Factions Mod
Long, long ago, I was working on a mod based on one of Lord Kodos's ideas. It was back burnered because I had allowed it to become far to large and complicated, and I was entirely incapable of finishing it.
I am pleased to announce its return, in a much more streamlined form. You will note some similarities to P&N, but the differences make it a unique gameplay experience. The premise is simple:
Players will belong to one or more "Factions," each with its own area of specialization. Each Faction gives access to a specific area of technology, such as ship construction or colonization, research or construction. Currently there are two Factions, but seveal more are planned.
CURRENTLY EXISTING:
Spaceborne - This Faction grants access to Advanced Spaceflight technology, which is required for any ship construction above level 1. All races may research ship construction to any level (valueable for trading technology) but only a Spaceborne Faction may construct ships besides level 1 hulls (escorts and small transports).
Colonial - This Faction grants access to Colonization Fundamentals technology. Any race may research Rock, Ice, or Gas colonization, but only Colonial faction members may construct colony ships or colony modules.
PLANNED:
Industrialist - Will grant access to resource extraction above level 1, and some computer technology (such as robotoid facilities, and planet/system resource scanners)
Builder - Will grant access to orbital and planetary spaceyards above level 1. there may be a basic or less powerfull spaceyard created for general use, or level 2 and 3 spaceyards may be given increased capacity.
Technologist - Will grant access to Research and Intel facilities above level one, similar to the Industrialist Faction
Currently Spaceborne Factions are at a disadvantage and unable to significantly expand, until they meet a colonial faction. One possible solution to this, is to combine the Factions Mod with the Imperialism Mod, so that Spaceborne (and non-colonial) empires can take advantage of any Neutral AI empires they meet.
Another possible solution is the addition of resource and research generating components, but this will create the problem of limitless exponential growth as soon as they are obtained (unless there is a ship limit of a couple hundred) and will make the Colonial Faction obsolete.
Any and all input is welcome. A beta test Version will be posted soon.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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