficiency penalty would knock Police State out of consideration, so would go best with option 1), which already eliminates Police anyway. A growth penalty would mean no pop booming (-1 + 2 + 2 + 2 = 5, which is <6) and somewhat lacks flavor. A probe penalty is kind of weak and lacks flavor. A science penalty is kind of weak and lacks flavor. A morale penalty might make sense.
I've seen the faction-rating guidelines at http://1st-euro.com/AC/fac-tool/rate.htm, so you don't need to point me to that page. In any case, I don't find it too useful, as some of the values assigned are questionable (planet as 3* rating level and police as 1*? Come on!) and in any case, flat multipliers can't take into account synergistic effects (as the ability to run FM on Transcend without Rec Commons as a first build definitely is!).
In terms of "real" (playtesting-judged) faction single-player power, I'd like The Sheikdom to be middle-of-the-road, i.e. neither boring (drones) nor frustrating (spartans).
USC
I'd like to create an ueber-Morganite faction based on the Arab oil states, with an agenda of wealth and power for the ruling class. Gameplay-wise, it would have an even greater incentive to go FM than the Morganites. Specifically, in line with the "law and order" nature of the Arab oil states, it would be able to run FM while using police units. There are 5 basic ways of doing this:
1) +4 police, no Planned (promotes FM, discourages Police State)
2) +2 police, no Planned, +1 or 2 eff (promotes FM/Police)
3) +2 police, no Planned, immunity (?) to negative efficiency (strongly promotes FM/Police and later IIRC Thought Control)
4) immunity (?) to negative police, no Planned (strongly promotes FM and later IIRC Cybernetic)
5) impunity (?) to negative effects of FM, no Planned (strongly promotes FM)
My preferences are 1), 4), and 5) because they leave the faction more flexibility in its choice of government, making it hopefully more interesting to play.
I want to compose a short list of 3-4 likely-to-be-balanced variants for playtesting, so I'd like thoughts on which variant sounds the most fun and on the best penalties to balance out the faction, as well as good minor "flavor" bonuses (starting units, etc.).
Interest on energy reserves sounds like fun, especially since no normal faction has it and because its effect is relatively minor in the crucial early game and it requires a sacrifice (keeping a reserve) to effectively utilize.
My thoughts on penalties: an efficiency penalty is definitely in order for reasons of flavor (rampant nepotism), a planet penalty likewise (resources are seen as something to exploit), a support or industry penalty likewise (the "gold-plated sinks" effect), a drone penalty likewise (islamic fundamentalists increasingly agitating as population and thus social problems rise). The efficiency penalty would knock Police State out of consideration, so would go best with option 1), which already eliminates Police anyway. A growth penalty would mean no pop booming (-1 + 2 + 2 + 2 = 5, which is <6) and somewhat lacks flavor. A probe penalty is kind of weak and lacks flavor. A science penalty is kind of weak and lacks flavor. A morale penalty might make sense.
I've seen the faction-rating guidelines at http://1st-euro.com/AC/fac-tool/rate.htm, so you don't need to point me to that page. In any case, I don't find it too useful, as some of the values assigned are questionable (planet as 3* rating level and police as 1*? Come on!) and in any case, flat multipliers can't take into account synergistic effects (as the ability to run FM on Transcend without Rec Commons as a first build definitely is!).
In terms of "real" (playtesting-judged) faction single-player power, I'd like The Sheikdom to be middle-of-the-road, i.e. neither boring (drones) nor frustrating (spartans).
USC
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