There's been a few people who've said I should make them for SMAX. Of course, this opens an interesting balancing point: my game has its own tech tree, its own units, its own facilities and its own SE choices.
How does this translate to SMAX? There's been a few attempts due to people wanting to draft them in AARs, but let's have a look at all of them now.
To help out, here's a summary:
True Arena
Agenda: Power (+2 Morale, +2 Support, -1 Planet)
+2 MORALE: Battle hardened warriors that train daily
-2 ECONOMY: Extravagant Arena operation proves costly
Free ARENA (Brood Pit) in every city.
May not value Knowledge.
Deadly Assassins
Agenda: Knowledge (same as SMAX Knowledge)
+1 RESEARCH: Places value on training and studying
-1 SUPPORT: Prefers few elite units over "grunt" warriors
-40% cost to SPY actions: Skilled at stealthy movement
Begins with a free SPY.
May not value Greed. (SMAX's Wealth)
The Betrayed
Agenda: All Must Die (+3 Morale, +3 Industry, -2 Planet, -3 Growth)
+50% PSI: Followers desire revenge
+1 INDUSTRY: Rage fuels production
-1 ORDER (Efficiency): People are selfish due to past hurt
-1 MORALE: Rushed and unprepared attacks
Receives half penalties for negative GROWTH modifiers.
May not embrace Christianity. (similar to SMAX's Green -- end result is that they can't convert natives until late game)
Blackband's Pirates
Agenda: Power
Aquatic faction
-1 GROWTH: Babies can die due to harsh conditions
-1 INDUSTRY: Spends far too much time out pillaging enemies
Improvements may be built in ocean and trench squares.
+1 Production from ocean shelf squares.
May not value Knowledge.
CyndaTech Industries
Agenda: Atheism (+2 SUPPORT, +2 POLICE, -2 RESEARCH)
+1 SUPPORT: Social dominance
+2 INDUSTRY: Brutal serfdom
-1 PLANET: Hatred towards native life
-1 MORALE: Oppressive society with tragic overtones
1 in every 4 citizens are unhappy.
Begins with 2 SUPPLY CRAWLERS (unique units).
Impunity to ATHEISM penalty: Scientists kept under pressure to keep working
May not pursue Perfect Society.
Darrus' Adventurers
Agenda: Power
+1 SUPPORT: Males live off the land
+1 MORALE: Heroic spirit
-1 GROWTH: Males leave home for long periods of time to adventure
-1 PLANET: Sees native life as a threat to be tamed
Begins with 3 CHARMANDER EXPLORERS (1e/1e/2).
The Realm of Light
+25% ATTACK: Strength of convictions
-1 GROWTH: Many people reject the Light
-1 POLICE: Forgiving, kind society
1 in every 4 citizens are happy.
Impunity to CHRISTIANITY penalty: Followers willingly choose to have large families
May not embrace Demonism.
Oblivion's Fallen
Agenda: Demonism (+2 Growth, +2 Research, -3 Police)
+1 GROWTH: Procreation encouraged
-1 ORDER: Corruption a way of life for followers
-1 PROBE: Vulnerable and afraid of the Light
-1 PLANET: Apathy towards clean operation
-1 RESEARCH: Would rather play than learn
Free TEMPLE (Recreation Commons) in every city.
Need WATER SUPPLY for bases to exceed size 5: Perverted activities poison water supplies
Impunity to DEMONISM penalty: Oblivion keeps his followers happy
May not embrace Christianity.
The Community of Rakis
Agenda: Perfect Society (+1 Growth, +1 Research, +1 Planet, -2 Morale)
+1 ORDER: Peace loving society; accepting all under the same banner
+1 POLICE: Freedom mantra generates complusion to conform to common ideals
-1 MORALE: Desires peace over war
Receives DOUBLE votes in elections for Planetary Governor and Supreme Leader.
Latios Express
Agenda: We Must Be Free (-2 Order, +3 Support, +2 Police, +1 Probe)
+1 ECONOMY: Air transport connects otherwise seperated people, increasing trade
-3 SUPPORT: Maintaining a flight network takes considerable resources
-1 PLANET: Little regard for the natives' way of life
-1 PROBE: Large, unwieldy transit system easy to infiltrate
Free AIRPORT (Psi Gate) in every city.
1 in every 4 citizens are unhappy.
Begins with a free RECON GUNSHIP (unique unit).
May not pursue All Must Die.
Spinda Café
Agenda: Greed
+2 ORDER: Experience in running cafés, raffles, etc.
+1 SUPPORT: Keen interest in recycling
-1 MORALE: Disinterested in combat
-1 RESEARCH: Limited funds for research and development
2% INTEREST: Gains 2% interest on gold reserves every turn
May not pursue All Must Die.
Seafoam Collective
Agenda: We Must Be Free
+1 POLICE: Great spirit of collective effort
+1 INDUSTRY: Followers realise the urgency of the situation
-1 ORDER: Rushed exodus means that many resort to stealing due to low supplies
-1 SUPPORT: Supply lines from Seafoam Islands are infrequent
Extra 2 COLONY PODS at start.
May exceed WATER SUPPLY (Hab Complex) population requirements by 2.
Vixen's Path
Agenda: Demonism
+1 ORDER: Strict, controlling society
+1 SUPPORT: All males are sent into combat as soon as they can stand
+1 MORALE: Survivors return home to life of breeding stallion--Matriarchs are practical
-1 POLICE: Males often rebel against the harsh female mistresses
-1 INDUSTRY: Females were not designed for hard labour
Receives half penalties for negative POLICE modifiers.
May not embrace Christianity.
Protectors of the Wild
Agenda: Perfect Society
+25% DEFENCE: Generations of experience in defending temples
+2 PLANET: Devoted to promoting native growth
+1 SUPPORT: Society dedicated to defending cities
-2 INDUSTRY: Reluctant to produce material goods
-1 RESEARCH: Suspicious of modern science
+1 Food in vine (fungus) squares.
May not embrace Demonism.
What do you think would work for these guys in the normal game? :) Open to discussion!