Author
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Topic: Most Popular Faction
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Resource Consumer |
posted 04-30-99 07:24 AM ET
Given that most people seem to stick to playing one particular faction. Has anyone ever conducted a poll of the most popular.I don't mean the "I like UoP because..." and "Morgan sucks...." etc. I mean, quantitatively who prefers to play who. That would tell you your approximate chance of getting your first choice in multiplayer. Well, you might have guessed, I play Morgan. Morgan 1 The Rest 0. So, that's 100% for the Morganites.
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cousLee
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posted 04-30-99 09:07 AM ET
sorry, I don't stick to just one faction. I play a faction for several games, develop a stratagem for that faction, then move on to the next faction.Although I would have to say Lal is a -1 |
umbra1
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posted 04-30-99 10:15 AM ET
Uop for me ! |
December Man
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posted 04-30-99 10:18 AM ET
Corazon. . .or. . uh, I mean Spartans. |
Rong
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posted 04-30-99 10:39 AM ET
So far:Gaians 1 Hive 0 UoP 1 Morgan 1 Spartans 1 Believer 0 Peacekeeper -1 |
Resource Consumer
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posted 04-30-99 10:42 AM ET
So, we haveMorgan 1 UoP 1 Spartans 1 (I think cousLee counts as a spoiled ballot on this one) This is soooooooo exciting. Now, we will get the vote of the Luxemboug jury. Hello Luxembourg, hello, hello.......... |
Resource Consumer
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posted 04-30-99 10:43 AM ET
Sorry Rong,our posts crossed in the post. |
Nell_Smith
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posted 04-30-99 10:56 AM ET
Here's my breakdown...UoP... 70% PKs... 20% Gaians... 10% Others... 0% (have played them, don't like them) Nell... wondering why everyone hates Lal? I find him really easy...??  |
LoD
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posted 04-30-99 11:05 AM ET
Uop: 1 |
LoD
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posted 04-30-99 11:05 AM ET
UoP: 1 |
LoD
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posted 04-30-99 11:07 AM ET
$#@%$# Sorry for the double post ! |
Corvus Corax
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posted 04-30-99 12:43 PM ET
'*beep* This is Gaia's Landing calling unidentified laser rover. *Beep* Greeti...' - 'Did you say GAIAN?' - 'Err, ye...' - 'THEN PERPARE TO FEEL THE WRATH OF GOD, YE HEATHEN WITCHES!!!Favourite faction: Lord's Believers. Seriously. Why? The greatest challenge of 'em all - is it at all possible not to win with the UoP? Strange.. although a supposedly Christian faction, the Believers are the only ones whith whom I've actually used PBs... '*beep* New Jerusalem calling University. Do you copy?*beep*' - '*ba-boop*University here, I read you *twoob*' - '*beeP*My good man, would you please kindly ask the Provost he has a copy of an ancient movie in his datalinks - a flick called 'Waterworld. And lest I forget, that he has only 5 minutes left to see it. ARCHBISHOP-IN-COMMAND, PRESS THE S M I T E BUTTON, AND MAY OUR SINGUALRITY PLANET BUSTERS ERASE THE LAST SPECK OF ZAKHAROV'S EVIL ATHEIST EMPIRE FROM THE FACE OF PLANET. *beep*'. Ahhh. I feel better now. |
Titan
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posted 04-30-99 01:12 PM ET
Add my vote to Lal, and second comes UoP. Forget the other factions. Only the Gaians have a bit of sense,Titan. |
Smeagol
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posted 04-30-99 01:37 PM ET
I don't know what level you guys are playing on, but I vote the University for the WORST faction, with Morgan a close second worst.My favorites: 1) PKs 2) Hive 3) Spartans 4) Gaians 5) Believers 6) Morgan 7) University Note that I am biased for the Hive because they are the faction I play when I want to go all out ruthless war with nerve gas and gene warfare. The PKs first because no other faction can duplicate their abilities, and they fit my Demo/FM/Knowledge or Wealth scheme best. The Spartans, as Atombomb has pointed out in past posts over in the factions forum, have by far the best police ability early on and this can be critical on difficult levels of play. The effiency of the gaians along with their amazing planet rating make them next, though I'm not the biggest fan of these tree-huggers. After that the believers are an excellent faction but I think they need too much micromanagement to be played really well (many SE changes in the game). Morgan is worthless because +3 or +4 economy isn't all that special when I can get +2 with the PKs, and that hab limit is just ridiculous. Also, he can't use planned economics, so forget about easy population booms with demo/planned/creches. The university's drones are a killer on harder levels, so you can forget about golden ages or even any simple form of population control. I'll admit that early in the game they can be a strong faction with fast research, but they are easy to catch soon after. So that's my take. |
Smeagol
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posted 04-30-99 01:39 PM ET
I should add that all of the factions are still good, but I see little point in playing Morgan when his abilities can be duplicated by most other factions (besides the gaians and hive). Also, the university is probably best on lower difficulty levels. |
Dowdc
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posted 04-30-99 05:00 PM ET
My favorite faction is the Believers, second favorites being the Peacekeepers or the Morganites. I think the University is probably the worst facion, especially at higher difficulty levels (on transcend his drone problem becomes almost unmanagable).I know this goes contrary to what most people think, so I'll explain: I would much rather be able to use all the tech I have than have tech I can't use. The University will always have at least 5-6 techs the Believers don't, for example, but what are these techs worth if they can't be implemented? The Believers, in large part thanks to their +2 support, can implement all technology they get, which admittedly isn't much. UoP, on the other hand, will have tech, but will be unable to use it due to their poor peaceful growth capabilities. Although UoP can go Free Market, they usually don't want to. Why? Way too many drones. UoP usually sticks to a Democracy /Green/Knowledge or Wealth combo, meaning if they want tech, they won't get much money and won't be able to produce much. So for a peaceful power, UoP has a very poor economy and poor growth abilities. This is the reason why I prefer Morgan or Lal. I guess you could play UoP as a warlike power, but then you're competing with the Spartans, the Hive, and the Believers, so obviously they're not on the level. Believers can go peaceful growth or war very well. This flexibility makes them the best faction in the game (assuming they can get tech somehow...but there's always a catch somewhere!). |
BusterMan
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posted 04-30-99 05:03 PM ET
Lady Deidre and the Gaians -Parker |
Dowdc
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posted 04-30-99 05:05 PM ET
So what I'm saying is that I agree with Smeagol, except when he says that the Morganites are 2nd worst.Money is power, Smeagol! Nothing is as good as +1 economy. |
Smeagol
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posted 04-30-99 05:51 PM ET
+1 economy is worthless, but I'm sure you didn't mean +1 by itself, but rather the ease with which you can get +2 economy. And what I'm telling you is that any faction but the hive and gaians can do this by simply choosing Free Market economics. I know the negatives for this seem drastic but they are actually very easy to manage with the right stragegy. So I'd rather play the PKs if I want to do the economic thing, because Morgan's penalties are too drastic. While your suffering with either your size 4 or size 11 base, I am thriving with my size 10 or size 16 base. Throw in the Ascetic Virtues also, and it's even better for me. You think you have better commerce? Not by much, if you do, because I'll be planetary governor as soon as I make that empath guild. Also, my extra talents mean I can have a golden age whenever I want. I used to like Morgan, before I realized just how awful and worthless he really is. The only reason I liked him was that I feared Free Market, but now that I use it so often, there really is no point in choosing a faction that suffers from those hab limits. Face it-- Morgan blows. |
Smeagol
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posted 04-30-99 05:52 PM ET
That's "strategy." |
Smeagol
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posted 04-30-99 05:54 PM ET
Oh, and as I mentioned Morgan can't use planned economics so no simple population booms for him with Demo/Planned/Creches. |
Darkstar
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posted 04-30-99 06:21 PM ET
I like variety. My current favorites...1) Love Love Love - UoP and Hive These two are tied as my all-time favorites to play. But then, I am just a stark raving mad war monger... 2) Greatly Like - Gaians 3) Like Lots - Morgan - I think these guys are cool. But they are so difficult for me to get a good start and early game due to their pacifism and short hab limitation. But it doesn't stop me from trying. 4) Just Like - Peace Keepers - These guys I'm just about neutral on, but since they are so adaptable too my favorite play styles, I find I like them. 5) Spartans and Believers - Despite being a War Monger at heart, these guys generally seem to blow chunks for my play style and just aren't as fun for me as the others. -Darkstar |
R A Spottiswood
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posted 04-30-99 09:08 PM ET
My favourite faction to play is definitely the Peacekeepers. They fit my play style, expand and grow, perfectly, and they have a great political bonus. My second favourite is the Gaians, because of their efficiency and their Planet benefits. If I ever go for a conquest game in the higher levels though I will probably play (at least once) as the Hive. I hate everything they stand for, but their Faction benefits are quite good. It would also be interesting to play as my usual archenemy.RAS |
DHE_X2
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posted 05-01-99 12:08 AM ET
I prefer playing the Morganites, being a hard line capitalist, and also the Believers. It takes serious skill to master that faction, especially when your faced with technologically superior opponents. I've came up with more wierd ass stratagies for them then any other faction.so thats a Believers +1 Morganites +1 |
Dowdc
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posted 05-02-99 12:59 AM ET
Smeagol- I think I agree with you that the Peacekeepers are better than Morgan, but they're not so much better as you think. A hair better, perhaps.Morgan's two big problems are the -1 support (which sucks until Clean Reactor), and the inability to go Planned, as you mentioned. Pop. boom is a great strategy (almost vital to a peaceful power) and this is the reason why I give the Lal the nod. But, the 4 pop. limit isn't really a big deal (just build hab complexes), and he doesn't have -1 efficiency like Lal (=more energy). On the other side of things, Morgan has a +1 economy, starts with 100 extra credits, and can go police state (which is a big boost in the beginning for him). The 100 extra credits helps, but isn't all that. It's the +1 economy, man. Economy is THE most important social stat (especially for a peaceful power). This is the reason why the Hive isn't unbeatable. This is the reason why Morgan doesn't suck. Economy. You seem to think that +2 econ is all you need, so you shouldn't bother getting a +3 or +4. This is wrong. The more econ you have, the better. +4 econ gives you +2 energy/base and +2 commerce over what +2 econ gives you. That's huge. Pass a global trade pact and you're making so much money it's stupid. +1 economy's nothing to sneer at, even by itself. |
Smeagol
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posted 05-02-99 01:13 AM ET
I don't think there's anything you can say about Morgan that can change my mind about him. First off, I wasn't referring to the hab limit of 4, but rather to the much more critical hab limit of 11. Those domes come late in the game, and that means for most of the game I will have population 16 bases while you have 11. I used to use Police state with Morgan, but early support isn't the biggest deal when you are growing fast so I always go with Democracy. So Morgan can have +4 economy while the PKs can only have +3. Big deal. The PKs are guaranteed planetary governor, so the commerce rates are very close. +2 energy/base is a pretty insignificant bonus when you're pulling in so much energy already, so wealth is just a worthless choice that cripples your army (-2 morale is a huge penalty). If you think for a second that your size 11 bases are going to compare at all to my size 16 then you are kidding yourself. With my extra talents drones won't ever be a concern. I've done some tinkering with those economy settings with SE choices, and I've found that wealth just isn't worth it-- take knowledge instead for the bonus research and efficiency (unless you're a probing maniac, which is actually a good strategy for Morgan). I've said it quite a few times, and I'll say it again-- Morgan blows! |
Nell_Smith
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posted 05-02-99 01:23 AM ET
See, it all comes down to individual strategies... I play a peaceful builder game (up until the point where I can't stand the irritating gits one more second, and they all get it in the neck... after they've weakened each other nicely, of course! ).... and so I find the UoP, PKs and Gaians to be great.If you're into a warllike-from-the-start game, then the Hive, Spartans or Believers would probably be a lot easier. All a matter of choice. Although, having said that, I can never get on with Morgan... I've tried, but failed!! Nell PS: I normally play TI, which does make a difference to the factions' advantages and disadvantages... even so, the UoP drones don't bother me at all, as I usually get both the HG Project and the VW, and then just swap to Police State and build a few defence units with the police special ability. I don't even have to resort to punishment speheres... those lovely Police Silksteel Sentinels keep 'em happy!!  |
Smeagol
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posted 05-02-99 01:32 AM ET
Nell-- I think the UoP drones are manageable, but I hate having to choose police state for such a purpose, because anything that makes you lose efficiency is a bad thing. I haven't tried them on transcend (I just don't like them), but have you tried using Free Market and boosting psych high enough to create talents to offset drones? Obviously this will not work early in the game but it should be more than enough later on and then you can use democracy. And then of course if you want to build an army you just use the army laundering strategy. |
cousLee
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posted 05-02-99 01:54 AM ET
a spoiled ballot? LMAO. If that is because I did not mention a favorite, you would be correct. Favorite faction so far is TB., but that may change as I play the other factions more. |
Smeagol
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posted 05-02-99 01:58 AM ET
Yeah, you can vote for any faction you want, but here are the reasons why you are an absolute fool for not voting PKs...  |
Dowdc
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posted 05-02-99 03:02 AM ET
Smeagol: Morgan isn't limited to size 11 cities, but to size 14 like everyone else. And remember wealth also gives +1 industry, so for the Morganites I prefer it to Knowledge. And +2 energy/base isn't ever insignificant--if you have 10 bases, that's 20 extra energy. Multiply that by your energy banks, tree farms, fusion labs, etc... And also there's the commerce bonus, which is multiplied by global trade pact (if you can swing it) and your banks, farms, labs....That's a large amount of extra energy. But I agree with Nell--it's really a matter of choice. Nell: How do you handle all those UoP drones on transcend again? I'm talking early in the game (when you reach size 4, say) when every citizen in your whole empire is a drone! And, don't you really want to go free market, where you won't be able to use police units? Not that it can't be done, I just can't figure out a good way to do it. |
Smeagol
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posted 05-02-99 12:27 PM ET
Dowdc-- Nope, the penalty is 11 also for his hab limits. Get rid of this and maybe give him some other penalty, and Morgan becomes a good faction. But with it he just isn't worth playing. I agree that in general it depends on personal style of play. As I mentioned with my first message here, I simply mean to say that for peaceful victory, nobody can touch the PKs. And once you get deeply enough into the game (at around midgame, after clean reactors and punishment spheres), the PKs will be just as good militarily as anyone else. But before then, I do everything I can to appease my enemies. |
Smeagol
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posted 05-02-99 12:46 PM ET
Dowdc-- Let's compare now. You have size 11 bases, and your economy is +4 (so you get the extra +2 energy/base). I have size 16 bases and my econ is +2). We both have trees everywhere, tree farms, hybrid forests, and energy banks. I'll leave out rivers, and this actually helps your side a bit. Oh, and I'll also assume that econ and labs are split 50/50.Your size 11 base takes in (as a base) 4 for the city square and 3 for every other square. That's 4 + 3*11 = 37. Add the +2 energy/base now, and you have 39. So this means you are taking in 19 energy/turn as base, then with the 3 facilities this comes to 19 +9 +9 +9 = 46. Let's say I only had a size 11 base too-- I'd be making 18 +9 +9 +9 = 45. Point already made, but remember my bases will be size 16, so I get as a base 4 + 3*16 = 52. So my energy comes to 26 +13 +13 +13 = 65! I haven't even mentioned the fact that my mineral output is a great deal higher as well-- I think I'd be producing 10 more minerals per turn, without facilities taken into consideration. There is no defense for Morgan's inadequacy. |
Singularity
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posted 05-02-99 12:49 PM ET
UoP!!!! |
HolyWarrior
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posted 05-02-99 09:36 PM ET
With my name, you would expect the Believers to be my [b]favorite[/b], and you would be right. [b]Second favorite[/b]--the PKs. They seem the most flexible faction to me, able to adapt different strategies. [b]Worst faction[/b]--Morgan. Nothing against him, but that -5 police is idiocy. Anyone who thinks Free Market societies can't wage war should have a Sidewinder launched up their ass courtesy of Uncle Sam. [b]Faction I loathe and detest[/b]--the Hive. [i]Die Commie scum! Die Die Die![/i] |
HolyWarrior
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posted 05-02-99 09:41 PM ET
All right, WTH is HTML disabled? |
ForCripeSake
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posted 05-02-99 10:30 PM ET
Id have to go With UoP as my Fav. I mean, You get the fun stuff fast, and Ya just pic a strat and bam, your the first one to research all you need. Not to mention that their main weakness can be overcome with stuff like H-S Algorythm. |
Dowdc
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posted 05-03-99 02:15 PM ET
Smeagol: Wow, I didn't know about that 11 pop limit for Morgan. He slips a little more in the rankings now. But he's still not bad! Your calculations are a little flawed, mostly because you forgot to include the other factors involved here: commerce and efficency. Morgan has a natural +1 commerce, and if he has a 4 econ, that's another +2. Lal will probably be governor, so that's a +1 for him. Also, Lal has a natural -1 to efficiency, which he will probably cancel by being knowledge. I think that +20% research and +10% industry probably are equal (well, not really, but I've already given you the governorship, so grant me this). Let's say we both have two pacts. Also, assume we both have 3 facilities for research and energy. Ok. For a size 11 base: Morgan: (4+3*11)= 37 +2/base = +2= 39 +2/pact = +4= 43 3 facilities = +21.5*3= 107.5 Lal: (4+3*11)= 37 3 facilities = +18.5*3= 92.5 That's an extra 15 energy/base. If I have 10 bases, there's an extra 150 energy/turn Morgan is getting. And if Morgan has more treaties/pacts, or if he can get the global trade pact passed, it's even more. Pretty significant, I'd say.
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Smeagol
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posted 05-03-99 04:36 PM ET
Dowdc-- No, my calculations were correct. For facilities that boost your energy by 50%, you use your base energy for all calculations. So a base with an energy bank that pulls in 20 energy will get 20 + (20/2) = 30. A base with an energy bank and tree farm will get 20 + (20/2) +(20/2) = 40. Trust me that this is the way it works-- I've done a lot of testing. I'll give you what you've said so far-- that when we both have size 11 bases you will have a +2 commerce over me and will make more. But my calculations are: Morgan: (4 + 3*11) = 37 +2/base = 39 +2/pact = 43 So total energy = 21 +10 +10 +10 = 51 Lal: (4 + 3*11) = 37 So total energy = 18 +9 +9 +9 = 45. Note the game rounds down, and you only end up making 6 more energy per base, but not at all because of that. And remember this was just to make a point-- I'll have size 16 bases while yours are size 11. Lal: (4 + 3*16) = 52 I won't even add in the commerce bonus I get from having more bases, because it isn't certain. This gives me: 26 +13 +13 +13 = 65, so I'm making at least 14 more energy per base than you to give me 140 more energy than you for 10 bases. Oh, and I'll even concede to you that +20% research is somewhat even with +10% industry. Do you see my point now? |
trippin daily
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posted 05-03-99 05:10 PM ET
Damn, people are getting all mathematical here. Ummm, hello folks, it is just a game. Long as you have fun, everything else doesn't matter. He was asking for the most popular faction, not which one is the best at producing energy and what not. He was asking for which one do you play the most. You don't need to back it up with statistics. I play the UoP mostly, next is are the PK's. The rest I only play rarely. Dowdc, you can manage the drones by not letting your cities grow (colony pods and manageing city sqaures can easily do this) Get the Virtual World sp, and put a recreation commons in your bases. You won't have drone problems. |
Smeagol
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posted 05-03-99 05:13 PM ET
trippin-- well, it turned into a debate over who is the better peaceful faction-- the PKs or Morgan, and so since the focus was on using Free Market and whatnot for energy it was necessary to use a bit of math. Sorry.  |
Smeagol
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posted 05-03-99 05:18 PM ET
Also, besides the Hive, Morgan is my favorite faction as far as ideology is concerned, and I'm disappointed that I can find no reason to play him other than to inhibit my chances at winning. |
Darkstar
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posted 05-03-99 05:30 PM ET
But Morgan's Hab DOME limitation is 14, just like everyone elses! It might be a bug, but once a Morgan base builds a Hab Complex, that base can go to 14 like everyone but Lal. So you have to do the math comparing Morgan-14 versus Lal-16.Are you sure that if the energy bonus is 50%, its not CUMLATIVE? I haven't taken the time to confirm that, but that has been the buzz on the board. -Darkstar |
Dowdc
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posted 05-03-99 07:09 PM ET
Smeagol: When I say total energy, I mean econ+labs. So our calculations are very similar--you say an extra 12 energy/base, I say 15/base. An extra 120 energy total is still significant in my book. As far as the hab limitations, you're right, I just checked it. He's limitied to size 11, which is terrible. But, while the Peacekeepers are building their cities up to size 16, you don't really think Morgan is going to be sitting on his pile of energy, do you? He can just BUY wonders. Or save up for a few turns and he can just BUY one of your (admittedly) beautiful and superior size 16 cities. I think Morgan can still be competitive, although he's not the best. |
trippin daily
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posted 05-03-99 07:15 PM ET
Smeagol, I see your point... It is just when I scrolled down and saw those last few post.. I was like.. what the hell happened. There was no flame intended in my previous post.Trippin Daily -having an out of body experience- |
Smeagol
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posted 05-03-99 07:19 PM ET
Dowdc-- How long do you think it takes to get to size 16 when using population booms? I'll be there long before you even get to 11, because as I've said, you can't use planned, and thus you need golden ages for pop booms, which you can't get that easily. This is something I neglected to mention, but I can boost my psych a bit to get population booms, and get additional economy for a greater commerce. Don't even get into research right now-- mine will kill yours when I'm at population 16, and I will get there more quickly than you are assuming.Darkstar-- Yes, I am positive, but I have yet to confirm this for fusion and quantum labs-- they may be cumulative. I can assure you though that the way I used is how the game works for energy banks, tree farms, and hybrid forests. And as Dowdc just confirmed, Morgan does have a limit of 11, and this penalty is the reason why I would never use him over the PKs. I think Morgan should be given other penalties, and the hab limits should be eliminated. |
Dowdc
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posted 05-03-99 07:19 PM ET
trippin: The U still has serious drone problems, I think. Especially on trancend, when his first 4 citizens are ALL drones. Ok, so put rec commons and holo. theaters in all your bases and that will keep them happy, granted. The problem comes in when you want to grow past size 4, which you will at some point (once you've colonized all readily available land). If you throw in police, that means you're not free market, which puts UoP at a tech disadvantage (!) compared to Morgan (or Lal).Not that I think UoP is a bad faction...it may be the worst, but it is still not that far behind, and could be competitive. One of the really great things about this game is the balance of power. All the factions, and their respective strategies, are very close in power. I really can't remember a game that was as well balanced as SMAC. |
Smeagol
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posted 05-03-99 07:23 PM ET
Dowdc-- I agree with you on that. Though I would rather play a peaceful faction and expand by myself, there are plenty of advantages that come with playing a more militaristic faction and acquiring the goods by other means. As I've said, my only problem is Morgan, because even though I can win with him, I think the PKs and them are played best with about the same strategy, and as I think we've shown, the PKs do it better. |
Zozo
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posted 05-03-99 07:24 PM ET
I agree mostly with Smeagol. I used his SP building tactics in my last game and got to build most of the SPs (all the ones I really care about anyway). The problem is that all of the other factions hate me for it and gang up on me (including the Believers, the Hive, and the Spartans, all of them were #1 in military at one time or another until I crushed them . If I were playing Morgan and noone wanted to trade techs with me, or even sign a treaty of friendship so I had no commerce income and I had to fight against all the nastiest factions with my -2 morale troops (by picking wealth) then I would be dead for sure. Darn, they even ganged up and voted for Satiago, of all the leaders, to be the Planetary Governor. It was a tough game and all the special resource I got was half the Crater which got me into a fight with the Hive very early in the game since they wanted the whole thing to themselves and so were harassing me for tributes and technologies constantly. So, my vote have to go to the PK at Transcend level. |
Dowdc
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posted 05-03-99 07:26 PM ET
You're just about to convince me, Smeagol. But I still like Morgan! I think what we're getting at here is that Morgan needs the Cloning Vats and Aestetic Virtues more than any other faction to stay in a close game.About speed of pop. growth, there's one thing I want to mention. I didn't know that Morgan had a limit of 11 because I don't think I've ever even gotten a city of his up that high... He grows slowly, much more so than the PK's. Any ideas on what disadvantage we could give Morgan instead of those horrid pop limits? |
Smeagol
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posted 05-03-99 07:28 PM ET
Trippin-- I wasn't at all offended by your message, but thanks anyway for the word. |
Smeagol
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posted 05-03-99 07:33 PM ET
Dowdc-- Someone suggested over in the factions forum to actually give him a growth penalty. I think Morgan should have a +1 industry, because of the nature of the faction. So maybe lower that support to -2, give him a growth penalty, and also the +1 industry, and possibly something else as well. I think a police penalty makes sense but it wouldn't be a detriment to him because he uses free market anyway (but it would prevent him from getting police up to -4 with Ascetic virtues). What do you think? |
Dowdc
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posted 05-03-99 07:44 PM ET
No, don't give him a -2 support! That would be -4 with democracy, which is "every unit costs 2 to support." Ouch. Maybe he should have a -2 growth (if you want to also give him a +1 industry). Or maybe just -1. Or maybe a -1 planet, because he doesn't care about pollution, only profits.New and Improved Morgan: Advantages: +1 econ, +1 commerce, +100 energy, +1 industry Disadvantages: -1 support, -1 growth, -1 planet.
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Smeagol
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posted 05-03-99 07:49 PM ET
Dowdc-- That's the problem when I'm modifying or making factions, because I'm usually thinking of penalties I can get around, and that's a bad thing. The -2 support can be made less significant by putting probes on your defenders (no support then), and only having 1 former per base. I like the stats you made, but I think a -2 growth may be in order. I'm not sure, because having -1 can be a killer early on when everyone is expanding. |
Dowdc
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posted 05-03-99 10:42 PM ET
So the totals so far are:Morgan: 1 1/2 UoP: 5 1/2 Sparta: 1 Gaians: 2 Believers: 2 1/2 PK's: 4 (and a -1) Hive: 1/2 So, the race is pretty close, with the UoP and PK's taking an early lead. Sorry for hijacking this thread for so long.. but that was interesting, wasn't it? |
trippin daily
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posted 05-03-99 10:47 PM ET
So smeagol.. then don't use that cheat.. problem solvedTrippin Daily |
Smeagol
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posted 05-03-99 11:00 PM ET
Trippin-- If there's an easiest way of doing something, then why do anything but that? |
Smeagol
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posted 05-03-99 11:17 PM ET
Dowdc-- Go check out the faction thread on "does this make Morgan better or worse..."-- I proposed a theoretical "fix" for the Morgan problem. Instead of changing the faction, I'm considering changing the effects of economy. I'm not sure if this is the way to go yet, and I'd appreciate an opinion. |
TheMadStork
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posted 05-04-99 05:19 AM ET
This one here votes for Yang.No penalities for Police/Planned. Industry bonus=more Police units=fewer drones. Industry bonus=quicker facilities=on par with tech when everyone is on Doctrine: Air Power. Who needs Free Market when you just want to bonk your neighbor over the head? |
Smeagol
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posted 05-04-99 10:37 AM ET
Madstork-- I love Yang for a military game-- as I said, he's my second favorite faction. |
Goobmeister
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posted 05-04-99 01:58 PM ET
Favorite faction(s) are Gaians and PK's with Morgan trailing close behind, gee am I a builder or what. UoP is fun but right now they are falling behind in my eyes. The three conquerors are interchanged when I want to play a conqueror game, I probably like the Spartans the best.Smeagol, is there any docs on the 11 pop limit for Morgan, or is it just in the .txt file, or is it only discoverable by play. I am at work so I don't have all the info here, but what I do have says nothing about a 11 pop limit. In my most recent Morgan game I tended to have smaller more closely packed cities so getting up to that limit wasn't a big deal. I think my biggest Morgan city is 10, and it pours out the energy. I am not saying they are better than PK, but I like playing with their limitations just as much, or close to as much as playing Lal. (or playing with Lal...oh gross...gag...retch) Goob |
ddayjoe44
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posted 05-04-99 02:03 PM ET
There is only ONE faction that worth playing, right?? Well, for ME anyway! SPARTANS RULE!!Mike W. - |
Smeagol
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posted 05-04-99 03:25 PM ET
Goob-- No, the 11 population cap for Morgan without hab domes isn't documented anywhere, but if you look at his faction profile, you will see a -3 modifier there for him, and so it applies to both hab domes and complexes. I've tested it also and can confirm it. As far as comparing Morgan to Lal because you don't get up to the population limits-- if you use the simple Demo/Planned/creches idea you'll get early population booms and be up to the limit anyway. Since Morgan can't use planned, he just has to use Demo/creches/Golden Age to get his population boom. Point is for most of the game if you do this the population limits will be a dominant factor, and it's really easy to do. |
Treehugger One
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posted 05-04-99 03:58 PM ET
I like Deidre and UoP - I've played the others, and for some reason, I just don't like em - especially morgan!th1 |
Alkis
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posted 05-04-99 09:00 PM ET
UoP. Definately the best on any level. Some people posted here claiming that the first 4 people will all be drones on Transcend level. This is not true. The first 2 are normal citizens, then you get a drone at number 3 which you can hundle in many ways. The simplest is to turn him into a doctor, but there are better ways, of course. The thing is, by that time you will have the necessary techs to hundle the problem. Since this string is not about strategy I will not go into detail here but with city positioning, terraforming, Secret projects and supply crawlers you can solve the drones problem and you will have the +2 technology which is devastating. What I can say is that I won all the games I played with this race on Transcend ironman (about a dozen). Though with other races I lost some games. My best achievement was to build the Ascend to Transcendance on 2291. With other races I had a lot of technologies yet to discover at that date. Btw about the difficulty to use your technology because of poor support, as compared to the Beleivers, you can use clean reactors. Or better upgrade your units to clean reactor. My second best are the Peacekeepers. You can have your cities at number3 on Transcend without drone riots. Very strong race indeed and very close to the UoP. Next are the Gaians. Interesting race with many advantages and the +1 nutrient on fungus squares is much better than it seems. Forth are the Spartans. Another interesting race with unique advantages. For instance it's easy to build elite infantry troops who move like rovers. Then is the Hive. The Believers are bad. Morgan is very bad.
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Lirix
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posted 05-05-99 09:08 AM ET
I'll toss my hat into the ring for the "extremist right-wing" Spartans. You haven't seen a black hole defense until you've seen the Spartans do it.  Lirix |
Dowdc
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posted 05-05-99 03:39 PM ET
Alkis: I beg to differ...the U is among the worst, if not the worst faction. On transcend for a normal faction, the second citizen is a drone. So is the 3rd and 4th. Well, b/c of UoP's extra drones they get another one at size 4. This makes all 4 citizens raving drones at that point. How do you work around that? Colonize everything in sight, sure. But sooner or later you're going to run out of space and you'll have to start growing. So what do you do? Make a rec commons? Sure, everyone but maybe Lal or Yang will be doing that by this stage of the game. That's 2 pissed-off guys pacified. There's 2 more. Police units? Wrong! Try again... If you want to really kick in the tech you'll be free market already (and if you don't, what is the point of being UoP anyway?). Virtual World? If you can beat everyone else to it, this would be a good solution...until you reach size 5. And anyway, you're now building a wonder just to stay even with everybody else...whereas everyone else will be building wonders to get ahead. Lal will build Human Genome and all his cities will be Golden Age by now. Morgan will have the Weather Paradigm and will be building boreholes way before you will...etc... You're willing to put up with all of this for a measly +20% research and pre-built network nodes? |
Magic
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posted 05-05-99 04:03 PM ET
I like the Hive!It's the only faction where the Combination of Police State and Planned Economy really makes sense. Industrial benefits combined with no drone problems in small bases leads into a brilliant start into the game. The clue is to control enough territory and you never have to worry about the terrible economy later in the game. |
Alkis
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posted 05-06-99 08:28 PM ET
Dowdc, Thanks for your interesting comments. I know for a fact that my second citizen isn't a drone because I played on Transcend level many times. As for the free market I don't use it that early. The reason is I build scout ships and explore the seas, so free market isn't possible. Besides, even though the +1 energy each square seems great, just how many squares do you really have? Not too many isn't it? "You're willing to put up with all of this for a measly +20% research and pre-built network nodes?" you ask, and the answer is YES! Did you try to build a network node early in the game? It needs a LOT of time to be build. This alone compensates for the time you need to build Secret projects. But you also posses the network nodes from the beginning, meaning more technologies than anyone, meaning more choices at any given moment etc. One problem that you have when playing a race with bad researcing capabilities is that you don't have something usefull to build. I have experienced that in practice because I tried all the races. So you have a base that it would be nice to build, say recycling tanks, only you don't have the necessary technology to build it. Or you have some nice resourse in the sea but you can't improve it because you didn't discover doctrine flexibility yet. I think you get my message. With the Univercity you can build a number of things according to the situation. Also you can go after the techs who remove restrictions early, you can have supply crawlers early etc. As for the Virtual world for all the other races it serves like money in the bank in other words they have to build network nodes in order to benefit from it. The UoP benefits instantly. My final word, The Univercity rules! |
seth5454
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posted 05-06-99 10:00 PM ET
simply put the gaians are the best!Seth5454 |
HolyWarrior
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posted 05-08-99 02:06 AM ET
Upon further review:The Believers--still my favorite faction. Peacekeepers--still second. Morganites--If it weren't for that -5 police in Free Market, these guys would be up there. Gaians--too environmentally extreme for my tastes, but no one fights a 'Spaghetti Western' (mindworm war) like the Gaians. University--Haven't played at highest levels, so have yet to see the drone penalty really kick in. The AI doesn't build enough military for them. Spartans--They're supposed to be the tough guys, right? HA! The Believers will eat them up every time. The Hive--Did I mention that I HATE THIS FACTION? I HATE COMMIE SCUM--DIE YANG DIE! |
Ronbo
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posted 05-09-99 04:11 AM ET
My order of preference:1) Morganites: Despite their shortcomings, still my favorite. I avoid the problem of smaller cities by playing them outrageously expansionistic, where the benefits of the economy do the most (+2 energy/base is the same, whether the base is size 1 or size 28). I admit an ideological bias towards the Morganites, but they simply suit my style of play very well. I expand ruthlessly, and avoid fighting a war until I can gear up my cities so that 20 or more cities are building military units to crush anyone who actually attacks me. I ignore factions that declare vendetta upon me but do nothing else. 2) The Gaians. Although they are ideologically the flip side of the Morganites, they share a pacifistic bent with them, which is fine with me. Although it sounds strange, I run both of these factions with the same SE (demo/Green/Wealth); while there are differences which affect specific tactics, they can be run in a similar fashion. 3) The UoP. A big step down from the front-runners (in my book) because of the drone problems (With the first two, drone riots are an extremely rare event). Yes, the VR thingie helps, but sometimes another faction completes it before it can be finished, even if it is purchased. Without that, and the hunter-seeker algorithm, the UoP is not situated to grow quickly and strenghten. I still prefer them to the remaining factions. 4) Peacekeepers. Not sure why I dislike them as much as I do, but I have always done poorly with them. I invariably meet with several people who seem hell-bent on destroying me, so I never really take off with them as I do with other factions. 5) Spartans. They are good if one is looking to play a militaristic faction; I don't, so they are not on my list of "must-play" factions. The only game I completed with them was one in which Deidre won, after nearly exterminating me in a war (I had crushed 4 other factions, while Morgan had wiped out the UoP before I killed him). My friend has been much more successful with them, as he enjoys their militaristic bent. I have never played the Hive or the Believers, and as I never plan to, I don't feel that I should try to rate them. The ideology of the Hive is personally offensive to me, and Miriam's tech penalties are anathema to one who prefers a small number of high-tech units, as opposed to a bunch of low-tech cannon fodder.
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