Do any of you customize the settings to it, and if so, what kinds of changes do you make. I'm just trying to create a new SE table, just to make it a bit more interesting, and this is what I came up with. It's a bit preliminary, but I think it's well balenced as far as I can tell.
Government
Police-State, ++POLICE, ++SUPPORT, --EFFIC
Democratic, ++EFFIC, ++GROWTH, --SUPPORT
Fundamentalist, ++MORALE, ++PROBE, --RESEARCH
Infrastructure
Commercial, +EFFIC, +ECONOMY, --SUPPORT
Industrial, +INDUSTRY +SUPPORT, --EFFIC
Expansionist, ++GROWTH, ++RESEARCH, ----PLANET
Emphasis
Military, ++MORALE, ++SUPPORT, -ECONOMY, -EFFIC
Stability, ++PLANET, ++EFFIC, --GROWTH
Growth, ++GROWTH, +ECONOMY, -----POLICE
Culture
Neo-Aquarian, ++PROBE, ++PLANET, ++RESEARCH, ---GROWTH
Trans-National, ++ECONOMY, ++EFFIC, --PROBE, --MORALE
Xenophobic, ++MORALE, ++SUPPORT, ++POLICE, ---TALENT
My rationale-- I made it so pop-booming would be easier on earlier in the game, but there are also drastic consequences for doing it in the long-term.
Fundamentalism is also more beneficial, with the +2Morale instead of +1, and +2Research more readily available early on in the game. The Green choice has been moved down to the 3rd board, instead of the 2nd.
Future Society's been replaced with Culture. +2 Probe added to the Cybernetic archetype makes it more interesting, making it twice as hard to probe-rape. Trans-National is a spin-off of the global citizen/anarchistic model, and the only way to get +2 Econ in 1 swoop. War is increasingly harder to do with them, tho. Xenophobic is a quirky perspective, making war without the economic/production penalties possible, but you have 3 less talents, something never done before in smax.
Any suggestions or comments?
Government
Police-State, ++POLICE, ++SUPPORT, --EFFIC
Democratic, ++EFFIC, ++GROWTH, --SUPPORT
Fundamentalist, ++MORALE, ++PROBE, --RESEARCH
Infrastructure
Commercial, +EFFIC, +ECONOMY, --SUPPORT
Industrial, +INDUSTRY +SUPPORT, --EFFIC
Expansionist, ++GROWTH, ++RESEARCH, ----PLANET
Emphasis
Military, ++MORALE, ++SUPPORT, -ECONOMY, -EFFIC
Stability, ++PLANET, ++EFFIC, --GROWTH
Growth, ++GROWTH, +ECONOMY, -----POLICE
Culture
Neo-Aquarian, ++PROBE, ++PLANET, ++RESEARCH, ---GROWTH
Trans-National, ++ECONOMY, ++EFFIC, --PROBE, --MORALE
Xenophobic, ++MORALE, ++SUPPORT, ++POLICE, ---TALENT
My rationale-- I made it so pop-booming would be easier on earlier in the game, but there are also drastic consequences for doing it in the long-term.
Fundamentalism is also more beneficial, with the +2Morale instead of +1, and +2Research more readily available early on in the game. The Green choice has been moved down to the 3rd board, instead of the 2nd.
Future Society's been replaced with Culture. +2 Probe added to the Cybernetic archetype makes it more interesting, making it twice as hard to probe-rape. Trans-National is a spin-off of the global citizen/anarchistic model, and the only way to get +2 Econ in 1 swoop. War is increasingly harder to do with them, tho. Xenophobic is a quirky perspective, making war without the economic/production penalties possible, but you have 3 less talents, something never done before in smax.
Any suggestions or comments?
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