The Ancients League
![]() The Ancients League |
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---|---|
Morale | -2 |
Probe | +3 |
Research | +1 |
Anti-Ideology | None |
Ideology | Thought Control |
Starting tech | Planetary Networks, Polymorphic Software |
Starting unit | Probe Team, Probe Team |
Council votes | ×0.5 |

The Ancients are my attempt at a faction devoted to espionage and diplomatic manuvering. This group should require a little creativity to survive among the more militaristic factions. Their chief weapon is their probe teams and their ability to manipulate and gather information on the their enemies. The game seems to rate their power as higher than it really is, especially at the beginning of the game. (The probe teams can be very useful for initial exploration, however. Just keep an eye out for those mind-worms!)
The best strategy I have found seems to use probe teams and rovers to quickly explore and pick up those colony pods. Then expand quickly and concentrate on acumulating energy credits. When it comes to combat, the Ancients low morale makes it easier to try and subvert enemy units and bases rather than fight it out. With enough energy credits, the Ancients are practically invinsible. (One of my favorite strategies is to locate and befriend the Morganites. I then send in probe teams every turn to steal their money!!)
I stole most of the graphics files from sidgames.com and clipartcastle.com, and yes most of my base names were taken from "The Wheel of Time", Couldn't come up with that many on my own.
- Factions with -2 Morale
- Factions with +3 Probe
- Factions with +1 Research
- Factions opposed to nothing
- Factions supporting Thought Control
- Factions with Planetary Networks starting technology
- Factions with Polymorphic Software starting technology
- Factions with free Probe Team
- Factions with ×0.5 votes
- Custom factions