I went through the alpha and faction txt files and made some balancing tweaks. One thing to note - I only play SMAC. I don't have SMAX, nor do I ever want it.
SECRET PROJECTS
Cloning Vats - Removed from the game. It was horribly overpowered and completely messed up the finely tuned social engineering balance that makes the game so interesting. (I removed it by changing its prereq tech to User0, so the line is still in alpha.txt but the SP can never be built in an actual game)
SOCIAL ENGINEERING
Police State - no change
Democratic - penalty changed to -2 POLICE. The police penalty makes a lot more sense to me than a support penalty. So if you run demo, you can't nerve staple or use military units as police (barring the thought control SP)
Fundy - no change
Free Market - penalty changed to -3 PLANET -5 SUPPORT. Again, the support penalty makes more sense to me than a police penalty. Capitalism does not make for a peace loving population, but can make large armies difficult to support. Balance wise, it means that there is always a downside to running FM, instead of a downside only during war. The -5 support means all units cost 2 minerals, a heavy price to pay for the very powerful +2 econ. It also means that a faction can alleviate the support hit by running either FM + PS (right wing dictatorship) or FM + Power (military-industrial complex and mercenary organizations like Blackwater).
Planned - no change
Green - penalty changed to -2 INDUSTRY. Environmental controls means less industrial output.
Power - penalty changed to -2 GROWTH. Emphasis on war over children. The main reason I switched the the green and power penalties is to make it so that in order to run PS or Power to alleviate FM's support penalty, you have to take a growth penalty. If you go with PS, that means don't get Demo's +2 growth, and if you go with power, you get the -2 growth from that. In all, that means that if you decide to run FM with either PS or Power, your growth score will be at most 0 until Eudaimonia. Also note that with the Cloning Vats removed, there is no way around the penalty.
Knowledge - no change
Wealth - no change
Cybernetic - penalty changed to -3 SUPPORT. Cybernetic infrastructure requires a lot of maintenance. The Network Node SP then provides the maintenance for the cybernetic infrastructure.
Eudaimonic - penalty changed to -3 POLICE. I think a police penalty makes more sense than a morale penalty given the description of a Eudaimonic society. The citizens will be just as zealous in defending their society, but have less tolerance for expeditionary wars. Contrast that to the wealth SE choice where there truly is a decadence that saps the will to defend one's homeland. The police penalty also means that Demo+Eudaimonic means a -5 police, which is what one would expect from that SE combo. There is also no way to raise it since the SE choices that give + to police are also in politics and future society. The Ascetic SP can still give you a -4 if you're not Gaian, which means only 1 drone for overseas troops. Furthermore, the ability to nerve staple doesn't make sense with a Eudaimonic society.
Thought Control - penalty changed to -4 RESEARCH. Effective scientific research requires peer review, curiosity, and independent thought. Thought control heavily stifles all of this. I think this penalty makes A LOT more sense than the previous support penalty, and since the Cloning Vats are out, there's no way around it.
FACTIONS
I've given every faction a free facility, and compensated the Hive and University since they already had one.
Gaians - Free recycling tanks in every base (ecological experience)
Hive - Immune to negative morale modifiers (brainwashed soldiers) - this is balance compensation for the fact that they already had a free facility and now everyone's getting one.
Morgans - Free energy bank in every base (powerful banking institutions)
I also changed their faction penalty to -1 GROWTH (Starting a family means less personal wealth). I did this because with their previous factional support penalty, if they were to run FM with either PS or Power, they would be at -4 SUPPORT (-1-5+2) which still means 2 minerals per unit. Now they would be at -3 SUPPORT like every other faction save the Believers, which means only 1 mineral per unit.
Spartans - Free command center in every base (military infrastructure)
Believers - Free rec commons at every base (church groups)
Peacekeepers - Free children's creche at every base (child care and education of utmost importance)
University - Removed the drone per 4 citizens - this is balance compensation for the fact that they already had a free facility and now everyone's getting one.
SECRET PROJECTS
Cloning Vats - Removed from the game. It was horribly overpowered and completely messed up the finely tuned social engineering balance that makes the game so interesting. (I removed it by changing its prereq tech to User0, so the line is still in alpha.txt but the SP can never be built in an actual game)
SOCIAL ENGINEERING
Police State - no change
Democratic - penalty changed to -2 POLICE. The police penalty makes a lot more sense to me than a support penalty. So if you run demo, you can't nerve staple or use military units as police (barring the thought control SP)
Fundy - no change
Free Market - penalty changed to -3 PLANET -5 SUPPORT. Again, the support penalty makes more sense to me than a police penalty. Capitalism does not make for a peace loving population, but can make large armies difficult to support. Balance wise, it means that there is always a downside to running FM, instead of a downside only during war. The -5 support means all units cost 2 minerals, a heavy price to pay for the very powerful +2 econ. It also means that a faction can alleviate the support hit by running either FM + PS (right wing dictatorship) or FM + Power (military-industrial complex and mercenary organizations like Blackwater).
Planned - no change
Green - penalty changed to -2 INDUSTRY. Environmental controls means less industrial output.
Power - penalty changed to -2 GROWTH. Emphasis on war over children. The main reason I switched the the green and power penalties is to make it so that in order to run PS or Power to alleviate FM's support penalty, you have to take a growth penalty. If you go with PS, that means don't get Demo's +2 growth, and if you go with power, you get the -2 growth from that. In all, that means that if you decide to run FM with either PS or Power, your growth score will be at most 0 until Eudaimonia. Also note that with the Cloning Vats removed, there is no way around the penalty.
Knowledge - no change
Wealth - no change
Cybernetic - penalty changed to -3 SUPPORT. Cybernetic infrastructure requires a lot of maintenance. The Network Node SP then provides the maintenance for the cybernetic infrastructure.
Eudaimonic - penalty changed to -3 POLICE. I think a police penalty makes more sense than a morale penalty given the description of a Eudaimonic society. The citizens will be just as zealous in defending their society, but have less tolerance for expeditionary wars. Contrast that to the wealth SE choice where there truly is a decadence that saps the will to defend one's homeland. The police penalty also means that Demo+Eudaimonic means a -5 police, which is what one would expect from that SE combo. There is also no way to raise it since the SE choices that give + to police are also in politics and future society. The Ascetic SP can still give you a -4 if you're not Gaian, which means only 1 drone for overseas troops. Furthermore, the ability to nerve staple doesn't make sense with a Eudaimonic society.
Thought Control - penalty changed to -4 RESEARCH. Effective scientific research requires peer review, curiosity, and independent thought. Thought control heavily stifles all of this. I think this penalty makes A LOT more sense than the previous support penalty, and since the Cloning Vats are out, there's no way around it.
FACTIONS
I've given every faction a free facility, and compensated the Hive and University since they already had one.
Gaians - Free recycling tanks in every base (ecological experience)
Hive - Immune to negative morale modifiers (brainwashed soldiers) - this is balance compensation for the fact that they already had a free facility and now everyone's getting one.
Morgans - Free energy bank in every base (powerful banking institutions)
I also changed their faction penalty to -1 GROWTH (Starting a family means less personal wealth). I did this because with their previous factional support penalty, if they were to run FM with either PS or Power, they would be at -4 SUPPORT (-1-5+2) which still means 2 minerals per unit. Now they would be at -3 SUPPORT like every other faction save the Believers, which means only 1 mineral per unit.
Spartans - Free command center in every base (military infrastructure)
Believers - Free rec commons at every base (church groups)
Peacekeepers - Free children's creche at every base (child care and education of utmost importance)
University - Removed the drone per 4 citizens - this is balance compensation for the fact that they already had a free facility and now everyone's getting one.
Comment