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{{Header Nav|game=Sid Meier's Alien Crossfire}} | |||
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All factions have distinct advantages and disadvantages. They have different society traits, start with different technologies, and sometimes even have oddities such as smaller maximum base sizes. This means that every faction has a different overall playstyle, although some factions are more suited to some playstyles than others. For instance, the [[Sid Meier's Alpha Centauri/The Human Hive|Hive]] is more likely to [[Sid Meier's Alpha Centauri/Gameplay#Infinite City Sprawl|ICS]] than the [[Sid Meier's Alpha Centauri/The Peacekeeping Forces|Peacekeepers]], because Yang gets free [[Sid Meier's Alpha Centauri/Facilities#Perimeter Defense|Perimeter Defenses]] but little energy income, while Lal can get more population per base and may want to take advantage of it. | All factions have distinct advantages and disadvantages. They have different society traits, start with different technologies, and sometimes even have oddities such as smaller maximum base sizes. This means that every faction has a different overall playstyle, although some factions are more suited to some playstyles than others. For instance, the [[Sid Meier's Alpha Centauri/The Human Hive|Hive]] is more likely to [[Sid Meier's Alpha Centauri/Gameplay#Infinite City Sprawl|ICS]] than the [[Sid Meier's Alpha Centauri/The Peacekeeping Forces|Peacekeepers]], because Yang gets free [[Sid Meier's Alpha Centauri/Facilities#Perimeter Defense|Perimeter Defenses]] but little energy income, while Lal can get more population per base and may want to take advantage of it. | ||
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The game settings can enhance or reduce the advantages and disadvantages of each faction. For instance, disabling Blind Research weakens the aliens of Alien Crossfire because they ''never'' have Blind Research, so they lose one of their inherent advantages (Or rather, non-alien players gain the same advantage the aliens already have). Likewise, [[Sid Meier's Alien Crossfire/The Nautilus Pirates|Svensgaard]] would prefer a world with massive oceans (essentially more territory for him) and arid terrain (which hurts land factions much more than the sea-based Pirates), while all other factions would probably prefer the opposite. | The game settings can enhance or reduce the advantages and disadvantages of each faction. For instance, disabling Blind Research weakens the aliens of Alien Crossfire because they ''never'' have Blind Research, so they lose one of their inherent advantages (Or rather, non-alien players gain the same advantage the aliens already have). Likewise, [[Sid Meier's Alien Crossfire/The Nautilus Pirates|Svensgaard]] would prefer a world with massive oceans (essentially more territory for him) and arid terrain (which hurts land factions much more than the sea-based Pirates), while all other factions would probably prefer the opposite. | ||
== The factions == | |||
A table comparing all the factions follows. Note that a faction's "preference" is preferred by the AI but a human player can (and, under some circumstances, may want to) use something else. However, the faction's aversion, if any, is always enforced: a player may ''never'' choose a faction's aversion. It simply will not show up in the [[Sid Meier's Alpha Centauri/Social Engineering|Social Engineering]] table. | A table comparing all the factions follows. Note that a faction's "preference" is preferred by the AI but a human player can (and, under some circumstances, may want to) use something else. However, the faction's aversion, if any, is always enforced: a player may ''never'' choose a faction's aversion. It simply will not show up in the [[Sid Meier's Alpha Centauri/Social Engineering|Social Engineering]] table. | ||
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! Faction !! Leader !! Preference !! Aversion !! Society traits !! Free tech !! Other | ! Faction !! Leader !! Preference !! Aversion !! Society traits !! Free tech !! Other | ||
|- | |- | ||
| [[Sid Meier's Alpha Centauri/Gaia's Stepdaughters|Gaia's Stepdaughters]] || Deirdre Skye || [[Sid Meier's Alpha Centauri/Social Engineering#Green|Green]] || [[Sid Meier's Alpha Centauri/Social Engineering#Free Market|Free Market]] || -1 Morale -1 Police +2 Efficiency +1 Planet || [[Sid Meier's Alpha Centauri/Technology tree#Centauri Ecology|Centauri Ecology]] || First Mind Worm captured automatically; +1 nutrient in Xenofungus | | [[Sid Meier's Alpha Centauri/Gaia's Stepdaughters|Gaia's Stepdaughters]] || Deirdre Skye || [[Sid Meier's Alpha Centauri/Social Engineering#Green|Green]] || [[Sid Meier's Alpha Centauri/Social Engineering#Free Market|Free Market]] || -1 Morale<br/>-1 Police<br/>+2 Efficiency<br/>+1 Planet || [[Sid Meier's Alpha Centauri/Technology tree#Centauri Ecology|Centauri Ecology]] || First Mind Worm captured automatically; +1 nutrient in Xenofungus | ||
|- | |- | ||
| [[Sid Meier's Alpha Centauri/The Human Hive|The Human Hive]] || Sheng-ji Yang || [[Sid Meier's Alpha Centauri/Social Engineering#Police State|Police State]] || [[Sid Meier's Alpha Centauri/Social Engineering#Democratic|Democratic]] || +1 Growth +1 Industry -2 Economy || [[Sid Meier's Alpha Centauri/Technology tree#Doctrine: Loyalty|Doctrine: Loyalty]] || [[Sid Meier's Alpha Centauri/Facilities#Perimeter Defense|Perimeter Defense]] at every base; immune to inefficiency<ref name="hive">Net negative modifiers to efficiency in Social Engineering are ignored, while positive modifiers still take effect. Yang's bases can still suffer from inefficiency.</ref> | | [[Sid Meier's Alpha Centauri/The Human Hive|The Human Hive]] || Sheng-ji Yang || [[Sid Meier's Alpha Centauri/Social Engineering#Police State|Police State]] || [[Sid Meier's Alpha Centauri/Social Engineering#Democratic|Democratic]] || +1 Growth<br/>+1 Industry<br/>-2 Economy || [[Sid Meier's Alpha Centauri/Technology tree#Doctrine: Loyalty|Doctrine: Loyalty]] || [[Sid Meier's Alpha Centauri/Facilities#Perimeter Defense|Perimeter Defense]] at every base; immune to inefficiency<ref name="hive">Net negative modifiers to efficiency in Social Engineering are ignored, while positive modifiers still take effect. Yang's bases can still suffer from inefficiency.</ref> | ||
|- | |- | ||
| [[Sid Meier's Alpha Centauri/The University of Planet|The University of Planet]] || Prokhor Zakharov || [[Sid Meier's Alpha Centauri/Social Engineering#Knowledge|Knowledge]] || [[Sid Meier's Alpha Centauri/Social Engineering#Fundamentalist|Fundamentalist]] || +2 Research -2 Probe || [[Sid Meier's Alpha Centauri/Technology tree#Information Networks|Information Networks]] || Free extra starting tech; free [[Sid Meier's Alpha Centauri/Facilities#Network Node|Network Node]] at every base; extra drone every 4 citizens | | [[Sid Meier's Alpha Centauri/The University of Planet|The University of Planet]] || Prokhor Zakharov || [[Sid Meier's Alpha Centauri/Social Engineering#Knowledge|Knowledge]] || [[Sid Meier's Alpha Centauri/Social Engineering#Fundamentalist|Fundamentalist]] || +2 Research<br/>-2 Probe || [[Sid Meier's Alpha Centauri/Technology tree#Information Networks|Information Networks]] || Free extra starting tech; free [[Sid Meier's Alpha Centauri/Facilities#Network Node|Network Node]] at every base; extra drone every 4 citizens | ||
|- | |- | ||
| [[Sid Meier's Alpha Centauri/Morgan Industries|Morgan Industries]] || Nwabudike Morgan || [[Sid Meier's Alpha Centauri/Social Engineering#Free Market|Free Market]] || [[Sid Meier's Alpha Centauri/Social Engineering#Planned|Planned]] || +1 Economy -1 Support || [[Sid Meier's Alpha Centauri/Technology tree#Industrial Base|Industrial Base]] || +1 commerce; begins with 100 extra energy; -3 hab<ref name="morgan">Most factions have "0 hab", meaning it can have up to 7 citizens before requiring a [[Sid Meier's Alpha Centauri/Facilities#Hab Complex|Hab Complex]]. Morgan has -3, so his maximum is size 4 before Hab Complex, and Lal has +2, meaning his maximum is 9. The Hab Complex always boosts the limit by 7, so afterward the limits are 11 and 16 for Morgan and Lal, respectively. Of course, all limits disappear when a [[Sid Meier's Alpha Centauri/Facilities#Habitation Dome|Habitation Dome]] is built.</ref> | | [[Sid Meier's Alpha Centauri/Morgan Industries|Morgan Industries]] || Nwabudike Morgan || [[Sid Meier's Alpha Centauri/Social Engineering#Free Market|Free Market]] || [[Sid Meier's Alpha Centauri/Social Engineering#Planned|Planned]] || +1 Economy<br/>-1 Support || [[Sid Meier's Alpha Centauri/Technology tree#Industrial Base|Industrial Base]] || +1 commerce; begins with 100 extra energy; -3 hab<ref name="morgan">Most factions have "0 hab", meaning it can have up to 7 citizens before requiring a [[Sid Meier's Alpha Centauri/Facilities#Hab Complex|Hab Complex]]. Morgan has -3, so his maximum is size 4 before Hab Complex, and Lal has +2, meaning his maximum is 9. The Hab Complex always boosts the limit by 7, so afterward the limits are 11 and 16 for Morgan and Lal, respectively. Of course, all limits disappear when a [[Sid Meier's Alpha Centauri/Facilities#Habitation Dome|Habitation Dome]] is built.</ref> | ||
|- | |- | ||
| [[Sid Meier's Alpha Centauri/The Spartan Federation|The Spartan Federation]] || Corazón Santiago || [[Sid Meier's Alpha Centauri/Social Engineering#Power|Power]] || [[Sid Meier's Alpha Centauri/Social Engineering#Wealth|Wealth]] || +2 Morale +1 Police -1 Industry || [[Sid Meier's Alpha Centauri/Technology tree#Doctrine: Mobility|Doctrine: Mobility]] || Free prototypes; Scout Rover instead of Scout Patrol at start | | [[Sid Meier's Alpha Centauri/The Spartan Federation|The Spartan Federation]] || Corazón Santiago || [[Sid Meier's Alpha Centauri/Social Engineering#Power|Power]] || [[Sid Meier's Alpha Centauri/Social Engineering#Wealth|Wealth]] || +2 Morale<br/>+1 Police<br/>-1 Industry || [[Sid Meier's Alpha Centauri/Technology tree#Doctrine: Mobility|Doctrine: Mobility]] || Free prototypes; Scout Rover instead of Scout Patrol at start | ||
|- | |- | ||
| [[Sid Meier's Alpha Centauri/The Lord's Believers|The Lord's Believers]] || Miriam Godwinson || [[Sid Meier's Alpha Centauri/Social Engineering#Fundamentalist|Fundamentalist]] || [[Sid Meier's Alpha Centauri/Social Engineering#Knowledge|Knowledge]] || -2 Research +1 Probe +2 Support -1 Planet || [[Sid Meier's Alpha Centauri/Technology tree#Social Psych|Social Psych]] || 25% attack bonus; no research first 10 turns | | [[Sid Meier's Alpha Centauri/The Lord's Believers|The Lord's Believers]] || Miriam Godwinson || [[Sid Meier's Alpha Centauri/Social Engineering#Fundamentalist|Fundamentalist]] || [[Sid Meier's Alpha Centauri/Social Engineering#Knowledge|Knowledge]] || -2 Research<br/>+1 Probe<br/>+2 Support<br/>-1 Planet || [[Sid Meier's Alpha Centauri/Technology tree#Social Psych|Social Psych]] || 25% attack bonus; no research first 10 turns | ||
|- | |- | ||
| [[Sid Meier's Alpha Centauri/The Peacekeeping Forces|The Peacekeeping Forces]] || Pravin Lal || [[Sid Meier's Alpha Centauri/Social Engineering#Democractic|Democratic]] || [[Sid Meier's Alpha Centauri/Social Engineering#Police State|Police State]] || -1 Efficiency || [[Sid Meier's Alpha Centauri/Technology tree#Biogenetics|Biogenetics]] || Receives double votes in elections for Planetary Governor and Supreme Leader; +2 hab<ref name="morgan"/>; extra talent every 4 citizens | | [[Sid Meier's Alpha Centauri/The Peacekeeping Forces|The Peacekeeping Forces]] || Pravin Lal || [[Sid Meier's Alpha Centauri/Social Engineering#Democractic|Democratic]] || [[Sid Meier's Alpha Centauri/Social Engineering#Police State|Police State]] || -1 Efficiency || [[Sid Meier's Alpha Centauri/Technology tree#Biogenetics|Biogenetics]] || Receives double votes in elections for Planetary Governor and Supreme Leader; +2 hab<ref name="morgan"/>; extra talent every 4 citizens | ||
|- | |- | ||
| [[ | | [[../The Cybernetic Consciousness/]] || Aki Zeta-5 || [[Sid Meier's Alpha Centauri/Social Engineering#Cybernetic|Cybernetic]] || [[Sid Meier's Alpha Centauri/Social Engineering#Fundamentalist|Fundamentalist]] || +2 Efficiency<br/>+2 Research<br/>-1 Growth || [[Sid Meier's Alpha Centauri/Technology tree#Information Networks|Information Networks]], [[Sid Meier's Alpha Centauri/Technology tree#Applied Physics|Applied Physics]] || Steal tech on capturing a base; no penalty for [[Sid Meier's Alpha Centauri/Social Engineering#Cybernetic|Cybernetic]] social choice | ||
|- | |- | ||
| [[ | | [[../The Nautilus Pirates/]] || Ulrik Svensgaard || [[Sid Meier's Alpha Centauri/Social Engineering#Power|Power]] || N/A || -1 Efficiency<br/>-1 Growth || [[Sid Meier's Alpha Centauri/Technology tree#Doctrine: Mobility|Doctrine: Mobility]], [[Sid Meier's Alpha Centauri/Technology tree#Doctrine: Flexibility|Doctrine: Flexibility]] || Aquatic<ref name="pirates">First base and starting units are in the sea. Ocean shelf tiles produce +1 mineral. Can improve non-shelf ocean tiles with Advanced Ecological Engineering.</ref>; free Naval Yards with Doctrine: Initiative; free [[Sid Meier's Alpha Centauri/Special_Ability#Marine Detachment|Marine Detachment]] on all units with [[Sid Meier's Alpha Centauri/Technology tree#Adaptive Doctrine|Adaptive Doctrine]] | ||
|- | |- | ||
| [[ | | [[../The Free Drones/]] || Domai || [[Sid Meier's Alpha Centauri/Social Engineering#Eudaimonic|Eudaimonic]] || [[Sid Meier's Alpha Centauri/Social Engineering#Green|Green]] || +2 Industry<br/>-2 Research || [[Sid Meier's Alpha Centauri/Technology tree#Industrial Base|Industrial Base]] || One fewer drone in each city; 75% chance that rioting bases will join you | ||
|- | |- | ||
| [[ | | [[../The Data Angels/]] || Sinder Roze || [[Sid Meier's Alpha Centauri/Social Engineering#Democratic|Democratic]] || [[Sid Meier's Alpha Centauri/Social Engineering#Power|Power]] || +2 Probe<br/>-1 Police || [[Sid Meier's Alpha Centauri/Technology tree#Information Networks|Information Networks]], [[Sid Meier's Alpha Centauri/Technology tree#Planetary Networks|Planetary Networks]] || -25% cost of probe actions; free [[Sid Meier's Alpha Centauri/Facilities#Covert Ops Center|Covert Ops Centers]] with [[Sid Meier's Alpha Centauri/Technology tree#Pre-Sentient Algorithms|Pre-Sentient Algorithms]]; free probe team at start; gains any tech known to three other factions | ||
|- | |- | ||
| [[ | | [[../The Cult of Planet/]] || Cha'Dawn || [[Sid Meier's Alpha Centauri/Social Engineering#Green|Green]] || [[Sid Meier's Alpha Centauri/Social Engineering#Wealth|Wealth]] || +2 Planet<br/>-1 Industry<br/>-1 Economy || [[Sid Meier's Alpha Centauri/Technology tree#Centauri Ecology|Centauri Ecology]], [[Sid Meier's Alpha Centauri/Technology tree#Social Psych|Social Psych]] || Free Mind Worm at start; Mind Worms count as having [[Sid Meier's Alpha Centauri/Special_Ability#Non-Lethal Methods|Non-Lethal Methods]]; free [[Sid Meier's Alpha Centauri/Facilities#Brood Pit|Brood Pits]] with [[Sid Meier's Alpha Centauri/Technology tree#Centauri Genetics|Centauri Genetics]] | ||
|- | |- | ||
| [[ | | [[../The Planetary Caretakers/]] || Lular H'minee || [[Sid Meier's Alpha Centauri/Social Engineering#Planned|Planned]] || N/A || +1 Planet || [[Sid Meier's Alpha Centauri/Technology tree#Information Networks|Information Networks]], [[Sid Meier's Alpha Centauri/Technology tree#Biogenetics|Biogenetics]], [[Sid Meier's Alpha Centauri/Technology tree#Centauri Ecology|Centauri Ecology]] || Alien faction<ref name="caretakers">Alien factions all have a free recycling tank in every base, energy grid in lieu of commerce (every two facilities adds +1 energy per turn; secret projects add 2.5 energy per turn), Space Survey (all land masses revealed at start) regardless of game settings, non-blind research regardless of game settings. Alien factions start with [[Sid Meier's Alpha Centauri/Technology tree#Progenitor Psych|Progenitor Psych]] and [[Sid Meier's Alpha Centauri/Technology tree#Field Modulation|Field Modulation]] and have permanent vendettas against all other alien factions, even custom ones. Alien factions can win by building [[Sid Meier's Alpha Centauri/Facilities#Subspace Generator|Subspace Generators]] in each of 6 cities of size 10 or greater. The Manifold Nexus landmark grants alien factions +1 Research as well as +1 Planet.</ref>; +25% defense bonus; cannot build the [[Sid Meier's Alpha Centauri/Secret Projects#Voice of Planet|Voice of Planet]]; [[Sid Meier's Alpha Centauri/Facilities#Recycling Tanks|Recycling Tanks]] at every base | ||
|- | |- | ||
| [[ | | [[../The Planetary Usurpers/]] || Judaa Marr || [[Sid Meier's Alpha Centauri/Social Engineering#Planned|Planned]] || [[Sid Meier's Alpha Centauri/Social Engineering#Democratic|Democratic]] || +1 Growth<br/>+1 Morale<br/>-1 Planet || [[Sid Meier's Alpha Centauri/Technology tree#Applied Physics|Applied Physics]], [[Sid Meier's Alpha Centauri/Technology tree#Centauri Ecology|Centauri Ecology]], [[Sid Meier's Alpha Centauri/Technology tree#Biogenetics|Biogenetics]] || Alien faction<ref name="caretakers"/>; +25% attack bonus; [[Sid Meier's Alpha Centauri/Facilities#Recycling Tanks|Recycling Tanks]] at every base | ||
|} | |} | ||
==Footnotes== | |||
<references/> |
Latest revision as of 18:30, 10 October 2023
All factions have distinct advantages and disadvantages. They have different society traits, start with different technologies, and sometimes even have oddities such as smaller maximum base sizes. This means that every faction has a different overall playstyle, although some factions are more suited to some playstyles than others. For instance, the Hive is more likely to ICS than the Peacekeepers, because Yang gets free Perimeter Defenses but little energy income, while Lal can get more population per base and may want to take advantage of it.
The game settings can enhance or reduce the advantages and disadvantages of each faction. For instance, disabling Blind Research weakens the aliens of Alien Crossfire because they never have Blind Research, so they lose one of their inherent advantages (Or rather, non-alien players gain the same advantage the aliens already have). Likewise, Svensgaard would prefer a world with massive oceans (essentially more territory for him) and arid terrain (which hurts land factions much more than the sea-based Pirates), while all other factions would probably prefer the opposite.
The factions[edit]
A table comparing all the factions follows. Note that a faction's "preference" is preferred by the AI but a human player can (and, under some circumstances, may want to) use something else. However, the faction's aversion, if any, is always enforced: a player may never choose a faction's aversion. It simply will not show up in the Social Engineering table.
Faction | Leader | Preference | Aversion | Society traits | Free tech | Other |
---|---|---|---|---|---|---|
Gaia's Stepdaughters | Deirdre Skye | Green | Free Market | -1 Morale -1 Police +2 Efficiency +1 Planet |
Centauri Ecology | First Mind Worm captured automatically; +1 nutrient in Xenofungus |
The Human Hive | Sheng-ji Yang | Police State | Democratic | +1 Growth +1 Industry -2 Economy |
Doctrine: Loyalty | Perimeter Defense at every base; immune to inefficiency[1] |
The University of Planet | Prokhor Zakharov | Knowledge | Fundamentalist | +2 Research -2 Probe |
Information Networks | Free extra starting tech; free Network Node at every base; extra drone every 4 citizens |
Morgan Industries | Nwabudike Morgan | Free Market | Planned | +1 Economy -1 Support |
Industrial Base | +1 commerce; begins with 100 extra energy; -3 hab[2] |
The Spartan Federation | Corazón Santiago | Power | Wealth | +2 Morale +1 Police -1 Industry |
Doctrine: Mobility | Free prototypes; Scout Rover instead of Scout Patrol at start |
The Lord's Believers | Miriam Godwinson | Fundamentalist | Knowledge | -2 Research +1 Probe +2 Support -1 Planet |
Social Psych | 25% attack bonus; no research first 10 turns |
The Peacekeeping Forces | Pravin Lal | Democratic | Police State | -1 Efficiency | Biogenetics | Receives double votes in elections for Planetary Governor and Supreme Leader; +2 hab[2]; extra talent every 4 citizens |
The Cybernetic Consciousness | Aki Zeta-5 | Cybernetic | Fundamentalist | +2 Efficiency +2 Research -1 Growth |
Information Networks, Applied Physics | Steal tech on capturing a base; no penalty for Cybernetic social choice |
The Nautilus Pirates | Ulrik Svensgaard | Power | N/A | -1 Efficiency -1 Growth |
Doctrine: Mobility, Doctrine: Flexibility | Aquatic[3]; free Naval Yards with Doctrine: Initiative; free Marine Detachment on all units with Adaptive Doctrine |
The Free Drones | Domai | Eudaimonic | Green | +2 Industry -2 Research |
Industrial Base | One fewer drone in each city; 75% chance that rioting bases will join you |
The Data Angels | Sinder Roze | Democratic | Power | +2 Probe -1 Police |
Information Networks, Planetary Networks | -25% cost of probe actions; free Covert Ops Centers with Pre-Sentient Algorithms; free probe team at start; gains any tech known to three other factions |
The Cult of Planet | Cha'Dawn | Green | Wealth | +2 Planet -1 Industry -1 Economy |
Centauri Ecology, Social Psych | Free Mind Worm at start; Mind Worms count as having Non-Lethal Methods; free Brood Pits with Centauri Genetics |
The Planetary Caretakers | Lular H'minee | Planned | N/A | +1 Planet | Information Networks, Biogenetics, Centauri Ecology | Alien faction[4]; +25% defense bonus; cannot build the Voice of Planet; Recycling Tanks at every base |
The Planetary Usurpers | Judaa Marr | Planned | Democratic | +1 Growth +1 Morale -1 Planet |
Applied Physics, Centauri Ecology, Biogenetics | Alien faction[4]; +25% attack bonus; Recycling Tanks at every base |
Footnotes[edit]
- ↑ Net negative modifiers to efficiency in Social Engineering are ignored, while positive modifiers still take effect. Yang's bases can still suffer from inefficiency.
- ↑ 2.0 2.1 Most factions have "0 hab", meaning it can have up to 7 citizens before requiring a Hab Complex. Morgan has -3, so his maximum is size 4 before Hab Complex, and Lal has +2, meaning his maximum is 9. The Hab Complex always boosts the limit by 7, so afterward the limits are 11 and 16 for Morgan and Lal, respectively. Of course, all limits disappear when a Habitation Dome is built.
- ↑ First base and starting units are in the sea. Ocean shelf tiles produce +1 mineral. Can improve non-shelf ocean tiles with Advanced Ecological Engineering.
- ↑ 4.0 4.1 Alien factions all have a free recycling tank in every base, energy grid in lieu of commerce (every two facilities adds +1 energy per turn; secret projects add 2.5 energy per turn), Space Survey (all land masses revealed at start) regardless of game settings, non-blind research regardless of game settings. Alien factions start with Progenitor Psych and Field Modulation and have permanent vendettas against all other alien factions, even custom ones. Alien factions can win by building Subspace Generators in each of 6 cities of size 10 or greater. The Manifold Nexus landmark grants alien factions +1 Research as well as +1 Planet.