Originally posted by AMD4EVER
The problem with Morgan though is that they can get technology but only while running FM and Research and of course this makes it difficult to have any army at all. Morgan is the only faction that has to decide whether to go after technology or military while all other factions can do both at once.
The problem with Morgan though is that they can get technology but only while running FM and Research and of course this makes it difficult to have any army at all. Morgan is the only faction that has to decide whether to go after technology or military while all other factions can do both at once.
You can also go on the offensive using Free Market quite easily, once you've built the requisite infrastructure. A base or two with a punishment sphere will handily take care of homing all your objectionalbe military units, or if that doesn't suit your taste, there's always Ascetic Virtues and Brood pits.
Originally posted by Gufnork
Santiago is hardly weak either. She kicks behind. So does her faction. It's hard to win when playing it though.
Santiago is hardly weak either. She kicks behind. So does her faction. It's hard to win when playing it though.
1) Industry. This is really the biggest, IMO, but Santiago has an innate penalty to industry, meaning she loses critical turn-advantage in the early game, usually lagging 1-2 turns behind in early builds of colony pods and formers. As the game progresses, those lost turns stack up as a cumulative loss of turn-advantage takes effect. As any of the vets here can tell you, turn-advantage is most critical early on, and you can usually tell who's going to be in charge during the midgame by discovering who plants their first expansion bases in the early game.
2) Morale. You said it yourself, with the right SE choices and/or facilites, it's not too hard for anyone to start fielding elite troops, so all her innate morale bonus gives is a bit more flexibility. Also, the only really useful aspect of high morale is the extra square of movement elite units enjoy, and smart play and above all higher production can easily overwhelm that advantage.
3) Free prototypes? Please. An ability that mimics a fairly useless midgame facility, especially one you only ever need to build one or two of, is hardly anything to write home about.
4) Police. Okay, now we're getting somewhere, having a high police rating can seriously help with drones, allowing you to forego building expensive, but to make best use of this you need to run a police state, and if your troops are at home keeping rioters out of the streets, they can hardly be out in the field crushing your enemies. Besides, what's the point of quelling drones if your craptastic efficiency makes more of them for you, and keeps your energy income low to boot?
Originally posted by Gufnork
Use your starting cash wisely to survive in the beginning though, that's when you're weak.
Use your starting cash wisely to survive in the beginning though, that's when you're weak.
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