Morgan Industries

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Morgan logo.png
Morgan Industries
Text: morgan.txt
Social Effects
Economy +1
Support -1
Anti-Ideology Planned
Ideology Free Market
Starting energy 110
Starting tech Industrial Base
Max base size -3

Morgan leaderhead.png
CEO Nwabudike Morgan
Personality Pacifist
Interests Build
Emphasis ECONOMY
Gender Male

The Morganites are a heavily economic faction able to hit +2 Economy for the magic +1 energy per square without Free Market and reach amazing commerce levels with it. They do have with significant penalties in other areas, which leads them to be quite tricky to play and makes for a poor AI opponent.



Probably the most underrated faction of the original seven, Morgan is terrific if played correctly, but a novice will probably have to work a bit to get the faction humming. This is mainly due to the fact that Morgan's playstyle is somewhat different from the others. If you're playing Morgan, then you've got to make the most of your one big advantage, and that's money. Morgan is the only faction in the early game that can go to war and still rake in the big bucks. Just run wealth, live with the Morale hit, and you make +1 energy per square, and get an industry bonus to boot! Many people regard Morgan is incredibly weak because of the smaller base size thing, but nothing could be further from the truth. Wealth is an integral part of almost any Morganite strategy, and Wealth comes with Industrial Automation, which also gives you Supply Crawlers, a terrific Morganite Secret Project, and Hab-complexes, which allows Morgan's bases to grow to size 11 without stopping. More pervasive a problem for the faction is the support hit, which tends to reduce the total size of the army you can raise (at least until clean reactors), but again, this is largely offset by the acquisition of supply crawlers via Industrial Automation. Need more troops? Just build a new base and some more crawlers! Viola! Support issue rendered moot. Now I grant you, most Morganite players will tend to keep expanding a bit longer than the other factions to keep pace with overall population numbers, but in truth, another 1-2 bases will generally put you at parity, population wise. It's just not that big a deal, and remember, if you get the Ascetic Virtues, you're small base problem all but disappears anyway, and the Living Refinery undoes your support problem once and for all (though at the point you get it, you've usually had clean reactors for quite some time).


This approach to the Morgan game takes his mercantile nature to heart. You don't profit by killing off your customers, and Morganite-Builders can make utterly obscene amounts of cash. The commerce bonus gives you the kind of windfall normally reserved for the Planetary Governor (magnified further still if you ARE the Planetary Governor), and by running Free-Market, Wealth, and “doping” your citizens into a golden age, you not only achieve pop-boom status (if you're running Dem too), but also get +5 Econ, which does amazing things to the energy you get from your base squares! A Builder game, Morgan-style means that you will be spending long periods of time with a Free Market economy, so if you're going to do this, then you need to pay close attention to what it means to Morgan. Specifically, no police, means that garrison units are of limited value to you. You've got lousy support anyway, and a Trance Scout won't help you a bit with drone control, so why not use an infantry-based probe team with light armor and trance ability? It accomplishes the same thing as your trance scout would have, but does not tie up a mineral in support costs, allowing you to put two formers per base in the field for the cost of a single mineral, and that's not bad. It's also quite nice from the perspective that your trance probe serves the dual role of protecting you from marauding worms and helping ensure that your rivals don't steal your tech out from under you!

A bit later in the game, when you get clean reactors, the support problem is rendered moot, and you can defend your bases as extravagantly as you wish with legions of clean troops in a variety of configurations and catch up on all the prototyping you've been delaying. In the meantime, all the money you're making each turn, combined with the industry bonus from wealth, enables you to rush-build your infrastructure with a speed that will make the other factions green with envy. It's all too easy to beat out even Domai's vaunted industrial capacity with Morgan's cash. As much as possible, the Morganite Builder will want to run Dem/Market/and either Wealth (while building and enjoying the benefits of many pacts or treaties) or Knowledge if an extra bit of research boost and efficiency is needed. If you need to go on the offensive, your SESocial Engineering settings of choice will be Wealth/Green, with or without Democracy (mostly depending on if you have clean reactors or not yet), and if you want to push your labs up to 100%, run Dem, Green, Wealth (+4 efficiency), make your +1 energy per square, and dump it all into your labs. In this manner, you can out-tech even Zak, despite his research bonus!

For the Morgan-Builder game to be its most successful, you've got to pay a lot of attention to the energy outputs of your base square. This means two things: First, it means that Recycling Tanks are more important to Morgan's game than anybody else's (true, they're important, no matter who you are, but Morgan can get enormous benefits from them almost from turn one!), so they should be at or near the top of your build priorities with this faction, and second, since the base square is so vital for Morgan (especially in the early game, as base squares are not subject to early game resource restrictions), what better way to magnify that than to have lots of bases! So, if you're Morgan-the-Builder, then you will want to have TONS of bases. Stack ‘em close, and stack ‘em deep! In this case, the small base limitation works for you, not against you, and defending a massive network of tightly meshed bases is a snap. Consider: With a +5 Economy, Morgan is getting 8+ energy per base square per turn, BEFORE he builds an Energy Bank. Multiply that out over 16-20 tightly packed bases, factor in a BoreHole for each, and suddenly it's all too easy to see why Morgan's Money is the envy of every other faction in the game.

Even if you've got your heart set on playing the Builder game, you need to be prepared for war, but the good news is that you start with Synthmetal armor, and will find yourself only a few steps from Silksteel once all the early game resource restrictions are lifted (though in most case, getting to Biogenetics first, for clean reactors, will serve you better). Still, Morganite defenses revolve first and foremost around covert ops. If an opponent builds a base too close to you for comfort, either buy it and burn it down, or stack so many clean defenders in it that, regardless of your almost guaranteed lower morale, your enemies will have a hard time taking it back, and when fighting a defensive campaign, the presence of Children’s Crèches everywhere will offset Wealth's only minus, putting you in reasonably good shape.


Industrial Automation is all the more crucial for this style of play, as some portion of your industrial capacity will be tied up in the maintenance of a standing force, and if you have to make use of that force to launch an attack, simply drop out of Market in preference for Green, keep wealth unless you just really need the extra morale percentages, and use Wealth's industry bonus and your inherent cash to replace lost troops at a faster clip than your opponents can kill them. Morgan excels at the art of attrition warfare. It does not matter if your first unit makes a kill, because one of the four of five coming right behind surely will, and you'll wind up with a core force of elites (survivors of the many battles) in the end!

Remember, it applies to all the factions to a degree, but even moreso with Morgan: You should never actually build the kind of unit you want! Build laser scouts or rovers, and selectively upgrade your way to the kind of force you need, and don't worry about ignoring the weapons techs in the early game. If you're behind militarily, just make it a point to capture an enemy unit with whatever weapon you're looking for, and you can start building them as well, even if you don't yet have the tech for it!

All the basic fighting strategies for the Morgan-Momentum game work just as well for the Hybrid game, and unlike most other factions playing a Hybrid scheme, you're cash position will be so good, that you can almost always make offensive use of your probes. Do so!


Again, put your eyes, mind and heart firmly on the goal of acquiring Industrial Automation. Crawlers, coupled with the building of new bases, will quickly put you in a position where you will be able to crank out as many, if not more troops than your opponents!

Two basic ways you can go about this are: Beeline for the Command Nexus to offset Wealth's Morale hit, and rake in the cash while beating your opponents with average to slightly above average troops, or, forget the money, run Green (still beelining for the Doctrine: Loyalty) and beat on them with better than average troops. Either way works, but running Wealth opens up more options for you with Morgan, enabling you to offset your average troops with regular and very active offensive probe teams, subverting a base or two to establish a foothold, and then pouring your troops into it (and, if you really want to get mean, run Fundy Wealth, to make it harder for your opponents to run probe actions against you). The Support problem is offset by an early emphasis on crawler production at all bases to spike up mineral outputs, and troops can be easily reinforced by rushing selective defensive structures in captured bases and by upgrading scouts produced to best/best configurations.

Remember, as Morgan you have a far easier time at paying for a war effort as you go, because you can get that magical +1 energy per square and still fight before Punishment Spheres. Everybody else has to either wait till higher up on the tech tree, or save for the invasion in advance. Use that to your advantage and attack earlier, rather than later. Also, make active use of your probe teams to subvert enemy troops, adding them to your available force pool. Best of all, you can compare morale levels, and make suicide attacks with the worst of the lot, keeping the best for “sure kills” and consistently raise the morale of an elite core of your army, which will soon have you fighting on “Morale Parity” with whatever enemy you are attacking, even if they began with an advantage in that department. About the only person you'll be hampered against in the early game is Miriam running Fundy, as that will shut down your probe actions, but even then, with your better research rates, you should be at a higher tech level when you begin your attacks, and a series of swift, hard, unexpected blows (and who the heck expects Morgan to come out fighting?!) will give you all the edge you need.

Classic Factions Gaia’s StepdaughtersHuman HiveUniversity of PlanetMorgan IndustriesSpartan FederationThe Lord’s BelieversPeacekeeping Forces
Alien Crossfire Factions The Cybernetic ConsciousnessThe Data AngelsThe Free DronesThe Cult of PlanetNautilus Pirates
Progenitor Factions Manifold CaretakersManifold Usurpers