Originally posted by Nahkrinoth
Smaniac looks crazy. I'm willing to play any scenario.
Smaniac looks crazy. I'm willing to play any scenario.
Besides the original SMAC 7 and the expansion SMAX 7, there are 7 custom factions:
The Bree
Originally posted by Maniac
The first custom faction are the Bree, an aquatic green faction.
The first custom faction are the Bree, an aquatic green faction.
Originally posted by Maniac
LEADER: Daughter Bre Ata - the Hybrid
BACKGROUND: Usurper experiment escapee
AGENDA: Fungal Harmony, Green Society
TECH: Xenobiology
Aquatic faction
+2 PLANET: Fungal Sisterhood
+2 Nutrients in fungus squares: Fungal harvesting
-1 Growth: Inability to use Exowomb technology
May not use Private/Protectionist economics
Starts the game with an Isle of the Deep
LEADER: Daughter Bre Ata - the Hybrid
BACKGROUND: Usurper experiment escapee
AGENDA: Fungal Harmony, Green Society
TECH: Xenobiology
Aquatic faction
+2 PLANET: Fungal Sisterhood
+2 Nutrients in fungus squares: Fungal harvesting
-1 Growth: Inability to use Exowomb technology
May not use Private/Protectionist economics
Starts the game with an Isle of the Deep
Originally posted by Maniac
The Atlanteans
Politics, Unitary Democracy, PROBE
Ruling Elite, Junta, nil
#DATALINKS1
^LEADER: {Queen Elevea}
^BACKGROUND: {Former Gaian protesting the use of mind worm terror}
^AGENDA: {A life of peace and tranquillity}
^TECH: {Centauri Hydrology}
#DATALINKS2
^Aquatic based faction: {The ocean is the best place to hide from unwanted eyes}
^Free AQUAFARM with discovery of Gene Splicing
^Deep Pressure Hull FREE for all naval units upon discovery of Nanometallurgy
^Need HAB COMPLEX for bases to exceed size 4: {Small bases are most likely to remain undetected}
^{May not choose a Junta Ruling Elite in social engineering.}
^
The Empath Collective
Psionic armour is available earlier in the tech tree than in the standard game, so I thought it would be cool to have some psionic-centered - but not Green Planet-centered - factions. Hence the Empaths and the Templar. A defensive builder and an offensive warmonger version.
Ruling Elite, Empath, TALENT,
Society, Green, POLICE,
#DATALINKS1
^LEADER: {Phena Leatt}
^BACKGROUND: {Unity Medic}
^AGENDA: {A society guided by benevolent and responsible empaths}
^TECH: {Social Psych}
#DATALINKS2
^Extra TALENT for every five citizens: {Empaths encourage people to develop their full potential}
^Hypnotic Trance ability FREE to all units upon discovery of the Secrets of the Human Brain
^+15% Psi combat strength: {People's psionic abilities are strongly developed}
^Impunity to EMPATH growth penalty: {The focus lies on harmony between humans}
^-2 PLANET: {Following on above, the focus does not lie on harmony with Planet}
^-1 POLICE: {Telepaths abhor hard ways of persuasion}
^{May not choose for a Green society}
^
The Genesis Project
A popboom faction with some anti-ICS penalties...
Society, Anthropocentric, GROWTH,
nil, nil, ECONOMY,
#DATALINKS1
^LEADER: {Johanna Chaue}
^BACKGROUND: {Argentina, Buenos Aires University genetics research team}
^AGENDA: {Improve the human genetic code for all}
^TECH: {Biogenetics}
#DATALINKS2
^Free HATCHERY with discovery of the Exowomb
^May exceed HAB COMPLEX population requirements by 2.
^-1 ECONOMY: {Universal eugenetic programs are a heavy economic burden}
^-1 SUPPORT: {Genetically boosted troops are expensive}
^
The Shadow Ghosts
I wanted to have a couple more aquatic factions as I kinda like the naval aspect of SMAniaC. Another probe faction came to mind. Problem however is that the Data Angels already have about any bonus that you can possibly give to enhance the probe aspect, so at first sight it's hard to create another probe faction with a different feeling than the Angels. However from my (limited) experience the Angels actually suck quite bad as a probe faction. The problem is in multiplayer games you can't even infiltrate another faction without pissing off other players practically for the rest of the game. This is bad, because the Angels are actually a very good builder faction and thus cooperation (tech trades, commerce) with other factions is important. As a consequence hardly any probe faction happens. At most one might try to gain infiltration on at least three factions, but active tech theft etc us unlikely to happen.
So the idea came to make a second probe faction more warmonger-oriented, so they don't have to care as much about good relations and can go all the way with offensive probing. They only have to pay 50% for mind control actions (Perhaps it should be even further lowered to make it worthwhile? I don't know - I hardly ever use mind control due to very cost-ineffective.), gain a tech when capturing a base and have -3 Commerce. These three together can lead to an interesting tactic I think. Due to the lowered probe cost you can more easily mind control a base. This counts as capturing it, so if you use it on a technologically more advanced faction, you'll get a tech for free in addition! Lastly, you have -3 Commerce. Translated: just forget about commerce: use atrocities ad infinitum. So if you have mindcontrolled a base to gain a tech and a couple military units, you can without regret obliterate it to prevent being probed yourself. Could lead to some interesting guerilla tactics IMO.
nil, nil, PROBE,
nil, nil, nil,
^LEADER: {Shadow Hunter Delan}
^BACKGROUND: {Unknown}
^AGENDA: {Gather any necessary data with no regard for the consequences}
^TECH: {Centauri Hydrology, Information Networks}
#DATALINKS2
^Aquatic based faction: {The ocean is the best place to stay mobile and strike anywhere anytime}
^Algorithmic Enhancement FREE for all probe units upon development of Quantum Computers
^Can steal technology when capturing a base
^-2 RESEARCH & -3 Commerce: {The Ghosts steal what they want, not trade or research it}
^Just noticed I forgot to include the rather crucial PROBECOST, 50 in the datalinks info
The Centauri Republic
With this faction, keep in mind the Maniacal Rush which basically reduces to hurry cost to 80% of normal when building something of 80 minerals or more. Also -1 Industry, so hurrying is 10% more expensive. This means that the hurry bonus is closer to 6/7 of normal than 2/3 of normal.
Economics, Private/Protectionist, ECONOMY,
Economics, Private/Free Trade, nil
#DATALINKS1
^LEADER: {Jacques Briens}
^BACKGROUND: {France, Unity Sociologist}
^AGENDA: {Establish a prosperous and independent Republic}
^TECH: {Renewable Energy Sources}
#DATALINKS2
^65% hurry costs: {Keynesian economic policy}
^-1 INDUSTRY: {Focus on consumption goods}
^-1 COMMERCE: {Protectionist trade policy}
^{May not use Private / Free Trade economics}
The Order of the Templar
It's a pity it isn't possible to give this faction the psi attack weapon right from the start.
#DATALINKS1
^LEADER: {Eliana Silvera}
^BACKGROUND: {South Africa, Unity Security Force}
^AGENDA: {A society led by a psionic elite}
^TECH: {Field Modulation}
#DATALINKS2
^+25% Bonus when attacking enemies, from the military application of psionics.
^Empath Song ability FREE to all units upon discovery of Centauri Empathy
^+30% Psi combat strength: {The Order of the Templar develop their psionic talents for offensive use}
^-3 PLANET: {Disregard for Planet's native life - the Templar serve only their own interests}
^-1 EFFICIENCY: {Large empires harder to run by a small elite}
^Impunity to ANTHROPOCENTRIC penalty: {The Templar's disregard for Planet does not entail a disregard for psionic affinity}
^Aversion towards Empath elites: {Rival psionic talents form a threat to the Templar's domination}
The Atlanteans
Politics, Unitary Democracy, PROBE
Ruling Elite, Junta, nil
#DATALINKS1
^LEADER: {Queen Elevea}
^BACKGROUND: {Former Gaian protesting the use of mind worm terror}
^AGENDA: {A life of peace and tranquillity}
^TECH: {Centauri Hydrology}
#DATALINKS2
^Aquatic based faction: {The ocean is the best place to hide from unwanted eyes}
^Free AQUAFARM with discovery of Gene Splicing
^Deep Pressure Hull FREE for all naval units upon discovery of Nanometallurgy
^Need HAB COMPLEX for bases to exceed size 4: {Small bases are most likely to remain undetected}
^{May not choose a Junta Ruling Elite in social engineering.}
^
The Empath Collective
Psionic armour is available earlier in the tech tree than in the standard game, so I thought it would be cool to have some psionic-centered - but not Green Planet-centered - factions. Hence the Empaths and the Templar. A defensive builder and an offensive warmonger version.
Ruling Elite, Empath, TALENT,
Society, Green, POLICE,
#DATALINKS1
^LEADER: {Phena Leatt}
^BACKGROUND: {Unity Medic}
^AGENDA: {A society guided by benevolent and responsible empaths}
^TECH: {Social Psych}
#DATALINKS2
^Extra TALENT for every five citizens: {Empaths encourage people to develop their full potential}
^Hypnotic Trance ability FREE to all units upon discovery of the Secrets of the Human Brain
^+15% Psi combat strength: {People's psionic abilities are strongly developed}
^Impunity to EMPATH growth penalty: {The focus lies on harmony between humans}
^-2 PLANET: {Following on above, the focus does not lie on harmony with Planet}
^-1 POLICE: {Telepaths abhor hard ways of persuasion}
^{May not choose for a Green society}
^
The Genesis Project
A popboom faction with some anti-ICS penalties...
Society, Anthropocentric, GROWTH,
nil, nil, ECONOMY,
#DATALINKS1
^LEADER: {Johanna Chaue}
^BACKGROUND: {Argentina, Buenos Aires University genetics research team}
^AGENDA: {Improve the human genetic code for all}
^TECH: {Biogenetics}
#DATALINKS2
^Free HATCHERY with discovery of the Exowomb
^May exceed HAB COMPLEX population requirements by 2.
^-1 ECONOMY: {Universal eugenetic programs are a heavy economic burden}
^-1 SUPPORT: {Genetically boosted troops are expensive}
^
The Shadow Ghosts
I wanted to have a couple more aquatic factions as I kinda like the naval aspect of SMAniaC. Another probe faction came to mind. Problem however is that the Data Angels already have about any bonus that you can possibly give to enhance the probe aspect, so at first sight it's hard to create another probe faction with a different feeling than the Angels. However from my (limited) experience the Angels actually suck quite bad as a probe faction. The problem is in multiplayer games you can't even infiltrate another faction without pissing off other players practically for the rest of the game. This is bad, because the Angels are actually a very good builder faction and thus cooperation (tech trades, commerce) with other factions is important. As a consequence hardly any probe faction happens. At most one might try to gain infiltration on at least three factions, but active tech theft etc us unlikely to happen.
So the idea came to make a second probe faction more warmonger-oriented, so they don't have to care as much about good relations and can go all the way with offensive probing. They only have to pay 50% for mind control actions (Perhaps it should be even further lowered to make it worthwhile? I don't know - I hardly ever use mind control due to very cost-ineffective.), gain a tech when capturing a base and have -3 Commerce. These three together can lead to an interesting tactic I think. Due to the lowered probe cost you can more easily mind control a base. This counts as capturing it, so if you use it on a technologically more advanced faction, you'll get a tech for free in addition! Lastly, you have -3 Commerce. Translated: just forget about commerce: use atrocities ad infinitum. So if you have mindcontrolled a base to gain a tech and a couple military units, you can without regret obliterate it to prevent being probed yourself. Could lead to some interesting guerilla tactics IMO.
nil, nil, PROBE,
nil, nil, nil,
^LEADER: {Shadow Hunter Delan}
^BACKGROUND: {Unknown}
^AGENDA: {Gather any necessary data with no regard for the consequences}
^TECH: {Centauri Hydrology, Information Networks}
#DATALINKS2
^Aquatic based faction: {The ocean is the best place to stay mobile and strike anywhere anytime}
^Algorithmic Enhancement FREE for all probe units upon development of Quantum Computers
^Can steal technology when capturing a base
^-2 RESEARCH & -3 Commerce: {The Ghosts steal what they want, not trade or research it}
^Just noticed I forgot to include the rather crucial PROBECOST, 50 in the datalinks info
The Centauri Republic
With this faction, keep in mind the Maniacal Rush which basically reduces to hurry cost to 80% of normal when building something of 80 minerals or more. Also -1 Industry, so hurrying is 10% more expensive. This means that the hurry bonus is closer to 6/7 of normal than 2/3 of normal.
Economics, Private/Protectionist, ECONOMY,
Economics, Private/Free Trade, nil
#DATALINKS1
^LEADER: {Jacques Briens}
^BACKGROUND: {France, Unity Sociologist}
^AGENDA: {Establish a prosperous and independent Republic}
^TECH: {Renewable Energy Sources}
#DATALINKS2
^65% hurry costs: {Keynesian economic policy}
^-1 INDUSTRY: {Focus on consumption goods}
^-1 COMMERCE: {Protectionist trade policy}
^{May not use Private / Free Trade economics}
The Order of the Templar
It's a pity it isn't possible to give this faction the psi attack weapon right from the start.

#DATALINKS1
^LEADER: {Eliana Silvera}
^BACKGROUND: {South Africa, Unity Security Force}
^AGENDA: {A society led by a psionic elite}
^TECH: {Field Modulation}
#DATALINKS2
^+25% Bonus when attacking enemies, from the military application of psionics.
^Empath Song ability FREE to all units upon discovery of Centauri Empathy
^+30% Psi combat strength: {The Order of the Templar develop their psionic talents for offensive use}
^-3 PLANET: {Disregard for Planet's native life - the Templar serve only their own interests}
^-1 EFFICIENCY: {Large empires harder to run by a small elite}
^Impunity to ANTHROPOCENTRIC penalty: {The Templar's disregard for Planet does not entail a disregard for psionic affinity}
^Aversion towards Empath elites: {Rival psionic talents form a threat to the Templar's domination}
Originally posted by Nahkrinoth
We could really use some more players.
We could really use some more players.
I want to avoid the situation (which you missed) in ACDG5 where someone held out for SMAC and never participated in The Wardroom.

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