Shroom Farmers
Basically a bunch of fungus-smoking stoners, the Shroom Farmers are designed around actually making Fungus viable for resource production, as well as using native life. Their Fungus squares start as 2/1/1 tiles in the early game allowing for relatively fast expansion (offset by a growth/industry penalty), and they peak as 3/2/2 tiles once you get Centauri Psi, making them equal to Hybrid Forests.
Unlike other factions they benefit a lot from the Centauri techs (Centauri Empathy even gets them a free Bio Lab at every base for early bonus research), and they should focus on them ASAP. Conversely they can safely ignore the restriction lifting and tree farm techs.
They're balanced around human play and are designed to be of a similar strength level as the official factions.
How to Install : Copy the text file into Notepad and save it as Shroom.txt. Download the three images, open them with an image editor, and save them as .pcx images (important : pcx format not png). Put Shroom.txt, Shroom.pcx, Shroom2.pcx and Shroom3.pcx in your Alpha Centauri main folder. Open the faction editor (facedit.exe), open Shroom.txt, click save, *cancel the save*, and click "add faction" to add the faction to the game.
![]() Shroom Farmers |
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---|---|
Growth | -2 |
Industry | -1 |
Research | 0 (Tech Cost 80%) |
Psi Combat | 110% |
Anti-Ideology | Free Market |
Ideology | Green |
Impunity | Green |
Starting tech | Social Psych |
Free facility | Biology Lab |
Fungus production | +1 Nutrient +1 Mineral +1 Energy |
Native units have double police effect | |

- Factions with -2 Growth
- Factions with -1 Industry
- Factions with 80% technology cost
- Factions with combat bonuses
- Factions opposed to Free Market
- Factions supporting Green
- Factions with impunity to Green
- Factions with Social Psych starting technology
- Factions with free Biology Lab (with required tech)
- Factions with fungal resource bonuses
- Factions with double native life police
- Custom factions