Originally posted by stuntman19
First off thanks and congratz on making such a nice mod. I really like alot of what you have done with techs and units.
First off thanks and congratz on making such a nice mod. I really like alot of what you have done with techs and units.

Morgan: that -2 support has him not doing much at all in games so far. In fact in current game he's trying to run uni police to compensate with not much success.
Even I set the faction strategy towards building lots of colony pods, he still refuses to expand.

Drones: that -3 research and no research for first 5 yrs is a crippler. A nice challenge for a human player maybe, but in both games I have played they where eradicated early. Might just be bad luck with a hostile neighbor in each game(Hive and Spartans).
(In the standard game they have to wait for ten years before being able to research btw - the inherent -3 Research is in the beginning offset by the +2 Research from Technocrat elite)Perhaps I should create some special super-AI faction files for boosted AI performance, like Aldebaran did? I guess +3 Industry, +2 Growth, halved tech costs and the techsteal ability (to keep aggressive factions like the Conclave in the tech race) should do the trick.
To improve AI performance I've created two scenarios where all AI factions have been given some satellites. Perhaps you could try these out? In the Cult game Morgan is still behaving weak, but for the others they will at least stay competitive longer than normal.

The first scenario is with the Consciousness. You can find it here.
The Cult scenario I have attached to this post. I played it a while to see how the Cult turns out with their modified fungal boni. The Cult in SMAniaC is FUN!
imho 
The -1 planet for the Cyborg is a good penalty for them, although seems to be missing from info in selection screen of the game.
(Also beware of the Talent SE factor that is used, I'll also mention then)
I'm not sure what you did with the world builder, but in my games so far the continents seem to be connected which is nice since AI has probs with sea invasion.

Is that without any boosts??
And I'd like the fungal faction to keep in character by planting fungus.
Their biggest problem is unlike all other factions as the AI they only start with one colony pod (so I discovered only a few months back). And if the stupid AI wanders a couple year with the colony pod before settling, or runs into an early worm that damages that single pod, the whole Cult game is already lost.
Templar\telepathic are very redundant, just IMHO. I have a few factions id rather see...
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