The Cybernetic Consciousness

From Alpha Centauri Wiki
Jump to: navigation, search
Cyborg logo.png
The Cybernetic Consciousness
Text: cyborg.txt
Social Effects
Efficiency +2
Growth -1
Research +2
Politics
Anti-Ideology Fundamentalist
Ideology Cybernetic
Impunity Cybernetic
Bonuses
Starting tech Applied Physics, Information Networks
Steals tech on base capture
Cyborg leaderhead.png
Prime Function Aki Zeta-5
Personality Pacifist
Interests Discover Explore
Emphasis GROWTH
Gender Female

Contents

Strategy

-1 Growth is a pretty huge penalty for a landward faction, but it does not even compare with the benefits this faction has. The efficiency (and ability to run Market), combined with the research bonus makes this group a powerhouse by any definition, but when you add in the tech-steal ability, what you get is a faction that can stand up to any of the original seven, and then some! Their aversion is one you'd not run anyway (Fundy), so essentially what you get is Deirdre's efficiency, Zak's research, and none of their crippling disabilities (Dee's lack of cash via market, and Zak's drones). That puts the faction in a position to do amazing things. So what if you have to build your own network nodes….with techsteal, active probes, and your inherent research bonus, getting and keeping the tech lead will not be difficult for this faction, growth penalty or no. The “no penalties for Cybernetic” thing is of little consequence, as by the time you are able to make that switch, the game is pretty well won or lost. Still, it's an interesting footnote that you don't need the Network Backbone to get around Cybernetic's negatives when playing this faction.

Builder

Played this way, you take advantage of your Techsteal ability by NOT taking advantage of it. Nobody will WANT to attack you for fear of your being able to rip down a base and steal their proprietary research, so if you're content to play nice, they'll probably be content to let you, and you can make good on your threat anytime you like….just go for Non-linear math pretty early on (that being about the only deviation from the more builder-oriented techs), and you can make good on the implied threat….since you start with Applied Physics, you're only one step away, which is great for you….

As the consciousness, of course, you want to get those lab-enhancing facilities built as quickly as possible to further enhance your native +2 research bonus, but that will mean building at least some energy banks and the like to help pay maintenance, so if you pursue the Builder path, then do it with a vengeance.

One thing that will help your Builder game is the growth penalty. Bases won't be springing up to size in an uncontrolled fashion, and in general, you will have plenty of time to get your Rec. Commons' in place before it becomes an issue. On the other hand, be aware of the fact that you cannot easily execute a pop-boom, which does put you at a bit of a disadvantage, especially when faced with factions that can, but consider your likely rivals who can execute a population boom. Zak, who will have drone problems to contend with almost from the moment his bases surpass size seven, and Lal, who can't research as well as you, regardless of the size of his bases. All of the other factions who can execute a “boom” will fall somewhere between the two groups mentioned above, and none of them can match your research rates, giving you little to fear from their comparatively larger bases.

Hybrid

Impact weapons, Mobility, and Flex, and you're armed and doubly dangerous, as each one of your troopers is as good as a probe team too, if he's the one who moves into an enemy base. That, combined with your ability to do something other than fight (+2 Research) and do it efficiently, makes you a terrific choice for Hybrid style. Since you'll probably keep a standing army at the ready as soon as you get the techs to put something decent together (and you'll get those techs at a pretty good clip, thanks to your inherent strengths), you'll be in a much better position than your Builder cousins to make good on the threat of ripping down their defenses and stealing their techs (an ability which, by the way, lets you selectively ignore certain tech paths, knowing full-well that when you get in a war, you'll be netting those techs anyway). Simply put, you will be hard pressed to find a better Hybrid faction in the game.

Also note the Consciousness's ability to run the Police State / Free Market combination, allowing her to sit at -3 POLICE during Market and actually go on the offense with a few units while benefiting from the huge economic boost Market gives you, all while sitting at a perfectly respectable +1 efficiency (with Knowledge). Even more so, if you get your hands on the Ascetic Virtues, you can sit at -2 POLICE during Market, which allows you to keep Market up permanently and simply switch to Police State whenever you want to attack.

Conqueror

Again, your techsteal ability is pivotal to your entire game. In this case, ignore the juicy Builder techs entirely….you'll get them anyway when you tear down their bases. Just get a core group of mobile, heavily gunned attackers and make everybody else pay. Even without focusing on Net Nodes right away, you will still out tech everybody but Zak in the game, which means you can have your prototype Impact Rover rolling off the assembly lines before most folks have their prototype Synth-garrisons in place, and the math is very much on your side.

Factions
Classic Factions Gaia’s StepdaughtersHuman HiveUniversity of PlanetMorgan IndustriesSpartan FederationThe Lord’s BelieversPeacekeeping Forces
Alien Crossfire Factions The Cybernetic ConsciousnessThe Data AngelsThe Free DronesThe Cult of PlanetNautilus Pirates
Progenitor Factions Manifold CaretakersManifold Usurpers