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Take the vanilla sponsors. How does playing as a vanilla sponsor affect your playstyle? You tend to play to their strengths. If you're Franco, you focus on culture. If you're Brasilia, you flex your military might. Your sponsor pick affects your aggressive choices.
How does playing against a vanilla sponsor affect your playstyle? You defend against their strengths. If the ARC is in the game, you might put special priority in defensive ops structures. If the PAC, you might rethink which wonders you pursue. Your opponents affect your defensive choices.
Picking the faction yourself now affects your defensive as well as offensive choices. You want to invest in science because you pick up momentum much faster, but you also want to invest in covert ops defenses because you are an easy target for others.
Playing against the faction now affects your offensive as well as defensive choices. You have to play a strong science game to keep the University from running away with their large science bonus, but you can invest in covert ops to exploit the University's weakness, even if you have no bonuses to covert ops yourself.
I agree Morgan's strengths are not strong enough to justify his weaknesses, and this will be addressed in the next round of balancing which is coming soon. But I personally find traits that only give bonuses to be boring.
I do like the linear bonus improvement that you made recently. However, I do feel that some kind of scaling with era is necessary to keep Morgan competative.
Alternatively, what about providing a bonus to trade route energy income linked to era?
So i, personally, see a huge issue in balance between what i beleive to be ur strongest SMAC race (gaia) and ur weakest (morgan). I honestly dont know how to adress this issue, nerfing gaia or buffing morgan, since there are 5 other leaders to consider. It feels that the culture and food stimpacks are very underwhelming.
How about a stimpack that offers health for 200, as said earlier, throw money to make problems go away. Here it feels to me that 1 health is too little and 2 health might be too much.
Can compare drawbacks as well. Imo while playing gaia one is encouraged to get the tech that allows miasma planting (alien ecology) it takes a long time, its a suicide to rush, but once there it pays off very nicely. Gaia penalty to attack can be simplified into need a 22% larger army, so maybe 15% more military upkeep costs (half of military upkeep is usually civilian units).
@Fishbones: Do you mean drawing off yield/maintenance ratios of things like the biowell or terrascapes for inspiration? That's not a bad idea and factor it into my tweaking as well.