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Author Topic:   What's the best faction?
JT posted 02-14-99 09:15 PM ET   Click Here to See the Profile for JT  
U of P!
TheClockKing posted 02-14-99 09:54 PM ET     Click Here to See the Profile for TheClockKing    
Uop followed by Morgan and the peacekeepers.
Possibility posted 02-14-99 09:56 PM ET     Click Here to See the Profile for Possibility    
UoP sucks. The Gaians RULE!
Laakshmii posted 02-15-99 03:33 AM ET     Click Here to See the Profile for Laakshmii  Click Here to Email Laakshmii     
The Gaians win hands down. =)
Juggler posted 02-15-99 04:21 AM ET     Click Here to See the Profile for Juggler    
Defenitly UoP (+2 research, +2 support, -1 probe). Though Gaians are almost as good, that planet bonus really rulez.

Juggler
Vice Provost

Schole posted 02-15-99 08:23 AM ET     Click Here to See the Profile for Schole    
I am doing really great with Peacekeepers on huge maps. Huge cities, and after I got Empath Guild I am almost guaranteed the post of Governor.
JT posted 02-15-99 10:15 AM ET     Click Here to See the Profile for JT    
Yeah, the peacekeepers run a close second for me, after UoP.
Prerogative posted 02-15-99 10:55 AM ET     Click Here to See the Profile for Prerogative    
The UoP? Pffft. They're WAY too easy to contain and control.

Morganites forever!

grunthex posted 02-15-99 05:38 PM ET     Click Here to See the Profile for grunthex  Click Here to Email grunthex     
+2 support for the UoP? I can't seem to see this. I've installed the 2.0 patch, and my UoPs are still the same as the book. +2 research, -2 probe, all their other stuff (nodes/freetech/drones)

Was this a custom change, or did I miss something?

Isle posted 02-15-99 06:03 PM ET     Click Here to See the Profile for Isle    
On a standard, large and huge maps there is absolutly nothing that comes close to UoP.
Not because of the +2 research or free tech, but because of the network nodes. Remember network nodes gives +50% labs, with the +2 research that's a total of +80% labs!!!, that plus instant artifact AND on trancend most importantly virtual world, effectly reducing city management to libarian difficulty.

On a huge map hive comes second because of their fast expansion.
On standard and large maps 2nd-6th place is fairly well balanced. But Miriam always sucks no matter what!
On the two small map sizes the spartans and Gians has the upper hand(also over UoP), and the rest is again fairly well balanced(expect of course for Miriam the Loser).

Personally I always play University, I really hate being at disadvange by playing someone else, just becouse Firaxis is bad at balancing.

Isle("No! I am not of the deep, you shallow person.")

Prerogative posted 02-15-99 06:30 PM ET     Click Here to See the Profile for Prerogative    
Hmm, I just don't see all the fanaticism about UoP.

My personal top three factions would be:

1)
Morgan. With Wealth I get, for the most part, doubled energy production in the early game. Powerful stuff.

2)
Human Hive. The Hive is, in essence, the Anti-Morgans. But I like 'em anyway. They grow fast and build fast. And with Hive immunity to efficency, I can expand with no worries as well as use Police State and Planned with no penalties.

3)
Peace Keepers. I'm almost guaranteed to be Planetary Governor for most of the game, so that's the equivelant of having +2 Economy right there. Plus, the PKs can grow with no trouble, and can keep pesky drones down rather easily. They're an all around well-rounded faction.

TheHelperMonkey posted 02-15-99 06:51 PM ET     Click Here to See the Profile for TheHelperMonkey    
UoP! Why? Becuase if you aren't you are screwed. Especially on huge island maps. They will always outrun you in Tech and Mil. The only way to stop them, is to contain them early. Otherwise, you are really screwed.
Prerogative posted 02-15-99 07:36 PM ET     Click Here to See the Profile for Prerogative    
Okay, I still am just as confused about this UoP fanaticism.

"If you're not the UoP you're screwed." Please, explain, HOW.

Tech? Yeah right.

People seem to exagerate using technology to the extreme. But quite frankly, having good tech and putting it to use can be two wholly other things.

While the UoP is blazing ahead in technology, building deathspheres or experimneting with Cybernetic government, I can rally together other factions to kill them. Or, I can use mass probe teams to steal all their tech and then mind control their cities. Or, using the Hive, I can just expand around and contain.

I've learned the hardway that having far superior technology does NOT garner a win.

DHE_X2 posted 02-15-99 08:53 PM ET     Click Here to See the Profile for DHE_X2  Click Here to Email DHE_X2     
Ehh, Firaxis is not bad at balancing. Play me in multiplayer(as soon as EA ships me the damn game) and you'll see some of my UoP containing strategies.

BTW, Morgans and Pks fit my "build" style, spartans fit my "kill" style.

Schole posted 02-15-99 10:15 PM ET     Click Here to See the Profile for Schole    
In my current game, Librarian level on a Huge map, UoP is at 5th or 6th place. As PK I am Unsurpassed for the last 100 turns or so

And I didn't kill a single UoP unit - I am in a Pact with Gaians and them. Strangely Believers is at 2nd place and containing UoP and the Hive pretty well. I am just sitting back and let them fight

Telastyn posted 02-16-99 02:36 AM ET     Click Here to See the Profile for Telastyn  Click Here to Email Telastyn     
UoP
Gaian
Hive
Morgan
Spartans
Peacekeepers
Mirriam
Chris Pine FIRAXIS posted 02-16-99 10:20 AM ET     Click Here to See the Profile for Chris Pine FIRAXIS  Click Here to Email Chris Pine FIRAXIS     
It *totally* depends on the game, especially in multiplayer.

If you frequently trade techs with everyone (before they trade with each other) then all techs go through you: a Morganic take on tech, I suppose.

I have played games with the Believers where I had never researched a single tech but I was still leading in tech for the first half of the game. It gets harder after that...

Prerogative posted 02-16-99 10:35 AM ET     Click Here to See the Profile for Prerogative    
I have a rather silly question, Chris (or Jeff.)

Will any Firaxians be playing on Alphahq.net? It would be kind've nice to see if my Hive minions could try and tackle the creaters of the game

Or even playing against the mighty Sid himself... that would be the day

will posted 02-16-99 12:08 PM ET     Click Here to See the Profile for will  Click Here to Email will     
I think the variety of opinions about which faction is strongest shows that Firaxis is pretty good at balancing, with the notable exception of Miriam. I'm a contrarian by nature, and after hearing all of the abuse heaped on her, I tried several demo games with the Believers. Their tech disadvantage is deadly!

I would rank the factions:
Gaian
PK (it takes some subtlety)
UoP
Hive
Spartan
Morgan (growth limits are a real drag)
Believers

I, too, am mystified at the belief that UoP is dominant. It can be quite strong, especially with with Virtual World. But the drone penalty is a hassle before you get to Virtual World. I've never had a problem containing them as the enemy, and even keeping even with the tech.

Utrecht posted 02-16-99 12:36 PM ET     Click Here to See the Profile for Utrecht  Click Here to Email Utrecht     
I do not think that the believers are that bad. I have played about 5 games and they have been a significant top (three faction including me) every time!

I play as either Gians or Morgan and her warmongering tendancies play hell with the pacifistic nature of my prefered factions.

Yrth posted 02-16-99 12:44 PM ET     Click Here to See the Profile for Yrth    
In the couple I've played (as UoP), the Believers have consistently whacked other factions and been in the top three. In my last game, the lamest were the Morganites and Gaians. But this could be because both were too close to the Hive and Believers.

Are you playing with "steal tech" when capturing enemy bases? I play with steal tech so I'm assuming that the Believers plunder from captured cities. I could be wrong though.

ViktorPregel posted 02-17-99 03:19 PM ET     Click Here to See the Profile for ViktorPregel  Click Here to Email ViktorPregel     
The answer to the question "what's the best faction" is yes.

It really depends on your playing style. I'm incapable of playing the Hive, but win easily with the Morganites. I'm sure there's someone out there who's the exact opposite.

Pretty much everyone posting here has played Civ II, and I'm sure everyone has a different opinion as to which civilizations are the best.

Vive la difference.

JT posted 02-19-99 11:09 AM ET     Click Here to See the Profile for JT    
The Hive immunity to inefficiency does help a lot, they're my third. But, really saying that "having far supeior technology does not garner a win" is a little untrue. I mean, if you're UoP and you're defending with nutronium armor (probably spelled wrong, I know ) and the believers are attacking you with laser rovers, they don't stand a chance.
pheonyxe posted 02-19-99 04:04 PM ET     Click Here to See the Profile for pheonyxe  Click Here to Email pheonyxe     
My personal favourite would have to be the Spartans.

Their major flaw is that they seem to lack staying power. Well...there is a rather simple way to solve that:

The root of their downfall mainly seems to be Inefficiency, which stops them producing anything at a decent rate of speed. This is not an immediate factor, but something that only shows in the long run, as other factions start to outstrip them.

I solved this by switching my social engineering to Democracy/Green (Optimize for efficiency is the quick way)

I follow up by building Creches in all my cities, and also concentrating my Research on Weapons for a few turns...This puts me ahead in the military game to the point that nobody can touch me (especially with all the extra support and morale - although you are losing some support from the social engineering).

I have used this strategy to win development games as much as conquest games - Probe foils and just plain out demanding stuff are very effective when everybody is too scared to tackle you.

Fragboy posted 02-20-99 02:41 AM ET     Click Here to See the Profile for Fragboy    
For me, it's the UoP hands-down. At first, the drones and bad probe teams seem bad, but once you get the virtual world and hunter-seeker algorithm, you are almost unstoppable. And at the end of the game, there is no question. You will have higher tech than everyone, allowing you to make improvements that give lots of minerals, allowing you to build LOTS of PB's. Every time I have played I have been able to repeal the charter as the UoP.
Arnelos posted 02-20-99 04:54 AM ET     Click Here to See the Profile for Arnelos  Click Here to Email Arnelos     
Ah, an intriguing question...

I see that the traditional forums crowd (the guys on the boards like me since July and August) is totally vacant on an answer to this question, so I'll take advantage of their absense:

The Peacekeepers!!!!!!

I find (after playing all of the factions, and wining the game more than once with several of them, including a custom faction of my own) that the peacekeepers are truly ideal to my own strategy.

If...you are someone who likes to take advantage of building as many bases as you can by continuously building colony pods and filling all available space with bases and then pursue a strategy of working on maximizing growth potential...the peacekeepers were MADE for you (like me).

As the peacekeepers, establish a democracy and build Human Genome Project (if you can. Not having it is ok, but when you have it, you are truly unstopable). Democracy will give you a basic 20% bonus to the normal growth rate and you have advantages in terms of maximum population limits for bases (that REALLY comes into play when have exceptional growth rates like with the peacekeeper democracy). Then...having that extra Talent for every 4 citizens really helps out on various game factors. If you get Human Genome Project (Something every Peacekeeper player should at least attempt to pull off), you essentially get a perpetual Golden Age in every single base below about pop 5 (and dependent on other factors, it can just continue, especially when that second free talent for being the peacekeepers kicks in).

The bottom line is that the optimal early strategy with the Peacekeepers to build as many colony pods as you possibly can. Starting with Recycyling Tanks is a HUGE advantage, particularly when you aren't close enough to others to trade techs early, and even then it's still a big advantage. The starting production queue should be something like this (when you have the right techs):

1. Scout Patrol or Synthmetal Garrison
2. Recycling Tanks
3. Colony Pod (you can send the original defense for the colony with the colony pod, since you just built a new defensive unit in step 1)
4. Former
5. Scout Patrol or Recon Rover (to protect new colonies from mind worms. You'll find that new colonies will build their first synthmetal garison about the same time as the "colony pod building colony" finishes the next Colony Pod. The timing is near perfect.)
6. Colony Pod
7. Children's Creche, Rec. Commons, Network Node, or Energy Bank (just one of them)
(repeat steps 6 and 7 until local space runs out, then build up the improvements for this base, building no further colony pods here. Make sure to occasionally upgrade your military units)

In this manner, you expand VERY FAST. Your growth bonuses for being the Peacekeepers become phenomenal with so many bases (multiple bases better able to take advantage of the growth bonus). In normal or smaller maps, go ahead an pack cities quite close to one another, overlapping in areas somewhat in several places...the objective is to make sure that every space of available land will indeed be used for production other than fungal squares. This method maximizes the peacekeeper growth potential to quite madening proportions.

The idea is you just keep on expanding and expanding and expanding until you hit brick walls in every possible nook and cranny on the planet. The "core" cities (those that have stopped building colony pods because they aren't near the "frontier" anymore) just keep pumping out base improvements and secret projects with an added layer of impunity (because you have all of those layers of "periphery" bases around them building military units and doing further expansion). The "core" of your empire just keeps on builing toward the secret projects. If you go to war, it may become necessary to devote the attention of core cities to buidling advanced attack units while the outer layers concentrate on defense. That way the periphery defends itself while the core keeps pumping out attack units to send to enemy territory (since you can protect the interior with a strong exterior).

I find that this strategy works exceptionaly well for the Peacekeepers (who seemed to be specifically designed to take advantage of it) against both the AI (even at high levels) and human players alike. This strategy pretty much ASSURES you of being elected planetary governor, which can give you considerable economic rewards in addition to the other things you've already achieved. It is almost ALWAYS in your best interests to remain at peace, as the Peacekeepers relative advantage takes on stagering proportions when everyone is just sitting around doing peaceful development. Warfare slows down your growth edge and should be avoided unless vital interests are at stake (like someone directly impeding your growth or attacking you outright).

Make sure you maintain as many friendly trade partners as possible for both economic trade that happens automatically with the friendship treaty AND most importantly with the technology trading between factions. It's a basic rule to maintain as many trading partners as possible when trading techs, but this can actually become an advantage as the Peacekeepers because the peacekeepers' highest goals aren't really militarily achieved, so you'll likely be at war less and be one of the only trading partners of perhaps several participants in other wars, giving you a significant trading advantage (of course this is prudent for other factions, but factions such as the Spartans and Believers have to exercise military strength to realize their full potential, which makes enemies and decreases the number of possible trading partners).

Overall, I think the advantages the peackeepers have are truly stagering if the game becomes peaceful. If the game becomes really warlike, the peacekeepers can still hold their own, but the morale and attack advantages of the Believers and Spartans give them some advantages of their own (although UofP technology can help upset that, always stay in good relations with the UofP and Gaians as the Peacekeepers, these three factions are logical allies, never forget that). Alliance wise, I find the most effective strategy is to pursue the closest relationship possible with the UofP and the Gaians, who have compatable social agendas and compatable game interests.

Well, that's about it for my dissertation on the advantages of being a peacekeeper (people from the old forums will recall I've made this argument before, even before I played the game. It was only affirmed by experience, although I must admit I'm a bit biased :-) ).

Arnelos
Peacekeeper
Keeper of Wisdom (name of Peacekeeper faction back in like July before Firaxis changed the name)

Sinapus posted 02-20-99 06:24 AM ET     Click Here to See the Profile for Sinapus  Click Here to Email Sinapus     
Hm. Another Peacekeeper in the ranks. Cool.
Cuthbert posted 02-20-99 08:54 AM ET     Click Here to See the Profile for Cuthbert  Click Here to Email Cuthbert     
Definetly UoP.
However, you have to rush out and get Hunter Seeker Algorithm (watch the probe teams die).

Any Drone reducing improvements help out alot as well.

Maitreia posted 02-20-99 02:52 PM ET     Click Here to See the Profile for Maitreia  Click Here to Email Maitreia     
Hey Arnelos,


Like, good post. I play the EXACT same strategy as you, expand expand expand!!! It's so true, with this strategy your empire can grow to *insane* proportions. It hardly matters where you start either (at least not against the AI) because as you said you simply grow into every nook and cranny available.

I personally don't use the PK's even though they're probably best for this strat. Mainly because I CAN'T STAND Lal!! What a bloody hypocrite the guy is... "Peace"-keepers my ***!!!


Chairman Nak

Tin Cow posted 02-20-99 04:32 PM ET     Click Here to See the Profile for Tin Cow  Click Here to Email Tin Cow     
Arnelos, I completely agree. That method is EXACTLY how I played Civ 2 and I've found it is the best way to win. When I started playing SMAC, PKs were the obvious choice to continue this strategy. In fact, I do very little of my own fighting in games. I get myself elected governor very fast, and try to always have at least 2 pacts. From there I just pay the other factions to go to war against each other, while I sit back and produce.

PKs are decent at pumping out military units, but if they can get a breathing space to work on making city improvements, then they becoming ridiculously powerful.

Mcerion posted 02-20-99 07:35 PM ET     Click Here to See the Profile for Mcerion  Click Here to Email Mcerion     
The Hive. I outbreed the other factions and simply overwhelm with superior numbers.
kaelis posted 02-21-99 02:01 AM ET     Click Here to See the Profile for kaelis  Click Here to Email kaelis     
I am still playing my first game as the Spartans. I am winning. I believe that UoP went first and then Hive took out Morgan. I wiped out Believers (losers) and currently have a pact with PK's. Hive an Gaians have initiated a pact to wipe me out. They are taking their time about it. I have been the planetary gov for quite some time after deposing the Hive. Oh, I am playing on the Planet map. I have learned that a police state is a wonderful thing to have. I also happen to enjoy the fact that none of my units require support from their bases (and none of them are clean). As I have recently become fond of saying: "Might make Right!" - Spartan proverb.
PawtheUnstuk posted 02-21-99 04:47 AM ET     Click Here to See the Profile for PawtheUnstuk  Click Here to Email PawtheUnstuk     
Hey Arnelos, good to see another old timer, although I can't rember you for some reason.
I use the same general strategy of peaceful expansion that you do. I do it differently, however. Won't go into details.

I find it works with most factions. The only two factions it really doesn't work with or Miriam or Sparta. The keepers are far from the best at it, IMO. On the other hand, they can go to war quite well if need be. I generally use the Hive with this strategy. I go Police State/Planned ASAP. The +2 police keeps the drones in line, while Planned provides the Growth. You also have much better industry than the Pks with this st rategy. Support isn't to shabby either:lets you support more formers, as well as the units you need to Police. I go for Industiral Automation quickly as well to get to -1 Economy.

Also works with Morgan (lots of commerce can rival Zakharov for tech), Gaia (effinency), and Zakharov (tech superiority is an integral part of this strategy.)

Sorry this is poorly written and proabably semi incoherent, I'm really tired right now.

PAwtheUnstuk

tOFfGI posted 02-21-99 07:37 AM ET     Click Here to See the Profile for tOFfGI  Click Here to Email tOFfGI     
Let's say the four basic strategies in this game are the four elements:

Strategy 1: Explore- Build lots of units quick, find the other factions in their hatching stages, take out as many as you can and surround the others. Best: Believers.

Strategy 2: Discover- Build a reasonably big empire and out-tech the others. Best: UoP.

Strategy 3: Build- Build a large, rich empire in preparation for a diplomatic/economic victory. Best: PKs, Morgan.

Strategy 4: Conquer- Build a large army and crush the others. Best: Spartans.

However, the OVERALL best factions, basically the only ones that can win in every way, are the Gaians and the Hive. The Hive has it's industry bonus and can build all three labs and lots of wonders in every city, meaning they can out-tech an equal-sized UoP (I'm doing that now). The Gaians with Worm Farming and Efficiency can beat them all...

This is what each faction can't do (from the four basic strategies):

Believers: Discover
UoP: Build/Explore
PKs: Explore
Morgan: Conquer/Explore
Spartans: Build/Discover

Elemental posted 02-21-99 08:42 AM ET     Click Here to See the Profile for Elemental  Click Here to Email Elemental     
Certainly Gaians. While they are seriously down in the morale department, the use of Mind Worms puts them up in the fore - they're a great help in taking all supply pods, and attacking factions in the beginning.

Not so good tech, granted, but you can easily catch up by trading tech. UoP - feh, it has a lot of tech, but is ultimately helpless in the face of any force or probe teams.

Khan Singh posted 02-21-99 02:50 PM ET     Click Here to See the Profile for Khan Singh  Click Here to Email Khan Singh     
The Believers are really the only faction that can't hack it, IMO.

Comparing the Believers to the Spartans is really an eye-opener. Both factions have a large advantage in combat, the Believers a +25% advantage on the attack; the Spartans a 2 morale level advantage (under most circumstances).

A 2 level morale advantage is basically equal to the Believer's +25% bonus in most attacks. But the Spartan's advantage ALSO applies on the defense. AND it is better against mindworms.

To add insult to injury, the Spartan's start with a MUCH better tech (mobility) and they don't have the Believer's devastating research penalty. It's really pretty hard to think of any reason to choose the Believers when you can have the Spartans instead.

But I think the Believers are still a workable faction. They probably just require a very specific strategy.

Arnelos posted 02-21-99 07:37 PM ET     Click Here to See the Profile for Arnelos  Click Here to Email Arnelos     
HEY! tOFfGI!

Long time no see!

I welcome the chance to yet again have our Peacekeeper-vs-Hive debate!

I'm playing a game as the Hive right now. Personally, I must admit tOFfGI that the Hive is amazingly more survivable than I had originally considered. The one BIG problem with the Hive is that they really only have one player that they're capable of forming a survivable alliance with...the Spartans. In both the game I played as the UofP (where the Hive was my major oppponent, but that was only because they had the large continent on the "map of planet" ALL TO THEMSELVES...) and the game I played as the Hive, the logical and only lasting alliance was with the Spartans.

However, I found the typical "build" strategy that I use to be quite INEFFECTIVE with the Hive the farther you go into it. The reason why is VERY simple, NO MONEY. The economy negative for being the Hive REALLY HURTS. My typical strategy of building tons of city/base improvements was simply unfeasable with the Hive because they couldn't afford all of them without jacking up the economy rate (which in turn downed both economy AND research by a certain percent.)

The industry was truly phenomenal, and the Hive can pump out military units better than any other faction, I agree. The CONSTANT problem was a complete lack of money. I NEVER had enough money to buy anything, I was always totally dependent on my superior industry to finish things, since I couldn't rush the production of even some of the most insignificant items (even as planetary governor, didn't help enough). I found that even at 70% economy in the late game, I could just tread water economically (even though the industry was sickening powerful).

Jacking up econ. so high to pay for all of the improvements was really harmful to competing with the other factions and it really helped keep the other factions in play. So it's my opinion that the crappy economy the Hive has more than makes up for their industrial advantages. As the Peacekeepers or Morgans, I would always more money than I knew what to do with, especially in the late game. I could always just BUY secret projects because of so much money.

The difference in the late game seemed fairly simple. Where the Hive could build a secret project in 20 turns rather than 30, the Morganites or the Peacekeepers could just outright BUY IT after 5-10 turns! (although supply crawlers helped, the Morganites and Peacekeepers were still more effective).

I have found the UofP very hard to play until you get your hands on Virtual World and Hunter-Seeker Algorithm, at which point they become MUCH more effective.

The Believers have been really wimpy in every game I've played, even when tech from conquest was turned on. I suppose the Believers would be MUCH more effective if a human player controlled them, as I'll bet a human player wouldn't feel obligated to declare Vendetta on 4 factions every game upon their first meeting with that faction (the AI seems to be SERIOUSLY inept in this area because the Believers are teh ONLY ones to establish a Fundamentalist government)

The Spartans are really tough, but once they get behind in tech, buh bye! I've found the Spartans are most effective when they ally with someone willing to help them out (which sorta defeats the whole "go it alone" Spartan mentality). As I said, the Spartans' logical ally is the Hive, they work very well together (every game I've seen that alliance, it has been VERY effective).

The Morganites tend to be one of the most successful factions until they have to go to war. I found that the Morganites would even be in first place if you left them alone long enough, but would plummet the moment they came into contact with say...the Spartan-Hive alliance...(in my game as the UofP, I was litterally protecting the formerly 1st place Morgan player, by then 5th place, from the Spartan-Hive Alliance)

Well, that about wraps it up. For the bulid-up strategy, nothing surpases the Peacekeepers. They tend to be all-around very effective if you use that strategy.

Arnelos
Peacekeeper
Keeper of Wisdom

vikinggrrrl posted 02-22-99 04:59 AM ET     Click Here to See the Profile for vikinggrrrl  Click Here to Email vikinggrrrl     
Yep I totally agree with pheonyxe when it comes to the Spartans.
I did exactly the same things, and it works really well.

Last time I teamed up with the Gaians, and we set out to "free" some Morganite cities ;O) worked really well, he is now down to 3.

Ender4000 posted 02-22-99 08:36 AM ET     Click Here to See the Profile for Ender4000  Click Here to Email Ender4000     
I haven't played enough to have a favorite yet. The only civ I've used that I thought sucked was Morgan. The support problems early and the lack of growth makes the early game too hard for morgan. I'll try him some more though, I wouldn't give up on anyone. I agree that UoP is overrated by people, they are powerful but they aren't unstoppable, they may be the best civ but only by a small margin, not unbalanced completely.
Khan Singh posted 02-22-99 10:35 AM ET     Click Here to See the Profile for Khan Singh  Click Here to Email Khan Singh     
The PK's are a very good all-around faction. I don't think they're the best faction, but they are certainly a good one.

Their inefficiency penalty is easily cancelled out by democracy and green. That leaves them with only bonuses. The talent bonus is very good and the Hab bonus ok. And late in the game the double vote bonus can turn stalemate into victory. Their bonuses aren't directly powerful, but indirectly they add up.

As Jacks-of-all-trades they don't have to follow any single minded strategy. This makes them the most flexible of the factions. They work well on all map types and sizes. They can make war or peace equally well.

Their only drawback is that they don't have any bonuses that work synergistically with projects and base facilities to give them a decisive weapon. The Spartans, for instance, can build the Command Nexus, creches and BE centers to make their units Commandos right off the assembly line. Or the Gaian's can build Psi enhancements to make mindworms ultra-deadly.

On the other hand, the PK's can just concentrate on normal units. They do the job and you don't have to worry about countermeasures.

Hmmm, maybe the PK's ARE the best faction.

Pragmatist posted 02-22-99 03:03 PM ET     Click Here to See the Profile for Pragmatist    
I thought that the two best factions were Hive and Gaian. Both have the ability to quickly spread out and both can build strong midgame armies to defend with and harass their foes. Last night I had an epiphany; I was playing Morgan and found an early transport foil which I used to colonize a mid-sized island/continent. By 2215, my treasury was at 7600 and I was virtually impregnable on my mainland bases, not to mention the island which was now Morgan Freehold. I won an economic victory in 2354 (86%, my best by far) and never lost a city. The one major conflict that occurred was settled decisively by my Chaos Copter/Chaos Drop Squad combo. I would have been able to win by conquest by about 2375. I was playing at Librarian level at which my highest previous score was about 65%.
NeonJesus posted 02-22-99 04:16 PM ET     Click Here to See the Profile for NeonJesus    
I agree with you, Pragmatist. Morgan is no pushover if he is played well. With Wealth as a value Morgan can win any research race quickly. Morgan is unmatched at using money to secure various production, diplomatic and military advantages.

It is not hard to win small conflicts militarily. Keep the battle contained and the low support will not slow your cities down at all. Use top-of-the-line troops well and probe teams if possible to apply enough directed pressure to first stop enemy advances and then crush enemy resistance.

When you can get into position for a peaceful win, get enough Efficiency to change energy settings into Research/Economy depending on Transcendance/Economic victory. You can also make lots of friends, throw around money, fight to contain those who dislike you and then get voted Supreme Leader.

I think SMAC is very well balanced. It's going to be a long time before any definite advantage can be found between the factions.

Personally I will play as all factions, and think that each is great when played in the right mindsets. I'll admit a _vague_ leaning toward Peacekeepers, the Hive and Morgan for strongest though.

NeonJesus
drone talent

Edmans posted 02-22-99 04:38 PM ET     Click Here to See the Profile for Edmans  Click Here to Email Edmans     
Let's begin with an intelligent remark:

IT DEPENDS ON YOUR OWN PERSONAL STYLE WHICH FACTION IS BEST.

For me, and as you can see I'm not the only one, the PK work best. However, this does not mean it works for you as well.
You can either find out which works for you by playing all of them or by answering some questions at the Firaxis-homepage, where you will find a questionaire for this purpose.

micje posted 02-22-99 05:08 PM ET     Click Here to See the Profile for micje  Click Here to Email micje     
That's not true. IT DEPENDS ON YOUR OWN PERSONAL STYLE WHICH FACTION SUITS YOU BEST. But only one faction is the best. Much as I dislike these capitalist pigs, I think it's the Morganites. We can test it you know. The best faction is the one that gets the highest score. My highest score was 503% with CEO Morgan. My second best was 352% with the UoP. I'll post more scores as soon as I'll win with the other factions. BTW: Play on Iron Man (+100%) on Transcend level. Else you'll never get above 100%.
Dan Scheltema posted 02-23-99 03:06 AM ET     Click Here to See the Profile for Dan Scheltema  Click Here to Email Dan Scheltema     
You can get above 100% without iron man or transcend... I did it on librarian with UoP and an AoT victory.

That said, iron man sure ups the score a lot (grin). My current game (which is only on thinker) should be in the 300%+ range due to iron man.

Doctor Who posted 02-23-99 10:17 AM ET     Click Here to See the Profile for Doctor Who  Click Here to Email Doctor Who     
Here's my 2 cents worth.

The best faction to play is the one which suits your playingstyle best. If you like military units, the UoP and Morganites are probably not the best choice and vice versa.

It seems to me, that the Believers are hard to play, but their AI is pretty damn good.

Fenris posted 02-23-99 10:56 AM ET     Click Here to See the Profile for Fenris  Click Here to Email Fenris     
So far I've only played Hive, Morganites, Gaians, and UoP. In my experience I had a much easier time playing the Hive, then Gaians, Uop, and finally Morganites. I'm currently playing the Gaians and though I'm in first place I'll probably try the PKs or the Believers next. I know that most people feel that the Believers are the weakest faction, but in almost every game I've played the Believers were a force to be reckoned with. They were one of the top three factions almost every time and I cringed each time I ran into them because I knew there would be a protracted war. Only the game I played as the Hive were things different. In that one I swept over the Believers easily.

All in all, I think that the Hive has been the easiest faction to play, though I've seen them humbled often enough when the AI plays them.

mysteria posted 02-23-99 12:41 PM ET     Click Here to See the Profile for mysteria    
I feel that all factions are balanced.
I've done very well with each faction, though my personal favorite is the Gaians.

Every faction does have a disadvantage, but I feel that supply crawlers always fulfill those disadvantages. A few doesn't cut it, I usually build around 10 supply crawlers per city, before devoting it to build improvements.

At first to me, the Believers seem to be the worst faction, but using supply crawlers grabbing at least two energy each, I was defintely highest tech on transcend.
It does take a while to get industrial automation though.

As with the hive, you get mass energy this way.
spartans - minerals
and so on.
or otherwise,
low economy - grab energy
low efficiency - grab energy
low support - grab minerals
low morale - (I grab minerals so it's faster to build city improvements, raising this)
low police - grab energy (so psych is higher)
low growth - grab food
low planet - (i grab food so I can use green economics)
low probe - (I grab minerals so I can make probe teams protecting my own cities fast)
low industry - grab minerals
low research - grab energy

or just grab food
the more food, the more people, the more total resources


I like the gaians most because of their initial start with 2 food per fungus.
Putting supply crawlers on these otherwise useless squares makes it easy to survive with just forests around your cities early on. Since intitially, the fungus only produces food, your not wasting any resources, because you're grabbing the only resource they provide. You then don't feel guilty for not putting a city there instead.


Lancer99 posted 02-24-99 05:14 AM ET     Click Here to See the Profile for Lancer99  Click Here to Email Lancer99     
I like playing Peacekeepers when playing anything but a conquest game. Go green democracy and expand, build Genome Project and Virtual World, then eventually Cloning Vats and you have an unbelievable population with little or no drone problems. By the end of the game I was getting one tech a turn and I wasn't even using crawlers for energy resources.

For pure conquest I LOVE the Spartans. Research lasers first thing and immediately you can send out a ton of 2-1-2 rovers. You can usually eliminate (or better, surrender to you) one or two factions extremely early. The real reason I love the spartans is going Green Police State (creches offset the growth penalty), then not only can you pump out high morale troops (especially if you build Command Nexus and eventually Cyborg Factory), but capture those pesky worms and use them to harrass other factions before bringing up your big guns. I don't put much into research as the Spartans, I like getting someone to surrender and give all theirs to me.

Anyway, kind of redundant since there are so many posts already anyway on this thread, but thought I'd put in my two cents.

Pragmatist posted 02-24-99 02:33 PM ET     Click Here to See the Profile for Pragmatist    
This is an excellently balanced game. The only factions that appear to be unable to win consistently are the Spartans and the Believers. The other factions are all strong at times and weak at others. Here is my basic strengths and weaknesses based on empirical observation:
UOP - Strong when the democracies (PK, Morgan, Gaian) are neighbors, Weak when confronted by early aggression (Believers, Spartans, Hive.) Best overall situation is Democratic, Green, Knowledge with democratic neighbors, this is always a win.

Hive - Very Strong in the early and midgame, Weaker in the Endgame. Best situation is Police State, Planned, Knowledge with UOP and Morgan close at hand early. You need to wipe UOP off of face of planet early or it's hard to win.

PK - The average faction, no particular strengths or weaknesses either early or late. Best situation is Democratic, Any, Knowledge. Adjust the middle factor (Freemarket, Planned, Green) to jibe with your immediate neighbors to further your diplomacy. Team up quickly against any runaway military power or face the consequences on your eastern border.

Gaian - Solid developmental faction. Tends to spread out and grow in the early game. Midgame provides some difficult decisions, Mindworms are obvious primary assault weapon but other factions quickly develop counters. I save Mindworms for initial defense to insure that they work. Best situation Democracy, Green, Knowledge with PK's close at hand as a partner. You can always make this alliance work.

Morgan - Tough faction to play. I either runaway win early or get stomped. The primary problem is that best situation Democratic, Freemarket, Wealth is a) very successful early, pissing off the AI and b) very unpopular with planet, causing your perimeter bases to be picked off by Mindworms. When I start on an island I de-fungify quickly and tend to win, in other situations things can get hopeless quickly. I wonder if Police State would be a better choice, it seems to have worked for Singapore.

Spartan - I have no luck with this faction. In fact, I lose so regularly that I won't try to provide best situation. Primary weakness is the amount of time it takes to build more advanced units. I conquer whoever is next door and am then forced to watch UOP or PK or Gaians or even Morgan soar way above me in tech.

Believers - Research is so critical that I think this faction has no chance to win the game. Typically I am killed by choppers in the midgame. Turning on the Captured cities provide a tech option might make this group strong.

One general note is that every faction that i've seen win the game has been in the top 3 in Techs researched and if I had to pick a strongest faction it would be UOP, followed by the other six in the order above.

Pragmatist posted 02-24-99 02:34 PM ET     Click Here to See the Profile for Pragmatist    
This is an excellently balanced game. The only factions that appear to be unable to win consistently are the Spartans and the Believers. The other factions are all strong at times and weak at others. Here is my basic strengths and weaknesses based on empirical observation:
UOP - Strong when the democracies (PK, Morgan, Gaian) are neighbors, Weak when confronted by early aggression (Believers, Spartans, Hive.) Best overall situation is Democratic, Green, Knowledge with democratic neighbors, this is always a win.

Hive - Very Strong in the early and midgame, Weaker in the Endgame. Best situation is Police State, Planned, Knowledge with UOP and Morgan close at hand early. You need to wipe UOP off of face of planet early or it's hard to win.

PK - The average faction, no particular strengths or weaknesses either early or late. Best situation is Democratic, Any, Knowledge. Adjust the middle factor (Freemarket, Planned, Green) to jibe with your immediate neighbors to further your diplomacy. Team up quickly against any runaway military power or face the consequences on your eastern border.

Gaian - Solid developmental faction. Tends to spread out and grow in the early game. Midgame provides some difficult decisions, Mindworms are obvious primary assault weapon but other factions quickly develop counters. I save Mindworms for initial defense to insure that they work. Best situation Democracy, Green, Knowledge with PK's close at hand as a partner. You can always make this alliance work.

Morgan - Tough faction to play. I either runaway win early or get stomped. The primary problem is that best situation Democratic, Freemarket, Wealth is a) very successful early, pissing off the AI and b) very unpopular with planet, causing your perimeter bases to be picked off by Mindworms. When I start on an island I de-fungify quickly and tend to win, in other situations things can get hopeless quickly. I wonder if Police State would be a better choice, it seems to have worked for Singapore.

Spartan - I have no luck with this faction. In fact, I lose so regularly that I won't try to provide best situation. Primary weakness is the amount of time it takes to build more advanced units. I conquer whoever is next door and am then forced to watch UOP or PK or Gaians or even Morgan soar way above me in tech.

Believers - Research is so critical that I think this faction has no chance to win the game. Typically I am killed by choppers in the midgame. Turning on the Captured cities provide a tech option might make this group strong.

One general note is that every faction that i've seen win the game has been in the top 3 in Techs researched and if I had to pick a strongest faction it would be UOP, followed by the other six in the order above.

MikeH II posted 02-24-99 02:40 PM ET     Click Here to See the Profile for MikeH II  Click Here to Email MikeH II     
Well I always try and take out the UoP first, I'm more scared of them than anyone else.

"Scared?"

Sorry Santiago, I meant I consider them a greater threat.

HunterPDX posted 02-24-99 10:46 PM ET     Click Here to See the Profile for HunterPDX  Click Here to Email HunterPDX     
Yep, I have to agree with several of the postings to say that I find the Peacekeepers the best. Partly, I admit, is because they fit with my style of play. I have great difficult working up the zeal necessary to play, say, the Believers <ick ick ick>.

I prefer a loose, adaptive style of play. As someone else pointed out, the PK's are great for this. They don't really have any glaring weaknesses, and they switch gears from peace to war rapidly. Besides, I admit I LIKE being Planetary Governor and having Veto Power. Yang keeps trying to yank it away, but with my own intrinsic bonuses, plus an Empath Guild (which I build to keep anyone else from diluting my advantage) I find that I can yank the AI around diplomatically. Miriam and Yang are almost always intractable, but what do you expect from ingrates?

Hunter
High Speaker of the Peacekeepers

MrSparkle posted 02-25-99 12:21 AM ET     Click Here to See the Profile for MrSparkle  Click Here to Email MrSparkle     
I've played every faction w/ the exception of the Believers, and I've found the best balance is the Peacekeepers, without a doubt.

The question I want to pose to the forum is, why the heck are the Believers so bad? The AI Believers are always the first faction to bite the bullet in the games I've played, with very few exceptions. Thoughts?

Scrubby posted 02-25-99 12:42 AM ET     Click Here to See the Profile for Scrubby  Click Here to Email Scrubby     
This topic reminds me of the heady days of the battle.net forum debates on which Starcraft race was the best. Totally fascinating as an exercise in human interaction but ultimately a moot point.
Arnelos posted 02-25-99 01:08 AM ET     Click Here to See the Profile for Arnelos  Click Here to Email Arnelos     
MrSparkle,

I'm going to re-post here the post I put in the Believer thread in the "Factions" forum:

The problem with the Believers is not the faction itself, but rather how the AI plays them.

The AI is incredibly fanatical as the Believers, this tends to get people pissed at them and they die a quick and painful death...

However realistic this might be (it is, this is just what happens to religious wacko's, quick deaths due to insanely fanatic stupidity...), a PRAGMATIC leadership makes the Believers quite effective. The Believers are incredibly effective with a pragmatic human leadership, and generally have been incredibly insignificant under the control of the rabidly fanatic AI.

just my two cents.

Arnelos
Peacekeeper
Keeper of Wisdom

That's what I had to say over there. To see the entire argument we've been having about the Believers, refer to the "Effectiveness of Believers?" thread in the Factions Forum.

Arnelos
Peacekeeper
Keeper of Wisdom

Glak posted 02-25-99 01:41 AM ET     Click Here to See the Profile for Glak  Click Here to Email Glak     
Scrubby: Those debates on the battle.net forums weren't useless. If you've been keeping up with it you'll notice that the latest patch came out with 65+ changes to improve the game! No one expected all of the wonderful changes but they really made the game great. The zerg in particular have a slower larva rate. Right now their are only a few problems but Blizzard says a patch will bring more changes (not as many, more like 2-5)

They also make a new campaign level every month, in addition to the map of the week program.

Off to bed I go.

Sir Oscar posted 02-25-99 02:05 AM ET     Click Here to See the Profile for Sir Oscar  Click Here to Email Sir Oscar     
Prerofitive wrote about the UoP saying they are easy to prob, well thats true to a point how ever if you take a certain Tech path you get to the Secret Project Hunter-Seeker fast!! and Hunter-Seeker makes all your citys and units immune to probs, if you are playing on a large world and don't get stuck with 3 other factions all around you then you can't beat UoP.
QuienSabe posted 02-25-99 03:48 AM ET     Click Here to See the Profile for QuienSabe  Click Here to Email QuienSabe     
Gaia's Children. We are one with Planet and
Planet works with us against all others.

QS (Military Liason for Lady Deirdre Skye)

Count Tar posted 02-25-99 11:56 AM ET     Click Here to See the Profile for Count Tar  Click Here to Email Count Tar     
Spartans. Everyone else is allowed to their thing, untill the end is nigh, then there can only be one......

Survivalist in practice,
Count Tar from the Monarchistic Federation.

Scrubby posted 02-25-99 12:19 PM ET     Click Here to See the Profile for Scrubby  Click Here to Email Scrubby     
My point Glakk, and I can't believe I am reposting here, is not that the posts are useless, they are fascinating to see who is FANatical about which faction(s). Granted posting by players will smooth out game balance problems but really, this thread seems to be out and out cheering for a particular favourite faction (with apologies to Arnelos and his/her/its treatises). If you must know, I like all the factions except the Believers. But I don't like them because I feel their ideology is misrepresented in the bonuses and penalities. Because this post would properly belong in the Believers thread in the Faction forum I will keep it brief. Whereas the justifications of other faction bonuses and penalities are usually believable, the Believers' are not. They seem way too arbtirary. (the +25% offense for 'strength of convictions' really gets me) Secondly the tech stagnation of this faction forces them into militaristic action. Though I would like to believe that SMAC is more than just a tech race it is wrong to think that tech is unimportant. Handicapping the Believers in research is harsh considering the design of the game. Wow, thanks for listening to me ramble incoherently...
Wen_Amon posted 02-25-99 03:08 PM ET     Click Here to See the Profile for Wen_Amon  Click Here to Email Wen_Amon     
The peacekeepers are cool. but it the late game, dont you notice that everyone starts to hate you cause your strategy works so well. I can never keep a pact after 2350!!!
Adacemician posted 02-26-99 11:11 AM ET     Click Here to See the Profile for Adacemician    
Let me put in my two energy units as to why the UoP are the strongest. Clearly with their +2 Research and free network nodes, they should be in the forefront of the technological discoveries.

Next, the UoP's have an advantage in that their two disadvantages, are not only offset by 2 projects (Hunter Seeker and Virtual World), but the UoP gains the full advantage of the project in addition to the disadvantage alleviation. Basically, while other advantages may counteract disadvantages such as max population limits, or inneficiency, the projects which counteract the UoP's disadvantages provide just as much utility to the UoP as they would be to any other faction (this is more true for the Hunter Seeker perhaps).

Finally, the UoP's production is as strong as any other factions, while not being biased towards either manufacturing or purchasing units/buildings/projects. This means the UoP should be able to take advantage of its technological edge and churn out advanced units as well as getting a head start on projects.

Pragmatist posted 02-26-99 12:09 PM ET     Click Here to See the Profile for Pragmatist    
Played another game with Hive last night, left my Politics and Economics on Simple, chose Knowledge for the Values. Wound up with a conquest victory in 2315 on Librarian, Ironman (164%.) As a result I'm going to push Hive back up from 2 to 1. It never occurred to me that Simple choices might be stronger with some factions. When you look at it Police State and Planned don't really add all that much to the Hive strengths and the efficiency penalties really kill Research and an already moribund economy. Yeah, I know that the Hive is supposed to be immune to efficiency penalties but it feels to me like something else is going on behind the scenes that causes problems anyway. Can anybody verify that the Hive immunity to efficiency actually works as advertised?
Byesnavatay posted 02-26-99 01:45 PM ET     Click Here to See the Profile for Byesnavatay    
OK, here are the standings so far:

UoP- 11 votes
Gains- 8 votes
PK- 8 votes
Hive- 4 votes
Morgan- 4 votes
Spartan- 3 votes
Believers- 1 vote

I'll add my vote: The Peace Keepers. I love the triple vote feature. Plus my cities are always larger when I'm the PK's.

Byesnavatay

hellrazor posted 02-26-99 04:45 PM ET     Click Here to See the Profile for hellrazor  Click Here to Email hellrazor     
I've noticed several posts here talking about the Believers and how their bonuses/penalties are not appropriate for their faction. I totally disagree.
1. +25 attacker due to 'strength of convictions'
This has been demonstrated many times in real life...for example, Arab armies conquered the entire Middle East/N Africa/Spain based on their belief in Islam many times defeating more numerous, better armed forces. I can't believe why this would not be appropriate for a fundamentalist type government; there are too many cases to name of soldiers inspired by strong religous belief to fight better and harder than those who were not so inspired.
2. -1 planet
I can't think of a better example than the early European settlers in America. The wild forests and mountains (and wild native inhabitants) were something to be feared; most of these settlers believed that they had been chosen by God to conquer and tame these 'wild' lands and this didn't leave much room for 'respect for the environment'. Even today many (although not all) fundamentalist see worship of nature as sort of competing with worship of God...God gave nature to man to use...man is the center of the universe, not a part of it.
3. probe advantage/research limitations: I think there is general agreement that these are appropriate for believer philosophy so I won't comment on them.

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