Sid Meier's Alpha Centauri/The Lord's Believers: Difference between revisions

Jump to navigation Jump to search
m
(cleanup)
Line 10: Line 10:
* 25% attack bonus
* 25% attack bonus


==Miriam's game==
A superb faction, helped greatly by the Support bonus. The Believers get off to a slow start, but this need not be a crippling disadvantage. One good thing about it is that your bases will be laid out better
A superb faction, helped greatly by the Support bonus. The Believers get off to a slow start, but this need not be a crippling disadvantage. One good thing about it is that your bases will be laid out better
on your continent, as you will generally have more time to explore before you can start expanding. The planet negative puts you at a slight disadvantage when fighting the natives, unless you attack first, which more than negates your -10% penalty, and the Support boon lets you field more units per base in any event. Also, your attack bonus allows you to work your way to "Trans-elite" troopers, giving you an extra point of movement, and a 25% attack bonus above and beyond what everybody else gets too. Also, the ability to switch to Fundamentalism and render your bases and units immune to subversion is a ''huge'' advantage! Oh, and remember, Miriam is the only faction in the game that can run Democracy and still build a new base with free minerals! (The key advantage here being that you can have comparatively more bases before you start getting drone warnings due to size). A word of warning with this faction: If you are attacked by a psi-force, get as far away from Market as you can. In fact, it would be far and away in your best interest to run green when faced with such an attack, because if you ''are'' caught by the worms while running Market, even with trance or empath-assisted troopers, there's almost no way you can win, especially if those worms are being controlled by Cha'Dawn or Deirdre.
on your continent, as you will generally have more time to explore before you can start expanding. The planet negative puts you at a slight disadvantage when fighting the natives, unless you attack first, which more than negates your -10% penalty, and the Support boon lets you field more units per base in any event. Also, your attack bonus allows you to work your way to "Trans-elite" troopers, giving you an extra point of movement, and a 25% attack bonus above and beyond what everybody else gets too. Also, the ability to switch to Fundamentalism and render your bases and units immune to subversion is a ''huge'' advantage! Oh, and remember, Miriam is the only faction in the game that can run Democracy and still build a new base with free minerals! (The key advantage here being that you can have comparatively more bases before you start getting drone warnings due to size). A word of warning with this faction: If you are attacked by a psi-force, get as far away from Market as you can. In fact, it would be far and away in your best interest to run green when faced with such an attack, because if you ''are'' caught by the worms while running Market, even with trance or empath-assisted troopers, there's almost no way you can win, especially if those worms are being controlled by Cha'Dawn or Deirdre.

Navigation menu