Roughly, this faction is meant to represent trade unionists, with some tongue-in-cheek jabs at blue-collar folk (all meant in fun, really--don't sic those teamsters on me!) My hope was to design a faction that had to use probe teams as its main military unit--probe teams in this case representing labor organizers who would go and get the workers in other cities to revolt. Here's what I have worked out:
FREE TECH: {Social Psych, Planetary Networks}
+2 PROBE: {Good at rabble rousing. Free PROBE TEAM at start.}
-1 RESEARCH: {No time for sittin' around thinking.!}
-3 POLICE: {Doesn't take well to company-hired goons.}
Benefits Package: {RECYCLING TANKS free at each base.}
Retirement Plan: {2% interest on Energy reserves per turn.}
Union Regulations: {10% extra penalty for hurrying production.}
Kinda Pinko: {Won't use FREE MARKET economy.}
Snubbed by the Elite: {Shut out of Planetary Elections; gets no votes regardless of population.}
My thinking:
The high probe ratings and the probe techs, obviously, are to encourage the player to build and use probe teams. Almost all the other modifications have to do with this imperative, too.
I gave the faction a money bonus because it takes money to do effective probe team work, but then I had to take steps to make it hard to use that money for things *other* than probe teams; this explains the penalty for rush-building, and the penalty for research, and the penalty for deploying military units (the low police rating), as well as the prevention of Free Market (like anyone in their right mind would use Free Market with this faction, anyway). Well, perhaps that's not obvious; my thinking is that Free Market *in addition* to 2% interest is just way too much money. I originally had the interest set at 10%, but then I read someone's post on how 3% is the MOST you should ever give a faction, and I changed it (interestingly, the lowest you can go in the Faction Editor is 10%--another reason that thing doesn't quite replace the need to edit the files yourself).
The free Recycling Tanks are included to somewhat make up for the slow infrastructure development that's going to happen because of the penalty for rush-building.
The lack of votes for planetary governor is unrelated to everything else; I just thought it was funny. I originally wanted to halve the votes, but nothing I tried worked, and this was the closest I could get.
So, what do you think, O masters of mod?
My specific questions are:
1) Is 10% extra enough of a penalty to make a player shy away from military development? I figured that this, in addition to the -3 Police, would be enough of a whammy, but someone could always just run Police State. Maybe I should prohibit use of Police State, and let the player decide for themselves whether or not they want to run Free Market (-7 Police!)?
2) Is 2% enough of a bonus on reserves to make a lot of probe team actions affordable? In my own games, not as this faction but as ragular SMAC/X factions, I hardly ever have enough cash lying around for more than one probe team action per decade. I want this faction to be a real probe team terror, with lots of cash available for grabbing units. Do you think 2% would do it all on its own, or should I also include a starting cash bonus?
Someone said that narrowly-built factions, factions that are really only playable one way, are the worst. This is a narrowly-built faction if ever there was one, but I think it would be a lot of fun to play, if I can get it balanced right. It has to somehow have a lot of cash, but not be able to use that cash for anything other than probe teams. I haven't play-tested it yet--I'm posting here in hopes that some of you smart guys can save me some time; hopefully you can point out any big mistakes, before I jump in and play-test.
FREE TECH: {Social Psych, Planetary Networks}
+2 PROBE: {Good at rabble rousing. Free PROBE TEAM at start.}
-1 RESEARCH: {No time for sittin' around thinking.!}
-3 POLICE: {Doesn't take well to company-hired goons.}
Benefits Package: {RECYCLING TANKS free at each base.}
Retirement Plan: {2% interest on Energy reserves per turn.}
Union Regulations: {10% extra penalty for hurrying production.}
Kinda Pinko: {Won't use FREE MARKET economy.}
Snubbed by the Elite: {Shut out of Planetary Elections; gets no votes regardless of population.}
My thinking:
The high probe ratings and the probe techs, obviously, are to encourage the player to build and use probe teams. Almost all the other modifications have to do with this imperative, too.
I gave the faction a money bonus because it takes money to do effective probe team work, but then I had to take steps to make it hard to use that money for things *other* than probe teams; this explains the penalty for rush-building, and the penalty for research, and the penalty for deploying military units (the low police rating), as well as the prevention of Free Market (like anyone in their right mind would use Free Market with this faction, anyway). Well, perhaps that's not obvious; my thinking is that Free Market *in addition* to 2% interest is just way too much money. I originally had the interest set at 10%, but then I read someone's post on how 3% is the MOST you should ever give a faction, and I changed it (interestingly, the lowest you can go in the Faction Editor is 10%--another reason that thing doesn't quite replace the need to edit the files yourself).
The free Recycling Tanks are included to somewhat make up for the slow infrastructure development that's going to happen because of the penalty for rush-building.
The lack of votes for planetary governor is unrelated to everything else; I just thought it was funny. I originally wanted to halve the votes, but nothing I tried worked, and this was the closest I could get.
So, what do you think, O masters of mod?
My specific questions are:
1) Is 10% extra enough of a penalty to make a player shy away from military development? I figured that this, in addition to the -3 Police, would be enough of a whammy, but someone could always just run Police State. Maybe I should prohibit use of Police State, and let the player decide for themselves whether or not they want to run Free Market (-7 Police!)?
2) Is 2% enough of a bonus on reserves to make a lot of probe team actions affordable? In my own games, not as this faction but as ragular SMAC/X factions, I hardly ever have enough cash lying around for more than one probe team action per decade. I want this faction to be a real probe team terror, with lots of cash available for grabbing units. Do you think 2% would do it all on its own, or should I also include a starting cash bonus?
Someone said that narrowly-built factions, factions that are really only playable one way, are the worst. This is a narrowly-built faction if ever there was one, but I think it would be a lot of fun to play, if I can get it balanced right. It has to somehow have a lot of cash, but not be able to use that cash for anything other than probe teams. I haven't play-tested it yet--I'm posting here in hopes that some of you smart guys can save me some time; hopefully you can point out any big mistakes, before I jump in and play-test.
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