Social Outlook and Special Rules, continued
* FACILITY (number): With this variable, you can give the faction a free base facility with each new base built. The value is the number of the base facility from the list in alpha.txt. For instance, the Hive faction defaults with a facility value of 4, which gives them a free perimeter defense with every base. Keep in mind that this is for facilities only and shouldn't be used for secret projects.
* FANATIC (number): A value of 0 gives a 25 percent bonus on attack.
* FREEPROTO: Gives the faction free prototype costs.
* FUNGENERGY (number): Modifies the amount of energy a faction can gather from fungus squares.
* FUNGMINERALS (number): Modifies the amount of minerals the faction can gather from fungus squares.
* FUNGNUTRIENT (number): Modifies the amount of nutrients the faction can gather from fungus squares.
* HURRY (number): Gives a percentage change to the cost of using the Hurry button in production. By altering this number, you can make using the Hurry button rather expensive for certain factions - or rather cheap!
* IMMUNITY (+/- social): Makes the faction immune to minus effects in a particular social area.
* INTEREST (number): A nonzero number (positive or negative) provides a constant percentage interest per turn to the energy reserves. If the value is zero, the modifier is +1 per base each turn. Again, because this provides much-needed energy reserves, inflating this can unbalance the game.
* MINDCONTROL: Makes bases and vehicles immune to mind control.
* MORALE (number): Modifies the faction's morale. Placing a zero in this variable exempts the faction from negative modifiers. If you want the faction to begin the game with a positive outlook, you can increase this number.
* PENALTY (+/- social): Doubles the amount of negative effect in a particular social area.
* POPULATION (number): This number is added to the population limit of each base.
* PSI (percentage): Gives the faction a combat bonus for using psi combat. If you wish to construct a psionic faction, increasing this number would be a good start.
* RESEARCH (number): The faction receives this number of research points per base per turn. A research-heavy faction, for instance, could benefit from extra points in this area.
* ROBUST (+/- social): Lessens the intensity of minus effects in certain social areas. Again, the variables are gathered from the social engineering section.
* SHARETECH (number): The faction gains any technology known to the specified number of players.
* SOCIAL (+/- social): Alters the faction's social engineering. Consult alpha.txt (see Appendix A) to see what the variables are. Pluses or minuses modify each variable; this will change the social outlook of the faction by giving it bonuses or penalties in certain areas.
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Social Outlook and Special Rules, continued
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