I play Morgan a lot and for the same reasons (was reading Atlas Shrugged when I first got into AC).
Your goal with Morgan is to hit critical mass with your Energy income where you can start rush-buying stuff left and right. You rush buy facilities that give you more cash which allows you to rush buy EVEN more facilities that give you more cash - until your income gets so ridiculous you run out of stuff to spend it on.
Zak has the early game tech advantage on Morgan, but I say Morgan overtakes him by mid game simply because Morgan can turn his tech advances into facilities so much quicker.
Fundamentalism is bad. Morgan is an amazing techer and going Fundy removes one of his best strengths.
Important techs for Morgan:
Industrial Automation: Gives you the Social Engineering Choice: Wealth and opens up hab complexes to get around your low initial population cap.
Environmental Economics: Allows you to get more than 2 energy per square. If Morgan runs either Free Market or/and Wealth (which he definitely wants to) he gets +1 energy to every square, however he often can't use it because it goes over the 2 per square limit. You want to remove this restriction as soon as possible. Also, Tree farms are awesome.
Bio-Engineering: This is the tech that allows Morgan to support a large army. Note that the tech allows you to give your units the "Clean Reactors" upgrade. "Clean Reactors" make a unit a little more expensive, but totally remove all support costs associated with the unit. Once you get it, you generally want to upgrade all your old units with it and only build units with that upgrade in the future.
Generally my opening with Morgan is:
Research Biogenetics
Rush Build Recycling Tanks at my first two bases (and every base afterwards). Due to Morgan's support issues I think it's better to rush-build Tanks instead of Formers and the extra 100 credits he gets make it really easy.
Also, you want to do everything in your power to stay out of war in the early game (before you get Bio-Engineering). You have to swallow your pride and give into most demands.
You might want to make some energy farms with your formers. Basically you use "Raise Terrain" till everything in a cities radius is at max altitude. Throw in some Echelon Mirrors and solar collectors and most of your city's screen witl have +8 energy.
You also want to set yourself up to switch to Free Market as soon as possible - you need to get around the -5 police rating with Rec commons and energy producing squares to turn into psych.
You can choose the "Total Thought Control" option when Mind Probing bases or subverting units - it has a chance of failure but won't trigger war if you succeed.
Your goal with Morgan is to hit critical mass with your Energy income where you can start rush-buying stuff left and right. You rush buy facilities that give you more cash which allows you to rush buy EVEN more facilities that give you more cash - until your income gets so ridiculous you run out of stuff to spend it on.
Zak has the early game tech advantage on Morgan, but I say Morgan overtakes him by mid game simply because Morgan can turn his tech advances into facilities so much quicker.
Fundamentalism is bad. Morgan is an amazing techer and going Fundy removes one of his best strengths.
Important techs for Morgan:
Industrial Automation: Gives you the Social Engineering Choice: Wealth and opens up hab complexes to get around your low initial population cap.
Environmental Economics: Allows you to get more than 2 energy per square. If Morgan runs either Free Market or/and Wealth (which he definitely wants to) he gets +1 energy to every square, however he often can't use it because it goes over the 2 per square limit. You want to remove this restriction as soon as possible. Also, Tree farms are awesome.
Bio-Engineering: This is the tech that allows Morgan to support a large army. Note that the tech allows you to give your units the "Clean Reactors" upgrade. "Clean Reactors" make a unit a little more expensive, but totally remove all support costs associated with the unit. Once you get it, you generally want to upgrade all your old units with it and only build units with that upgrade in the future.
Generally my opening with Morgan is:
Research Biogenetics
Rush Build Recycling Tanks at my first two bases (and every base afterwards). Due to Morgan's support issues I think it's better to rush-build Tanks instead of Formers and the extra 100 credits he gets make it really easy.
Also, you want to do everything in your power to stay out of war in the early game (before you get Bio-Engineering). You have to swallow your pride and give into most demands.
You might want to make some energy farms with your formers. Basically you use "Raise Terrain" till everything in a cities radius is at max altitude. Throw in some Echelon Mirrors and solar collectors and most of your city's screen witl have +8 energy.
You also want to set yourself up to switch to Free Market as soon as possible - you need to get around the -5 police rating with Rec commons and energy producing squares to turn into psych.
Yang and Lal were kind warlike and I sorta got boxed in again, but managed to Probe Team one of the Peacekeeper's bases and flipped it to me. Didn't realize that started a war. I thought it was a little more subtle.
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