Alignment Balancing and New Abilities/Ideas

My general view of what should differentiate the alignments (systematic): Each has an internal and external strength toward an objective. Good: diplomatic (ext), defensive projects (int), goal: form relationships/alliances to build strength in numbers, preventing conquest by other races. Neutral: influence (ext), colony bonus, productivity (int), goal: minimize interactions with others while focusing on own development/research, passively influence other planets into submission. Evil: conquest, military power (ext), military production and support (int), goal: conquer all others directly. The special abilities and projects of the alignments should reflect their objectives; just my opinion. I am trying to provide more substance for the alignments. Special buildings outlined below should require certain research paths or their own tech in an appropriate location in the tech tree; a civ wide building could also be replaced with an alignment-specific tech in some cases.

Bonus Suggestions that fit Goals, make all choices viable, and add variety:

Good: 50% colony maintenance (civ wide). Diplomatic bonus (+50% or appropriate). Reduced ship maintenance (-25%). A new building (1 per planet) that prevents invasion tactics that harm the PQ of planets (or eliminates the PQ damage of those tactics, maybe protects against spore ships too) "Planet Protection Center". Standard defensive techs/bonuses. A new building (civ wide) that increases the minimum defensive rolls of ships in orbit of a planet by +25% (like luck, but only for defense rolls) "Galactic Defense Network". A new building (1 per planet) that increases the final invasion advantage of the defending planet by +50% "Mobile Medical Facilities". A new building (civ wide) that increases the diplomatic penalties for a race declaring way on you (or hurts their relations with other races) "Hall of Sympathy". New modules for military starbases that increase ship defense by +10% each "Defensive Grid I/II/III" (max of +30% from this effect).

Neutral: Instant terraforming. +10% morale bonus. +10% Economy. +25% population growth. +50% loyalty. A new building which gives +50% influence (like 2 cultural exchange centers) "Cultural Think Tank". +10% influence. +10% trade. A new building (civ wide) which gives a small chance for minor races under your sphere of influence to flip to your side each turn (even if not at 4x influence) "First Contact Protocol". -25% cost of buying ships and buildings directly (both the immediate cost and lease payments), intended to replace the "+25 interest" bonus which simply reduces length of leases (but doesn't help when using the pay-in-full purchase option). A new building (civ wide) which increases the chance of a planet flipping (when applicable) based on its morale (lower = higher bonus, slightly exponential so minimal effect above 50% morale, large effect when very low morale) "Neutrality is Happiness Radio Network". +5% bonus to all economy starbases (automatic). +25% bonus to all influence starbases (automatic). A new building (civ wide) that increases research by +10% "Universal Research Algorithm" (perhaps from a neutral tech requiring Neutrality Learning Centers). A new building (civ wide) that allows a cultural warfare invasion tactic (similar to information warfare) where a percentage of the population joins the attacker based on the cultural influence ratio of the attacker to the defender for that planet (higher influence = higher percentage of the population joins) "Neutrality Propaganda Center".

Evil: Standard evil weapons techs. +10% military production. +10% ship attack. +10% soldiering. No starbase maintenance or upgrade costs. New modules for military starbases that increase ship attack by +10% each "Weapon Amplifier I/II/III" (max of +30% from this effect). Mind Control Center effects changed so that planets near cultural revolt roll twice to see if they flip to the owner; also gives +25% population growth civ wide. A new building (civ wide) that allows a telepathic invasion tactic that gives no combat bonuses but if the attacker loses then the defending planet has a chance of subverting to the attacker anyway (25% / SQRT(planet_population_in_billions)). A new ship component for creating kamakaze ships, "Quantum Bomb"; A ship with this component self-destructs rather than attacking, rolling with an attack strength of the ship's maximum HP, hitting a random enemy ship, and ignoring defenses; tie rules still apply, so this ship cannot win a battle on its own. A new building (1 per planet) which adds +25% MP production (like a power plant) but also a static -25% morale penalty (after all other morale calculations), "Slave Labor Camp". A new building (civ wide) which allows spys to poison 50% of a planet's population, but destroys the spy in the process, "Cruel Spy Tactics".
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Reply #1 Top
Evil: Standard evil weapons techs. +10% military production. +10% ship attack. +10% soldiering. No starbase maintenance or upgrade costs. New modules for military starbases that increase ship attack by +10% each "Weapon Amplifier I/II/III" (max of +30% from this effect). Mind Control Center effects changed so that planets near cultural revolt roll twice to see if they flip to the owner; also gives +25% population growth civ wide. A new building (civ wide) that allows a telepathic invasion tactic that gives no combat bonuses but if the attacker loses then the defending planet has a chance of subverting to the attacker anyway (25% / SQRT(planet_population_in_billions)). A new ship component for creating kamakaze ships, "Quantum Bomb"; A ship with this component self-destructs rather than attacking, rolling with an attack strength of the ship's maximum HP, hitting a random enemy ship, and ignoring defenses; tie rules still apply, so this ship cannot win a battle on its own. A new building (1 per planet) which adds +25% MP production (like a power plant) but also a static -25% morale penalty (after all other morale calculations), "Slave Labor Camp". A new building (civ wide) which allows spys to poison 50% of a planet's population, but destroys the spy in the process, "Cruel Spy Tactics".


As a generally EVIL player, I would just like to say:  That Kamekaze ship, and the spy tactic sound really cool, but I think that there should be a 1/2 chance that 1 billion people will be killed, to make it more realistic, and it should be a research under the counter spy tech, not a building, and you could research a cure in case you're hit with it, and the poison and the cure would cost money to implement.

The very instant you show your weakness, your downfall will begin!



Reply #2 Top
Hi!
building (civ wide) that allows a telepathic invasion tactic that gives no combat bonuses but if the attacker loses then the defending planet has a chance of subverting to the attacker anyway (25% / SQRT(planet_population_in_billions)).

IMO better: num_attackers / num_defenders. Prevents 1M invaders cheese.

Good points. I'd just "shuffle" them a bit. IMO the good civs should get influence bonuses, as they're so convinced in ther righteousness. So most influence bonuses you mentioned for neutrals should go to good. Being good they should have limitations with planet invasions: only those tactics that don't damage planets should be available to them. And they should get significantly more help (money, tech, ships) from good or neutral civs when in war with evil civs.

Neutrals can "freely" travel to civs of any alignment, and see what they have, so they should get bonus to tourism (double income), research (10-20%) and espionage. A neutral-only one-per-civ "wonder" that significantly increases the amount of influence (6.0 or more), required to flip their planet, would also be in place.

Since MCC will not give 100% boost to their econ evil should get other boost to their econ: discount on weapons (10-30% lower costs), an evil-only single "wonder" that gives percentage from trade and tourism from all civs (they actively support pirating) and early one-per-civ "wonder" that gives them 2-5% from economies of good, neutral and minor civs (organized criminal gangs). However their planets should always be in danger of revolt, not like it current game, where disabling minors practically prevents revolts. The lower the approval, the higher the probability of revolt, starting with 0.0% and adding .2% for each 10% below 100% approval (so a planet at 50% approval would have 1.0% chance each turn. Only planets with Civ Capitals would be immune. If a planet would revolt, it would lose 25-50% of the pop and 0-3 buildings (civil war), and became independant (no civ would own it). It would not produce anything and it's queues would be emptied. Taking it back would require invading. A one-per-civ "wonder" would reduce the chances of revolt to 1/4.

BR, Iztok
Reply #3 Top
I've found that the alignments seem to fit the abilities they grant fairly well (and are mostly balanced to boot, though the neutral side has gotten a bit weaker recently).

I do agree with Darth though: the kamekaze ship sounds pretty cool along with the Slave Labor Camp!  
Reply #4 Top

IMO better: num_attackers / num_defenders. Prevents 1M invaders cheese.


Actually, I had (att / def * 25%) originally for that reason, but most of the time it would have been useless because if you had equal numbers you should win the battle, so I changed it. Your formula makes more sense because normally to lose you must have less than half the troops, so you would get something like 1-50% depending; if you "almost win" the battle, you have a decent chance of the effect working, otherwise the chance is small, but I agree the troop count is important to include in the formula.


Good points. I'd just "shuffle" them a bit. IMO the good civs should get influence bonuses, as they're so convinced in ther righteousness. So most influence bonuses you mentioned for neutrals should go to good. Being good they should have limitations with planet invasions: only those tactics that don't damage planets should be available to them. And they should get significantly more help (money, tech, ships) from good or neutral civs when in war with evil civs.


I was struggling a bit with this concept, trying to keep some of what was already developed. However, it makes more sense to me for Good to be "diplomatic influencers". They are active with other races, but in positive activities like trade, diplomacy, influence, etc, avoiding war when possible. I think Good AIs should want to help each other when stronger evil AIs attack a weaker Good civ.

Neutral I view as reclusive. They philosophize, research, but don't like to get involved with other races. They are hard to subvert. I think they should have the defensive specials "to protect from the chaos of outsiders" and productivity boosters, especially research, as they are very focused. They want to advance their society without being bothered by others.

Good: Influence, Diplomacy, Planet Protection, Spreading the Goodness, Defending Against Evil.

Neutral: Research, Defense, Influence Protection, Social Improvement, Efficiency.

Evil: Weapons, Ships, Soldiers, Victory at any Cost, More Weapons.

Relations between alignments:
Good-Good : ++
Good-Neutral : +
Good-Evil : --
Neutral-Neutral : +
Neutral-Evil : -
Evil-Evil : +


Since MCC will not give 100% boost to their econ evil should get other boost to their econ: discount on weapons (10-30% lower costs), an evil-only single "wonder" that gives percentage from trade and tourism from all civs (they actively support pirating) and early one-per-civ "wonder" that gives them 2-5% from economies of good, neutral and minor civs (organized criminal gangs). However their planets should always be in danger of revolt, not like in current game, where disabling minors practically prevents revolts. The lower the approval, the higher the probability of revolt, starting with 0.0% and adding .2% for each 10% below 100% approval (so a planet at 50% approval would have 1.0% chance each turn. Only planets with Civ Capitals would be immune. If a planet would revolt, it would lose 25-50% of the pop and 0-3 buildings (civil war), and became independant (no civ would own it). It would not produce anything and it's queues would be emptied. Taking it back would require invading. A one-per-civ "wonder" would reduce the chances of revolt to 1/4.


I think that Evil should have several ways to boost military production beyond other races, but at a cost (perhaps morale). Evil takes a gambit of increased power at the cost of social stability. They should get some revenue sources to help fuel the war machine, but there are always risks associated with this. Every boost creates more problems, so there is a tradeoff. Evil should also be at risk of the Good influence, so while they can take planets from others, keeping them may be difficult, as the population wants to live a better life than slavery. I don't think they should lose planets directly to revolts (unless using some buildings that give power with this risk, at the player's discretion); I think it should be temporary disruption of production and control, but return the planet afterward. Makes for a chaotic game for Evil players, but War is chaotic in nature.

Overall, the current design of alignments doesn't really give distinct advantage/disadvantage types, just some bonuses (of which the MCC is the worst off-balance, but a bug anyway). Alignment should affect play-style more, like choosing a specilization for the race to complement their inherent abilities. For instace, Good is better at Diplomatic/Influence victory, Neutral at Technology Victory, and Evil at Conquest Victory.