Difference between revisions of "Factions"
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==List of Factions== | ==List of Factions== | ||
− | ===Classic Factions=== | + | ===Classic Factions=== [[Social Engineering|Atribute]] |
− | + | *<b><font color="lime">[[Gaia's Stepdaughters]]</font></b> or the Gaians. This is an ecologically focused faction with bonuses to [[Social Engineering|Planet]] (+1) and [[Social Engineering|Efficiency]] (+2) and with penalties to [[Social Engineering|Morale]] (-1) and [[Social Engineering|Police]] (-1). Gians advocate [[Social Engineering|Green Economics]] and cannot use [[Social Engineering|Free Market Economics]]. They start with [[Centauri Ecology]] and can build formers from the start. They also get one additional nutrient in fungus squares. They tend to be better then any other of the original factions at using native life but have difficulty with supporting a competitive conventional military. | |
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+ | *<b><font color="blue">[[Human Hive]]</font></b> or the Hive. This is an industry focused faction with bonuses to [[Social Engineering|Industry]] (+1) and [[Social Engineering|Growth]] (+1) and with penalties to [[Social Engineering|Economy]] (-2). The Hive advocates [[Social Engineering|Police State Politics]] and cannot use [[Social Engineering|Democratic Politics]]. They start with [[Doctrine: Loyalty]] and have a free [[Perimeter Defense]] at each base. Unlike the free Perimeter Defense given by the [[The Citizens’ Defense Force]], this one can be destroyed or lost at an individual base (through mindworm attack or probe team action for example). They tend to have the largest army on Planet as long as they remain competitive but they will have a hard time maintaining an energy budget and will rarely be wealthy limited their huge strengths. | ||
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+ | *<b><font color="#B5B5B5">[[University of Planet]]</font></b> or the University. This is a research focused faction with bonuses to [[Social Engineering|Research]] (+2) and with penalties to [[Social Engineering|Probe]] (-2). The University advocates [[Social Engineering|Knowledge Values]] and cannot use [[Social Engineering|Fundamentalist Politics]]. They start with [[Information Networks]], one other player selected technology, have a free [[Network Node]] at each base, and have 1 extra [[Drone]] at each base for every 4 population (rounded down). As long as this faction remains competitive, it will likely have the best research in the game but is vulnerable to probe team actions (including steeling their technology) and have no native bonuses to their military and have a harder time than most factions managing their basses. | ||
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+ | *<b><font color="yellow">[[Morgan Industries]]</font></b> or the Morgans. This is an economy focused faction with bonuses to [[Social Engineering|Economy]] (+1) and with penalties to [[Social Engineering|Support]] (-1). Morganites advocate [[Social Engineering|Free Market Economics]] and cannot use [[Social Engineering|Planned Economics]]. They start with [[Industrial Base]] and with 110 credits but they have their base population limits decreased by 3 (so without any secret projects, a Moran base cannot grow above 4 population before building a [[Hab Complex]]. As long as they remain competitive they usually have the largest energy reserves of any faction in the game and a quick research rate but they have trouble fielding an army. | ||
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+ | *<b><font color="orange">[[The Lord’s Believers]]</font></b> or the Believers. This is a Christian fundamentalist faction with bonuses to [[Social Engineering|Probe]] (+2) and [[Social Engineering|Support]] (+1) and with penalties to [[Social Engineering|Research]] (-2) and [[Social Engineering|Planet]] (-1). Belivers advocate [[Social Engineering|Fundamentalist Politics]] and cannot use [[Social Engineering|Knowledge Values]]. They start with [[Social Psych]] and their troops get a +25% [[combat|combat modifier]] when atacking. They require some means other than research to gain technologies to remain competitive like the use of probe teams. If they do then they are likely tohave the best offensive army on Planet. | ||
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+ | *<b><font color="#371C00">[[Spartan Federation]]</font></b> or the Spartan Federation. This is a military focused faction with bonuses to [[Social Engineering|Morale]] (+2) and [[Social Engineering|Police]] (+1) and with penalties to [[Social Engineering|Industry]] (-1). Spartans advocate [[Social Engineering|Power Values]] and cannot use [[Social Engineering|Wealth Values]]. They start with [[Doctrine: Mobility]] and with a Unity Rover [[Units|(1-1-2)]] as well as being able to [[Units|prototype] units for free. If they can stay competitive they tend to have the highest quality troops on Planet but they can have trouble growing a large army. | ||
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+ | *<b><font color="aqua">[[Peacekeeping Forces]]</font></b> or the Peacekeepers. This is intensely average faction withpenalties to [[Social Engineering|Efficiency]] (-1). Peacekeepers advocate [[Social Engineering|Democratic Politics]] and cannot use [[Social Engineering|Police State Politics]]. They start with [[Biogenetics] and receive a x2 modifier to their [[Planetary Council]] votes, can exceed the population cap on bases by 2 citizens (for an population cap of 9 citizens for an unmodified base), and have one extra talent at any base for every 4 citizens of that base (rounded up). This faction is quite flexible allowing for players to adapt what strategy and play style they will use to the individual game as it presents itself but this faction can lag behind the others without a player to give it a clear direction. | ||
===Alien Cross Fire Factions=== | ===Alien Cross Fire Factions=== |
Revision as of 14:40, 9 July 2015
In Alpha Centauri you and all players play one of up to seven factions vying for survival and dominance of Planet. The factions that exist for a particular game are set at the game start as well as what faction you choose to play. These will not change during the course of the game. It is possible to play with fewer then seven factions and even to play with one faction. If you play with one faction, diplomacy will not be available and you won't have the benefit and deterrents of opposing or allied factions and the enjoyment that comes with it but you will still have to fight Planet and could be used to try and speed to transcendence.
Factions control several basses and units which are connected together in a common goal as directed by the player playing the faction. Factions engage in social engineering and diplomacy as well as manage an economy and military
Contents |
List of Factions
===Classic Factions=== Atribute
- Gaia's Stepdaughters or the Gaians. This is an ecologically focused faction with bonuses to Planet (+1) and Efficiency (+2) and with penalties to Morale (-1) and Police (-1). Gians advocate Green Economics and cannot use Free Market Economics. They start with Centauri Ecology and can build formers from the start. They also get one additional nutrient in fungus squares. They tend to be better then any other of the original factions at using native life but have difficulty with supporting a competitive conventional military.
- Human Hive or the Hive. This is an industry focused faction with bonuses to Industry (+1) and Growth (+1) and with penalties to Economy (-2). The Hive advocates Police State Politics and cannot use Democratic Politics. They start with Doctrine: Loyalty and have a free Perimeter Defense at each base. Unlike the free Perimeter Defense given by the The Citizens’ Defense Force, this one can be destroyed or lost at an individual base (through mindworm attack or probe team action for example). They tend to have the largest army on Planet as long as they remain competitive but they will have a hard time maintaining an energy budget and will rarely be wealthy limited their huge strengths.
- University of Planet or the University. This is a research focused faction with bonuses to Research (+2) and with penalties to Probe (-2). The University advocates Knowledge Values and cannot use Fundamentalist Politics. They start with Information Networks, one other player selected technology, have a free Network Node at each base, and have 1 extra Drone at each base for every 4 population (rounded down). As long as this faction remains competitive, it will likely have the best research in the game but is vulnerable to probe team actions (including steeling their technology) and have no native bonuses to their military and have a harder time than most factions managing their basses.
- Morgan Industries or the Morgans. This is an economy focused faction with bonuses to Economy (+1) and with penalties to Support (-1). Morganites advocate Free Market Economics and cannot use Planned Economics. They start with Industrial Base and with 110 credits but they have their base population limits decreased by 3 (so without any secret projects, a Moran base cannot grow above 4 population before building a Hab Complex. As long as they remain competitive they usually have the largest energy reserves of any faction in the game and a quick research rate but they have trouble fielding an army.
- The Lord’s Believers or the Believers. This is a Christian fundamentalist faction with bonuses to Probe (+2) and Support (+1) and with penalties to Research (-2) and Planet (-1). Belivers advocate Fundamentalist Politics and cannot use Knowledge Values. They start with Social Psych and their troops get a +25% combat modifier when atacking. They require some means other than research to gain technologies to remain competitive like the use of probe teams. If they do then they are likely tohave the best offensive army on Planet.
- Spartan Federation or the Spartan Federation. This is a military focused faction with bonuses to Morale (+2) and Police (+1) and with penalties to Industry (-1). Spartans advocate Power Values and cannot use Wealth Values. They start with Doctrine: Mobility and with a Unity Rover (1-1-2) as well as being able to [[Units|prototype] units for free. If they can stay competitive they tend to have the highest quality troops on Planet but they can have trouble growing a large army.
- Peacekeeping Forces or the Peacekeepers. This is intensely average faction withpenalties to Efficiency (-1). Peacekeepers advocate Democratic Politics and cannot use Police State Politics. They start with [[Biogenetics] and receive a x2 modifier to their Planetary Council votes, can exceed the population cap on bases by 2 citizens (for an population cap of 9 citizens for an unmodified base), and have one extra talent at any base for every 4 citizens of that base (rounded up). This faction is quite flexible allowing for players to adapt what strategy and play style they will use to the individual game as it presents itself but this faction can lag behind the others without a player to give it a clear direction.
Alien Cross Fire Factions
List of factions from the expansion pack.
Prominent Fan Factions
List of prominent factions created by fans.
Alien Faction
Description of the Aliens as a faction.
Choosing a Faction
Advice on how to choose a faction.
Creating a Faction
Instructions on how to create a new faction.