posted 05-28-99 12:46 PM ET
This is copied from my post in "An Analysist of Factions." I would also like to point out that your comment of there being better conquering factions is horribly wrong. here's why:First, they can use Police&Planned without any negatives, and added with wealth they can lose their economic penalty, and gain an extra industry. You'll find yourself whipping out projects. Build as many as you can.
With the Hive, its imperative to exploit their strengths, ignore the weaknesses. First off, Hive has fast growth, especially early on. When played as POL/PL/WEALTH he has +3 industry. You should use wealth in peacetime, knoweledge in war, and only power if it gets serious, or if you have the Vats(which you will definately want if you get that far). Expand quickly. The industry and growth should easily take an expanding population. Grab as many SPs as you can. Especially Command Nexus, Cyborg Factory, Genome, and(maybe) Maritime Control Center.
Be certain to find your neighbors and make them surrender. Don't destroy them unless its Miriam(always kill that bitch), you can get lots of techs and cash that way.
Of course, if you just want a smother the planet in the fewest turns kinda game:
Being as you get the ability to build CN, build it as soon as you can. Get particle impactors and nerve gas rovers out to the battlefield as quickly as possible. Don't forget to expand as much as possible, constantly. And only plant forests. Use only Planned/Police/Knoweledge(or maybe Power, but I wouldn't recommend it) Ignore all other SPs, except for maybe Maritime CS if you're on water, and the genome if you've got the minerals, time, and tech(dont worry if you dont). You should be getting the goody SPs from others' bases. Nerve staple, obliterate bases, and obviously nerve gas the enemy to death. Basically, be as bad as possible.
All right, let me try to think of some examples of situations. In a building game the Empath Guild will help you get the governership(and actually get some profit from commerce), plus do the obvious trading and diplomacy. This is very important for Yang, as you will need to trade, buy, blackmail techs as much as possible in the early game if you want to stay on top of the tech race.
Find a nice sized, not too strong, peaceful faction like Morgan or UoP. Start hitting them hard, and change to their social engineering. Soon they should surrender, and you'll have someone to do your research and money making. This strategy works best with Yang, as he can organize and support an invasion much easier than can Santiago, at the same time expanding and building SPs.
Don't forget the Longetivity Vaccine. It is very powerful, as you get rid of two drones a base. Also use police. With Ascetic Virtues, Police State, and three clean police units, you can kill 9 drones right off the bat.
You will eventaully come up with the dilema of capturing many large, high inefficiency bases on the other side of the map. In this case, if you still want them to be productive, build only a punishment sphere, and a genejack factory, besides the obvious free structures and recycling tanks. Maybe an aero complex. Then stack 'em up with clean defenders, a clean former, and stockpile energy. You'll start rolling in the doe with a whole bunch of these operations going. this works best with Yang, due to his 0 efficiency rating, plus more conquered bases on average than other factions.
Of course, there is quite a bit of advice that works with all factions, but here's some situations that you'll be more likely to meet up with, with Yang.
As to difficulty and size, for the builder games I usually play Thinker or Transcend. For the quick kill games I always play Transcend.
I always use dry climate, large(if quick kill) or Huge(if builder) map sizes. Everything else I keep average. I often play on the huge map of Planet as well.
High Priest
If you want to see more, look into the "An Analisyst of Factions" thread.