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{{Header Nav|game=Sid Meier's Alpha Centauri}}
{{Header Nav|game=Sid Meier's Alpha Centauri}}
'''Lady Deirdre Skye'''
'''Lady Deirdre Skye'''
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==Deirdre, the Builder==
==Deirdre, the Builder==
Forget the money. Beeline for [[Sid Meier's Alpha Centauri/Social Engineering#Democratic|Democratic]], and make the switch as soon as you can, netting you a paradigm economy, and +4 growth (when you build [[Sid Meier's Alpha Centauri/Facilities#Children's Creche|Creches]]). At this point, you can slam your labs to 100% and keep pace with the best researchers in the game. True, your income suffers, but you can ease back from 100% periodically to save up more cash, and once you arrive at restriction lifting techs, you can reverse that for a time, effectively turning labs off to help you rush through infrastructure builds. Also, when you're ready to [[Sid Meier's Alpha Centauri/Base management#Achieving Population Boom|boom]], you merely add Planned to what you've already got and giant bases are yours! Again, your research efforts are helped, if pod-scattering is on, by the presence of your mindworms, and, since you cannot run [[Sid Meier's Alpha Centauri/Social Engineering#Free Market|Market]], you will be spending the whole game actively exploring, so if you find others who are running Builder or Hybrid styles (and making regular use of Market), a few probes into their territory with your mindworm force just might be sufficient to scare them away for Market (to avoid fighting a losing battle with your worms). Of course, this is an early game advantage, rendered much less effective once [[Sid Meier's Alpha Centauri/Technology tree#Secrets of the Human Brain|Secrets of the Human Brain]] are discovered, but the implications are that, if you spend a bit of time focused on catching 3-4 worms, you can keep your builder stance and put together enough of a force to effectively worm rush someone. Your troops aren't great, but Children's Creches are an excellent build for you, as it helps with both troop morale and further enhances your empire's efficiency.
Forget the money. Beeline for [[Sid Meier's Alpha Centauri/Social Engineering#Democratic|Democratic]], and make the switch as soon as you can, netting you a paradigm economy, and +4 growth (when you build [[Sid Meier's Alpha Centauri/Facilities#Children's Creche|Creches]]). At this point, you can slam your labs to 100% and keep pace with the best researchers in the game. True, your income suffers, but you can ease back from 100% periodically to save up more cash, and once you arrive at restriction lifting techs, you can reverse that for a time, effectively turning labs off to help you rush through infrastructure builds. Also, when you're ready to [[Civ: SMAC_Pop_Boom#boom|boom]], you merely add Planned to what you've already got and giant bases are yours! Again, your research efforts are helped, if pod-scattering is on, by the presence of your mindworms, and, since you cannot run [[Sid Meier's Alpha Centauri/Social Engineering#Free Market|Market]], you will be spending the whole game actively exploring, so if you find others who are running Builder or Hybrid styles (and making regular use of Market), a few probes into their territory with your mindworm force just might be sufficient to scare them away for Market (to avoid fighting a losing battle with your worms). Of course, this is an early game advantage, rendered much less effective once [[Sid Meier's Alpha Centauri/Technology tree#Secrets of the Human Brain|Secrets of the Human Brain]] are discovered, but the implications are that, if you spend a bit of time focused on catching 3-4 worms, you can keep your builder stance and put together enough of a force to effectively worm rush someone. Your troops aren't great, but Children's Creches are an excellent build for you, as it helps with both troop morale and further enhances your empire's efficiency.


==Deirdre, the Hybrid==
==Deirdre, the Hybrid==
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