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Author Topic:   New favorite factions
High Priest posted 05-08-99 01:58 PM ET   Click Here to See the Profile for High Priest  
I've been scrolling down and seeing a lot of old faction polls. But there are many newcomers and some long time players must have changed their minds, so here is an up to date poll.
Please vote only once, and explain why you like your faction.
My vote goes to the Hive. Yang's vast industrial and early game growth rate means I can usually hog all projects besides the Citizens Defence Force while playing an actively offensive and base development game. For money I either make boreholes, or get some rich submissive pact brothers. Same thing with technology. Most of the time me and my servant factions are by far the most technologically advanced. Of course, in a quick-kill strategy just load impact rovers with nerve-gas and planet is yours. The only real drawback is the lack of a positive efficiency score, but as long as you build children's cretches in development bases and punishment sphere/Genejack/stockpile energy(or begin work on Project) in distant conquered bases, you should have little problem. What do you think?
Hive-1
Gaians-0
Believers-0
Spartans-0
Morgans-0
UoP-0
PKs-0
Smeagol posted 05-08-99 05:09 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
I like the PKs best with their extra talents, better hab limits, and additional votes. I use Demo/FM/Knowledge with them, to give me a good efficiency rating along with the +2 economy. Any time I want a population boom, I can either use only a little psych for golden ages, or I can just switch to planned. This means that I'll have size 18 bases (with the Ascetic Virtues) while my opponents have only size 14, or 11 for Morgan. This state of affairs lasts for a long time, and with FM my research and economy are amazing, giving me research points/turn greater by far than all of the other faction combined! I can achieve supreme leader status very early in the game this way, and if anyone denies it of me, I can build my army with a punishment sphere in one base and clean reactors. What's the benefit of being a military faction when my hoverjets and needlejets with plasma shards are crushing your puny units that have (if their lucky) photon wall defense and only chaos guns as weapons?
Al Gore Rythm posted 05-08-99 05:37 PM ET     Click Here to See the Profile for Al Gore Rythm    
Put my vote in for Hive.

I'm going to have to agree with Priest on all points. Hive is virtually the only faction that can accomplish both builder and conquerer strategies effectively, or mix the two of them together.

Plus with +1 Industry and Doc: Loyalty they're almost guaranteed to get the Command Nexus.

jimmytrick posted 05-08-99 05:57 PM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
Gaians of course.

Walk with Planet!

LordMike posted 05-08-99 06:44 PM ET     Click Here to See the Profile for LordMike  Click Here to Email LordMike     
The university rules u all. the quick tech research lets them get more advanced units/complexes quick and that -2 probe can be eliminated by the hunter seaker profect. and the drones can be killed by building recreation commons
seth5454 posted 05-08-99 07:16 PM ET     Click Here to See the Profile for seth5454  Click Here to Email seth5454     
Gaians!!!
JT 3 posted 05-08-99 08:24 PM ET     Click Here to See the Profile for JT 3  Click Here to Email JT 3     
PK'S! PK'S WILL KILL ALL! THE HIVE WILL BE CRUSHED BY OUR ADVANCED WEAPONRY! THE GAIANS WILL FALL TO OUR ELITE TROOPS! THE UOP WILL BE PLAUGED BY PROBES! MORGAN WILL DIE FROM MY LARGER ARMY! THE SPARTANS WILL BE ENSLAVED BECAUSE OF MY MASS PRODUCTION! THE BELIEVERS WILL BE SO FAR BEHIND, I'LL LEAVE THEM FOR THE END! THERE WILL BE NO ESCAPE! HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!
bradford posted 05-08-99 09:21 PM ET     Click Here to See the Profile for bradford  Click Here to Email bradford     
UoP all the way. Early tech gets you to Air Power quickly. I am way ahead in tech and they can't stop me.

Hive-2
Gaians-2
Believers-0
Spartans-0
Morgans-0
UoP-2
PKs-2

Submachinegun posted 05-08-99 09:53 PM ET     Click Here to See the Profile for Submachinegun    
Gaians... Use cannon fodder to capture
mind worms, train and "monolith" them,
be ms. niceguy and trade techs,get
commerce and powerful allies; Planet is
yours!
Empath posted 05-09-99 01:14 AM ET     Click Here to See the Profile for Empath  Click Here to Email Empath     
I have not done a lot of work with all the factions so far (because of those little things like work & sleep in between SMAC games), but so far I like UoP most.

I have always believed in out teching your opponent. Most problems (growth rate, police power, eco damage,...) can be cured or offset through buildings available at higher tech levels, and if you can make bigger guns, the morale penalties don't matter as much. Just be very sure to get Virtual Planet & Hunter Seeker.

Smeagol posted 05-09-99 03:04 AM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
I'd like to change my vote from the PKs to the Believers. I've taken to using them no-research style, using Fundy/Green/Wealth and perpetual golden ages with psych. This gives me tons of cash with the +2 economy from wealth/golden age, and whenever I want I can go over to Demo/Planned/creches for a while for population booms. What I like most about them is the unpredictability of games-- for other factions, my strategy is preset and I find ways to get way ahead in tech and then crush my opponents. But with the Believers, my tech is always just on par instead, so the game is actually enjoyable and challenging. Being on par with the believers is very close to being way ahead in tech with any other faction. Also, like I said every game can be vastly different, because my techs and power depend on who I probe and who I dominate.

So the tally so far is:

Gaians-- 3
UoP-- 3
Hive-- 2
PKs-- 1
Believers-- 1
Spartans-- 0
Morgan-- 0

Lirix posted 05-09-99 03:54 AM ET     Click Here to See the Profile for Lirix    
Spartans. I love guns. Corazon isn't too bad either....and trained troops win.
so :
Gaians-- 3
UoP-- 3
Hive-- 2
PKs-- 1
Believers-- 1
Spartans-- 1
Morgan-- 0

Lirix

Alkis posted 05-09-99 07:17 AM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
I believe the UoP is the best race in single player. It's also the race I like playing most, plus Truth is my highest virtue. I' ve written some posts about the UoP being the best,so I don't want to repeat myself here, just one statement though.
Network node cost=80 minerals
Weather Paradigm cost=200 minerals
I think the message is obvious with 400 minerals you can build 5 network nodes, or 2 early Secrets Projects.
Beta1 posted 05-09-99 08:26 AM ET     Click Here to See the Profile for Beta1    
Well I'm a bit undecided I play either Morgan or Spartan so I'll cast half a vote for each.

Sparta - I just love the entire mindset associated with this lot. Nothing like diplomacy with a big stick. That morale bonus makes for leathal early game attacks and then lethal mid game mind worms.

Morgan - completely different from the above. Just love buying up entire continents with waves of probe team

Oh well just trust me to choose the least popular factions.

Gaians-- 3
UoP-- 3
Hive-- 2
PKs-- 1
Believers-- 1
Spartans-- 1.5
Morgan-- 0.5


ApcJK posted 05-09-99 11:29 AM ET     Click Here to See the Profile for ApcJK  Click Here to Email ApcJK     
So far I've been playing UoP most, but the Hive seems _very_ powerful. Vote for Hive.

Gaians-- 3
Hive-- 3
UoP-- 3
Spartans-- 1.5
Believers-- 1
PKs-- 1
Morgan-- 0.5

Smeagol posted 05-09-99 12:06 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
A vote was left out. The actual tally is:

Uop-- 4
Gaians-- 3
Hive-- 3
Spartans-- 1.5
Believers-- 1
PKs-- 1
Morgan-- 0.5

Noisy posted 05-09-99 01:31 PM ET     Click Here to See the Profile for Noisy  Click Here to Email Noisy     
I've only completed three games so far, so my
view is likely to change, but I'll have to go with UoP. Just finished Transcending with the Spartans - on Talent - but it was quite a drag: maybe I'm a builder not a conqueror.

That makes it ...

Uop-- 5
Gaians-- 3
Hive-- 3
Spartans-- 1.5
Believers-- 1
PKs-- 1
Morgan-- 0.5

eladamir posted 05-09-99 02:10 PM ET     Click Here to See the Profile for eladamir  Click Here to Email eladamir     
I believe the believers are the best. The combination of 4 power cannon (from Nonlinear Math) and Nerve Gas Pods is easy to get and too good with the +25% of the believers.
High Priest posted 05-09-99 05:22 PM ET     Click Here to See the Profile for High Priest    
Great Input-keep it up!
Votes are:
Uop: 5
Gaians: 3
Hive: 3
Believers: 2
Spartans: 1.5
PKs: 1
Morgans: 0.5
K posted 05-09-99 06:32 PM ET     Click Here to See the Profile for K  Click Here to Email K     
Spartans.
Playing TI, i find that in the very early game the +1 Police, +2 Morale, and Doctrine: Mobility allow you to explore and establish a large territiry while everyone else is still being killed by mindworms and scooting along and trying to explore with infantry.
Plus it works out perfectly to upgrade your 1-1 Rovers that you were using for exploration into 2-1's or 4-1's(using the money gained from Pod lotto) and go for the early game kill and/or submission, thus securing your borders so that you can go builder.
And Spartans wear black. How can you go wrong with that?
warmachine posted 05-09-99 07:48 PM ET     Click Here to See the Profile for warmachine  Click Here to Email warmachine     
I am disappointed by the lack of support for the humanists. The PK can grow larger bases, meaning greater productivity. They can use any tactic and being planetary governer gives veto over sea level manipulation and calls for atrocities.

In other words, become number 1 and fend off any attempt to oust you.

Matthew Greet

Koshko posted 05-09-99 09:35 PM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
I can't make a set choice. I choose different sides.

UoP .75 vote (Transcendance; -.25 vote due to difficulties if you don't get Hunter-Seeker)
Pk .75 vote (Great Faction for less experienced players)
Morgan .75 Vote (+1 Ecomony makes +2 Ecomony easier to get; -.5 Vote due to Hab problems; .25 vote due to me playing him now on Transcend level)
Gaians .5 vote (just because)
Spartans .5 vote (due to kicking butt on Tiny Maps)
Hive abstain (haven't played with them much; don't like his style)
Believers -# Vote (-2 Research killer for me; Don't use much Probes; Most annoying faction)

Votes are subject to change

Koshko posted 05-09-99 09:39 PM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
Counting my bizarre voting:

UoP 5.75
Gaian 3.5
Spartan 3
Hive 3
Pk 2.75
Believer 2-#
Morgan 1.25

High Priest posted 05-09-99 10:01 PM ET     Click Here to See the Profile for High Priest    
Koshko:
Your vote can only count once!!
Either pick a faction and give it one, or divide one point among whoever using decimals or fractions. Your vote doesn't count unless you do these things.
PS: What does -# mean?
Al Gore Rythm posted 05-09-99 10:10 PM ET     Click Here to See the Profile for Al Gore Rythm    
warmachine:

Yes, you and your capitalist minions may claim to be the supporters of 'humanism' but I know the truth, you are truly bureacrats who are wretched, and have grown fat off the labor of the people and cackle at their suffering.

That is why I, as a proud member of the Human Hive, charter or no, shall see to it that you and your slave-drivers shall be driven to destruction!

presence posted 05-09-99 10:19 PM ET     Click Here to See the Profile for presence    
Cast my vote for the Peacekeepers.

The population and talent benefits from this faction far outweigh the negative efficiency. It always seems to take an eternity to get to Super Tensile Solids, the tech that lets you build Habitation Domes and expand your city populations beyond size 14. I like large bases for energy and production purposes, and the PK's win in this area. The double votes that they get are also a big plus - it never hurts to be planetary governor early on.

I'd also like to take this opportunity to rail against the UoP. In my games (not playing as UoP), it always seems that I lag behind at least two other factions in technology until about 2320 or so, if I keep to myself and don't steal too much. It isn't until then that my infrastructure is developed enough to compete with the AI's built-in research cheating. As the UoP, though, this research lag isn't as pronounced, and I think I know why. The computer cheats. It takes fewer research points at any time for a computer opponent to discover a new tech than it does for a human. If the computer opponent also has the research benefits of the UoP, then early research is going to boom for that faction. But the computer players can't handle infrastructure well, so late in the game, research for the AI UoP may not be as fast as for a human player. Playing as another faction at war with the UoP has distinct advantages, as long as they don't get Hunter-Seeker - you can just steal those technologies that come in fast and early.

Count so far, not including Koshko's illicit voting:

Uop-- 5
Gaians-- 3
Hive-- 3
Spartans-- 2.5
Believers-- 1
PKs-- 3
Morgan-- 0.5

Plato90s posted 05-09-99 10:40 PM ET     Click Here to See the Profile for Plato90s    
Put me in for the UoP.

All of the benefits that other factions have can eventually be swamped under with enough technology. That -2 probe won't mean a thing once you have the Hunter-Seeker Algorithm and Drone rioting is a fact of life at Transcend level anyways.

Uop-- 6
Gaians-- 3
Hive-- 3
Spartans-- 2.5
Believers-- 1
PKs-- 3Morgan-- 0.5

Enoch posted 05-10-99 12:52 AM ET     Click Here to See the Profile for Enoch  Click Here to Email Enoch     
I'll cast my vote for the Hive, why?
Just as was stated above, the hive can play both builder and warmonger at the same time. Also, the +growth bonus in the beginning helps to overwelm the other factions near the beginning of the game.
Bad Explanation posted 05-10-99 01:23 AM ET     Click Here to See the Profile for Bad Explanation    
I vote for Miriam. I am not a very experienced player, judging from the huge scores everybody else says they can get (my highest is around 2451, and I've never played above Librarian). I've also played Morgan, the Hive, and the Gaians, and so far Miriam seems the most unique strategically. The tech disadvantage makes me have to be a lot sneakier about diplomacy.

The Gaians were my first game, using Quick Start. No one else seems to have mentioned this, but the in-game tutorials are really excellent. I was just going to check out the graphics, but I got sucked in and was up all night thanks to the clear and helpful tutorials. Anyway, Deirdre was fun but seemed, I don't know, too granola, so next I chose the Hive.

I don't think I played the Hive right. I think Smeagol is onto something by playing Miriam without tech; I'll bet the game's more fun if you role-play the factions, and try to behave only as they might. I thought of that in my most recent game, as Miriam, but didn't have the guts to stick with it. If I played the Hive again, I'd role-play it more, and do atrocities all over the place. As it was, I played as myself, and didn't even nerve staple anyone. Another wrinkle to this approach would be to choose Social Engineering by philosophy, not by game advantage, and stick with it through thick or thin. Might make things more interesting!

Anyway, I won as the Hive and all, but it wasn't too thrilling, cuz it seemed 'inevitable,' to use Smeagol's word.

I was into Morgan for awhile, but I found it really hard to get to that economic victory, it really tired me out. I actually played one game where I didn't win any victory! I didn't know about the mandatory retirement until the message popped up, '20 years left'! I won on score, but nothing else. My next game I played Morgan also. Had wars all the time, draining my money, it got on my nerves. I notice when the computer plays Morgan a) it usually gets a continent or an island all to itself, so b) it never goes to war with anyone, just sits there and rakes in dough. That's what I'd wanted to do, but as usual I got placed right next to 2 other factions. This was also the first game I'd played on a HUGE map, which might explain why it was so tiring. By mid-game, through reading these forums, I'd learned about the 'use supply transports on mines' trick, and I think that really makes the difference in Morgan's small cities. Also, the save-able build queues make starting up a new city, or any kind of mass-management, MUCH easier. But I just BARELY won an economic victory, and was a bit cheesed that it didn't have a movie. So I'm sore on Morgan now.

BTW, does it bother anyone else that, while there are supposedly four win conditions, you essentially have to be in a position to win a conquest victory to win any of the others? I mean, it seems nigh-impossible to win economic, diplomatic, or technological if you're not THE dominant force on the map, which makes any kind of 'come from behind' strategy impossible, which makes the gameplay a little too similar each time.

Anyway, as I said, right now I'm playing Miriam. I chose her 'cuz everybody hates her--there's a perverse streak in me--and I'm having fun. I chose to play on the small Map of Planet, which may have something to do with it as well--it's a very nice Map, well customized. The place names all over really add to the role-playing, and the continents are laid out in very interesting strategical ways. It seems like a map with a lot of possibilities, I kind of want to play a lot of games on it, to learn it well. And I think I prefer a small map--the endgame on a large map takes FOREVER. It's kind of a shame that you've usually won before any of the more advanced techs come into play, but I'll take that as a trade-off for having to do less tedious drone-monitoring.

Although, come to think of it, if I stop being a weenie and play on one of the higher levels, having a huge map might just make one of the computer opponents have a chance to become a challenging enemy. Usually, by # of bases alone, it's clear that my victory is just a matter of time.

But back to Miriam. I've been role-playing her some, keeping a log of the game, and I'm having fun pretending to be a self-righteous servant of the Lord's Will. Every time i agree to a Truce I whisper "heathen," under my breath. The same qualities that make her annoying as an NPC, make her kind of fun to play. And, yeah, her morale bonus kicks @$$!


---BE
Long-Winded? Me? Don't get me started....

warmachine posted 05-10-99 10:45 AM ET     Click Here to See the Profile for warmachine  Click Here to Email warmachine     
Al Gore Rythm (off topic)

You have gotten me confused with CEO Morgan. Wouldn't touch Free Market with a barge pole. It's the corporates who dump on the common man. My economics starts off as Planned then moves to Green when the eco damage is too much.

'Cackle at their suffering'. Yeah, right. The people cackle at my suffering as I have to deal with their representatives.

Why don't you give your email address?

Matthew Greet

Fusker posted 05-10-99 01:01 PM ET     Click Here to See the Profile for Fusker    
For multi-player, I really enjoy the lack of a proto-type "fee" the Spartans enjoy. I'm still undecided for single player but prob. lean toward the Spartans there as well

Believe that makes it

UOP 6
Gaians 3
Hive 4
Spartans 3.5
Believers 2
PK's 3
Morgan .5

HolyWarrior posted 05-11-99 01:15 AM ET     Click Here to See the Profile for HolyWarrior  Click Here to Email HolyWarrior     
Surprise, surprise, surprise:

BELIEVERS!

-1 vote to the Hive. I HATE that commie bastard.

Wolf Dreamer posted 05-11-99 01:51 AM ET     Click Here to See the Profile for Wolf Dreamer  Click Here to Email Wolf Dreamer     
Gaians rule! Capture mind worms and conquer your neighbors early on. Build a bunch of bore holes with green, and the planet won't be as upset as it normally would.

Rip their minds apart with psychic alien worms.... they move so quickly and undetected through the fungus.

Resource Consumer posted 05-11-99 04:42 AM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
Morgan for me.

If you can survive the early phase by buying off the opposition with eithe tech or cash (always keep your bank account low) then you needn't wory about getting left behind. By mid-game you accelerate and leave the rest eating dust behind you.

High Priest posted 05-11-99 12:31 PM ET     Click Here to See the Profile for High Priest    
Sorry to be a jerk, HolyWarrior, but this is favorite faction, not most hated poll. I guess you voted for Believers, sooooo...

UoP: 6
Gaians: 4
Hive: 4
Spartans: 3.5
Believers: 3
PKs: 3
Morgans: 1.5

High Priest
Dissappointed Morgan didn't get more

Smeagol posted 05-11-99 12:40 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
High Priest-- Read my thread below on why Morgan should be able to use Planned economics. If he had that I would vote for him, but no pop booms early = useless faction as far as I'm concerned.
Smeagol posted 05-11-99 04:58 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
OK, I have a new favorite faction. The Gaians are possibly the best faction on transcend, simply because of their efficiency. Having +7 with Demo/Green/Knowledge on transcend means they can build 26 bases before bureacracy drones start to show up, so they can expand forever. So not being able to use free market isn't the biggest deal, when your bases are producing a higher base energy because of the excellent efficiency and because you simply have so many of them. In addition to this, the ability to pick up mindworms early (sometimes even without support!) makes them an excellent military faction in the early stages, and against the computer this advantage continues throughout the game.

So make that +1 vote for the Gaians and -1 for the believers (since I voted for them earlier).

SputnikFX posted 05-11-99 05:50 PM ET     Click Here to See the Profile for SputnikFX  Click Here to Email SputnikFX     
Well, I'm still kinda new to SMAC, but so far I have to vote for Morgan. Money is what makes the world go 'round after all...
LordMike posted 05-11-99 06:53 PM ET     Click Here to See the Profile for LordMike  Click Here to Email LordMike     
I'm suprised ANY one voted for the gians they blow. I already cast my vote for UoP so dont put another one on, on second thought put one down hhehe. Any ways you can easily get mind worms by setting your economy to green that will kill off most of the planet damage, build planetary reserves + forest buildings if you got like a 10 bore hole base.

The Morgans blow cause all they have is a economy bonus and get planet pissed off alot. I mean so what if you get a little extra money just build a few sea bases and make kelp/tidal harnesses (3food/3energy per square).

The believers ehh. They have a good attack advantage but will have to exploit that advantage to get techs, spoils of war + trade for it if a faction really ph33rs you or probe em.

The hive, peacekeepers, and spartans also have nice advantages so thier isn't any thing wrong witht hem in my opinion (accept the hive as some one said before CAMI BASTARDS!).

<phttp://www.insaneclownposse.com/Jake_Face.J

High Priest posted 05-11-99 07:15 PM ET     Click Here to See the Profile for High Priest    
Smeagol: I see where your comin' from, thats why I voted Hive. Anyway, Morgans have to be the second, and I was just mildly dissapointed that they were rated last. I personally think your industry rating is the best in the game, and early on Yang gets +3.
I did like your thoughts, so read my reply. Still a bit confused on what to ban Morgan from. But anyway, lets keep Morgan talk confined to the two Morgan threads.
Thanks to Smeagol and Sputnik, Morgan is now second to last.

UoP:6
Gaians: 5
Hive: 4
Spartans: 3.5
PKs: 3
Morgans: 2.5
Believers: 2

PS: Mike, why don't you come in to some of Morgan's threads, and discuss your views there. Oh, and you didn't mention the Virtual World for drone reducing UoPs.

Smeagol posted 05-11-99 09:52 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
LordMike-- This isn't the place for debate but I have to just make one point of disagreement with you about the Gaians. It is true that any faction can choose green for the +2 bonus to planet, but the Gaians are the only faction that start out with a planet advantage. The real strength there is the ability to amass an army of mindworms when your opposing factions are still struggling to make a few decent units-- those mindworms if cultivated properly and quickly are an unstoppable force early on. And the Gaians advantages don't end there, because of unmatched efficiency, as I mentioned.

Sorry for posting this here.

antinon posted 05-12-99 02:57 PM ET     Click Here to See the Profile for antinon  Click Here to Email antinon     
Have to count me in for Hive.
Dirty bastards, but fun to play in character.
Playing Yang makes me feel like Trevor Goodchild in an Aeon Flux episode.

;-)

LordMike posted 05-12-99 04:42 PM ET     Click Here to See the Profile for LordMike  Click Here to Email LordMike     
Smeagol mind worms are good units but you forgot that their attack depends on the moral level of other units so if your going against some one like the spartans they are probably gonna kill the mind worms early on and the capture rate is only 25% (i think) for +1 planet rating so because of that if you dont capture em your gonna fight em and if you do that the gians low moral rate will make them easy targets. also because of their high planet rating worms aren't gonna come after them alot. (this discusion is over)
Zardoz posted 05-12-99 07:10 PM ET     Click Here to See the Profile for Zardoz    
I have to vote for the Gaians. An attack force of rovers, needlejets, and demon boils are hard to defend.
CS posted 05-12-99 09:01 PM ET     Click Here to See the Profile for CS    
UoP. Get tech early and fast to keep ahead of all the other factions. And, the person with the best tech gets the best units.
High Priest posted 05-12-99 09:44 PM ET     Click Here to See the Profile for High Priest    
All right
UoP: 7
Gaians: 6
Hive: 5
Spartans: 3.5
Morgans: 2.5
Believers: 2

Remember, you can change your vote. Just say when you voted, and for whom.

High Priest
satisfied(for once)

Uthden posted 05-13-99 12:40 AM ET     Click Here to See the Profile for Uthden    
I have to vote for the UOP. (Got to keep them on Top)
JBWolf posted 05-13-99 05:39 AM ET     Click Here to See the Profile for JBWolf  Click Here to Email JBWolf     
Cast my vote for the Gaians - just like their personality (be nice to plannet etc).
eladamirS posted 05-13-99 07:52 AM ET     Click Here to See the Profile for eladamirS  Click Here to Email eladamirS     
My non InterNET using friend here claims the Hive is the best (his strategy is building cities with no space... Each city is recycling tanks, defenders and sometimes probes... Scary!)
RandomAction posted 05-13-99 08:41 AM ET     Click Here to See the Profile for RandomAction  Click Here to Email RandomAction     
Hive they just grow and grow. And police state is really useful to have in early game.
High Priest posted 05-13-99 08:43 PM ET     Click Here to See the Profile for High Priest    
eladamirS:
guess that was a vote for the Hive.
OK,
UoP: 8
Gaians: 7
Hive: 7
Spartans: 3.5
Morgans: 2.5
Believers: 2

High Priest

High Priest posted 05-13-99 08:44 PM ET     Click Here to See the Profile for High Priest    
Oops, and
PKs: 3
Kurnous posted 05-14-99 09:44 AM ET     Click Here to See the Profile for Kurnous  Click Here to Email Kurnous     
Ok it seems like most people can't see a no brainer if it hits em in the head.

PK's are the best. Reason = Flexibility
IF your up against Hive out-tech em, Uop Probe them, Believers=out tech and out develop them, Spartians out number them.

Its not only that they are so flexible but also that they have no apparent disadvantages and some very apparent advantages. Population is the key of the game, Civ 2, SMAC virtually all empire strategy games. The bigger your population the more it grows, the more minerals it brings in and the more energy you get. This would translate to an even larger population (meanin exponential growth) more minerals to out build but also to out tech...think of facilities, and also more energy to out tech and also out economize the enemy. It this exponential growth that the Pk's depend on. Well this is definately helped along by the increased hab bonus. Not only that but they also have a very stable population.

NOW all you people who voted UoP think how hard it is on Transcend for UoP..its virtually impossible. For PK's its easy to keep a stable population. No need to take workers off the land which means that your faction out grows all.

Now diplomaticaly they are truly awesome. Being Governor rocks. You get more energy (move over Morgan) but also you gain free spys. Now that rocks.

Basically said PK's are the overall development monster. Early on Demo/Planned + Knowledge (a bit later) then you can go Green or Cybernetic when eco starts to hurt.
Later you can go Demo/Green/Power/Eudiomonic with Cloning vats. Good efficiency, but also super economic and Industrial Power.

Remember that development wins the day in all departments and PK's excel at this. Normally you can out tech UoP just because they are too busy trying to keep their cities stable. +2 planet is all you need for industry all you Gaians and +2 Economy is all that is need for all you morganites.

Anyway they are my incoherent thoughts
My Vote is Pk's--- also all those people who voted UoP should reconsider...they suck on anything above Talent. Period. Hive are quite strong and I also think Gaians are good. But Pk's are #1

High Priest posted 05-14-99 07:20 PM ET     Click Here to See the Profile for High Priest    
Ok,
UoP: 8
Gaians: 7
Hive: 7
PKs: 4
Spartans: 3.5
Morgans: 2.5
Believers: 2

Kurnous: I always thought there was something wrong with me when I couldn't play well with UoP. I don't think your explanation is really fair, but I'd like some input in a new thread I'll start("UoP, whats the big deal?") for advanced Provosts to explain their tactics, and why UoP always gets the most votes.

High Priest

Lanke posted 05-14-99 10:45 PM ET     Click Here to See the Profile for Lanke  Click Here to Email Lanke     
The Hive.

Why?

The more you play, the more you will appreciate the Hive, and the more you will dislike the UoP. Why? Well, when you play against REAL enemies (read: multiplayer), and the end game lasts 3x as long as the rest of the game, what happens is that the UoP reasearch/network nodes bonuses are worth ****, and you are stuck with mega drones and susceptable (probe) bases. The Hive, however, just swarms over at unprecedented speed, with the no neg effic. giving lots o' reasearch (until you don't need it), cash, and psych - just like the Morgans, but lacking the hab dome penalties. The + Industry means instant units, and the no neg. to police state means bonuses early on.

To all multi newbies: If you care to win, DON'T ever give tech to the believers, and make sure you catch their probe units. Then they're ****ed.

To summerize: I vote for Hive.

Valtyr posted 05-14-99 11:24 PM ET     Click Here to See the Profile for Valtyr  Click Here to Email Valtyr     
My vote goes to the Gaians. Mind worm herding is fun. I haven't tried that many factions, just the Gaians, the PKs and the Spartans (barely). And if I have to choose between the Gaians and the PKs I'll choose the Gaians, because in my opinion the voice actor playing Lal is the worst in the game. Stupid reason I know but there you have it.

On a side note, Fusker: Did you know that 'fusker' means 'cheater' in Norwegian? Didn't mean to imply anything there, just stating a fact.

Koshko posted 05-15-99 12:39 AM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
Delayed response,

-# means an Unknown Negative Vote. I was apparently being a goof or something.

1 Vote Total? Here I go.

.4 Pk
.4 UoP
.2 Morgan

I know it's not the best looking voting, but I'd rate the Pk and UoP about equally overall, and I have to give some kind of acknowledgement to Morgan.

Koshko posted 05-15-99 12:47 AM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
My votes in greater detail:

Pk is the easiest faction to play with. The votes almost insure Planetary Governor. The bonus population can delay the habs until I can build more Psyche buildings. The talents are a bonus.

UoP has the best in Research. That negative probe is easy to work around. Just build Hunter-Seeker. UoP isn't that bad on Transcendance Level once you get going into the game a little.

Morgan is worth the vote due to its inherent cashflow. The Hab Limitation is a bit stiff to vote them more. If I do good with Morgan on Transcend, I might up their vote.

Natguy posted 05-15-99 08:41 AM ET     Click Here to See the Profile for Natguy  Click Here to Email Natguy     
My vote: The Peacekeepers

Why, I hear so many of you saying? For the same reasons put down by Kurnous.

And remember, just because they're the Peacekeepers doesn't meen they can't kick in war!

High Priest posted 05-15-99 06:57 PM ET     Click Here to See the Profile for High Priest    
Alrighty:
UoP: 8.4
Gaians: 8
Hive: 8
PKs: 5.4
Spartans: 3.5
Morgans: 2.7
Believers: 2

High Priest
UoP still in the lead(but barely)

LordMike posted 05-15-99 08:50 PM ET     Click Here to See the Profile for LordMike  Click Here to Email LordMike     
i'mg giving the peacekeepers a -1 vote i just played them and was WAY behind by the time UoP got gatling lasers i only had the laser weapon. (btw i was playing on the same level i play UoP with) and everyone else was twice as powerfull as me even tho i did everything the same as i always do
Captain Action posted 05-15-99 11:13 PM ET     Click Here to See the Profile for Captain Action  Click Here to Email Captain Action     
Morganites! Nothing beats being able to put out supply crawlers on forests and mines. When food is needed just switch 'em over. If energy is want just switch them! Also having the 100+ energy gives you a leg up if spent wisely.
High Priest posted 05-15-99 11:17 PM ET     Click Here to See the Profile for High Priest    
Uhhhhh...
Sorry, Mike, this is favorite factions, not most hated. Anyway, you already voted. If you want to change your vote you can. Anyway the score still stands.

PS: Your complaint is noted, and I'm not real good on PKs either.

High Priest

High Priest posted 05-15-99 11:19 PM ET     Click Here to See the Profile for High Priest    
Oops, sorry about that, captain action, we were posting at the same time.

UoP: 8.4
Gaians: 8
Hive: 8
PKs: 5.4
Morgans: 3.7
Spartans: 3.5
Believers: 2

High Priest
Morgans are on the move

Datalink posted 05-16-99 03:20 AM ET     Click Here to See the Profile for Datalink  Click Here to Email Datalink     
One vote for the Morgans!

Alright, Why?
For starts, the + 1 economy is great. You get more energy, which translates into more money and research. The pop. limit isn't really that hurtfull in the beginning, for the reason that, at least in my case, I spread out as quickly as possible. That means with all the coloney pods i produce, my pop stays low anyway, and by the time it is ready to go up, i just about have hab complexes. The 100 extra credits really helps with this also. I end up buying coloney pods in the beginning to accelerate my start. The -1 support is easly overcome and or gotten around.

The Morgans also rule in war. When i play, i keep peace with everybody i can (the +++ from commerce is awsome here). Then i selectivly get single factions to declare vendette on me through threats. In come the probe teams. Buy cites. Then start buying an army in thoes cities. Soon you have a huge army in their main, or what was their main territory, and you walk all over them.

honorary mention for other factions: Pecekeepers(a close second), and The Hive.
anyway, my two cents worth.

Sir Proverbius posted 05-16-99 03:01 PM ET     Click Here to See the Profile for Sir Proverbius  Click Here to Email Sir Proverbius     
the believers.. Why? Well, nothing like raging around the planet with an army of fanatics! That and I really hate sending out a huge army and being met with a large wave of probes. Getting nailed by your own army simply sucks.

UoP: 8.4
Gaians: 8
Hive: 8
PKs: 5.4
Morgans: 4.7
Spartans: 3.5
Believers: 3

Kurnous posted 05-17-99 10:55 AM ET     Click Here to See the Profile for Kurnous  Click Here to Email Kurnous     
Well High Priest I'll explain myself a bit better at why I think PK's are #1, why people THINK UoP is good, and why they actually are not.

Ok 1st the PK's. For those that didn't read my above post read it now. I'd like to say that the extra talents really help to keep the population under control. Now with a population under control means more workers work on bringing in minerals, energy and nutrients, instead of wasting allocation on psych, or psych producing specialists e.g. a doctor. The more of each resourse you bring in the fast you produce 1. more population 2. more minerals 3. more energy then others.

Sure social engineering helps but the basics come from the workers. Now Peacekeeper rarely need to allocate much time and effort towards psych and its rare to make one a specialist in the early mid stages of the game. The extra Hab bonus means more population. That means you produce more resources. Sure Morganites can have a HUGE economy but all you need is +2 economy not +5. Sure Gaians can have +3 planet and some ultra efficience freaks make this go to 5. But all that is needed to stop planet going berserk on you is +2 Planet (Green Economy).
Morale wise all that is needed is a normal morale level. A command centre and bioenhancement centre give commando status. So +2 Morale (in the late stages) is a waste.

Ok why people like UoP. Well most people that bought Alpha are not much unlike me. Die hard Civ fans that checked the stores for over a month each day till it finally hit the shelves. I bought it as soon as I saw it. Well many players mastered Civ II and got scores like 258% on Emperor and averaged around 118% (if your like me) please don't tell me im not so good its bad for my ego.

Anyway most people won through ultra development with the basic philosphy to totaly out tech the enemy. Id usually have tanks when they have cavalry, and stealths when they have normal aircraft etc. Most player in my opinion started to really rise above the computer players at around 16-1700 and from then on the sky.

An interesting point. How many people where really pissed off when the power scale in Civ 2 hit the top and other Civ's where close or at the top as well. I hated that I was sure i was double as powerful as others that "hit the top" but I could never really tell!

Anyway many players saw technology as the path to win. So when they enthusiastically bought SMAC they read about the UoP and said "thats IT! I'll totally out tech em and win in Civ 2 style.

Well let me (hopefully!) pull these people down to earth...or planet as you will...like I was.

UoP is very deficent. The drone problem is massive. You simple must spend too many resourses to keep drone riots from happening. By raising the Psych bar you detract from Labs. IF you use doctors you miss you on all the resourses including ENERGY! which is needed to full those labs. Either way detracts from labs and/or development which further detracts tech...think of future potential lost or economic opportunity cost.

Let me tell you that UoP is pretty damn good on the easier levels...still a little bit of a pain but on Transcend I hate them. They are hopeless to manage. They don't have any police based bonus nor any psych bonus...actually a big psych handicap. IF you use police states then suffer -2 Eff...now that WILL slow research. Jesus UoP is damned **** on Transcend difficulty and a pain in the ass talent and above.

OH and they rely on the Hunter/seeker too much. IF they dont get it they are stuffed!

Also buy the time you build the damned thing you could have been probed or stuffed up anyway. UoP depends on too many SP's 4 my liking. even with hunter/seeker they still aren't the best technology gathers. I find that the morganites and also the PK's typically dominate in tech. Pk's are also good at ascent to transcendance...they dont nessessarily need to go for a diplomatic victory...especially hard in Multiplayer.

So the moral of the story is. There are reasons people like UoP...but they aren't very valid, effective or correct!

Earwicker posted 05-17-99 12:59 PM ET     Click Here to See the Profile for Earwicker  Click Here to Email Earwicker     
My vote: Gaians.

1) The ability to build formers from the very beginning can speed development and production (nothing but roads, forests, and sensors at first).

2) Mindworm capture gives a huge advantage for pod-popping and worm-hunting in the early part of the game. The faction's morale penalty is mitigated by the use of worms and IotD's for attack against those aggressive early foes (until better troops are available).

Runners-up would be PK and the Hive.

evil_conquerer posted 05-17-99 01:04 PM ET     Click Here to See the Profile for evil_conquerer  Click Here to Email evil_conquerer     
UoP.

With +2 tech, I beeline for the knowledge value to get it at +4. If an enemy faction is probe teaming me, I use defensive probe teams to prevent this. I have from 2 to 10 turns inbetween techs during almost the whole game. I get advanced weapons before my opponents and defense pods before they get PB's. Cloning vats are easy for me because I can start before everyone else. Either I conquer the world early with my superior weaponry, or I get cloning vats (sure-fire game winner) and go for transcendance. Currently playing on Librarian, thinker, and Transcend.

Alkis posted 05-17-99 01:37 PM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
Ok, this is just a poll, but I just can't tolerate it when someone (Kurnous) posts some ignorant and insulting comments about the best faction in the game. He votes for the Gaians this means he simply didn't play the game enough. Why? Simple, the Gaians cannot use free market. Period.
People, wake up, free market is awesome ! Democracy/free market is like Civ's Democracy. Combined with Univercity's +2 tech is real magic.

Playing the UoP I completed the Ascend to Transcendence on M.Y. 2284 (TI level). So, the basic philosophy to totally out tech the enemy still works. I challenge anyone to make a faster Transcendence victory with any other race.

P.S. I have already voted, so don't count this as a vote.

Smeagol posted 05-17-99 01:53 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Alkis-- I have been lurking every now and then and I feel to the need to disillusion you. I love Free Market, but not being able to use it is not the biggest deal. The Gaians have other advantages... the possible +7 efficiency is nice, but I like their ability to capture mindworms early in the game and as long as I do so with an independent unit they will be independent as well.

But the best faction really is the Hive, anyway. Simply put, they have no real weaknesses, other than not being able to get a +2 economy easily later on. Sure they can't pop boom early, but their initial growth kills everyone else anyway. Sure they start out with -2 economy, but that problem will soon be overcome because they can easily support 2 formers after switching to police state, not to mention a defender and an offensive unit. With those formers they will have solar collectors up soon and energy will be little concern. Then they switch to planned as well, and with no minerals wasted on support, a +3 growth, and a +2 industry, nobody can keep up with them building facilities and secret projects. Meanwhile, they have no problem conquering early because they can also support an attack force without sacrificing minerals.

I like the PKs in second because with Demo/Free Market/Knowledge, nobody can outresearch them, not even the University because they have to worry about drones and thus lose energy to psych allocation. Those 2 extra population for the PKs goes a long way, and the extra talents means they can put more energy into research.

Plato90s posted 05-17-99 03:36 PM ET     Click Here to See the Profile for Plato90s    
Smeagol,

I thought you were out for good.

I agree that under ver 3.0, the Hive is very very dangerous. When you put the Hive together with Police State and Planned economy, they turn into a deadly war machine. When you roll the mineral bonus into the +4 support, it's a huge advantage in the early game.

Personally, I think -2 economy should incur far higher penalties than -1 energy. -2 economy should give you -1 energy per square, to be a parallel to +2 economy.

However, I'd still take the UoP over the Hive. Being the first faction to reach Particle Impacter and Needlejet gives you a huge advantage.

monkey posted 05-17-99 03:46 PM ET     Click Here to See the Profile for monkey  Click Here to Email monkey     
I'll take the Believers any day... At the beginning of the game, just conquer a couple of your neighbors until they submit. From that point forward, you can use them to research for you. Nothing left to do but build a couple of punishment spheres and crank out advanced units to wipe out the remaining bad guys!
Kurnous posted 05-18-99 04:49 AM ET     Click Here to See the Profile for Kurnous  Click Here to Email Kurnous     
Look Alkis. Who the hell is being ignorant. First of all I didn't vote Gaians I voted Pk's. Also I was being insulting I only pointed out that the basic premise of why people think UoP is the best is false.

Just take some effort to READ my post and also that of Smeagol and you will see why. Partical Impactor or Needlejet first...I don't think so. Morganites and Pk's tend to be faster researchers in general throught all my games thus far. I can use Demo/free/Know and its only a bit slower then UoP. But I DON'T have to worry about drones, or allocate any labs to the psych bar. Read Smeagol's latest post and my previous ones.

I agree with some players about the top 3. PK's, Hive and Gaians. They are oh so close.

Another point is that I liked UoP at first but they simply don't play as well as other factions...even tech wise.

Hive is very dangerous but I do think that early in the game the lag on tech a bit, but the clicher is that they never can really get +2 economy unless they are crazy. i.e they have a weak end game. Gaians are also great.

I'd like to propose that there be a weighting system for any future polls High Priest. Call it *New favourate factions 2*

I propose that people have 3 preferences. 1st gets say 5 points, 2nd 3 points, and 3rd 2 points or something similar. You see how many people put PK's second.

Also im sorry that some UoP enthusists are offended by some of my comments but they suffer from "Perceptual Blocking"...Im doing an undergrad psychology course. I (and others) bring along very strong points which they just don't except. Well Im no hypocrit. Argue for a faction or indeed argue against one. My mind is open.

IF you want a real PK die hard I might invite ATOMBOMBS freinds along. Now it would get ugly in here. So don't complain and also listen to reason.

Anyway these are my incoherent (and often mispelt thoughts)

Later

Igor posted 05-18-99 05:12 AM ET     Click Here to See the Profile for Igor  Click Here to Email Igor     
My votes:
Hive- 0.35
Gaians- 0.35
Believers 0.3
It is correct for any size of map and level what you play on.
But I like Morgan for Huge map 70-90% water (and UoP on citizen level :-))
Igor posted 05-18-99 06:02 AM ET     Click Here to See the Profile for Igor  Click Here to Email Igor     
By Kurnous:
Hive and Gaians- 4((5+3)/2), Believers- 2.

Hive is very good for researching (every 3-4 turns after 2220MY, Thinker; Transcend victory at 2314MY) and peaceful building (Police/Planned/Wealth), and Gaians have wonderful efficiency (hate bureaucracy- it's really annoying on Thinker and Transcend).
And I think that PK's just need their Talent to escape inefficiency. And this talent is nothing for tiny map (my biggest town in last game, Gaians, tiny planet, thinker, was just 5 or 6 when I won, and only one project-Human Genome). Agree, PK's very good on Huge map (probably they're 4th in my list).
Morgan is 5th (7th for tiny map), Spartans are 6th (slow industry, so..) and UoP is 7th (I'm talking about highest levels) with their drones (Gaians can have new tech every 7-8 turn even using Fundy).

Xuenay posted 05-18-99 07:09 AM ET     Click Here to See the Profile for Xuenay    
I vote for UoP. The probe team is easily solved with the Hunter-Seeker Algorithm, and the drones arent a that big problem (At least not on Citizen )
Plato90s posted 05-18-99 07:50 AM ET     Click Here to See the Profile for Plato90s    
Wow, a college student taking a psych course has managed to diagnose me with "Perceptual Blocking" after reading less than 10 lines of text. Must be a psychological genius.......

Seriously, when I play UoP on Transcend, I do not fall behind in tech until I switch over to a wartime footing. There is also another advantage in the early game - free network nodes. When you are aggressively exploring, the UoP is the only faction which can immediately exploit all the alien pods it finds. Compared to other early facilities, Network Nodes are very expensive to build. And those alien pod techs can easily cough up that vital leap to particle impacter or missle, it's a big difference.

Alkis posted 05-18-99 01:33 PM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
Sorry Kurnous,
I was writing my post then switched back to the forum to read yours again and by a mistake I read the next one...shame...
Ok so now I know you voted for the PK, a very nice race indeed. However I still believe that you can actually out tech the enemy with the UoP and also that no race can research that fast. Since my last post I won another game as the UoP (Trans. victory, TI level) and again my opponents did not discover orbital spaceflight yet.


Smeagol is back ! Hey who said UoP can't use free market early? Anyway I' m so happy you are back I' m willing to agree with anything just to please you, even that The Hive is a good race.

Smeagol posted 05-18-99 03:08 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
I agree with Kurnous-- if you want to get the best results out of this, we should have everyone choose a top 3 factions, but the system I prefer is 5-3-1 pts, respectively. But it is more important that people give an explanation for their choices, as we have been doing. There's nothing like a "best factions" thread to learn different strategies for all of the factions.

Alkis-- Does that mean I can choose your top 3 factions for you? I'll be here on limited time now instead of quitting... no more 350 posts in a month.

Alkis posted 05-18-99 03:09 PM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
I think I have to elaborate a little more on this...

The Univercity's dreaded Drones.

How important really is? At first I' d like to remind you that the UoP is like any other race as long as your cities are below size 4. So in the beginning what you get are only benefits, +2 research/network nodes.

So, what I do is build recreation commons and keep my bases at size 3. I play with free market early and my research rocks, it's that simple. If a base is growing fast I put my people to work on the forests, (only 1 nutrient) or build a colony pod, or in rare cases I turn the 4th citizen into a doctor.

The first thing I build in my new bases (after the initial ones) is recreation commons. Waste you may say. It's not a waste because it is this very building that actually enables me to keep my free market. By the time my bases reach size3 I have already discoverd En. Economics, most of my cities have children's creche, so I' m about ready for the pop. boom. When I boom I change to Planned of course. Therefore I can use police now. Also by that time I have my Secret Projects, Humane Genome and Virtual World. During the boom I may have to turn a citizen into a doctor, so what? This citizen wasn't there just a round ago, I' m not actually losing anything. After the boom I revert to free market and then accordingly, I have some doctors, or better I allocate some Psych and turn them into Librarians. Soon I discover Centauri Meditation and voila my doctors are turned into Empaths giving me 2 Economy.
When you are allowed higher level specialists, Thinkers/Engineers it's meaningless to harvest all the squares in the city. What does a square give you after all? Plus 3 nutrients? You don't need them if you have tree farm/hybrid forest. Plus 2 minerals? You don't need them. Why? Because by that time my bases are at the polution limit, if I get more minerals I have Ecological damage, I don't want that. In fact by that time I change my supply crawlers to harvest energy rather than minerals. So it remains only the energy, but again instead of getting 3 energy harvesting a square you can change the worker into an Engineer and you get 3 economy, 2 labs. If the city has unrest you make him a Thinker, if it has increased unrest you make him an Empath.

Igor, you must be a great builder to achieve Trans. victory on 2314 with that race. Try UoP and you will probably make it 30 years sooner.

Igor posted 05-19-99 06:55 AM ET     Click Here to See the Profile for Igor  Click Here to Email Igor     
Alkis, I really tried made that with UoP, but when you have ~100 bases (or 50 if too lasy to manage everything), those drones are nightmare. Moreover, these +2 industry and +3 growth (and Children C. in every base) make Hive so powerful, that there is no problems with other leaders (or they die in 10-15 turns). But other thing, 0 efficiency, is a headache ('Try build more Nodes..' or 'Energy crush..'). I agree that +2 economy is good (I like +1 energy from each square, but prefer high commerse rating) but using tonns of crawlers to collect energy in HQ base with Merchant Exchange compensate it. And I NEVER have eco problems with this faction (it's nice if it's possible to build Cyborg Factory in 6-7 turns with no Centauri Preserve and no eco damage). Peaceful tactic is a very effective till late game using this faction. I have ALL projects (if blind research is off) and all base facilities. No boreholes, 1-2 condenser for each base, 1-2 crawlers to collect minerals and forests (Tree farm and Hybrid forests come ~2100MY).
Of course, if you like UoP with 10 bases (1 yours= 10 mine :-)) with hard diplomacy and no building of most part of earliest SPs, this is not for you. But I'll try UoP with 6-8 base (read your poster in other topic).

I don't like FM penalties, and there are only 2 factions which can grow w/o this choice. Efficiency (Gaians) and 'brutal' industry (Hive and Gaians) is a key for a victory in my case. So, I just can't decide which faction I vote for. And if tired to build, so intersting to play 'stupid' Believers on Huge map with blind research on ('Give me that or I crash you'). Here my points for three best factions IMHO. And their strength doesn't depend on map size.

Alkis posted 05-19-99 11:08 AM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
Igor, thanks for responding to my post.
I think you said everything in your message, not only did you explain your strategy but you also understood mine. Of course I play with a small number of bases, less drone problems and easier micromanagement. However, I do expand a little more later (up to 15-20 bases).
I agree, to build the Cyborg factory (one of my favorites) in 6-7 turns with no Centauri Preserve and no eco damage is something I can't do. But, what I can do though is buy it! With the UoP and free market I' m like Morgan improved. It's obvious we play differently and it's great that the game allows so many different ways to victory.

I' ll try the Hive again sometime. I played one game (TI level) but it was long ago and I didn't have much experience. It was maybe the hardest game I ever played. I remember, I built the Weather Paradigm very quickly and used terraform up a lot. I was even first in technology, using a lot of probe teams (what else). Still it was hard. I think the UoP is ideal for lazy people like me.

About the Gaians, they can get the +1 energy each square with Wealth/Golden Ages. But I have one question, their troops are already very green, with Wealth what shall they become, non combat?

Michael Kelly posted 05-19-99 12:45 PM ET     Click Here to See the Profile for Michael Kelly  Click Here to Email Michael Kelly     
Well I'll have to vote for gaians. Late game they are unstopable with 3-3-3 every square good researchers and Demon locusts of Chiron under dream twister 7 efficiency plus 5(!) planet means no ecology problems the list goes on. Early game they get loads of free mindworms so the morale don't matter and their efficincey "rocks".man. And their police dosn't matter that early.

Summary: GAIANS

dandolo posted 05-20-99 01:46 AM ET     Click Here to See the Profile for dandolo  Click Here to Email dandolo     
from best to worst:
1.university(technology solves everything. with virtual world and hunter seeker, no problems)2. peacekeepers(way fewer drone problems)3. spartans(killer on small maps)
4. the hive(good defense and productivity.)
5. the believers(so retarded, but they just keep coming) 6. gaians(the hardest faction to play) 7. morgan(they made this faction too whimpy for some reason)
walruskkkch posted 05-20-99 11:50 AM ET     Click Here to See the Profile for walruskkkch    
First time writer, long time reader. I vote for the PK's. Their Flexibility is great. If
you have to go tech, they can do it. Need to
get energy, no problem. Crank up the military, no sweat. I haven't played to the
most advanced levels but I've usually been
able to win the diplomatic victory by 2400.
doritokid posted 05-20-99 01:39 PM ET     Click Here to See the Profile for doritokid  Click Here to Email doritokid     
Seems to me no one has mentioned one of my favorite strengths of the Believers(who I'm in turn casting my vote for). Their +2 support bonus, while seemingly insignificant later in the game, gives them a huge advantage early on in building and/or conquest. Consider they may keep up to four units per base at no mineral cost, meaning right away you can build 2 defensive units and two formers and still be collecting maximum profits for that base...switching to police when it you get doctrine:loyalty brings down your drone ratingings, plus with two formers going and no loss of minerals, chances are you're building the early secret projects a lot quicker than your opponents are(such projects as the Genome(I hate drones ), weather paradime(in a round about way quicker terraforming leads to quicker research), and empath guild(for trading tecs early) can give the Believers a big step over the other factions. I find with the believers if you use Police and Green towards mid-game(when you start having drone problems because you're cities are starting to grow too large) they'll compensate nicely, plus you'll probably be taking very little mineral loss from extra units as your support will be +4. Course later when cybernetics comes along, it's a must have, and if you get that far, might as well ride the wave to transcendence, as the ending shots for it are rather nice(hey, we've all got patience for playing this game else none of us would be here
jhankla posted 05-20-99 07:07 PM ET     Click Here to See the Profile for jhankla  Click Here to Email jhankla     
What, is creating you own faction cheating?
other than that, I'd go with:

My own Ravaging Hordes (2)
Pk-1
Yg-0
Mn-0
Bs-0
Gn-1 (Mindworms=troops)
Uy-0

laurens posted 05-21-99 12:02 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
I suppose the PK's the best choice, considering when you are up against the AI. Seizing control of the Planteary Council in the early stages, you would be able to stop (or should I say, delay?) atrocities from being committed against you while you build up an unsurpassed infrastructure. Any forms of conquests are possible by the PK, diplomatic or conquest (when you do repeal the UN Charter towards the endgame and turn the game map into some Hawaiian Islands).
Talking about Transcendence? Beat the Univ guys by switching to Knowledge and Cybernetic as well as building labs bonus facilities, which almost always come with psych bonus too - turning it into a golden empire.
Against human machines however, I suppose the University is unbeatable, given the scientific nature of the game - provided that you hold onto the Human-Seeker. Fast research into the three kinds of aliens ensures a fast game.
Kurnous posted 05-22-99 09:09 AM ET     Click Here to See the Profile for Kurnous  Click Here to Email Kurnous     
Guys have a look at the Best Factions: Decision table. I find that it pretty basic but good, and also yiled a favourable result.

How do you do a smilie face guys?

Kris Huysmans posted 05-22-99 03:03 PM ET     Click Here to See the Profile for Kris Huysmans  Click Here to Email Kris Huysmans     
I vote PKs because the same reasons as Kurnous. When you use the Demo/Free Market/know this civilization realy rules. And the UoP are maybe good in science but what are you with science when you are the smallest empire because there are roits and some of your roiting cities goes to where it is better(the PKs maybe?).
HolyWarrior posted 05-23-99 12:48 AM ET     Click Here to See the Profile for HolyWarrior  Click Here to Email HolyWarrior     
Upon further review:
Believers still rule--5 points. Just finished a game on Librarian where I eliminated the Gaians in the first 20 turns, made the Uni my puppet, then revoked the Charter and made like Slobodan on the Spartans. Then Morgan, who had been my pact buddy, gets POed because I probed for his Unified Field Theory. Anyway, the idiot declared vendetta, and more PBs were on the way.

Second favorite--3 points--The Peacekeepers.
"Peace through Strength" Ronald Reagan.
Enough said.

Third favorite-1 point-Gaians. I do not hold to their environmental wackoism, but they are fun to play. I love being able to do the mindworm rush.

Middle of the pack--Morgan and Uni. Morgan would be ok if Free Market weren't so unbalanced. Not only does Planet ream you with FM, but now you can't fight a war to save your life.
Uni is great on early levels, but the drones and probes become a problem on high levels. Does anyone else think the AI sucks with them at high level?
Spartans--I never seem to do well with them.
I'll have to try again later.
The Hive--"I hate these guys" Indiana Jones

ApcJK posted 05-23-99 11:27 AM ET     Click Here to See the Profile for ApcJK  Click Here to Email ApcJK     
Kurnous: just type : and ) together. It turns out as . There are other kinds of smileys but I haven't
ApcJK posted 05-23-99 11:30 AM ET     Click Here to See the Profile for ApcJK  Click Here to Email ApcJK     
What the...?
Anyway, I haven't tried them.
High Priest posted 05-23-99 09:38 PM ET     Click Here to See the Profile for High Priest    
High all!

Well, anyway, sorry for the absence.

At any rate, I have been experimenting with the UOP a bit on Transcend, and have started to change my mind. I wouldn't say they're the best, but still pretty good.

The object for UoP on Transcend is to keep bases small at first. Do like the Morgans, make a bunch of tighly placed bases and sit on 'em until they can afford to grow. Once you are able to, hit the Human Genome with all you've got, then put another base working on it, too.

You should get the genome, and later switch the other base to Virtual World. You should get these two, and in one game I also got the WP. There should be some down time(I've played on Huge water maps), but build Rec Commons and many formers.

The great thing about UoP is that they're the only faction who can get a 0 support rating with Dem, great for early formers and garrisons. The other thing I didn't fully realize, is that their drone problems only hit at size four. At Transcend, drones hit before that on every faction. Basically, except for PKs, their drone problems are just as nasty as the other factions.

And you really have to look hard at that network node. The build time and expense usually makes it not worth it to build unless you've got VW in the early game. The ability to cash in on artifacts early also gives you a hidden advantage.

The Police State/Green combo works well in times of war, being as to the incredible armies you can support, the movement bonus/mindworm capture ability, and the fact that you can use police on newly captured cities can help you swamp the enemy.

I have to disagree on FM, though. I almost always have to have some units out, and 2 drones per unit can send a base into chaos. It can be worthwhile at a point where there are no neighbors or contacts, though, but green or planned is usually the way to go. The game will probably be different if I change the settings to small, land, but I like it how it is.

I haven't been playing UoP on TI or Librarian, though, so it might be different. At any rate, I've come to the conclusion that UoP is the best on easy levels, worst on LB/TI, but great on Transcend.

Any comments?

Oh yah, and thanx to Kurnous, all posts will be appearing on "New Favorite Factions2."

High Priest
You gotta play the UoP different

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