I've been thinking recently that in Multiplayer games building Secret Projects has extra importence. Aside fromthe benefits you get from the project itself, you also deny your opponent benefits that might have significant impact on their game. For example, when playing as the spartans you have few problems with drones do the police bonus (combine that with police state and your all set). However, if your opponent is the University, grabbing the HGP and VW will force him to spend a great deal of time and resources building Rec Centers, and Holo Theaters. In short, you have the small benefit of controlling your own drones, but the large benefit of disrupting your opponents production agenda. As such, here is my thinking as to which SP's are of large importance to certain factions. I've concentrated mainly on the early SP's since they have the most noticeable effect and most games have already been decided by the time later SP's are available (Dream Twister, Self Aware City)
Gaians - the Planetary Transit (overcome growth penalties), the Neural Amplifier (overcome morale penalties)
Hive - the Merchant exchange (the -2 economy is such a crusher)
University - HGP/VW (Drones)
Spartans - Command Nexus/Citizens Defense (any Project that automatically generates base improvements, especially military ones, really offsets the -2 production)
Morgan - Nothing comes to mind. Any assistance would be valued
Believers - The Planetary datalinks (obvious)
Peacekeepers - The Empath Guild (Lal has no real disadvantages to overcome, but the empath guild makes him almost unstoppable in the race for Planetary Govenor and potentially diplomatic victory)
Data Angels - The Empath Guild (For Roze, the power of this project is in the automatic datalink infiltration. Once that happens, she has a free Planetary Datalink, allowing her to use fundamentalism and keep up her research)
Drones - Similiar to Morgan, I have few ideas. The Planetary Datalink is important, but I feel I'm missing something
Pirates - Weather Paradigm (terraforming at sea takes longer than on land, also the ability to raise the sea floor is essential)
Cybernetic Conciousness - Nothing comes to mind. As per above, input would be great.
Cult of Planet - The Neural Amplifier
Aliens (Usurpers/Caretakers) - They have such a huge advantage I can't think of anything that would be significant, unless someone makes a mod SP to cancel out Nerve Gas (better than Raid).
Gaians - the Planetary Transit (overcome growth penalties), the Neural Amplifier (overcome morale penalties)
Hive - the Merchant exchange (the -2 economy is such a crusher)
University - HGP/VW (Drones)
Spartans - Command Nexus/Citizens Defense (any Project that automatically generates base improvements, especially military ones, really offsets the -2 production)
Morgan - Nothing comes to mind. Any assistance would be valued
Believers - The Planetary datalinks (obvious)
Peacekeepers - The Empath Guild (Lal has no real disadvantages to overcome, but the empath guild makes him almost unstoppable in the race for Planetary Govenor and potentially diplomatic victory)
Data Angels - The Empath Guild (For Roze, the power of this project is in the automatic datalink infiltration. Once that happens, she has a free Planetary Datalink, allowing her to use fundamentalism and keep up her research)
Drones - Similiar to Morgan, I have few ideas. The Planetary Datalink is important, but I feel I'm missing something
Pirates - Weather Paradigm (terraforming at sea takes longer than on land, also the ability to raise the sea floor is essential)
Cybernetic Conciousness - Nothing comes to mind. As per above, input would be great.
Cult of Planet - The Neural Amplifier
Aliens (Usurpers/Caretakers) - They have such a huge advantage I can't think of anything that would be significant, unless someone makes a mod SP to cancel out Nerve Gas (better than Raid).
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