Announcement

Collapse
No announcement yet.

Faction Creation Definitions?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Faction Creation Definitions?

    I'm trying to figure out what certain options mean in the faction editor. Some I do not know what they do and would appreciate help. Let's start with what I know.

    - Free Tech - The faction starts with selected technology

    - Free Facility - The faction cities have a ready made facility at all bases even if the prerequisite technology is not known.

    - Free Vehicle - The faction starts with a selected vehicle

    - Immunity - The faction sustains none of the negative effects associated with social engineering choices that put the the selected attribute into the negative. (Negative values are treated as 0)

    - Impunity - The faction sustains none of the negative effects associated with a specific social ideology on the social engineering table (Negative effects from selected social ideology are ignored)

    - Fungus Nutient/Mineral/Energy - Bonus harvest from the fungus of selected type and value.

    - Bonus Votes - Population multiplier when determining votes for Planetary Governor and Supreme Leader

    - Free Facility (Prerequ.) - The faction cities have a ready made facility at all bases once the prerequisite technology is known.

    - No Drone - Number of drones that are turned into workers for a city.

    - Probe Cost - Percentage multiplier to probe team actions requiring energy.

    - Defense - Defensive multiplier times total defense. (Can be a negative effect if lower than 100%)

    - Psi Combat Modifier - A percent bonus to psi combat.

    - Moral Modifier - Increases or decreases a new unit's moral. A setting of 0 will make it immune to negative modifiers.

    - Research Bonus Per Base - Free research generated at a base per turn.

    - Extra Drone Per Base - Extra number of drones generated at a base per # of population in the base.

    - Extra Talent Per Base - Extra number of talents generated at a base per # of population in the base.

    - Bonus Energy Reserve - Free energy at the start of the game.

    - Bonus Commerce Rate - Increased commerce rate for your cities, giving you more energy from Treaties and Pacts.

    - Energy Interest (%) - Energy Reserves Interest. When set to 0, +1 per base. This means that if you have 1000 energy at the end of a turn and it is set to 5%, you will have 1050 energy next turn plus the energy generated by your cities to be put in the energy pool.

    - Hurry Modifier - Percentage modifier to costs associated with hurrying production.

    - Share Technology - The number of other faction that need to know a technology before you receive it. A 0 indicates a lack of this ability.

    - Select Technologies - Number of technologies a faction can select at the beginning of the game.

    - Terraform Bonus - halves the cost of raising and lowering terrain.

    - Bonus Commfrequency - Bonus commfrequency at the beginning of the game.

    - Immunity to Mind Control - Vehicles and Bases are immune to mind control.

    - 25% Attack Bonus - Self explanitory

    - Free Prototype Cost - Prototype costs are reduced to 0 for the faction.

    - Aquatic Faction - +1 minerals on ocean shelves and the ability to build cities in deep ocean.

    - Alien Faction - Bonus units, is an Alien faction, directed tech, progentiro text, etc.

    - [B]Worm Police - Mind worms do double duty as police

    - Share Tech w/ Infiltrator - When used to Share Technology, requires the faction to have infiltrator status with the factions.

    - Steal Tech - Faction steals a tech when capturing a base

    Ok, the attributes above this line, I understand and know pretty much completely how they work. The ones below are the abilities and attributes I need some help with.

    - Social Benefit - The faction has the effects selected on the social engineering table * Not sure what the Talent selection does.

    - Robust - Social engineering attributes can be selected including Talent. What does Robust mean? And if you have Robust Talents?

    - Penalty - What is the penalty for selecting the selected social ideology? Does it cost more energy to select that ideology?

    - Revolt - Determines chance that a drone rioting city will switch allegence and join this faction. Selections are from 0% to 100%. The Drones have a 75% selected. Does this mean that the city has a 75% chance of switching to Drones if it riots, or does it mean it has a 75% chance of not switching? I'm guessing the first value.

    - Free Ability - An ability is added on to new units that can use the ability. Not sure what happens if you have 2 abilites on a unit already. I had trouble with this playing the pirates and the amphibous ability being canceled out if I had 2 other abilities on the unit already. Can I get a confirmation on this?

    - Offense - Offensive Multiplier times total offense (Can be a negative effect if lower that 100%) Does this effect psi combat? Is that how it is different from the +25% offense in the rules section?

    - Population Bonus - Number to be added to the population limit prior to requiring a hab complex/dome. This one is a bit tricky. Morgan has a 3, and his population limit is 4. Lal has a -2 and his population limit is 9, so it seems that you take 7 and subtract the population bonus to get the base population maximum. Just need confirmation on this.

    - Research Modifier - Percentage modifier to research rate. Is this just a finer way of tweaking the research rate of a faction than the usual social engineering table? Is this here just because of the "stagnant research rate" rule when starting a game?

    My appreciation and thanks to the people who respond.
    Last edited by Darrell01; October 2, 2006, 20:44.

  • #2
    Re: Faction Creation Definitions?

    Originally posted by Darrell01
    - Free Tech - The faction starts with selected technology
    Also, if the parameter is a positive integer, it would result in a random tech. From the University faction file: TECH, InfNet, TECH, 1

    Originally posted by Darrell01
    - Free Facility - The faction cities have a ready made facility at all bases even if the prerequisite technology is not known.
    Also, the facilty pays no support (sorry for being nitpicky, but since we are doing this, let's inlcude all the information for those who don't know).

    Originally posted by Darrell01
    - Free Vehicle - The faction starts with a selected vehicle
    I'm just curious... what would an independent crawler do if it is ordered to gather resources?

    Originally posted by Darrell01
    - Immunity - The faction sustains none of the negative effects associated with social engineering choices that put the the selected attribute into the negative. (Negative values are treated as 0)
    I think I saw a faction with Immunity to social choices instead of effects, would that be an error made by the creator?

    Originally posted by Darrell01
    - Fungus Nutient/Mineral/Energy - Bonus harvest from the fungus of selected type and value.
    Those don't ignore the tech restrictions, do they?

    Originally posted by Darrell01
    - Free Facility (Prerequ.) - The faction cities have a ready made facility at all bases once the prerequisite technology is known.
    ***Alien Crossfire only***

    Originally posted by Darrell01
    - No Drone - Number of drones that are turned into workers for a city.
    ***Alien Crossfire only***
    (sadly for me and my custom faction)

    Originally posted by Darrell01
    - Probe Cost - Percentage multiplier to probe team actions requiring energy.
    - Defense - Defensive multiplier times total defense. (Can be a negative effect if lower than 100%)
    ***Alien Crossfire only***

    Originally posted by Darrell01
    - Moral Modifier - Increases or decreases a new unit's moral. A setting of 0 will make it immune to negative modifiers.
    What would happen when a faction with MORALE, 0 uses Children's Creche to increase morale?

    Originally posted by Darrell01
    - Extra Drone Per Base - Extra number of drones generated at a base per # of population in the base.
    Isn't this little penalty in transcend, or is it just me?

    Originally posted by Darrell01
    - Bonus Commerce Rate - Increased commerce rate for your cities, giving you more energy from Treaties and Pacts.
    For details, see the commerce formula.

    Originally posted by Darrell01
    - Share Technology - The number of other faction that need to know a technology before you receive it. A 0 indicates a lack of this ability.
    I didn't understand that last part.

    Originally posted by Darrell01
    - Social Benefit - The faction has the effects selected on the social engineering table * Not sure what the Talent selection does.

    - Robust - Social engineering attributes can be selected including Talent. What does Robust mean? And if you have Robust Talents?
    Nothing SHOULD happen, I guess.

    Originally posted by Darrell01
    - Penalty - What is the penalty for selecting the selected social ideology? Does it cost more energy to select that ideology?
    From FACTION.TXT : "Opposite of impunity: doubles the negative effects of a particular setting." A penalty to Police State would result in -4 efficency when running it.

    Originally posted by Darrell01
    - Revolt - Determines chance that a drone rioting city will switch allegence and join this faction. Selections are from 0% to 100%. The Drones have a 75% selected. Does this mean that the city has a 75% chance of switching to Drones if it riots, or does it mean it has a 75% chance of not switching? I'm guessing the first value.
    I guess so... is anybody certain on this? An experiment with 100% chance should be enough.

    Originally posted by Darrell01
    - Free Ability - An ability is added on to new units that can use the ability. Not sure what happens if you have 2 abilites on a unit already. I had trouble with this playing the pirates and the amphibous ability being canceled out if I had 2 other abilities on the unit already. Can I get a confirmation on this?
    It's been a while since I last played pirates, but I'm quite sure I used some boats with two abilities which still could capture ships.

    Originally posted by Darrell01
    - Offense - Offensive Multiplier times total offense (Can be a negative effect if lower that 100%) Does this effect psi combat? Is that how it is different from the +25% offense in the rules section?
    I think they work the same way. The difference is that FANATIC was the only attack bonus we could use in SMAC, the addition of OFFENSE sort of makes it obsolete.

    Originally posted by Darrell01
    - Energy Interest (%) - Energy Reserves Interest. When set to 0, +1 per base. Does this mean that if you have 1000 energy at the end of a turn and it is set to 100%, you will have 2000 energy next turn plus the energy generated by your cities to be put in the energy pool?
    Yes. But even at low values it is a too powerful setting for builders to have.

    Originally posted by Darrell01
    - Population Bonus - Number to be added to the population limit prior to requiring a hab complex/dome. This one is a bit tricky. Morgan has a 3, and his population limit is 4. Lal has a -2 and his population limit is 9, so it seems that you take 7 and subtract the population bonus to get the base population maximum. Just need confirmation on this.
    You got it right.

    Originally posted by Darrell01
    - Research Modifier - Percentage modifier to research rate. Is this just a finer way of tweaking the research rate of a faction than the usual social engineering table? Is this here just because of the "stagnant research rate" rule when starting a game?
    Working on actual tech cost instead of TECH parameter, it may be used to give a faction a penalty without denying its first years worth of research.

    Comment


    • #3
      Originally posted by Leon Trotsky
      Originally posted by Darrell01
      - Extra Drone Per Base - Extra number of drones generated at a base per # of population in the base.
      Isn't this little penalty in transcend, or is it just me?
      Almost. From what I've noticed is at some selected level, say librarian, if you only had your first city and you put every citizen to the fields, drones start appearing after 6 or so workers. Its been a while since I played on that level. This number changes depending on how many other bases you have, what your efficiency is at, and whether or not you have police. On Trancendant it gets to be as low as 2 or 3 while on citizen, its up around 10 or so. The way this works is exampled by the University. Every 4 citizens, one is bound and determined to be a drone. So if it is set at 2, every other citizen you get is a drone.

      Originally posted by Leon Trotsky
      Originally posted by Darrell01
      Originally posted by Darrell01
      - Immunity - The faction sustains none of the negative effects associated with social engineering choices that put the the selected attribute into the negative. (Negative values are treated as 0)
      I think I saw a faction with Immunity to social choices instead of effects, would that be an error made by the creator?
      Yes, that would be an error by the creator. A prime example of this is the Hive. Before one of the patches, the Hive had at least -4 efficiency with Police state and Planned which the computer always did. After the patch, the Hive has Immunity to Efficiency, so having negative efficiency is treated as 0. You can still get positive efficiency with the Hive.

      Originally posted by Leon Trotsky
      Originally posted by Darrell01
      - Fungus Nutient/Mineral/Energy - Bonus harvest from the fungus of selected type and value.
      Those don't ignore the tech restrictions, do they?
      No, these are on top of tech. An example of this is the Gaians. Starting the game, they get +1 nutrients so they get 2 food from the fungus. An interesting way to set this up is a faction that started out with say -2 Planet. The faction then could have +2Nutrients, Minerals, and Energy, thus canceling out the fungal production and being able to produce 1 food starting out. I would imagine that the faction should not be able to choose Green economic and possible Cyber as well.

      Originally posted by Leon Trotsky
      Originally posted by Darrell01 - Share Technology - The number of other faction that need to know a technology before you receive it. A 0 indicates a lack of this ability.
      I didn't understand that last part.
      The Planetary Datalinks sets this to 3 for your faction. If it is 0, then you do not automatically get for free any technology. You have to research it or steal it manually.

      Originally posted by Leon Trotsky
      Originally posted by Darrell01
      - Social Benefit - The faction has the effects selected on the social engineering table * Not sure what the Talent selection does.

      - Robust - Social engineering attributes can be selected including Talent. What does Robust mean? And if you have Robust Talents?
      Nothing SHOULD happen, I guess.
      Ok, I still don't know what TALENT does, but I do know what Robust is. From faction.txt, "Halves the intensity of minus effects in the named social area ("ROBUST, EFFIC" halves minus efficiency effects in social model)." So Immunity is like Robust x 2. ;-)

      Originally posted by Leon Trotsky
      Originally posted by Darrell01
      - Moral Modifier - Increases or decreases a new unit's moral. A setting of 0 will make it immune to negative modifiers.
      What would happen when a faction with MORALE, 0 uses Children's Creche to increase morale?
      Morale setting is different from the Social Benefit MORALE. I was going to originally ask what the difference is. I really do not see a difference. This is a moral modifier on top of the social engineering table that you cannot change. Well, you can effect the change in morale, but this is, um... redundant? I guess if you had too many social engineering benefits and you still wanted to change morale around, this is another place to do it.

      Thx for reminding me of faction.txt It had been a long time since I read that. Man this is a great game. Thx for replying so fast. Currently I am making factions based on the citizen types. For instance, there is Foreman Domai, who was a Gene Jack. What about Doctors, Librarians, Technitions, Empaths, Thinkers, and a (gasp) Trancedant?

      Comment


      • #4
        The TALENT SE category is hidden, but functional. If your TALENT rating is negative, you get that many extra drones, like Zak's drones but not dependent on base size. If your TALENT rating is positive, you get that many extra talents, like Lal's talents but not dependent on base size.
        "Cutlery confused Stalin"
        -BBC news

        Comment


        • #5
          Originally posted by Darrell01
          Morale setting is different from the Social Benefit MORALE. I was going to originally ask what the difference is. I really do not see a difference. This is a moral modifier on top of the social engineering table that you cannot change. Well, you can effect the change in morale, but this is, um... redundant?
          Not exactly. These are the effects of SE Morale:

          -4, -3 Morale; + modifiers halved
          -3, -2 Morale; + modifiers halved
          -2, -1 Morale; + modifiers halved
          -1, -1 Morale
          0, Normal Morale
          1, +1 Morale
          2, +1 Morale (+2 on defense)
          3, +2 Morale! (+3 on defense)
          4, +3 Morale!!

          "MORALE, n" just adds or substracts to morale. Which one is stronger? I guess it depends on the frequency you build training facilities and/or use garrisons.

          Originally posted by Darrell01
          For instance, there is Foreman Domai, who was a Gene Jack. What about Doctors, Librarians, Technitions, Empaths, Thinkers, and a (gasp) Trancedant?
          Well, Peacekeepers could be a doctors faction. Not only is Lal a medic, but he has extra talents. Zak could be a Librarian, and if you strech your imagination far enough, Morgan could be a Technician, Deirdre an Empath and Aki a Thinker. Still, it is a nice idea.

          Comment


          • #6
            Originally posted by Leon Trotsky
            "MORALE, n" just adds or substracts to morale.
            The only value that works here is zero:
            ; MORALE = Morale modifier (if 0, indicates an
            ; exemption from negative modifiers from
            ; other sources).
            I've used MORALE, 0 along with SOCIAL, +MORALE (or any other value) in order to prevent the Morale value from falling due to SE choices.
            I've tried other values, both + and -, and nothing happens.
            In order to give a specific + or - MORALE, you must use SOCIAL, +MORALE or SOCIAL, -MORALE.
            I am on a mission to see how much coffee it takes to actually achieve time travel.

            Comment


            • #7
              The game does not implement more than two free abilities.
              http://tools.wikimedia.de/~gmaxwell/jorbis/JOrbisPlayer.php?path=John+Williams+The+Imperial+M arch+from+The+Empire+Strikes+Back.ogg&wiki=en

              Comment

              Working...
              X