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.
- 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.
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