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How to balance "Hurry"

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  • How to balance "Hurry"

    I am planning to play a TCP/IP with my comrades using custom factions, and one proposed the following:

    LEADER: El Gordo Fernickk
    BACKGROUND: Comedian, Unity Final Party Comediant
    AGENDA: Irrestricted society
    TECH: Doctrine: Mobility

    -2 EFFICIENCY: Disorganization
    -1 SUPPORT: Followers have extravagant tastes
    +1 MORALE: Suicidal Behavior
    -3 POLICE: Armed forces are not a legitimate way of control
    Free RECREATION COMMONS at each base: Entertainment is a part of every job
    -20% of the treasury every year: Money trashed in useless things
    Production hurry 80%: Jokers are good at improvisation
    Extra TALENT for every four citizens: Rare virtue not repressed by customs
    May not use Thought Control Future Society
    I disapproved his reduced hurry costs. His argument is that reserve drain from negative interest compensates for his reduced hurry, and that energy has other uses (SE changes, upgrading, subvert). I say that most cash is used in hurrying, and, more importantly, one seldom keeps energy reserves; credits are spent as soon as possible, thus making the interest penalty more bearable. What do you think about that? Does INTEREST, -20 negate HURRY, 80?


    (I also told him that forbidding a Future Society is quite bland, and that in order to reflect the spirit of his faction, he could use Planned instead.)
    Last edited by Leon Trotsky; October 2, 2006, 14:15.

  • #2
    Mixing -2 effic with -20% interest is an effective penalty, since the cost to move sliders away from 50/50 is so high, this faction wouldn't be able to divert unwanted ECs to labs.
    "Cutlery confused Stalin"
    -BBC news

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    • #3
      I'd say -20% hurry costs more or less equals +1 Industry.
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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