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appendices

Appendix A: Modifying Alpha Centauri Rules

Appendix B: Creating Custom Functions

Appendix C: Creating Maps and Scenarios

Social Outlook and Special Rules
The next line of faction.txt determines how the faction behaves by giving the A.I certain abilities; for example:

TECH, Ecology, SOCIAL, -MORALE, SOCIAL, -POLICE, SOCIAL, ++EFFIC, SOCIAL, +PLANET, FUNGNUTRIENT, 1

This line is rather complex and contains many different variables that can do everything from providing free energy credits at the start to modifying the faction's social engineering. Let's take a look at Gaia's Stepdaughters first, then explain some other values that can be used in this special rules line.

The first word in the Gaians' special rules line is "TECH." This determines which free technology the faction is given at the beginning of the game. In this case, Gaia's Stepdaughters are provided with the ecology technology at the beginning of any new game. Next, you'll see four appearances of the word "SOCIAL" followed by modifiers. These indicate changes made to the faction's social engineering. Here, the Gaians come predesigned with -1 morale, -1 police, +2 efficiency and +1 planet. Finally, the last value is "FUNGNUTRIENT," which is followed by a number that modifies the number of nutrients this faction can produce in fungus squares.

WARNING
The social outlook and special rules should be on a single line. You must keep the line less than 256 characters long if you want your faction to be recognized by Alpha Centauri.

To balance the game, each faction only carries a certain number of special rules. In the following section, you'll find each special rule you can use to help form your faction's behavior (the special rule is first followed by a parameter in parentheses). If there are no parentheses after the variable, then it's an "on or off" value: Placing the word in the file will turn it on; not putting it in will turn it off.

* COMMERCE (number): This value increases commerce rate. If you want to develop an economic faction, increasing this number could have a positive result.

* COMMFREQ: The faction receives an extra communication frequency at the beginning of the game.

* DRONE (number): The faction receives an extra drone at each base per this number of citizens. Increasing this number will make base management a bit more difficult for the faction.

* ENERGY (number): Gives free energy credits at the game's start. If you want the faction to start out wealthy, just crank up this value. Because high energy reserves can unbalance the game, be careful of over-inflating this statistic.

Next - Social Outlook and Special Rules, continued next
 

 

 
 
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