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==Zakharov, the Hybrid==
==Zakharov, the Hybrid==
This approach plays to your ability to rip through the early game tech tree much more quickly than anybody else. You can be running Planned/Wealth by the early twenties if you set your mind to it, and specialize your bases out, with the fringe ones doing early war-tech prototyping, and your inner core working on infrastructure. Best of all, you can get to Industrial Automation that quickly, and still go back and pick up Mobility and Flexibility, generally ahead of those who beeline straight for them (exception: The Spartans, who are only one tech from Doctrine: Flexibility at game start). This means that you can get probe foils in the water plenty early enough to send them out exploring, and infiltrate most of your opponents' datalinks before they can even mount a good probe defense, which a crucial play. Combat wise, again, thanks to your free facility, you can pay comparatively less attention to your infrastructure and focus more on the warring techs, again thanks to your free facility. You can also let current game circumstances dictate exactly how your research edge is used, magnifying your advantage depending on the prevailing climate of the game. If you're isolated, fine. Drop to peace-time expansion until something develops, but if you've got neighbors close at hand, you can carry the fight to them rather quickly.
This approach plays to your ability to rip through the early game tech tree much more quickly than anybody else. You can be running Planned/Wealth by the early twenties if you set your mind to it, and specialize your bases out, with the fringe ones doing early war-tech prototyping, and your inner core working on infrastructure. Best of all, you can get to Industrial Automation that quickly, and still go back and pick up Mobility and Flexibility, generally ahead of those who beeline straight for them (exception: The Spartans, who are only one tech from Doctrine: Flexibility at game start). This means that you can get probe foils in the water plenty early enough to send them out exploring, and infiltrate most of your opponents' datalinks before they can even mount a good probe defense, which a crucial play. Combat wise, again, thanks to your free facility, you can pay comparatively less attention to your infrastructure and focus more on the warring techs, again thanks to your free facility. You can also let current game circumstances dictate exactly how your research edge is used, magnifying your advantage depending on the prevailing climate of the game. If you're isolated, fine. Drop to peace-time expansion till something develops, but if you've got neighbors close at hand, you can carry the fight to them rather quickly.


==Zakharov, the Conqueror==
==Zakharov, the Conqueror==
Simply put, while everybody else is spending time and energy to get where you start from (i.e., the building of [[Sid Meier's Alpha Centauri/Facilities#Network Node|Network Nodes]]), you can be building fast attackers to take their bases! About the only group that can do this as or more quickly than you are the Spartans, and that's only because of where they begin on the tech tree. Theirs is a short term advantage in the sense that, research-wise, there's no way they can keep up with you. Even a heavy builder focus won't do it. This is a huge advantage, and if you put your mind to researching nothing but combat techs, you can have enough impact rovers for a good early game rush by the early to mid 30's! Except for the previously mentioned exception, nobody can top that, and that kind of raw speed plays well for a momentum game. If you find somebody on the continent with you, this is the kind of speed that will win you the game, and, once you make a couple of early kills to put you in a position of dominance, your faction is better suited than most to rapidly shifting gears.
Simply put, while everybody else is spending time and energy to get where you start from (i.e., the building of [[Sid Meier's Alpha Centauri/Facilities#Network Node|Network Nodes]]), you can be building fast attackers to take their bases! About the only group that can do this as or more quickly than you are the Spartans, and that's only because of where they begin on the tech tree. Theirs is a short term advantage in the sense that, research-wise, there's no way they can keep up with you. Even a heavy builder focus won't do it. This is a huge advantage, and if you put your mind to researching nothing but combat techs, you can have enough impact rovers for a good early game rush by the early to mid 30's! Except for the previously mentioned exception, nobody can top that, and that kind of raw speed plays well for a momentum game. If you find somebody on the continent with you, this is the kind of speed that will win you the game, and, once you make a couple of early kills to put you in a position of dominance, your faction is better suited than most to rapidly shifting gears.
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