posted 11-22-98 07:14 PM ET
Havn't seen this posted about yet, but you can get a fair idea of the stats of the different factions from the gamespot article, as well as the 12 (?) different preferences.Gaia:
Efficiency +1 (no idea what this does)
Native +1 (get along with native life)
Military / police -1 (poor in combat, poor in supressing riots)
special abilities: native military units
Hive:
Growth +1
Industry +1
Econ -1
Special: city defences, or this could be defense +1
This contradicts the CGW article, which had industry +1 and growth -1, and probe +1, plus an extra commlink.
Morgan:
Econ +1 (more energy, better trade)
Population -1 (smaller cities)
Better trade might be a special ability
Peacekeepers:
Efficiency -1 (bureaucratic)
Diplomacy +1 (might be a special ability)
Population +1
Spartan:
Military / Police +1
Industry -1 (war economy)
Believers:
Morale +1 (fanatics, difficult to subvert)
Science -1
Native -1
UoP:
Science +1
Morale -1
I'm guessing that each default faction has 2 +1s and 2 -1s, plus a special ability. The factors are:
Economy, Industry, Research, Efficiency, Military, Native, Morale, Population
Thats 8. A diplomacy bonus is also possible (I'll bet the spartans get a -1) and I would expect an agricultural factor, which might be part of native or population. The Hive in CGW also had probe +1 - better intel gathering. I also recall the UoP having open communications were not secure, a -1 of some sort (or a side effect of the research). Not sure if that was also probe, or defence.
Anyone know more than I?