Announcement

Collapse
No announcement yet.

New SE values

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • New SE values

    This is a list of some ideas gathered during Stella Polaris design:

    NEW SE VALUES:

    Culture:
    Culture indicate how much your faction ideals influence your and foreign base behavior: if your faction ideas are strong and diffused in an enemy base, in case of revolt, can join your faction. Culture influence also "conversion time" of an enemy base. When in SMAC you capture a base that base has an extra Drone for 50 years, due to the unhappiness of the conquest. Culture rating will influence the quantity of time that a base as extra unhappiness. It will be possible to produce more Culture with facilities,talents or SPs. It's possible to think also at a Cultural Victory Condition. Culture rate is raised by Democracy, and Knowledge SE choices. Culture does not produce Talents. Immigration flows modifies Culture rating in bases.
    Ordinance like Propaganda or Holyday Period give a boost of your Culture, but cost money.
    Iron Curtain, Vendettas, Atrocities will decrease this value.

    Health:
    Health is an "invisible" SE setting (you will not have any SE setting that increase or decrease Health: the only way to increase it is building facilities and SPs. Health indicate the level of development of your Hospitals, and the quantity of Medics "produced" by your bases. Medics can "build" medicines, or can be gathered in units: Field Surgeons. When merged in Army with other units, they double the effect of the medecines. Helth rate is very important in case of plagues that can happens (or can be provoked... )
    Ordinance Quarantine give a boost of health at the cost of efficiency, economy and production.

    Spiritualty:
    Indicate the level of interest that your people has in their "soul": negative values means nihilistic faction, positive value means a spirituality-oriented faction. Negative value of spirituality can provoke problems, people will seek "something more" and tends to be less loyal or can be easly bribed/converted.
    WARNING: spirituality is a useful way to control people (they become less unhappy in case of problems), but beware of side effects: non-controlled zealots can try to stop your research, decide to move an "Holy War" against an other faction.
    Spirituality rate is increased by Fundamentalism, Green, Eudaimonia and decreased by Police State, Wealth, Cybernethics
    It's possible to think to have Spirituality Talents/Facilities/Techs/SPs and Victory Condition.
    Last edited by Vultur; October 20, 2002, 14:45.
    Aslo the gods are impotent against men's stupidity --Frederich Shiller
    In my vocabulary the word "Impossible" doesn't exist --Napoleon
    Stella Polaris Development Team -> Senior Code Writer (pro tempore) & Designer

  • #2
    how about changing SE value 'morale' to something like military readiness: for example if youre at peace with all your neigbors your soldiers will be taking it easy (especially if youre democrecy), while if your at war with your neigbors of if you have SE power or police state your soldiers will be ready for combat 24/7.
    low mil-ready could mean your armies having only half their health, but costing less to maintain, high mil-ready means 100-150% health but high maintenance.
    Truly great madness cannot be achieved without significant intelligence.
    -Henrik Tikkanen

    Comment


    • #3
      Originally posted by Mark123jansen
      how about changing SE value 'morale' to something like military readiness:
      I have thought to have two values: training and loyalty.
      Training affect how much the troops are prepared (Rookie or Veterans) and is influenced by MORAL value (how much your Faction care in training troops)

      Loyalty is affected by home base happyness, victories, Leader sanity level, atrocities and Spirituality.
      Few loyal troop will escape from combat, join mercenaires, or can be bribed easly.

      You can have fight-till-death zealots that don't know nothing of combat (Miriam's base garrisson) or hyper trayned troops that will abandon you at the first sign of danger (Morgan's mercenaires troops)

      low mil-ready could mean your armies having only half their health, but costing less to maintain, high mil-ready means 100-150% health but high maintenance
      I don't know, but sound interesting.
      Aslo the gods are impotent against men's stupidity --Frederich Shiller
      In my vocabulary the word "Impossible" doesn't exist --Napoleon
      Stella Polaris Development Team -> Senior Code Writer (pro tempore) & Designer

      Comment


      • #4
        I like your idea of training and loyalty, training could be the healt bonus/penalty I suggested, and loyalty could make units more/less resistant to probe actions or even go awall and become mercinaries like you said.
        Truly great madness cannot be achieved without significant intelligence.
        -Henrik Tikkanen

        Comment

        Working...
        X