When i think of Colonel Santiago i think of Chile. So SE should be obvious. PS and FM in the A. Pinochet/M. Friedman way. Remember the Spartans are the only original faction that can go FM without becomming pacifist and thereby hindering exploration, competition for pods and still being able to make a good military repsponse without drones getting too many drone problems.
For values Knowledge is the obvious choice (think of ESAs space observatory), reducing the appauling -2 Efficiency to -1 and gaining +1 Research. As stated before Power is normaly not a wise for spartans as the -2 Industry hit them too hard.
The above choices give Spartans a Morgan (DM/PL/WE) - like game (+2 ECO) with some important differrences.
Disadvantages for Spartans:
POLICE (-2 / 0 ): Cant use police - so HG is a must for Spartans. PTS and AV (with NLM - units) being nice too.
EFFICIENCY (-1/+4): No direct conversion of Energy into Labs, and significant pressure against horisontal spread - also meaning Childrens Chreche being important.
If not possible to get rid of the money in any other sensible way, goverment can be changed to DM and start making approx. 80 % conversion to Labs with some 10-20% needed for Psych to fight the pacifist. (after all Pinochet was finally replaced by a democracy)
In some way Spartans need break the bureacracy threshold, as it is necesary to take maximum advantage of the +2 ECO + 2 SUPPORT settings - the importance of happy SPs cannot be under estimated and if necessary some energy must be allocated to psych.
PLANET (-3/+2): Spartans should not be hit so seriously by the -3 Planet - as they hold high morale and can support big amount of formers. But the + 2 for morgans give them a significant better exploration game.
INDUSTRY (-1/+1): This is not a real problem - as the difference in support far upsets this disadvantage for most of the game.
PROBE (-2/0): Not that important if u ask me.
Initial 100 credits: Nice for Morgans to boost his building in beginning of game.
Advantages for Spartans:
SUPPORT (+2/-3): As stated before this far upset the disadvantage for Industry - we r talking about former armies (nice for the crawlers). In combination with the good morale harassing a nearby faction does not seem impossible.
MORALE (+4/-2): Spartan units at same level far outcompet the Morgans and with some luck a good part of them turn into elite (best for infantry). Strong v. psi and probes.
RESEARCH (+1/0): Nice
Initial rover: Nice for Spartans, gives boost to initial exploration.
Hab limit: Although countered by wide horizontal spread, it is still a problem for Morgans to fight this limitation.
Free prototypes: Not that important if u ask me.
TECH-Line:
1. Centaury Ecology and Biogentics. (U want these formers, RTs and the necesary HG)
2. Doc Loy, Social psych and IE. (For making society PS/FM, Rec. commons being a necessity under FM)
3. IA. and. Cyberethics (We need start building crawlers, the PTS and finishing the society model.)
4th etc.. Probably Flex and some military upgrades before getting rid of the restrictions along the road to EE (or perhaps PE for AV and HF) and then airpower.
SPs:
200 shields.
HG is a must.
WP very nice - as the Former army becomes very powerfull making Boreholes. Raising land etc.
Rest can go to the other factions.
300 shields.
PTS very nice almost a must.
VW always nice - but the + 2 Econ make researhospitals good too - so Hologram theatre maybe not that important.
HSA Always very nice
AV. Also nice as possibillity of using 1 police unit would do wonders.
Rest can go to the other factions.
I have just started my first game as Spartans along these lines on Huge Map, Tech Stag. IM. Transcend. I would asume Morgans to be little easier to play under these terms. Especially the +2 planet is nice. The question being if Santiagos Former army can upset this advantage. The funny thing is compared to the Colonel, Morgan becomes the explorer and Santiago the builder
I hope i win.
For values Knowledge is the obvious choice (think of ESAs space observatory), reducing the appauling -2 Efficiency to -1 and gaining +1 Research. As stated before Power is normaly not a wise for spartans as the -2 Industry hit them too hard.
The above choices give Spartans a Morgan (DM/PL/WE) - like game (+2 ECO) with some important differrences.
Disadvantages for Spartans:
POLICE (-2 / 0 ): Cant use police - so HG is a must for Spartans. PTS and AV (with NLM - units) being nice too.
EFFICIENCY (-1/+4): No direct conversion of Energy into Labs, and significant pressure against horisontal spread - also meaning Childrens Chreche being important.
If not possible to get rid of the money in any other sensible way, goverment can be changed to DM and start making approx. 80 % conversion to Labs with some 10-20% needed for Psych to fight the pacifist. (after all Pinochet was finally replaced by a democracy)
In some way Spartans need break the bureacracy threshold, as it is necesary to take maximum advantage of the +2 ECO + 2 SUPPORT settings - the importance of happy SPs cannot be under estimated and if necessary some energy must be allocated to psych.
PLANET (-3/+2): Spartans should not be hit so seriously by the -3 Planet - as they hold high morale and can support big amount of formers. But the + 2 for morgans give them a significant better exploration game.
INDUSTRY (-1/+1): This is not a real problem - as the difference in support far upsets this disadvantage for most of the game.
PROBE (-2/0): Not that important if u ask me.
Initial 100 credits: Nice for Morgans to boost his building in beginning of game.
Advantages for Spartans:
SUPPORT (+2/-3): As stated before this far upset the disadvantage for Industry - we r talking about former armies (nice for the crawlers). In combination with the good morale harassing a nearby faction does not seem impossible.
MORALE (+4/-2): Spartan units at same level far outcompet the Morgans and with some luck a good part of them turn into elite (best for infantry). Strong v. psi and probes.
RESEARCH (+1/0): Nice
Initial rover: Nice for Spartans, gives boost to initial exploration.
Hab limit: Although countered by wide horizontal spread, it is still a problem for Morgans to fight this limitation.
Free prototypes: Not that important if u ask me.
TECH-Line:
1. Centaury Ecology and Biogentics. (U want these formers, RTs and the necesary HG)
2. Doc Loy, Social psych and IE. (For making society PS/FM, Rec. commons being a necessity under FM)
3. IA. and. Cyberethics (We need start building crawlers, the PTS and finishing the society model.)
4th etc.. Probably Flex and some military upgrades before getting rid of the restrictions along the road to EE (or perhaps PE for AV and HF) and then airpower.
SPs:
200 shields.
HG is a must.
WP very nice - as the Former army becomes very powerfull making Boreholes. Raising land etc.
Rest can go to the other factions.
300 shields.
PTS very nice almost a must.
VW always nice - but the + 2 Econ make researhospitals good too - so Hologram theatre maybe not that important.
HSA Always very nice
AV. Also nice as possibillity of using 1 police unit would do wonders.
Rest can go to the other factions.
I have just started my first game as Spartans along these lines on Huge Map, Tech Stag. IM. Transcend. I would asume Morgans to be little easier to play under these terms. Especially the +2 planet is nice. The question being if Santiagos Former army can upset this advantage. The funny thing is compared to the Colonel, Morgan becomes the explorer and Santiago the builder
I hope i win.
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