The Pirates are hands down the weakest, followed by the Cult.
Announcement
Collapse
No announcement yet.
Weakest factions?
Collapse
X
-
Originally posted by Method
True they have a slow early game, but there's always a lot of minerals at sea for them. Mining platforms are 2 minerals, + pirate bonus + trunklines + bonus at advanced ecological engineering can make them 5 minerals each. That and free naval yards at doctine: initiative gives them a 100% defensive bonus. So it might be a little tricky to pull off against anything but the AI, but still....
EDIT: +no aversion SE settings."Luck's last match struck in the pouring down wind." - Chris Cornell, "Mindriot"
Comment
-
1) Cult
In the games I used to play, they were usually conquered extremely quickly. This alone proved to me that they were pretty crappy.
2) Morgan
I'm a SMAC player so I deal with Morgan in (almost) every game. I've played him and I have to say that his "perks" don't add up to much. The only thing I've found that he's good for is creds to buy up units with Probes....but I usually defend those easily. But with this said, I have to tell y'all about my recent encounter with Morgan...
....I forgot which faction I picked for the third one...whoops!Despot-(1a) : a ruler with absolute power and authority (1b) : a person exercising power tyrannically
Beyond Alpha Centauri-Witness the glory of Sheng-ji Yang
*****Citizen of the Hive****
"...but what sane person would move from Hawaii to Indiana?" -Dis
Comment
-
Originally posted by Lefty Scaevola
Clarify whether you mean weakest plyed by a human, or played by the AI, they are very different.
Personally I voted for the Believers, Cult and Spartans.
Believers: I just can't play them well, but I guess that would be just me.
Cult & Spartans: They both have a -1 Industry Penalty, and they both can't run Wealth SE, which is for about all factions the standard choice for a large portion of the game. This means that besides a -1 or -2 Eco penalty, they effectively also have a -2 Ind penalty relative to about all other factions.
As a consequence the Gaians, the other Planet faction, can do about everything better that the Cult is good in. And for the Spartans, unless they can really conquer someone early, due to their bad industry they soon become weaker in military, despite that supposedly having to be the Spartans' strength.
I don't really understand why so many people are voting for the Angels.Sure they don't really have a very useful bonus. But neither do they have a serious penalty unlike some other factions: they can popboom, have a normal industry and can run FM: everything needed for a decent builder game.
Comment
-
Originally posted by Guynemer
Silly me, I forgot the Spartans don't have an inate support bonus.
However, if one plays them as PS/Green/Power, you have an industrial and military juggernaut, with only a minor growth penalty.
Not my favorite faction by a longshot, but I find it hard to believe they are one of the three weakest.
EDIT: assuming you use your increased support to build the SP that eliminates the negative aspect of Power... Cyborg Factory? Can't seem to remember...
Far better for Sparta is Fundy/Planned/Knowledge, where your extra morale boost is enough for your ground units to come out Commando with only a Command Center, ready for an instant upgrade to elite at your friendly neighborhood Monolith. Planned cancels out your industry bonus, Fundy and Knowlege's research mods cancel each other out, and your efficiency is no worse than Lal's.
Comment
-
Originally posted by Maniac
whatever he said about the angels
and Mike...meh. It's because of things like that, that I don't play MP
Comment
-
Originally posted by Frankychan
2) Morgan
I'm a SMAC player so I deal with Morgan in (almost) every game. I've played him and I have to say that his "perks" don't add up to much. The only thing I've found that he's good for is creds to buy up units with Probes....but I usually defend those easily. But with this said, I have to tell y'all about my recent encounter with Morgan...
Comment
-
Originally posted by CEO Aaron
Far better for Sparta is Fundy/Planned/Knowledge,
I stand by PS & Power, though; the boost to support means you essentially have no support costs, making all units effectively clean."My nation is the world, and my religion is to do good." --Thomas Paine
"The subject of onanism is inexhaustable." --Sigmund Freud
Comment
-
The following comes from observing AI performance with each faction.
Pathetic:
- Morgan: He talks big, but his stuff is always shriveled by the end of the day.
- Angels: She calls them hackers but apparently they are game-addicted nerds who spend their workday surfing the net.
- Consciousness: a sexy but narcissistic faction. Their condescending attitude towards "breeders" leads to early extinction.
Weak:
- Spartans: When a high school Phys Ed period lasts 6 hours a day, you might wonder how well the students will fit into the workplace after graduation. Answer: not very well. The Spartan's snobbish social order constrains their productivity, leaving them chained and snarling like a yard dog.
- The Cult: Their love for all things fungal makes them initially dangerous, by encouraging hordes of psychotic worms to enlist in their forces. But their chantings and prancings can only take them so far before they run out of worms and have to work for a living.
- University: Bookworm Zhakarov has found new respect by reluctantly agreeing to pose as a front man, for legions of couch potatoes who don't get enough fresh air. With faction members reluctant to abandon their recliners and remote controls, the University finds itself vulnerable to more aggressive jock types. It turns out that tall stacks of manuals can indeed stop a bullet, but they won't win the war.
Mediocre:
- Believers: Blindly bellicose, Miriam's future is brightest when she has a pusillanimous neighbor to blackmail. But eventually, her bombastic rhetoric fails to frighten, and she must invade. Her fanatical soldiers are often victorious. Under her brute-force managerial style, conquered intellectuals sink into a stew of ignorance and her faction gradually loses relevance.
- Pirates: Though puny on land, their dizzying proliferation of sea bases chokes the map and ensures their survival. Their favorite trick is to plant an endless series of unproductive offshore sea bases as giant aircraft carriers. Perpetually irritating, the Pirates serve as a primary incentive to learn the "obliterate base" hotkey.
- Gaians: Deidre's treehugging ways now serve her in good staid. Her dirt-worship soothes the angry planet and expedites her early expansion. But the palpable scorn she heaps upon her fellow man leads to sad-sack troops who rarely carry the day.
Strong:
- Peacekeepers: Lal's mealy mouthed Machiavellian murmurings may have fooled many, but... well... ok it's working solidly in his favor. His bases swell with legions of civilians duped by his promises. To you and me, he might be Hitler in a turban, but until our counter-propaganda campaigns succeed, he's in charge of a large productive population willing to beat the snot out of anyone who refuses to brown-nose.
- The Hive: Yang presides over the most highly evolved and evil bureacracy known to mankind. Using a combination of nerve stapling, forced pregnancies and sophisticated leave-no-mark torture techniques, his regime has become shockingly proficient at producing war materiel. His human wave tactics even give pause to progenitor factions.
- Drones: Foreman Domai has quietly replaced hourly pay with "piece-work" pay, while restructuring payroll to scale each worker's pay as a percentage of all worker payments for the period. The resulting frenzied pace of production has exceeded all expectations. Domai's factories produce staggering quantaties of obsolete military hardware. His troops might seem inept, but they swarm their neighbors like ants killing an elephant. Even progenitor factions must consider whether Domai's blue collar hordes are worth tangling with.
Danger, Will Robinson:
- Caretakers: They massacre the nearest human faction, then pound senseless anyone stupid enough to get within 500 miles.
- Usurpers: They wipe out everything within their long long reach. Genocide is definitely on their menu. After each conquest, roads are lined with scorched refugee pods. And in a duel with the Caretakers, the Usurpers usually win, which places the Usurpers at the absolute top of the Alpha Centauri food chain.
Comment
-
Probably a good assessment of the AI's capabilties with each faction. And a good read too
Personally, I'd swop Deedee and Lal. Those Gaians always seem to be still in the race, even after the Hive have dropped off.
-Jam1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
Taht 'ventisular link be woo to clyck.
Comment
-
Originally posted by Method
meh. I still like to grab the Ascentic Virtues, put brood pits in all my bases, and then build as many air units as I want in free market without causing P-drones
Comment
-
Originally posted by Maniac
Avoiding pacifism drones under Free Market can also be done with a specialist base or a punishment sphere base that supports all air units. Granted, it takes a little more organization and flying around of your air units, but on the plus side this tactic is available earlier than Brood Pits, and you save lots of cash and minerals not having to build Brood Pits in all your bases.
What do you do then?
Unless you like to have all your 'stapled' drones in the capital off course...
Comment
-
You make that base a fortress. Perimiter defenses, only one road link, that goes over a rocky bunker filled with decent troops, sensors, interceptors, probe defenders, a patroling rover, artillery, and more troops.
Its GREAT to see people throwing soliders at a well defended strongpoint.
-Jam1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
Taht 'ventisular link be woo to clyck.
Comment
-
-
I've noticed that when looking at who is weakest, soooooo much depends on your starting placement on the map.
For example, if you are playing Miriam, you want to be as close to the other factions as possible in order to probe rape them, threaten them, and if necessary, eliminate them with your +25% attack bonus. However, if Miriam starts out on an island halfway around the planet from everyone else, you are in a load of trouble. By the time you contact the other factions, they will be so far ahead in tech and SP's that you'll have no hope but to rush them with impact rovers or something. But even then, you've got to sail around to the other side of planet in your rinky dink transport foils, moving 3 spaces a turn and carrying only 2 units apiece. So, by the time you land your troops on their continents, they are probably already defensively established, and your faction is as good as dead. In summary, Miriam is a good faction when in the thick of things, but bad when off by herself.
For me, Morgan is the most difficult to play as because it just seems that he sorely lacks any flexibility. When things don't go according to plan (such as a neighbor invading you early on), it is hard to compensate with him. The support and hab complex restraints really hurt, in my opinion. You have to stop whatever you are in the middle of to build hab complexes early (unless you want to stay with size 4 bases). This takes too much time early on, in my opinion. I almost always run democracy, I love the extra growth and efficiency, but with Morgan, if you run democracy you are saddled with huge support costs. Then if you run FM and wealth, you've got a faction who produces puny very-green or disciplined military units, who can't support those military units, and who can't even move those units away from bases. See what I mean by inflexible? If you are in the thick of things, Morgan is a wimp. You can try to use probe team mind controls and subversions, but if your opponents are smart, they will make sure to stack their units at least 2 to a square where vulnerable and have plently of probe teams of their own handy. Also, unless you are probing Zakharov, those mind controls can be expensive, even for Morgan's tastes. And if you are fighting Miriam, forget it.
Morgan is a great builder, and if you can manage to get everything to go according to plan, he can become very powerful. I definitely agree that you generally have to have some favorable circumstances early on to get going well. He is prone to a military spanking by Yang or Miriam, and has trouble compensating for such snags as a military invasion. If you can get him past the early-mid game in good shape, he really starts to shine. For me, though, he seems like the weakest of the original SMAC factions.
I'd have to say the strongest faction is Lal. He gets an extra talent every four citizens, which greatly helps out with drone problems. He can easily pop-boom. He has +50% planetary council votes for governor and supreme leader. His pop restriction is less (size 16 bases early on, or even 18 with ascetic virtues.) Best of all, he doesn't have any significant drawbacks, so he is very versatile and he can respond to threats, invasions, or snags in your strategy with relative ease.
Edit: I almost forgot, Morgan has a lot of trouble pop-booming without being able to run planned, which makes him even weaker!Last edited by Zeiter; March 23, 2004, 13:54.Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.
Comment
Comment