This is my review of all the factions of SMAC (no new factions), and I tried to develop a system of measuring and weighing their powers and advantages side-by-side.
Well here are my results.
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Faction Comparisions of SMAC
Rating System
The rating system is based on several principals. Including:
1. Economic Strength: The Faction's relative ability to amass energy efficiently and effectivly
2. Economic Flexibility: How freely the Faction can spend energy in any way they desire
3. Military Strength: The relative ability of the Faction to have a strong army
4. Offensive Flexibility: How easily the Faction can use the basic strategies to win
5. Defensive Flexibility The Faction's innate ability to counter the strategies enemies use
Each rating has a maximum of four points, and a minimum of one
Human Hive
Economic Strength: 1/4;
-2 Energy, and 0 Efficiency from Hive Standard SE (PoliceState/Planned) is too large an obstacle.
Economic Flexibility: 2/4;
Having +2 Police is helpful in reducing drones, reducing dependance on Psych Facilities and financing. Lack of Economic Strength makes stockpiling energy for probes difficult, though.
Military Strength: 4/4;
The Hive is a war-machine. Enough said. Having +2 Industry makes it too easy to pump out an army. Also, +2 Support frees up minerals to build things like Command Centers etc (because they wont be wasting minerals and cash on PsychFacilities.
Offensive Flexibility: 3/4;
Production Strength aside, Hive still can tech reasonably, making them reasonable tech-fighters. They can mass easily, and build morale facilities in a snap, and having +1 Growth allows them to go Green and mass mindworms without severe reprecussions. Their only weakness is their inability to probe-rape due to the economic penalties.
Defensive Flexibility: 3/4;
Free Perimeter Defense at every Base makes it very easy to fend of swarms of enemies. They also have no weaknesses in countering other strategies either. Their only potential weakness is that they tech reasonably. Which is not the same as teching on-par. If an enemy starts to mass lots of units superior to the Hive, Hive has a difficult time ahead of itself. Keeping up to speed on tech and morale bonuses is key.
Overall: 14/20;
Hive has great strengths but also great weaknesses. Compensating for weakness will help to give them an edge. Since they have high growth, pumping out tons of colony pods helps compensate for a weak economy.
Peacekeeping Forces
Economic Strength: 3/4;
Having no innate penalties aside from a measily -1 Efficiency, and 1 Talent every 4 citizens (enabling an easier golden age) gives them a solid economic base.
Economic Flexibility: 4/4;
As said above, no economic penalties, no psych penalties, no research penalties makes economy in this Faction very organic and adaptable. Extra Talents takes off some pressure towards psych also.
Military Strength: 2/4;
Normaly, Peacekeepers are never considered as combatants. But the question is: what's stopping them? No inherent morale, tech, or production penalties lets them assemble an army just as good as the next faction. The only realistic drawback is the -2 Support from Democracy, and the inability to go Police State.
Offensive Flexibility: 3/4;
Pouring energy into research can yield some nice weapons and armor for you. Being naturaly disposed for Democracy also lets the Green Mind Worm strategy work better as well. Probe-rapping is a snap as well with getting more energy back from funding psych and psychfacilities. The only strategy they cannot do so well is massing; not enough Support. They have no military strengths or weaknesses, so they can choose any mode of combat that suits them.
Defensive Flexibility: 2/4;
As said before, they have no military strengths and weaknesses, so they can adapt their army to counter whatever the enemy has. But a catch-all defense cannot defend well against a focued offensive strategy.
Overall: 14/20;
The Peacekeepers are probably the most balenced of all the factions. But the amount of flexibility this faction has must be used to adapt to situations. If fighting a masser, assemble anti-mass defenses, and stop once the war ends so you dont waste resources on things that won't help you in the next war.
The Lord's Believers
Economic Strength: 2/4;
The Believers have an average economy. Nothing good or bad about it.
Economic Flexibility: 2/4;
Average economy, but bellow-average economic flexibility. They are very bad techers, so they must either pour energy into research, or get tech from other factions. Stockpiling energy for probe-rapping is the most effective use of their economy.
Military Strength: 4/4;
Like the Hive, the Believers are a very militaristic Faction. 25% offense makes even the most obsolete unit contribute something to the fight (and you're going to have lots of them, from +2 Support), and +3 Probe renders you immune to probe teams. But since much of their tech is bad, and their army obsolete, they depend lots on probes to acquire better weapons, +3 Probe helps this.
Offensive Flexibility: 2/4;
The Believers are the best massers in the game, and the second-best probe-rappers. Unfortunately, those two things are all they have going for them. Forget about teching, and Mindworms (-1 Planet sharply reduces the military apps of Green).
Defensive Flexibility: 2/4;
Their defensive capabilities are specialized at handling enemy probe teams, and masses of other units. But They are less able to defend against Mind Worms, due to their offense bonus going out the window in PSI Combat. Building Morale facilites helps against Mind Worms, but it will not help them against high-tech enemies (probes can help somewhat in that respect, though).
Overall: 12/20;
Believers are a good faction, but their weaknesses will be the death of them if not compensated for. Reverse-engineering is your best friend, letting you build units you haven't researched. Massing units that are technologicaly up-to-date is critical to victory. Probes also help to wreak havoc on enemy bases.
Morgan Industries
Economic Strength: 4/4;
Need I say more? +1 Economy and extra commerce puts their economy way ahead of everyone else.
Economic Flexibility: 3/4;
Another reason to love Morganites. Their cash can be spent anywhere. Although it is usualy better to stick to Economy to supply your probes with more mind-control power.
Military Strength: 1/4;
The Morganites have the worst military, period. Having a support penalty so early into the game affects even your ability to make formers, let alone combat units. Their energy output is their only saving grace, here. They can use probe teams to capture units and bases, and giving more cash to psych helps compensate for -5 Police. And, of course, hurrying production lets you quickly assemble an army. Their economy is their only weapon, and if it fails, Morgan Industry fails.
Offensive Flexibility: 1/4;
The probe-rape strategy and the odd high-tech units are the only thing they're good at. Their -1 Support makes massing nigh impossible, -3 Population limits make it hard for Green. Their best strategy is to always upgrade units when Morgan finds new tech. And mind-control is always important (providing they stick to bases, because units cost minerals).
Defensive Flexibility: 4/4;
On defense, however, they are much stronger. Their robust economy pays off here, when they hurry defensive structures, and upgrade units to handle specific situations. Mass can be matched by Perimeter Defense, High Morale, and good armor. Mind Worms by Hypnotic Trance and Empath Song. Probes by Polymorphic Encryption, etc.
Overall: 13/20;
The Morganites have lots of energy, but not a lot of minerals. They must compensate for this imbalence and economize their production. Quickly building colony pods and expanding helps get rid of support problems (like it gets rid of economy problems for the Hive). Staying on top economicaly is the way they win.
Gaia's Stepdaughters
Economic Strength: 2/4;
Their economy is decent, but lacks ability to improve (being unable to Free Market or Wealth effectivly). Having +2 Efficiency helps them keep whatever energy they find, though. Being unable to nerve-staple also reduces the risk of sanctions.
Economic Flexibility: 3/4; How they spend their energy is entirely up to them as well. +2 Efficiency keeps them from wasting too much energy on psyche later in the game as well.
Military Strength: 3/4;
Their niche is PSI Combat. +1 Planet lets them pull an army out of the air that has 10% offense bonus (to say nothing of Green). The Mind worms get exclusive offensive/defensive bonuses, nullify advanced weapons/armor, and never go obsolete. Unfortanetly, -1 Morale makes going to war difficult early on.
Offensive Flexibility: 2/4;
Gaian warfare revolves around Mind Worms, but they are in no way limited to that. They can mass (WITHOUT inefficiency), they can tech, all that jazz. But they are not very good at mind-control, because they can't go Free Market. Wealth can fix this, but the -3 Morale is the incarnation of their other weakness. Gaian morale is below-average, making them less able to fight. But Morale and Lifecycle facilities are easy to come by, so it can be compensated.
Defensive Flexibility: 3/4;
The -1 Morale penalty hits Gaia's Stepdaughters harder when defending, because Mind Worms are bad on defense. The Gaians must stay on the attacking side, in order for their Planet Offense bonus to work to their advantage. This helps counter techers, and high Morale fighters. Mass is the hardest strategy to deal with in PSI, because you can't kill them all off in one offensive turn. Otherwise, SE improving Morale and Support helps counter it.
Overall: 13/20;
Despite Morale and Economy issues, one of the greatest benefits of this faction is +2 Efficiency. It allows them to: go Police State without succumbing to inefficiency, save more energy, and recieve less drones. And +3 Planet lets them use up more minerals than any other faction without having fungal bloom problems. Not the best warriors, but built for long-term prosperity.
Spartan Federation
Economic Strength: 2/4;
Nothing special here.
Economic Flexibility: 2/4;
Sparta has +1 Police. Police State brings this to +3. Spartans don't waste a joule on drones and psych, freeing up more for Research. Which is important because their industry must never be wasted on building mediocore units. They are dependant on research, this limits their flexability.
Military Strength: 2/4;
While a warrior Faction such as this should get a 4, Sparta's -1 Industry is a huge blow to them. They, like the Morganites, stress quality over quantity. Via Morale and Reasearch, at the expense of unit numbers.
Offensive Flexibility: 3/4;
This is where their +2 Morale pays off. Morale affects everything (notwithstanding probe-team PSI Combat) in battle. With it, you have stronger Mind Worms, larger modifiers on your flashy new weapons and armor. Massing is more difficult to do with Spartans, but going Power lets you have a huge army of strong fighters. Also devoting more to Research makes mind-control almost as difficult as it is with the Hive.
Defensive Flexibility: 4/4;
Also, +2 Morale on SE allows +1 Morale on defense, making defense even easier an issue for Sparta. Since Morale affects all forms of combat, they can defend easily against all strategies.
Overall: 12/20; Spartan Federation is a more difficult faction to run, because of -1 Industry. Their fighters are slowly-produced, but versatile. Take Santiago's quote to heart: Supperior training and supperior weaponry will make them invincible.
University of Planet
Economic Strength: 2/4;
Their economy is average. But since its advantages are energy-oriented, it is encouraged they improve their economy.
Economic Flexibility: 2/4;
The University has the worst drone problems, and the best Research rate. They will spend more on psych than any other faction (Unless they go Police State, where they have -2 Efficiency). Since Research is their greatest advantage, funding for Economy would decrease because of drones.
Military Strength: 3/4;
They have no military drawbacks, while still having state-of-the-art weapontry. They can have technology that are usualy at least 1 generation ahead of most armies, which makes a large combat difference.
Offensive Flexibility 4/4;
Given their high-tech, they use this advantage to the fullest. They have more than versatility; they have high-tech versatility. They recive High Morale, Polymorphic Enc., Hypnotic Trance etc. before everyone else does, giving them a huge combat edge.
Defensive Flexibility 2/4;
As mentioned before, University military is advanced, but it sometimes takes time making the prototypes, and building the new facilities, their bases must catch up with their research. The University's glaring weakness is their vulnerability to probe teams. They can be foiled easily via mind-control, tech downloads, and reverse-engineering.
Overall: 13/20;
The University is the most advanced of the Factions, but, like the Believers, they MUST get around their weaknesses before they can excell.
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I tried to be as unbiased as I could. (I am biased towards the Gaians, and against the Morgans, incidently).
If you have any questions, critiques, comments, concerns, etc. Tell me them.
Well here are my results.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Faction Comparisions of SMAC
Rating System
The rating system is based on several principals. Including:
1. Economic Strength: The Faction's relative ability to amass energy efficiently and effectivly
2. Economic Flexibility: How freely the Faction can spend energy in any way they desire
3. Military Strength: The relative ability of the Faction to have a strong army
4. Offensive Flexibility: How easily the Faction can use the basic strategies to win
5. Defensive Flexibility The Faction's innate ability to counter the strategies enemies use
Each rating has a maximum of four points, and a minimum of one
Human Hive
Economic Strength: 1/4;
-2 Energy, and 0 Efficiency from Hive Standard SE (PoliceState/Planned) is too large an obstacle.
Economic Flexibility: 2/4;
Having +2 Police is helpful in reducing drones, reducing dependance on Psych Facilities and financing. Lack of Economic Strength makes stockpiling energy for probes difficult, though.
Military Strength: 4/4;
The Hive is a war-machine. Enough said. Having +2 Industry makes it too easy to pump out an army. Also, +2 Support frees up minerals to build things like Command Centers etc (because they wont be wasting minerals and cash on PsychFacilities.
Offensive Flexibility: 3/4;
Production Strength aside, Hive still can tech reasonably, making them reasonable tech-fighters. They can mass easily, and build morale facilities in a snap, and having +1 Growth allows them to go Green and mass mindworms without severe reprecussions. Their only weakness is their inability to probe-rape due to the economic penalties.
Defensive Flexibility: 3/4;
Free Perimeter Defense at every Base makes it very easy to fend of swarms of enemies. They also have no weaknesses in countering other strategies either. Their only potential weakness is that they tech reasonably. Which is not the same as teching on-par. If an enemy starts to mass lots of units superior to the Hive, Hive has a difficult time ahead of itself. Keeping up to speed on tech and morale bonuses is key.
Overall: 14/20;
Hive has great strengths but also great weaknesses. Compensating for weakness will help to give them an edge. Since they have high growth, pumping out tons of colony pods helps compensate for a weak economy.
Peacekeeping Forces
Economic Strength: 3/4;
Having no innate penalties aside from a measily -1 Efficiency, and 1 Talent every 4 citizens (enabling an easier golden age) gives them a solid economic base.
Economic Flexibility: 4/4;
As said above, no economic penalties, no psych penalties, no research penalties makes economy in this Faction very organic and adaptable. Extra Talents takes off some pressure towards psych also.
Military Strength: 2/4;
Normaly, Peacekeepers are never considered as combatants. But the question is: what's stopping them? No inherent morale, tech, or production penalties lets them assemble an army just as good as the next faction. The only realistic drawback is the -2 Support from Democracy, and the inability to go Police State.
Offensive Flexibility: 3/4;
Pouring energy into research can yield some nice weapons and armor for you. Being naturaly disposed for Democracy also lets the Green Mind Worm strategy work better as well. Probe-rapping is a snap as well with getting more energy back from funding psych and psychfacilities. The only strategy they cannot do so well is massing; not enough Support. They have no military strengths or weaknesses, so they can choose any mode of combat that suits them.
Defensive Flexibility: 2/4;
As said before, they have no military strengths and weaknesses, so they can adapt their army to counter whatever the enemy has. But a catch-all defense cannot defend well against a focued offensive strategy.
Overall: 14/20;
The Peacekeepers are probably the most balenced of all the factions. But the amount of flexibility this faction has must be used to adapt to situations. If fighting a masser, assemble anti-mass defenses, and stop once the war ends so you dont waste resources on things that won't help you in the next war.
The Lord's Believers
Economic Strength: 2/4;
The Believers have an average economy. Nothing good or bad about it.
Economic Flexibility: 2/4;
Average economy, but bellow-average economic flexibility. They are very bad techers, so they must either pour energy into research, or get tech from other factions. Stockpiling energy for probe-rapping is the most effective use of their economy.
Military Strength: 4/4;
Like the Hive, the Believers are a very militaristic Faction. 25% offense makes even the most obsolete unit contribute something to the fight (and you're going to have lots of them, from +2 Support), and +3 Probe renders you immune to probe teams. But since much of their tech is bad, and their army obsolete, they depend lots on probes to acquire better weapons, +3 Probe helps this.
Offensive Flexibility: 2/4;
The Believers are the best massers in the game, and the second-best probe-rappers. Unfortunately, those two things are all they have going for them. Forget about teching, and Mindworms (-1 Planet sharply reduces the military apps of Green).
Defensive Flexibility: 2/4;
Their defensive capabilities are specialized at handling enemy probe teams, and masses of other units. But They are less able to defend against Mind Worms, due to their offense bonus going out the window in PSI Combat. Building Morale facilites helps against Mind Worms, but it will not help them against high-tech enemies (probes can help somewhat in that respect, though).
Overall: 12/20;
Believers are a good faction, but their weaknesses will be the death of them if not compensated for. Reverse-engineering is your best friend, letting you build units you haven't researched. Massing units that are technologicaly up-to-date is critical to victory. Probes also help to wreak havoc on enemy bases.
Morgan Industries
Economic Strength: 4/4;
Need I say more? +1 Economy and extra commerce puts their economy way ahead of everyone else.
Economic Flexibility: 3/4;
Another reason to love Morganites. Their cash can be spent anywhere. Although it is usualy better to stick to Economy to supply your probes with more mind-control power.
Military Strength: 1/4;
The Morganites have the worst military, period. Having a support penalty so early into the game affects even your ability to make formers, let alone combat units. Their energy output is their only saving grace, here. They can use probe teams to capture units and bases, and giving more cash to psych helps compensate for -5 Police. And, of course, hurrying production lets you quickly assemble an army. Their economy is their only weapon, and if it fails, Morgan Industry fails.
Offensive Flexibility: 1/4;
The probe-rape strategy and the odd high-tech units are the only thing they're good at. Their -1 Support makes massing nigh impossible, -3 Population limits make it hard for Green. Their best strategy is to always upgrade units when Morgan finds new tech. And mind-control is always important (providing they stick to bases, because units cost minerals).
Defensive Flexibility: 4/4;
On defense, however, they are much stronger. Their robust economy pays off here, when they hurry defensive structures, and upgrade units to handle specific situations. Mass can be matched by Perimeter Defense, High Morale, and good armor. Mind Worms by Hypnotic Trance and Empath Song. Probes by Polymorphic Encryption, etc.
Overall: 13/20;
The Morganites have lots of energy, but not a lot of minerals. They must compensate for this imbalence and economize their production. Quickly building colony pods and expanding helps get rid of support problems (like it gets rid of economy problems for the Hive). Staying on top economicaly is the way they win.
Gaia's Stepdaughters
Economic Strength: 2/4;
Their economy is decent, but lacks ability to improve (being unable to Free Market or Wealth effectivly). Having +2 Efficiency helps them keep whatever energy they find, though. Being unable to nerve-staple also reduces the risk of sanctions.
Economic Flexibility: 3/4; How they spend their energy is entirely up to them as well. +2 Efficiency keeps them from wasting too much energy on psyche later in the game as well.
Military Strength: 3/4;
Their niche is PSI Combat. +1 Planet lets them pull an army out of the air that has 10% offense bonus (to say nothing of Green). The Mind worms get exclusive offensive/defensive bonuses, nullify advanced weapons/armor, and never go obsolete. Unfortanetly, -1 Morale makes going to war difficult early on.
Offensive Flexibility: 2/4;
Gaian warfare revolves around Mind Worms, but they are in no way limited to that. They can mass (WITHOUT inefficiency), they can tech, all that jazz. But they are not very good at mind-control, because they can't go Free Market. Wealth can fix this, but the -3 Morale is the incarnation of their other weakness. Gaian morale is below-average, making them less able to fight. But Morale and Lifecycle facilities are easy to come by, so it can be compensated.
Defensive Flexibility: 3/4;
The -1 Morale penalty hits Gaia's Stepdaughters harder when defending, because Mind Worms are bad on defense. The Gaians must stay on the attacking side, in order for their Planet Offense bonus to work to their advantage. This helps counter techers, and high Morale fighters. Mass is the hardest strategy to deal with in PSI, because you can't kill them all off in one offensive turn. Otherwise, SE improving Morale and Support helps counter it.
Overall: 13/20;
Despite Morale and Economy issues, one of the greatest benefits of this faction is +2 Efficiency. It allows them to: go Police State without succumbing to inefficiency, save more energy, and recieve less drones. And +3 Planet lets them use up more minerals than any other faction without having fungal bloom problems. Not the best warriors, but built for long-term prosperity.
Spartan Federation
Economic Strength: 2/4;
Nothing special here.
Economic Flexibility: 2/4;
Sparta has +1 Police. Police State brings this to +3. Spartans don't waste a joule on drones and psych, freeing up more for Research. Which is important because their industry must never be wasted on building mediocore units. They are dependant on research, this limits their flexability.
Military Strength: 2/4;
While a warrior Faction such as this should get a 4, Sparta's -1 Industry is a huge blow to them. They, like the Morganites, stress quality over quantity. Via Morale and Reasearch, at the expense of unit numbers.
Offensive Flexibility: 3/4;
This is where their +2 Morale pays off. Morale affects everything (notwithstanding probe-team PSI Combat) in battle. With it, you have stronger Mind Worms, larger modifiers on your flashy new weapons and armor. Massing is more difficult to do with Spartans, but going Power lets you have a huge army of strong fighters. Also devoting more to Research makes mind-control almost as difficult as it is with the Hive.
Defensive Flexibility: 4/4;
Also, +2 Morale on SE allows +1 Morale on defense, making defense even easier an issue for Sparta. Since Morale affects all forms of combat, they can defend easily against all strategies.
Overall: 12/20; Spartan Federation is a more difficult faction to run, because of -1 Industry. Their fighters are slowly-produced, but versatile. Take Santiago's quote to heart: Supperior training and supperior weaponry will make them invincible.
University of Planet
Economic Strength: 2/4;
Their economy is average. But since its advantages are energy-oriented, it is encouraged they improve their economy.
Economic Flexibility: 2/4;
The University has the worst drone problems, and the best Research rate. They will spend more on psych than any other faction (Unless they go Police State, where they have -2 Efficiency). Since Research is their greatest advantage, funding for Economy would decrease because of drones.
Military Strength: 3/4;
They have no military drawbacks, while still having state-of-the-art weapontry. They can have technology that are usualy at least 1 generation ahead of most armies, which makes a large combat difference.
Offensive Flexibility 4/4;
Given their high-tech, they use this advantage to the fullest. They have more than versatility; they have high-tech versatility. They recive High Morale, Polymorphic Enc., Hypnotic Trance etc. before everyone else does, giving them a huge combat edge.
Defensive Flexibility 2/4;
As mentioned before, University military is advanced, but it sometimes takes time making the prototypes, and building the new facilities, their bases must catch up with their research. The University's glaring weakness is their vulnerability to probe teams. They can be foiled easily via mind-control, tech downloads, and reverse-engineering.
Overall: 13/20;
The University is the most advanced of the Factions, but, like the Believers, they MUST get around their weaknesses before they can excell.
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I tried to be as unbiased as I could. (I am biased towards the Gaians, and against the Morgans, incidently).
If you have any questions, critiques, comments, concerns, etc. Tell me them.
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