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| Gaia's Stepdaughters || Dierdre Skye || Green || Free Market || -1 Morale -1 Police +2 Effic +1 Planet || Centauri Ecology || Can capture mind worms more easily; +1 nutrient in fungus
| Gaia's Stepdaughters || Dierdre Skye || Green || Free Market || -1 Morale -1 Police +2 Effic +1 Planet || Centauri Ecology || Can capture mind worms more easily; +1 nutrient in fungus
|-
|-
| The Lord's Believers || Miriam Godwinson || Fundamentalist || Knowledge || --Research +1 Probe +2 Support -1 Planet || Social Psych || 25% attack bonus; no research first 10 turns
| 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 Human Hive || Sheng-ji Yang || Police State || Democratic || +1 Growth +1 Industry -2 Economy || Doctrine: Loyalty || Perimeter Defense at every base; immune to inefficiency<sup>2</sup>
| 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<sup>2</sup>

Revision as of 04:09, 31 May 2004

Playing styles

The detailed descriptions of each faction refer to three playing styles: Builder, Hybrid, and Momentum. These will be defined here. But first, it must be recognized that there are as many different approaches to the game as there are players who love the game, but these (often wildly varying) approaches can, in at least a general sense, be grouped into the three basic styles of play. They are basic archetypes rather than full styles. Recognizing them is vitally important in effective planning.

Builder

Builders don't care much for fighting, preferring to cloister themselves off on some small to mid-sized continent, terraform, build infrastructure, and research new technologies. The hallmarks of Builder style play are:

  1. Long delays in prototyping new weapons and defensive systems, in favor of constructing infrastructure
  2. The preservation of as close to 100% of industrial capacity as possible in order to speed the completion of the abovementioned infrastructure (in short, this means minimizing support costs)
  3. Very aesthetically-pleasing empires in general (let's face it, Builder empires just look cool!)
  4. Strict adherence to industrial caps with regards to ecological damages, that is, Builders spend a lot of time terraforming, and they don't like to see their efforts undone by sudden fungal blooms, so you will seldom find any, and certainly no significant eco-damage in a Builder Empire). For the reason of preservation of Industrial Capacity alone, "Biogenetics" is probably a Builder-Players most treasured tech, and many a Builder player will micro-manage his/her bases down to the unit level, upgrading any unit which is tying up support costs.

Hybrid

The Hybrid's main watch-word is flexibility. He's the guy who wants to be ready for anything that might come up, and while he greatly admires the Builder's stunning efficiency and sterling industry, he also knows that somewhere out there on the map, and maybe closer than he thinks, are people who would like nothing better than to take it all away from him. To that end, the Hybrid player makes some "strategic sacrifices," developing a stout standing army as early as techs permit it, and upgrading and honing them constantly. Often, the Hybrid Player has half (or more) of his army on the prowl, looking for pods, and looking for potential enemies of the state. Yes, he's interested in developing an economy to rival his Builder counterparts, but not at the risk of being blind-sided by some fast-moving attacker.

Momentum

Fast and loose! The Momentum player's main goal is to expand with lightening speed, get a horde of small bases (production centers) up and running, and then use them to build a war machine that is second to none, and while he's getting his production centers geared up, his scouts are on the prowl, a sharp eye open for signs of anybody else. The moment he finds someone else, the real show begins, and the Momentum player is banking on the fact that, because he's so active, even if you have a technology edge, he'll be able to probe his way to technological parity and smash you with his relatively large standing force. Bases are seen as little more than barracks, and not much attention is given to infrastructural builds, beyond that which absolutely essential (i.e., network nodes, to cash in artifacts found or stolen).

The factions

Velociryx wrote so much about the individual factions that we had to split it all up into two subchapters:

Here you can also see a table comparing them all (Alien Crossfire factions not integrated yet):

Faction Leader Preference Aversion Society Free tech Other
Morgan Industries Nwabudike Morgan Free Market Planned +1 Economy -2 Support Industrial Base +1 commerce; begins with 100 energy; -3 hab1
The University of Planet Prokhor Zakharov Knowledge Fundamentalist +2 Research -2 Probe Information Networks (plus random free tech) Free Network Node at every base; extra drone every 4 citizens
The Spartan Federation Corazón Santiago Power Wealth +2 Morale +1 Police -1 Industry Doctrine: Mobility Free prototypes
Gaia's Stepdaughters Dierdre Skye Green Free Market -1 Morale -1 Police +2 Effic +1 Planet Centauri Ecology Can capture mind worms more easily; +1 nutrient in fungus
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 Human Hive Sheng-ji Yang Police State Democratic +1 Growth +1 Industry -2 Economy Doctrine: Loyalty Perimeter Defense at every base; immune to inefficiency2
The Peacekeeping Forces Pravin Lal Democractic Police State -1 Efficiency Biogenetics Receives double votes in elections for Planetary Governor and Supreme Leader; +2 hab3; extra talent every 4 citizens

[1] Meaning 4 population is the limit before a Hab Complex is built, and 11 population is the limit before Habitation Dome is built.

[2] Negative modifiers to efficiency are ignored, while positive modifiers still take effect.

[3] Meaning 9 population is the limit before a Hab Complex is built, and 16 is the limit before a Habitation Dome is built.

Portions of this chapter were originally written by Velociryx in his SMAC FAQ. Used with permission.