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Old February 4, 2002, 11:38   #1
Yxklyx
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New Faction Idea: Psionic Nation
I'm not sure about this faction so I just wanted to hear some opinions first. Something like:

TECH, Psych, TECH, Biogen, FACILITY, 33(?), MINDCONTROL, 0, PSI, 50, SOCIAL, -INDUSTRY(?), SOCIAL, +EFFICIENCY(?)


Future Society, Thought Control, ?
Politics, Green, nil


That facility 33 should be PSI Gates, which they get from the start! Yeah, I know it's a high level facility but I don't think it's that unbalancing. Not at all sure about the SOCIAL fields.


Basically, the faction represents Human Psis who find the Alien Psi of Planet repulsive (hence no Green). The whole idea of the faction was to get Psi Gates into the game since they're usually not a factor in SP.
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Old February 4, 2002, 13:33   #2
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For those not familiar with PSI gates this is how they work. A gate can be used once per turn to transport one unit to any other gate. The unit has its full movement. Handy for defending bases and moving colony pods around in the early going.
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Old February 4, 2002, 14:28   #3
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But the PSI, 50 is tather unbalancing. I'd suggest lowering it to 25
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Old February 4, 2002, 14:42   #4
Yxklyx
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I don't think 50 is too much. Gaians get +30 for Planet when playing Green. Cult get +40. Psis get +50 but they can't capture Mind Worms without Green (unless they get Manifold Nexus or the Future SE choice) - plus PSI combat isn't that powerful - too many defensive bonuses.
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Old February 4, 2002, 16:38   #5
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I was playing with a Psychic Friends Network faction. I was considering Trance and Empath as FREEABIL for all units. Also an initial Comm frequency and a 25% Psi bonus. Also ++PROBE and SHARETECH 3. All seemed fairly obvious. As for penalties, I liked -RESEARCH and -INDUSTRY. Something about the development of mental powers reduced their ability to manipulate the real world. And they can't run PS.
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Old February 4, 2002, 18:39   #6
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It's interesting to have a faction with +50% PSI combat bonus but not much chance to get mindworms in the early game. Just hope that you land near Manifold Nexus . But after you can build mindworms, they might be useful even in the early-mid game, which usually isn't the case. After Cybernetic, lifecycle boosting facilities and PSI weaponry this faction would have a serious advantage in PSI warfare. And of course there are such projects as Dream Twister and Neural Amplifier . It could be fun
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Old February 8, 2002, 04:06   #7
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Haven't you forgotten to give them Matter Transmission? without it the Gates won't appear until the very end of the game.
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Old February 8, 2002, 08:24   #8
Yxklyx
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No, they don't need the tech to have the facility. I'm going to test this variation next:

#PSIONIC
Psionic Nation, The Psi Talent, Psis, M, 1, Yuri, M, 0, 0, 1, 1, 0,
TECH, Psych, SOCIAL, -INDUSTRY, SOCIAL, -GROWTH, FACILITY, 33, MINDCONTROL, 0, PSI, 50,
Future Society, Thought Control, RESEARCH,
Economics, Green, nil,
Psionic, Psionic


It's fun using those Psi Gates early on; whether it's too unbalancing remains to be seen.
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Old February 8, 2002, 11:13   #9
wheathin
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Psionic Nation, The Psi Talent, Psis, M, 1, Yuri, M, 0, 0, 1, 1, 0,

I liked this part.
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Old February 10, 2002, 05:49   #10
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If the human Psi are at odds with the mindworm psi, shouldn't the faction also suffer a minor planet penalty? (would help to neutralise that high psi bonus - and prevent unideologicol things like the Manifold Nexus allowing mindworm capture).

at yuri, prehaps it needs cheaper probe team actions

Overall a nice, original faction.
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Old February 10, 2002, 06:17   #11
Shai-Hulud
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Send us the faction as an attachment when you're finished with it. Sounds interesting. Thanks in advance.
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