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| Reference Guide and FAQ Version 1.50 zu Alpha Centauri - Alien Crossfire (PC) |
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Alpha Centauri - Alien Crossfire: Reference Guide and FAQ Version 1.50 (PC)
Sid Meier's Alpha Centauri and Sid Meier's Alien Crossfire
A Reference Guide and FAQ by Æther SPOON! - 176kb
Version 1.50 12-26-2002 - webmaster@vandaliersheart.com
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/ Part 01: Table of Contents |
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* 01................................................ Table of Contents *
* 02................................................ Original Factions *
* 03.................................. Networknode.org Custom Factions *
* 04..................................... Beginning SMAC Players Guide *
* 05............................................. Prototypes and Units *
* 06....................... General Strategies created by Æther SPOON! *
* 07....................... Alternate Strategies created by submitters *
* 08................................. Other Frequently Asked Questions *
* 09.................................................. Version History *
* 10.............................................. Closing Notes/Other *
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/ Part 02: Original Factions |
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* Original Sid Meier's Alpha Centauri Factions *
* a....................................... Gaia's Stepdaughters *
* b............................................. The Human Hive *
* c....................................... University of Planet *
* d.......................................... Morgan Industries *
* e......................................... Spartan Federation *
* f....................................... The Lord's Believers *
* g........................................ Peacekeeping Forces *
* Original Sid Meier's Alien Crossfire Factions *
* h............................... The Cybernetic Consciousness *
* i........................................... Nautilus Pirates *
* j............................................ The Free Drones *
* k............................................ The Data Angels *
* l......................................... The Cult of Planet *
* m........................................ Manifold Caretakers *
* n.......................................... Manifold Usurpers *
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> Sid Meier's Alpha Centauri Section A <
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* Gaia's Stepdaughters (aka Hippy Tree-huggers) *
* Leader: "Lady" Deirdre Skye *
* Background: Free Scotland, Unity Xenobiologist *
* Agenda: Green Democracy *
* Starting Tech: Centauri Ecology (Formers, the best single starting tech) *
* Starting Statistics: *
* Government Statistics *
* +1 to Planet ("Environmental safeguards; can capture mindworms"... *
* they like planet a whole bunch :P) *
* +2 to Efficiency ("Experience with life systems & recycling") *
* -1 Morale ("Pacifist tendencies".. Hippies, considered weakness) *
* -1 Police ("Freedom loving".. Hippies) *
* Other Statistics *
* +1 Nutrients in fungus squares *
* May not use "Free Market" economics *
* First mindworm you attack you control (they don't tell you that :P) *
* Ideal Victory: Transcendence, Conquer in some instances, Econ in others. *
* Strategy: *
* Well, as the Gaians, you do NOT want to be attacked early. You'd be *
* dead faster then you can say "What is that Morgan Needlejet doing?". *
* The trick with the Gaians is to stay alive early... unless you are on *
* a large landmass. Then, you should go hunting for Mindworm pets. You *
* have that advantage in SMAC, but don't try that in SMAC:SMAC- Cult can *
* kick your butt w/o flinching at it because of the +2 planet rating. *
* Once you get Mag Tubes and have your outstanding ease with Fungus, you *
* actually become the driving force in Planet's economy if you fungus *
* everything (like I normally do). Gaians CAN swarm with relative ease. *
* Recommended Strategies: Swarm, Chopper Assault, Fungal Economy *
* Victory Ratings: *
* Conquest: *** *
* Transcend: ******* *
* Diplomatic: **** *
* Economic: ** *
* Multiplayer partner- Morgan, Cult (SMACX), Caretakers (SMACX) *
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> Sid Meier's Alpha Centauri Section B <
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* Human Hive (aka INGSOC, Thought Police (a la 1984)) *
* Leader: "Chairman" Sheng-Ji Yang *
* Background: Great China, Unity Executive Officer (Actually, in the story *
* he was a doctor on the Unity, but I digress...) *
* Agenda: Atheist Police State (Read: INGSOC, a la 1984 again) *
* Starting Tech: Doctrine: Loyalty *
* Starting Statistics *
* Government Statistics *
* +1 to Growth ("Rapid population growth"... what else is there to do *
* in this society OTHER then to have sex?) *
* +1 to Industry ("Brutal serfdom"... Read: Labor camps, a la 1984) *
* -2 to Economy ("Little political freedom".. the worst problem with *
* playing as Yang and single largest weakness in the game) *
* Other Stats *
* Free Perimeter Defense at each base ("Underground bunkers") *
* May not use Democratic politics *
* Immune to negative Efficiency stats. *
* Ideal Victory: Conquest *
* Other: "Einstein would turn over in his grave. *
* Not only does God play dice, the dice are loaded." - Yang *
* Strategy: *
* Don't play as Yang in SMAC. :) Anyways, if you are going to *
* try this out, make sure you put as much in research as possible since *
* your economy stat sucks majorly. Have a large military- it is the *
* GOOD thing about playing as Yang. That, and being able to Staple... *
* In SMAC:SMAC, you actually have a BETTER chance of success... but *
* only if you kill things and kill them fast :P *
* I need someone good with Yang to give me more strategies. *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ** *
* Diplomatic: **** *
* Economic: * *
* Multiplayer Partner- Morgan or University *
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> Sid Meier's Alpha Centauri Section C <
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* University of Planet (Nerds Anonymous) *
* Leader: Dr. "Provost" Prokhor Zakharov *
* Background: Russian Commonwealth, Unity Science Officer and Ship's Drunk *
* Agenda: Research, free flow of information (they like research) *
* Tech: Information Networks (Network Nodes, another good starting tech *
* Starting Statistics *
* Government Statistics *
* +2 Research ("Brilliant research", this is Zak's greatest strength) *
* -2 Probe ("Academic networks vulnerable to infiltration"... now, *
* this is somewhat of a worry in normal Alpha Centauri, but a *
* huge worry in Alien Crossfire against the datajacks...) *
* Other Statistics *
* Free Network Node at every base (by far the best starting building *
* in the game- if you play Zak, get the Virtual World to give *
* yourself a free Node and Theatre in every town to counteract *
* the extra drones) *
* One Bonus Tech at beginning of game (handy at times, easier to get *
* Secrets of the Human Brain this way) *
* Extra Drone for every four citizens ("Lack of Ethics" my butt, they *
* do tests on humans :P See Cyborgs in Alien Crossfire...) *
* May not use Fundamentalist Politics (and if you did, I'd need to *
* shoot you :P) *
* High populations will only produce drones (something they don't tell *
* you about, but it always happens with Zak) *
* Ideal Victory: Transcendence *
* Other: "The first living thing to go through the device was a small white *
* rat. I still have him infact. As you can see, the damage was *
* as great as they say."- Zakharov, See how they run. *
* Strategies: *
* Pray you aren't near the believers? :P Actually, Zak is the *
* easiest to play as long as you AREN'T by the Believers at the *
* start of the game, then it is MUCH harder. Basically, make sure *
* that you NEVER let anyone have your tech, and kick butt when you *
* get Fusion Power. To help with this, get the "Secrets of" first. *
* To do this, orientate your search "path" towards them, or play *
* with the ability to see what you are researching (turning blind *
* research off). As Zak, ALWAYS get the Virtual World... Even if *
* you must commit atrocities to get it, GET IT!!! *
* Victory Ratings: *
* Conquest: **** *
* Transcend: ******* *
* Diplomatic: *** *
* Economic: ** *
* Multiplayer Partner- Morgan, Spartans, Hive, Believers *
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> Sid Meier's Alpha Centauri Section D <
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* Microsoft... er... Morgan Industries (who did you think this was meant *
* for? Heck, two of the Secret Projects (one of them is the Network *
* Backbone) uses Microsoft slogans, such as "Where do you want your *
* node today? - Morgan Industries" and bundling. This is obvious.) *
* Leader: "CEO" Bill Gates.. er.. Steve Ballmer.. er... Nwabudike Morgan *
* Background: Microsoft Monopoly, Namibian Diamond Tycoon, Unity *
* Franchise Holder (also stowaway on the Unity according to the story) *
* Agenda: Free Market Economics, Pro-Industry *
* Tech: Industrial Base (not overly useful, but it works...) *
* Starting Statistics *
* Government Statistics *
* +1 Economy ("Industrial Conglomerate"/Monopoly, the best part on *
* being a Morganite is definitely this.) *
* -1 Support ("Followers have expensive tastes"- Who cares?) *
* Other Statistics *
* Commerce (Treaties, Pacts, and Loans are leaned more in your favor) *
* Begin with 100 extra energy credits (Not useful whatsoever) *
* Need a Hab Complex to go above 4 population ("Creature comforts at *
* a premium"... the weakness of Morgan lies in his population.) *
* May not use Planned Economics (like anyone ever does...) *
* Target of all loan requests (I swear this is an attribute....) *
* Must constantly use Needlejets to attack enemy formers (every AI in *
* any game where I play against Morgan and he gets Needlejets he *
* does this... I swear, it's a requirement :P) *
* Ideal Victory: Economic Victory (I HATE that one!) *
* Other: "Where do you want your node today?.. Morgan." *
* Morgan and Morgan companies produce the best quotes in the game :) *
* Strategies: *
* I hate Morgan :P Actually, the biggest problem with Morgan is his Hab *
* Facilities... so make up for it by having tons of bases everywhere. *
* To do this on normal, you should direct your research towards obtaining *
* Doctrine: Flexibility and Doctrine: Initiative (Explore 2 and Explore 4 *
* , respectively)... Yes, this is a rather odd strategy, so hear me out. *
* Once you get this, make as many sea colony pods as you can and *
* establish many sea bases... all of which are at 4 population. See why *
* now? Note that this is something you should be wary on doing against *
* the Pirates of SMAC:SMAC. Anyways, this is a good intro strategy. *
* Victory Ratings: *
* Conquest: * *
* Transcend: ***** *
* Diplomatic: ** *
* Economic: ******* *
* Multiplayer Partners- Lal, Spartans, Drones (SMACX) *
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> Sid Meier's Alpha Centauri Section E <
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* Spartan Federation (aka Utah Militiamen/women) *
* Leader: "Colonel" Corazon Santiago (First of two "American" leaders) *
* Background: Survivalist (Read: Leader of the Militia), Unity Security *
* Chief (but, in the story she was another stowaway and caused the Unity *
* to physically be broken apart and killed Lal's wife...) *
* Agenda: Right To Keep And Bear Arms (yes, that's how it is written down) *
* Starting Tech: Doctrine: Mobility (nice if you have large landmasses) *
* Starting Statistics *
* Government Statistics *
* +2 Morale ("Well-armed survivalist movement"- not someone you want *
* meet in the back alley at night... the #1 feature of Sparta) *
* +1 Police ("Highly disciplined followers"... handy for the miliary) *
* -1 Industry ("Extravagant weapons are costly"- weakness of Sparta) *
* Other Statistics *
* Prototypes = normal priced (VERY nice on higher difficulty levels) *
* May not use Wealth value in Social Engineering (slight weakness) *
* Coolest battle music of any faction :) *
* Ideal Victory: Conquest *
* Strategies: *
* Kill. :) Seriously, enjoy the battle music and use your extra *
* mobility to your advantage. Sure, the Believers have an advantage *
* over you, but Spartans can actually live past 2400 if need be :P *
* Victory Ratings: *
* Conquest: ******* *
* Transcend: *** *
* Diplomatic: *** *
* Economic: *** *
* Multiplayer Partners- University, Cyborgs (SMACX), Usurpers (SMACX) *
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> Sid Meier's Alpha Centauri Section F <
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* The Lord's Believers (Bible Thumpers at Large) *
* Leader: "Sister" Miriam Godwinson (tee hee hee... it's Sister even if *
* you are male :P) *
* Background: Christian States of America (gee, CSA... I wonder where *
* that acronym came from...), Unity Psych Chaplain (the only position on *
* the Unity that exists after landfall... see Drone Riots) *
* Agenda: Life of Religious Worship (What a surprise!) *
* Starting Tech: Social Psych (the WORST starting tech in SMAC...) *
* Starting Statistics *
* Government Statistics *
* +1 Probe ("Devout believers difficult to brainwash"... obviously *
* not that hard to brainwash....) *
* +2 Support ("Citizens eager to defend faith"... the primary *
* advantage the Bible Thumpers have in the game) *
* -2 Research ("Suspicious of secular science"... more on that later) *
* -1 Planet ("Believe Planet is their promised land"- makes no sense) *
* Other Statistics *
* +25% Bonus when attacking enemies ("from strength of convictions"... *
* you want to talk about advantages...) *
* Accumulates NO research points until MY 2110 (it's bad enough that *
* most people combine their innate -50% to research with ANOTHER *
* -50% from the Fundamentalism that Thumpers tend to use, but you *
* also can't research until 2110?!? ugh.) *
* May not use Knowledge value in Social Engineering (at least they *
* can do Cybernetic Society, but then again...) *
* Inability to win a game that goes beyond 2400. (I swear, it is *
* impossible to win past this date with them... unless you have *
* Zak as a teammate in a multiplayer game...) *
* Ideal Victory: VERY early conquest *
* Strategies: *
* Get Zak to submit to you. This is key to ANY hope on a Believer *
* campaign that lasts longer then 2300. Otherwise just kill everyone. *
* Victory Ratings: *
* Conquest: ******** *
* Transcend: * *
* Diplomatic: ** *
* Economic: ** *
* Multiplayer Partners: University, Cyborgs (SMACX), Pirates *
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> Sid Meier's Alpha Centauri Section G <
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* Peacekeeping Forces (The United Nations on Chiron... joy.) *
* Leader: "Peacekeeper" Commissioner Pravin Lal (no country of origin *
* according to the story, but it looks like he is from an Arab state) *
* Background: United Nations Space Authority, Unity Ship's Surgeon (in the *
* story he is second in command of the Unity as well) *
* Agenda: Humanitarian Ideals, Democracy (just like the United Nations) *
* Starting Tech: Biogenetics (Useless except for the fact that he is in *
* line to get The Secrets of the Human Brain first unless Zak gets lucky) *
* Starting Statistics *
* Government Statistics *
* -1 Efficiency ("UN Style Bureaucracy"- later on this isn't an issue) *
* Other Statistics *
* Extra Talent for every 4 people ("Attracts intellectual elite") *
* May exceed Hab Complex requirements by 2. (VERY handy...) *
* Receives DOUBLE votes in elections for Governor and Fearless... *
* er... Supreme Leader (Only useful if anyone is using the UN) *
* May not use Police State Politics (Gee, I wonder why....) *
* Ideal Victory: Diplomatic Victory, Conquest Victory (ironic, no?) *
* Other: "I loved my chosen. How then to face the day she left me? *
* So I took from her body a single cell- perhaps to love her *
* again." - Lal (the only somewhat good quote I found on him) *
* Strategies: *
* Get as large of a population on an easily defended area as soon as *
* possible, make peace with everyone, and become Council Leader... then *
* get Supreme Leader ASAP. Simple as that. *
* NOTE: This is the only faction I've pulled a 400+% on in SMAC. *
* Victory Ratings: *
* Conquest: ******* *
* Transcend: ***** *
* Diplomatic: ******** *
* Economic: *** *
* Multiplayer Partners: Caretakers (SMACX), Usurpers (SMACX), Morgan *
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> Sid Meier's Alien Crossfire Section H <
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* The Cybernetic Consciousness (Cyborgs rock, and she looks like fun :P) *
* Leader: "Prime Function" Aki Zeta-5 (aka Root of a Unix Shell... if you *
* know Unix, you know what I mean. Anyways, according to the story, she *
* is a Talent who was killed during an assault that was revived into the *
* "Consciousness", a program created by our friend Zak after planetfall) *
* Background: Subroutine Specialist under Unity Science Officer Zakharov *
* (nothing mentioned in the story about this part....) *
* Agenda: Rational Objectivity (in English, Mental Order) *
* Starting Techs: Information Networks, Applied Physics (huge advantage- *
* cyborgs start out with 2 techs, one of which gives you lasers) *
* Starting Statistics *
* Government Statistics *
* +2 Research: ("Human research abilities enhanced by algorithmic *
* control"- same start as Zakarov's...) *
* +2 Efficiency ("Cybernetic biologicals extremely efficient"- see! I *
* told you they weren't running Windows! :) This is the same as *
* Gaia's starting ability... my two favorite SMAC factions :P) *
* -1 Growth ("Humans 'possessed by an algorithm' find reproduction *
* awkward"- the Manual just says uncomfortable with sex.... this *
* is the Cyborg's ONLY weakness.... and even that isn't large. *
* Other Statistics *
* Impunity to Cybernetic penalty ("Cybernetic social choice is *
* 'rational' and not dissented by citizens"- no weakness to Cyborg *
* society, but not that useful due to the SP that is identical *
* Can steal technology when capturing a base (not useful since you *
* should have what they have already) *
* May not make Fundamentalist choice in social engineering (see Zak) *
* Ideal Victory: Transcendence *
* Victory Ratings: *
* Conquest: **** *
* Transcend: ******* *
* Diplomatic: *** *
* Economic: **** *
* Multiplayer Partners: Drones *
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> Sid Meier's Alien Crossfire Section I <
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* Nautilus Pirates (aka the best faction in the game many times) *
* Leader: "Captain" Ulrik Svensgaard (it's Norwegian) *
* Background: Unity Astrogator (never heard of him in that position, but *
* but I know he HAD to branch off of the Spartans....) *
* Agenda: Pillage and burn (I like this guy!) *
* Starting Techs: Doctrine: Mobility, Doctrine: Flexibility *
* Starting Statistics *
* Government Statistics (all negative...) *
* -1 Efficiency ("Individualistic mentality opposed to central *
* organization".. this is the biggest problem with the Pirates) *
* -1 Growth ("Culture does not play high emphasis on family"... but *
* this is NOT an issue, as you'll have more bases then you can *
* handle easily... that's the problem (see efficiency) *
* Other Statistics (all positive...) *
* Free Naval Yard in every base (once you get the tech to do this that *
* is (Doctrine: Initiative). Kinda like Sparta this way. *
* Can build enhancements in trench squares when discovery of Advanced *
* Ecological Engineering occurs. (Second best feature of Pirates) *
* Sea colony pod & sea former prototypes free (cool) *
* Bonus mineral from ocean shelf squares (awesome) *
* All sea units have Marine Detachment (once you get the tech that is *
* (Adaptive Doctrine)... helpful) *
* YOU START OFF IN THE WATER (they actually never tell you that, but *
* this is the best part about the Pirates... if you are in an *
* area with 70% or more water, you must be stupid to lose. You *
* Have the entire sea all for yourself (which is the reason why *
* efficiency is the problem... too many bases), and you can *
* build on trenches... what more do you need? Invasion isn't *
* likely, and you can easily invade land. You can steal their *
* boats as a THIRD ability on a ship, and you don't need a land *
* base. What more could you ask for!!! They suck majorly when *
* you have a planet with low amounts of water though.... *
* Ideal Victory: Conquest, Diplomatic (!), Economic (!!!) *
* Victory Ratings: *
* Conquest: ******* *
* Transcend: *** *
* Diplomatic: ****** *
* Economic: ****** *
* Multiplayer Partners: Almost anyone. *
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> Sid Meier's Alien Crossfire Section J <
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* The Free (and stupid) Drones *
* Leader: "Foreman" Domai (Notice that there is only one name here? Domai *
* is actually considered a Drone... the only Drone leader, but *
* according to the story he was a Talent that had an accident and lost *
* part of his brain, but he can think better then most Drones anyways.) *
* Agenda: Emancipation of the prolatariat (working class- communistic) *
* Starting Tech: Industrial Base (same as Morgan) *
* Starting Statistics *
* Government Statistics *
* +2 Industry ("Excellent craftsman and skilled workers"- one of two *
* GOOD things about the Drones...) *
* -2 Research ("Emphasis on productivity instead of 'blue-sky' *
* research"... this is bad, but at least they can make up for it) *
* Other Statistics *
* One less drone in every base (handy!) *
* Revolting bases join Drones (the other nice thing... happens 75% of *
* the time when the Drones are in the game and a base riots for *
* then one turn) *
* May not use Green economics (makes NO sense...) *
* Ideal Victory: Conquest or Diplomatic (!) *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: *** *
* Diplomatic: ****** *
* Economic: **** *
* Multiplayer Partners: University, Cyborgs, Caretakers, Usurpers *
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> Sid Meier's Alien Crossfire Section K <
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* The Cult of the Dead Cow... er... Data Angels (1337 h4x0rz) *
* Leader: "Datajack" Sinder Roze (Free Mitnick?) *
* Background: MorganNet QA Manager (hey! I'm QA... wait a second, she is *
* a Quality Assurance engineer for Morgan/Microsoft... Microsoft QA are *
* considered to be the biggest pirates in the world... hmm....), Unity *
* Information Services Helpdesk (tech support... figures. Anyways, *
* according to the story, she was part of a huge probe team of Morgan's *
* when she voted for independence and won.. she is a hacker indeed :P) *
* Agenda: Free Flow of Information (oddly enough, same as Zak's Agenda) *
* Starting Techs: Information Networks, Planetary Networks (Probe Team) *
* Starting Statistics *
* Government Statistics *
* +2 Probe ("Highly motivated computer specialists" (Read: Hackers)..) *
* -1 Police ("Decentralized, difficult to control"- just like hackers *
* Other Statistics *
* Gain well known (3 factions) tech (infiltration only- useless to me) *
* -25% cost to probe team actions (that's -75% now... and you can *
* actually bump it up to 100%... she's good with probe teams :P) *
* Free Covert Ops Center in every base (tech needed (Pre-Sentient *
* Alogorithms), and more Probe team goodness! :P) *
* UPDATE!: Seems that when you get +4 to Probe, you get dropped to 0 *
* instead. So, make sure you run Knowledge after you get Pre *
* Sentient Alogorithms. *
* May not make Power choice in social engineering (drat.) *
* Ideal Victory: Economic or Transcendence (kinda hard though...) *
* Victory Ratings: *
* Conquest: **** *
* Transcend: ****** *
* Diplomatic: **** *
* Economic: ***** *
* Multiplayer Partners: As strange as it sounds... Believers. *
* Other Info: As said above, this faction is bugged because of the high *
* Probe issue. *
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> Sid Meier's Alien Crossfire Section L <
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* The Cult of Planet (and you thought Gaia was radical?!? aka Nutcases) *
* Leader: "Prophet" Cha Dawn (REALLY strange kid... yes, kid- he is 6.) *
* Background: Born of uncertain parentage (in the story, it was a talent *
* woman and a fungus.... don't ask how it happened), found abandoned *
* in the fungus by Ecological Malcontents (yes, he was in the fungus..) *
* from Deidre's faction, who then split off into the cult to go more *
* radical. According to the story, his mom was an upper talent of *
* Gaian society, and the Cultists have a good relationship with *
* Drones (!) and Gaians. I mean, this kid is MESSED UP! *
* Agenda: Return Planet to its pristine state (after he becomes leader) *
* Tech: Centauri Ecology, Social Psych (awesome start) *
* Starting Statistics *
* Government Statistics *
* +2 Planet ("Devoted to promoting native growth".. this is higher *
* then Gaia even!) *
* -1 Industry ("Reluctant to pollute environment". Whoop-de doo.) *
* -1 Economy ("Disinterested in wealth and its trappings"- weakness 1) *
* Other Statistics *
* Free Brood Pit in every city (when you get the tech Centauri *
* Genetics- this is one of the best parts about the Cult) *
* Mind Worms do double police duty (not bad... defending mind worms) *
* May not make Wealth choice in Social Engineering (weakness #2) *
* Start with a Mind Worm (this ROCKS for a start- not mentioned) *
* Players named "Æther SPOON!" typically assault everything with *
* Locusts while using the Cult (Brood Pit + high planet = mayhem) *
* Ideal Victory: Conquest (early OR late, not middle), Economic (!) *
* Victory Ratings: *
* Conquest: ******* *
* Transcend: ***** *
* Diplomatic: **** *
* Economic: ****** *
* Multiplayer Partners: Gaia, Morgan *
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> Sid Meier's Alien Crossfire Section M <
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* Manifold Caretakers (Alien version of Green Peace) *
* Leader: Caretaker/"Guardian" Lular H'minee *
* Background: According to the story, H'minee is a part of the "Caretaker" *
* side of the Alien Civil war- they want to make sure that planet does *
* NOT reach transcendence- Tau Ceti was another Manifold/Planet that *
* did this and it was an atrocity to that planet and surrounding *
* planetary systems. She (yes, SHE) is the exact OPPOSITE of Marr. *
* Agenda: Prevent Transcendence (simple enough...) *
* Starting Techs: Progenitor Psych, Centauri Ecology, Field Modulation, *
* Information Networks, Biogenetics (5 starting techs.... whoa...) *
* Starting Statistics *
* Government Statistics *
* +1 to Planet ("Understand workings of Planet, the Sixth Manifold") *
* Other Statistics *
* +25% Defensive Bonus ("Can sense and manipulate 'Resonance' fields") *
* Alien Advantages and Disadvantages *
* Free Recycling Tanks at every base (yay!) *
* One additional Colony Pod at planetfall. *
* One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) *
* "Energy Grid" based economy (more buildings at base = more $$$) *
* Possesses a physical scan of planet (yay!) *
* Directing research (YAY YAY YAY!) *
* Cannot be involved with UN/Council (BOO!) *
* Must research Social Psych to communicate with humans (boo!) *
* Wasting of human bases on invasion (population down to one) *
* Alien Victory possible (a few bases with a transmitter = win) *
* Constantly at war with other aliens *
* Cannot ally with humans who ally with aliens *
* Cannot speak with aliens AT ALL (bah!) *
* Cannot Transcend (BOO!) *
* Ideal Victory: Alien Victory *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: Impossible *
* Diplomatic: Impossible *
* Economic: ??? *
* AVictory: ****** *
* Multiplayer Partners: Peacekeepers *
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> Sid Meier's Alien Crossfire Section N <
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* Manifold Usurpers (every time I see them I think "Beetleborgs".. dunno why) *
* Leader: Usurper/"Conqueror" Judaa Marr *
* Background: According to the story, Marr is a part of the "Usurper" *
* side of the Alien Civil war- they want to make sure that planet *
* reaches transcendence- with them on the planet at the time He (yes, *
* HE) is the exact OPPOSITE of H'minee. *
* Agenda: Subvert Planet for galactic domination (Transcendence) *
* Tech: Progenitor Psych, Centauri Ecology, Field Modulation, Applied *
* Physics, Biogenetics (opposite of Caretakers) *
* Starting Statistics *
* Government Statistics *
* +1 Growth ("Abuse Planet's resources for their own gain"- meanies!) *
* +1 Morale ("Warlike culture"... similar to Believers) *
* -1 Planet ("Planet senses Usurper's dark intent"... ditto the last) *
* Other Statistics *
* +25% Offensive Bonus ("Can sense and manipulate 'Resonance' fields") *
* Alien Advantages and Disadvantages *
* Free Recycling Tanks at every base (yay!) *
* One additional Colony Pod at planetfall. *
* One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) *
* "Energy Grid" based economy (more buildings at base = more $$$) *
* Possesses a physical scan of planet (yay!) *
* Directing research (YAY YAY YAY!) *
* Cannot be involved with UN/Council (BOO!) *
* Must research Social Psych to communicate with humans (boo!) *
* Wasting of human bases on invasion (population down to one) *
* Alien Victory possible (a few bases with a transmitter = win) *
* Constantly at war with other aliens *
* Cannot ally with humans who ally with aliens *
* Cannot speak with aliens AT ALL (bah!) *
* Ideal Victory: Alien Victory, Transcendence, Conquest *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ***** *
* Diplomatic: Impossible *
* Economic: ??? *
* AVictory: **** *
* Multiplayer Partners: Peacekeepers, Pirates, Cult *
*******************************************************************************
*****************************************************************************
/ Part 03: Networknode.org Custom Factions |
*******************************************************************************
* NOTE: All of these custom factions listed are from the faction packs at *
* http://www.networknode.org. If you wish for me to update my FAQ with a *
* faction pack of your own, please read Part 10 for infomation on *
* contacting me. *
* Zeta Set - Progenitor Civil War Factions *
* a.......................................... Terran Federation *
* b................................................. Aggressors *
* c................................................. Dominators *
* d.................................................. Predators *
* e................................................. Developers *
* f................................................. Preservers *
* g................................................ Researchers *
* Iota Set - WaterWorld Factions *
* h..................................... Bringers of the Deluge *
* i........................................... Full Fathom Five *
* j......................................... Legion of Aquarius *
* k......................... Oceans Extraterritorial Commission *
* l........................................ The Hydra Institute *
* m............................................ The Multimakers *
* n............................................ The Triton Sect *
* Lambda Set - Second Mission Factions *
* o.......................................... The Briach Estate *
* p................................................... CerraGen *
* q............................................. Delgusia, Inc. *
* r................................................. Jorgenstad *
* s................................................... Obrioshi *
* t.................................. The Rensallir Corporation *
* u................................................. Serabollio *
* *
* Custom Faction notes: *
* Zeta Set: *
* After trying all three of the 'bundled' faction packs on *
* networknode.org, I can honestly tell you that this one is my least *
* favorite. Why? Not as much depth to it... the other two actually had *
* more of a storyline to it, whereas in PCW only one faction (Terran Fed) *
* has anything of a storyline in it. The Progenitors all are copies! *
* Iota Set: *
* A nice faction pack with story. Use the map that was included with the *
* faction though... or a 70-90% water random map. Either work. *
* Lambda Set: *
* This has got to be one of the most balanced faction packs *
* I have ever seen. I even have a somewhat more challanging time when *
* playing as any of these factions! On top of it, it has a neat story to *
* it, as well as a fan fiction on networknode.org (albiet a bit short) on *
* Second Mission... and I love storyline! :) *
* *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section A <
*******************************************************************************
* Terran Federation ("The Human survivors..." From the Starship Andromeda?) *
* Leader: Admiral Meithhan West (He DOES remind me of Kevin Sorbo!) *
* Background: "Old Earth Fanatic, Unity Security Officer" (he came from *
* Sparta... wow, I feel bad for Chiron already.) *
* Agenda: "Re-build Earth's power and glory at any cost." (In English: *
* Live through the Progenitors.) *
* Tech: Doctrine: Mobility (not too bad.... same as Sparta) *
* Starting Statistics (wow, time to give my fingers a workout....) *
* Government Statistics *
* -1 Economy ("Trade regulated by government" - Ngh.) *
* +2 Industry ("Capitalist Industrial Model"... but they just said *
* that the economy was regulated by the government... me thinks *
* the creator doesn't know what capitalism is...) *
* +2 Research ("Warfare boosts research" - They need it.) *
* +2 Support ("Trained troops require low support" - Huh?) *
* +3 Morale ("Highly trained military troops" - We have Santiago on *
* line one, she says that she wants you to train her troops) *
* +2 Police ("Followers approve military police" - We have Yang on *
* line two, he says you are too strict...) *
* -3 Planet ("No concern for Planet's ecology" - Make sense.) *
* Other Statistics *
* Fanatic Military Units: +25% Attack (WHOA! Morale AND this?!) *
* Free Starting Unit - Unity Rover (k.) *
* Ideal Victory: Economic, Transcend, Conquest *
* Victory Ratings: (NOTE: All ratings are dependent on the set it is in) *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress *
* Diplomatic: Impossible. *
* Economic: Testing in Progress *
* Other Notes: *
* Yes, you read that right. Diplomatic victory is impossible since you *
* can never be elected to be the planetary governor in that set. Why? *
* "Council Deadlocked" since you are the only choice for governor. *
* Because of that stupid bug, in my opinion, this set is flawed. *
* Also, even if you could set yourself as PG, it wouldn't matter.. as to *
* win that way you need to have all Progenitors erradicated. Think. *
* NOTE: It isn't the set's fault, it is SMAC:SMAC. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section B <
*******************************************************************************
* Aggressors ("Usurper survivors..." - Think Cha Dawn + Marr Just don't *
* picture the child of them (as that is sick).) *
* Leader: Hugos Korr ("Usurper General"... Judaa Marr was better). *
* Agenda: "To destroy all opposition." (Straight and to the point!) *
* Tech: Doctrine: Mobility (AGAIN?! Didn't the Terrans get this too?) *
* Starting Statistics *
* Government Statistics *
* +1 Growth ("Soldiers are expendable" - Huh?) *
* +1 Morale ("Battle Glory" - Okay... that at least makes sense...) *
* +1 Planet ("Nature is the greatest camoflauge" - Barely makes sense)*
* +1 Support ("Flexible supply lines" - Huh?) *
* Other Statistics *
* Cannot use Free Market Economic choice (What the HELL?!!) *
* Ideal Victory: Economic, Transcend, Conquest *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. Also, the AI uses Fundy/Power/TControl. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section C <
*******************************************************************************
* Dominators ("Usurper survivors..." - Think Yang + Marr. Ewww...) *
* Leader: Unther Gorr (Wow, a name I can spell right the first time!) *
* Agenda: "Domination of Planet" (Again, straight and to the point) *
* Tech: Doctrine: Air Power (WHAT THE HELL!! D:AP STARTING? WTH?) *
* Starting Statistics *
* Government Statistics *
* +2 Police ("ilitaristic Citizens" - Makes sense) *
* +1 Support ("Flexible supply lines" - Again, Huh?) *
* Other Statistics *
* Cannot use Green Economic Choice (What the HELL?!!) *
* Ideal Victory: Economic, Transcend, Conquest *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. Also, the AI uses PState/Power/TControl. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section D <
*******************************************************************************
* Predators ("Usurper Survivors..." Think Domai + Marr - Freedom) *
* Leader: Gerus Torr (What IS it with these people and similar last names)*
* Agenda: To be the Supreme Predator on Planet (Where are the Aliens?) *
* Tech: Doctrine: Flexibility (Mmmkay....) *
* Starting Statistics *
* Government Statistics *
* +2 Industry ("Industrious citizens" - and that has to do with being *
* a predator how?) *
* +1 Support ("Flexible support lines" - Author: Creativity lacking) *
* Other Statistics *
* Cannot use Wealth social choice (Now this one makes sense....) *
* Ideal Victory: Economic, Transcend, Conquest *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. Also, the AI uses Police State (stupidly) *
* as well as Planned (stupidly), Wealth (stupidly), and Eudiamonia. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section E <
*******************************************************************************
* Developers ("Caretaker Survivors..." - Think Morgan + Hi'mnee) *
* Leader: Lelu H'Kinne (Stockbroker for the Caretakers... WTH?) *
* Agenda: To develop the Manifold (but isn't that opposite of the CTs?) *
* Tech: Industrial Automation (Not half bad!) *
* Starting Statistics *
* Government Statistics *
* +1 Industry ("Solid Industrial Base" - Mmmkay....) *
* +1 Economy ("Economical Citizens" - Mmmkay....) *
* Other Statistics *
* Cannot use Power social choice (Now this one makes sense....) *
* Starts with 500 energy credits (the more I think about it, the more *
* this sounds like a powergaming faction set... I hate that.) *
* Free Energy Bank in every base (Nice.) *
* +25% Defensive Combat (Just like Caretakers) *
* Ideal Victory: Economic, Conquest, Alien *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress - Can they even Transcend at all? *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section F <
*******************************************************************************
* Preservers ("Caretaker Survivors..." - Think Hi'mnee + ... um.. Hi'mnee) *
* Leader: Jela H'Dimme (Deidre of the Caretakers... aka, Hi'mnee) *
* Agenda: To preserve the Manifold (and the difference with CT is...) *
* Tech: Centauri Ecology (Not half bad!) *
* Starting Statistics *
* Government Statistics *
* +2 Efficiency ("Waste weakens the Manifold" - Okay.) *
* +1 Planet ("Ecologically Minded" - Mmmkay....) *
* +1 Growth ("Attuned to Natural Rythms" (sic) - Unbalanced Faction) *
* Other Statistics *
* Half Terraform costs. *
* Free Recycling Tanks in every base (Nice.) *
* +25% Defensive Combat (Just like Caretakers) *
* Ideal Victory: Economic, Conquest, Alien *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress - Can they even Transcend at all? *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. AI will always use Dem/Green/Know/Cyborg. *
*******************************************************************************
> Zeta Set - Progenitor Civil War Factions Section G <
*******************************************************************************
* Researchers ("Caretaker Survivors..." - Think Zakarov + Hi'mnee) *
* Leader: Kala H'Simme (No creativity whatsoever it seems...) *
* Agenda: To preserve the Manifold (I think it is meant to say "research" *
* instead of "preserve"....) *
* Tech: Infomation Networks (Not too bad) *
* Starting Statistics *
* Government Statistics *
* +1 Efficiency ("Well researched methods" - Okay. *
* +2 Research ("Brilliant Educators" - Mmm..pie...) *
* Other Statistics *
* +1 Energy in Fungus ("Research pays off" - Makes zero sense) *
* Free Research Hospital in every base (Nice.) *
* +25% Defensive Combat (Just like Caretakers) *
* Ideal Victory: Economic, Conquest, Alien *
* Victory Ratings: *
* Conquest: Testing in Progress *
* Transcend: Testing in Progress - Can they even Transcend at all? *
* Diplomatic: Impossible *
* Economic: Testing in Progress *
* AVictory: Testing in Progress *
* Other Notes: *
* Haven't finished them yet. AI will always use knowledge and cyborg. *
*******************************************************************************
*******************************************************************************
> Iota Set - WaterWorld Factions Section H <
*******************************************************************************
* Bringers of the Deluge (AKA Ye gods I thought MORGAN was bad at Planet!) *
* Leader: "Mr." Thomas Brattman (Dunno, I keep thinking Sean Connory saying *
* "Brannon!" every time I see his name. Dunno why. *
* Agenda: Power at all costs (In other words, he wants to lead Planet) *
* Tech: Doctrine: Initiative (Whoa... the mid tech in the beginning) *
* Starting Statistics *
* Government Statistics *
* -5 Planet ("Openly antagonistic towards planet".. I'd say!) *
* +1 Industry ("Seeking Power at all Costs" Niiice bonus.) *
* +1 Economy ("Seeking Power at all Costs" Again, Niice bonus.) *
* +1 Morale ("Believe war to be unavoidable" Makes no sense to me...) *
* Other Statistics *
* +25% to Attack ("Fanatics" - I'd say just psycho) *
* Starts in the water. *
* Ideal Victory: Conquest, Economic (!) *
* Victory Ratings: *
* Conquest: ****** *
* Transcend: **** *
* Diplomatic: ** *
* Economic: ****** *
*******************************************************************************
> Iota Set - WaterWorld Factions Section I <
*******************************************************************************
* Full Fathom Five (Mermen) *
* Leader: "Seafather" Ka'Rin *
* Agenda: Sub-sea State *
* Tech: Doctrine: Flexibility *
* Starting Statistics *
* Government Statistics *
* -1 Support ("Cannot breathe out of water." - Bah.) *
* -1 Industry ("Difficult to have heavy industry underwater") *
* -1 Economy ("Different needs and desires than others.") *
* Other Statistics *
* Free Perimeter Defense at every base (Underwater Bases). *
* Starts in the water. *
* Immunity to Efficiency (What is this, their ONLY good advantage?) *
* Cannot use a Cybernetic Society *
* Free Sealurk and Isle of the Deep at start. *
* Ideal Victory: Hell if I know... can they even win?!! *
* Victory Ratings: *
* Conquest: *** *
* Transcend: ** *
* Diplomatic: **** *
* Economic: * *
*******************************************************************************
> Iota Set - WaterWorld Factions Section J <
*******************************************************************************
* Legion of Aquarius (Peace loving researchers? I have no nickname for them) *
* Leader: "Star Daughter" Danya Hytchinsdottir (yes, it is spelled right) *
* Agenda: Peace and Enlightment (Looneyversity and UN?) *
* Tech: Social Psych *
* Starting Statistics *
* Government Statistics *
* +1 Growth ("Open Society"... in other words, they have sex a lot.) *
* -2 Morale ("Dislikes War") *
* -1 Efficiency ("Syphoned by strong social programs") *
* +1 Research ("Open-minded Research") *
* Other Statistics *
* +25% to ALL Psi ("Exploration of the Mind" - I'm sure a lot of males *
* reading this right now and looking at her would say "She can *
* explore my mind.." or something. Bah, humans. Pssh.) *
* Ideal Victory: Transcendence. *
* Victory Ratings: *
* Conquest: *** *
* Transcend: ***** *
* Diplomatic: **** *
* Economic: ** *
*******************************************************************************
> Iota Set - WaterWorld Factions Section K <
*******************************************************************************
* Oceans Extraterritorial Commission (OEC - Why do I think the Federation?) *
* Leader: "Commission Director" Alan Thompson *
* Agenda: Political Leadership on the Planet's Oceans (Think UN at sea) *
* Tech: Doctrine: Flexibility *
* Starting Statistics *
* Government Statistics *
* -1 Efficiency ("Bureaucracy" - Think UN again) *
* -1 Police ("Pacifists" - What the UN should have had) *
* Other Statistics *
* +1 to Commerse Income (Everyone trades with the Federation!) *
* Free Pressure Dome at every base. *
* Free Subsea Trunkline (With Planetary Economics) in every base (in *
* more apt words... HOLY #$!@%@#%!) *
* Free Deep Pressure Hull (With Nanometallurgy) (you have subs. Lots) *
* Enhancements may be built in ocean and trench squares (When you *
* discover Advanced Ecological Engineering - Think Pirates) *
* Bonus mineral from ocean shelf squares. *
* Starts in the water. *
* Ideal Victory: Economic. *
* Victory Ratings: *
* Conquest: **** *
* Transcend: *** *
* Diplomatic: *** *
* Economic: ****** *
*******************************************************************************
> Iota Set - WaterWorld Factions Section L <
*******************************************************************************
* The Hydra Institute (Mermaids) *
* Leader: "Hydra" Aquafina del Manta (... That's Mrs. Mermaid to you!) *
* Agenda: Have the hydra rule the high seas (Think Pirates) *
* Tech: Doctrine: Mobility, Doctrine: Flexibility (high in tech!) *
* Starting Statistics *
* Government Statistics *
* -1 Efficiency ("Individualistic mentality opposed to central *
* organization") *
* -1 Growth (Culture does not place high emphasis on family - Pirates) *
* +1 Industry ("Great at ship building") *
* Other Statistics *
* Free Naval Yard (With Doctrine: Initiative) at every base. (Pirates) *
* Enhancements may be built in ocean and trench squares (When you *
* discover Advanced Ecological Engineering - Think Pirates) *
* Marine Detatchment ability free (With Adaptive Doctrine - Arr Matey) *
* Repair Bay ability free (With appropriate tech - Niice...) *
* Free Recycling Tanks at all bases. (Almost useless due to water) *
* Free Transport Foil and Sea Former at start. *
* Immune to negative energy stats (huh?) *
* Starts in the water. *
* Ideal Victory: Conquest, Transcendence. *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: **** *
* Diplomatic: ** *
* Economic: ** *
*******************************************************************************
> Iota Set - WaterWorld Factions Section M <
*******************************************************************************
* The Multimakers (Gaia of Water I guess... only FAR worse) *
* Leader: "Admiral" Odyssena de Marineo (Wow, that is actually a good name) *
* Agenda: Protect the Oceans of Planet (Algae hugger?) *
* Tech: Doctrine: Mobility, Doctrine Flexibility (high in tech!) *
* Starting Statistics *
* Government Statistics - Now, I don't normally comment, but... WHY?!! *
* -1 Economy ("Little interest in trade" - Feh.) *
* -1 Efficiency ("Great distances over the sea" - double Feh.) *
* -1 Growth ("Lack of space and nutrients" - triple Feh.) *
* +1 Planet ("Protection of the Oceans"-Is this their ONLY advantage?) *
* Other Statistics *
* Enhancements may be built in ocean and trench squares (When you *
* discover Advanced Ecological Engineering - Think Pirates) *
* Marine Detatchment ability free (With Adaptive Doctrine - Arr Matey) *
* Bonus mineral from ocean shelf squares. *
* Starts in the water. *
* Ideal Victory: Ugh. Too much. *
* Victory Ratings: *
* Conquest: *** *
* Transcend: **** *
* Diplomatic: ** *
* Economic: * *
*******************************************************************************
> Iota Set - WaterWorld Factions Section N <
*******************************************************************************
* The Triton Institute/Sect ("Cult of the Sea" - isn't that a kind of tuna?) *
* Leader: "High Priest" Alexander Ceristen (say THAT 5 times fast!) *
* Agenda: To Protect the Seas (Even though this is the "Believer"/"Hive") *
* Tech: Doctrine: Flexibility *
* Starting Statistics *
* Government Statistics *
* +1 Police ("Strict Police Force" - A la Yang.) *
* +1 Support ("Fanatical Army" - A la Miriam) *
* -2 Research ("Little interest in Technology" - A la Miriam...) *
* Other Statistics *
* Free Pressure Dome in all bases (yay...) *
* Cannot choose the "Knowledge" social value (CRAP!) *
* Ideal Victory: Conquest, Diplomatic. *
* Victory Ratings: *
* Conquest: ****** *
* Transcend: * *
* Diplomatic: **** *
* Economic: ** *
* *
*******************************************************************************
*******************************************************************************
> Lambda Set - Second Mission Factions Section O <
*******************************************************************************
* The Briach Estate ("The Wealthy" In other words, the hoity toity) *
* Leader: "Lord" Wilson Briach (Not as good as "BRATTMAN", but still good) *
* Agenda: A Private and Wealthy Society (But if everyone is rich...) *
* Tech: Applied Physics (How the HELL does that equate to high society??) *
* Starting Statistics *
* Government Statistics *
* +2 Morale ("Highly Trained Specialists" - Yes, this is their only *
* government advantage. A nice one at that.) *
* Other Statistics *
* Starts with 400 energy credits (Niice..) *
* Cannot use FUNDAMENTALIST politics (Oh darn.) *
* Free colony pod at the start of the game (you know, this is good..) *
* Ideal Victory: Conquest, Diplomatic *
* Victory Ratings: *
* Conquest: ****** *
* Transcend: *** *
* Diplomatic: ***** *
* Economic: **** *
* Other Notes: This has got to be the strongest faction in Second Mission *
* Update! (12/22/2002): After playing the rest of them, I'm revising *
* that rather false statement. If this was against any other faction *
* series, they would be the best. However, all of these guys are *
* really good, and the AI plays them well. My favorite set! *
*******************************************************************************
> Lambda Set - Second Mission Factions Section P <
*******************************************************************************
* CerraGen ("The Bio-Engineer" - does that mean it can't spell GATACA? I *
* mean, everyone knows that Engineers can't spell, right?) *
* Leader: "Director" Tim Corbal (You can call me... Tim....) *
* Agenda: To better the human race through genetic alteration (Genejack?) *
* Tech: Biogenetics (cool, half way to secrets of human mind) *
* Starting Statistics *
* Government Statistics *
* +2 Growth ("Genetically enhanced Reproduction" - YIPES! Very high) *
* +1 Research ("Science aids genetics" - Ye gods, I'm in love...) *
* -1 Economy ("Other factions find the CerraGen suspicious" - Crap.) *
* Other Statistics *
* Free BIOLOGY LAB at every base (AWESOME!) *
* Cannot use EUDAIMONIC future society choice (Crap.) *
* Free ability - Nerve Gas Pods (**** - see below) *
* Free ability - Soporific Gas Pods (**** - see below) *
* Ideal Victory: Conquest, Diplomatic, Transcend *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ***** *
* Diplomatic: ****** *
* Economic: *** *
* Other Notes: Well, first off the free abilities are bugged in *
* Alpha Centauri/Alien Crossfire, as when I played I did not get those.. *
* instead, I got something better - Police unit. VERY handy. Secondly, *
* If you are wondering about the abnormally high scores, it is because *
* of the +2 Growth. CerraGen got me my highest SMAC score (not counting *
* Future techs) on the first try. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section Q <
*******************************************************************************
* Delgusia, Inc. ("Military Industrialists" - AKA, Weapons Dealers.) *
* Leader: Maria Falcao do Ferro (Looks like an admiral in the portrait) *
* Agenda: Arms Sales and Manufacture (heh. Weapons Dealers.) *
* Tech: Industrial Base (Bah.) ) *
* Starting Statistics *
* Government Statistics *
* +1 Support ("Corporate Mentality" - Huh?!) *
* +2 Industry ("Chief Business" - Makes sense. Not bad...) *
* -3 Planet ("Profit before ecology" - Ah crap... That sucks. *
* Other Statistics *
* Fungus Bonuses ("Quick to exploit natural resources" - Weird.) *
* Cannot use EUDAIMONIC future society choice (Crap.) *
* 75% Hurry Cost ("Extremely Efficient" - NICE!) *
* Drone every 4 citizens ("Unethical sales of weapons" - TripleCrap) *
* Ideal Victory: Um... Economic? Being crappy isn't a victory condition.. *
* Victory Ratings: *
* Conquest: ** *
* Transcend: *** *
* Diplomatic: *** *
* Economic: **** *
* Other Notes: These guys suck. Badly. Can't see why you would play them.*
* Well.. they wouldn't suck for normal SMAC, but they suck in 2nd Miss. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section R <
*******************************************************************************
* Jorgenstad ("The Techie" - Um... isn't CerraGen better?) *
* Leader: "President" Hans Schmidt ("It's HANZEL UNT GRETZEL!" - okay.) *
* Agenda: Technology and Electronics (Run! They are EE MAJORS!) *
* Tech: Nonlinear Mathematics (Whoa.. high level tech...) *
* Starting Statistics *
* Government Statistics *
* +1 Industry ("Automated Factories" - Interesting...) *
* +1 Research ("Technology Company" - Duh. I'd hope so...) *
* -1 Police ("Citizens refuse to take orders" - Whopdee Do...) *
* Other Statistics *
* Free SUBSPACE GENERATOR at every base (WHAT THE HECK is the point?) *
* Cannot use POLICE STATE politics (... no comment.) *
* Free ability - Cloaking device (SWEET! This is by far the best one)*
* Ideal Victory: Conquest, Transcend *
* Victory Ratings: *
* Conquest: ****** *
* Transcend: ***** *
* Diplomatic: *** *
* Economic: *** *
* Other Notes: Wow... now that I know it works, neat... I'd say this is *
* one of the better factions to play in multiplayer, since more stealth *
* is needed against a human. However, for single player, stick with *
* CerraGen for the tech. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section S <
*******************************************************************************
* Obrioshi ("The Energy Techs" - Who can say no to the happyface? :) ) *
* Leader: Akioshi Yakishi (The COOLEST portrait in the game!) *
* Agenda: Ecological Harnessing of Energy Sources (What.. the.. hell..) *
* Tech: None (yes, you read that right... no starting tech at all.) *
* Starting Statistics *
* Government Statistics *
* +2 Efficiency ("Efficiency means success" - why can't I work for *
* this corporation? I mean, they got it right....) *
* +1 Research ("Study encouraged" - Rock on!) *
* -1 Growth ("Ecologically aware" - Their worst part. Not too bad.) *
* Other Statistics *
* Free Energy bank at every base (AWESOME!) *
* Cannot use POWER social value. (Who actually uses it?) *
* Starts with 75 energy (Every little bit helps) *
* HURRY costs increased set to 133% (bleh.) *
* Penalty: Probe ("Open Management System") *
* Ideal Victory: Conquest, Economic, Transcend *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ***** *
* Diplomatic: *** *
* Economic: ****** *
* Other Notes: It appears that Akioshi is the exact opposite of Tim... *
* Now that I've played more, yes, exact opposite. I prefer CerraGen. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section T <
*******************************************************************************
* The Rensallir Corporation ("The Aeronaut" - Does this mean that I might *
* finally have a swarming FACTION?!! YAY YAY YAY!) *
* Leader: "President" Jacques Cousteau.. er.. Alato. (Reminds me of him) *
* Agenda: To get a better faction portrait! :P *
* Tech: Ethical Calculus (Oxymoron, but start with a Democracy! YAY) *
* Starting Statistics *
* Government Statistics *
* +1 Industry ("Industrial structure carefully planned" - Psh.) *
* Other Statistics *
* Free Recycling Tank at every base (This does not exist) *
* Cannot use POLICE STATE politics (who does?) *
* Free Vehicle ("Aeronautics Corporation"?- See the advantage below) *
* Hidden Statistics *
* Free starting unit - Unity Chopper (Slightly bugged, see below.) *
* Free Aeronautics Complex at every base (... See below.) *
* Ideal Victory: Conquest, Transcend. *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ***** *
* Diplomatic: *** *
* Economic: *** *
* Other Notes: Buggy faction. Now that I have had a chance to play them, *
* I can honestly say that this is the first faction where I'd rather be *
* playing them just so someone else DOESN'T. Do you realize how hard it *
* is to swarm against someone who has Aerospace Complexes in every base, *
* ON TOP OF the AAA Trance garrison? Ye gods, I think I even saw a 50 *
* defensive power rating at one point! *
* On the bugs: The Free Vehicle is a Unity Chopper, which in of itself is *
* bugged. If you have "search for a starting city" on, the chopper will *
* take fuel damage at the start of the first turn. Not a big bug *
* (especially with the Aerospace Complex in the starting city), but one *
* nonetheless. Also, the Aerospace Complex... this is also a bug. *
* In all of the rest of SMAC, when they start with a building that is *
* something other then an early game tech, you get the improvement after *
* the tech, right? Not in this case. He actually has the improvement *
* without the tech. Kinda unfair in my opinion, but still kinda a minor *
* point. Finally, a reminder: You can't update the Unity Chopper. *
*******************************************************************************
> Lambda Set - Second Mission Factions Section U <
*******************************************************************************
* Serabollio ("The Chic" and the chick as she is the only female fac leader) *
* Leader: "Director" Gina Serabollio (Pompus little... *ahem*) *
* Agenda: Expression of art and fashion (Not starving artists?) *
* Tech: Centauri Ecology (How the heck is that art or fashion!?!) *
* Starting Statistics *
* Government Statistics *
* +1 Economy ("Sale of art and fashinos generates high income") *
* -2 Morale ("Trained for creation, not destruction" - what the heck) *
* Other Statistics *
* Free Paradise gardens in every base (+2 talents... at start...) *
* +1 Talent every 2 population (HOLY #%%$! Automatic Golden Age!) *
* May not use FUNDAMENTALIST politics in Social Engineering (but *
* artists CAN be fundimentalist... ah well) *
* Ideal Victory: Diplomatic, Economic, Transcend, Conquest *
* Victory Ratings: *
* Conquest: ***** *
* Transcend: ****** *
* Diplomatic: ****** *
* Economic: ****** *
* Other Notes: Yes, you read that rating scale correctly. This is the *
* best faction in all of this addon pack. Hands down. Easiest. *
* "But what about CerraGen?" Well, I said easiest, not the faction with *
* the highest SMAC score. Let me tell you something. When you don't *
* need a single improvement to handle drones in a transcend game, the *
* game just got easier. Also, notice the +1 Economy with only -2 Morale?*
* No planet harm, no research harm, no support harm, no restriction on *
* Democracy, and no efficiency harm... meaning that this easily knocks *
* Morgan out of the water for money. I usually run her Demo/Green/Wealth*
* JUST for the +1 to industry.. heck, sometimes I run Demo/Planned! *
* Also, if you get the Cloning Vats, say hello to max pop size. Quickly.*
* Due to the huge number of talents, you'll never have drone riots. *
* Finally, if you noticed that I added the +1 Talent for every 2 pop, *
* and you are wondering where it came from, it was an observation. No *
* way would +2 talents cause a base of 9 to have all talents in it... so*
* I'm thinking the game glitched and it is really +1 per 2 pop... *
*******************************************************************************
*****************************************************************************
/ Part 04: Beginning SMAC Players Guide |
*******************************************************************************
* Welcome to Sid Meier's Alpha Centauri! This is a turn based strategy game *
* from the mind of Sid Meier and Brian Reynolds- creators of Civilization, *
* Civ 2, Masters of Orion, Masters of Orion 2... you get the idea. They *
* rock in my opinion on turn based strategy games, and almost all compeditors *
* try to emulate these guys. Anyways, I'll be using the Sid Meier's Alien *
* Crossfire interface when dealing with how to play the game and such, but it *
* is virtually identical to the Alpha Centauri interface. Alien Crossfire is *
* the expansion for Alpha Centauri, and is one of the rarer games for the PC *
* now that it is no longer sold. You can still find it in the rare shop *
* online, or if you want to run Linux. From what I hear, the UK sells it. *
* *
* When you first start up SMAC, you are shown an intro movie display *
* explaining some of the plot behind SMAC. Yes, you Civilization veterans *
* heard right - this TBS actually has plot, and quite a bit of it too! In *
* fact, there are a lot of fan made stories along with the standard SMAC *
* plotline (which was expanded in the expansion). Anyways, your options... *
* *
* Start Game *
* Yes, this is how you start a game. :P This opens the "Start Game" *
* menu. *
* Quick Start *
* Loads the exact same settings as the last game. If you loaded a map *
* last, this would ask you to load a map also. *
* Scenerio *
* These are custom made scenerios created using the SMAC scenerio editor. *
* Wasn't too popular. Opens Scenerio menu. *
* Load Game *
* Opens the saved game list so you can open a game. *
* Multiplayer *
* This allows you to start or join a multiplayer game. The online *
* services (AlphaHQ) are down now, but you can still play a game through *
* TCP/IP or hotseat (SMACX only) *
* View Credits *
* Duh. *
* Exit Game *
* Please don't go. The drones need you. They look up to you. *
* (Exits the game. Duh.) *
* *
* Anyways... for my little tutorial-like thingy, lets choose Start Game. *
* Now you are given more options. *
* *
* Make Random Map *
* Creates a random map the size that you wish to have. It will randomly *
* choose the water layout, fungus, clouds, and stuff like that. *
* Customize Random Map *
* Identical to "Make Random Map", only it asks you more questions on *
* things like land density, fungus cover, clouds, and erosion patterns. *
* Actually, mostly technical stuff. I'm not getting in to this yet. *
* The Map of Planet *
* The scenerio the plot follows uses The Map of Planet or Huge Map of *
* Planet. One is smaller then the other, go figure. *
* Huge Map of Planet *
* Ditto. *
* Load Map File *
* Loads a precreated map created using the scenerio/map editor. *
* *
* For this, I'm going to use the Huge Map of Planet. Now, you are given a *
* list of difficulty levels. Starting with the easiest (Citizen) to the *
* hardest (Transcend). On the highest difficulty levels, the AI actually *
* cheats, so watch out. :) I personally play on Transcend constantly, but *
* since this is a tutorial-like thingamabobber, lets choose Citizen. *
* *
* Now a rules page is loaded. You have a choice of playing with Standard *
* rules, the rules you last used, or customized rules. Since this is a *
* tutorial, lets choose standard rules. However, if a Civilization veteran *
* wants to play something like what he/she/it is used to, choose Customize *
* Rules and uncheck "Blind Research". Most people play without BR. *
* *
* Now you should be in the faction display menu. This shows all of the *
* factions that you can play with. In Alien Crossfire, this menu looks *
* NOTHING like it does in Alpha Centauri. However, for the tutorial, I'm *
* using an Alpha Centauri world. So, if you are using Alien Crossfire, click *
* to the left most "set" of pictures. You are given an option between *
* Deidre, Yang, Zak, Morgan, Santiago, Godwinson, and Lal. If you are using *
* the Alien Crossfire expansion, the "Info" button allows you to see what *
* they do and such. Good button, should have been in the first SMAC. :P *
* Anyways, in my FAQ all of this info is listed, so even if you are playing *
* Alpha Centauri, you can just look it up. See the section called *
* "Sid Meier's Alpha Centauri Factions." Anyways, for this tutorial I'm *
* going to use Zakarov (University of Planet). For new players, I recommend *
* playing the University (if you are research hungry), Sparta (if you are war *
* hungry), or Gaia - those three are the easiest for new players to play. *
* The story line, however, mainly follows if you are playing as Gaia. *
* Indeed, when I first started playing, I lost many a game from playing as *
* Gaia. :) For this tutorial, let us choose the University of Planet. *
* Anyways, Zak is the "White Unit" faction (no, it isn't racist, it is the *
* way it is). You can change his name and stuff, but I tend to leave it *
* alone. Click on "Okay" to continue. Now you get your Planetfall message. *
* YAY! Lets go! *
* *
* Welcome to Chiron *
* First thing you see is a pod landing on to the land and a box saying "Enter *
* a name for your first base." By default for the University it is *
* "University Base". Click on OK. *
* Now, you'll notice tutorial messages as long as you picked either of the *
* first two difficulties. These are your friends. Go through the entire *
* tour, as I'm not going to explain all of that to you. :P It gives you a *
* basic interface explanation, and points to things - something I can't do in *
* this little txt file. :) *
* *
* Now, you'll notice a couple of things. First off is something in the *
* middle of the screen that says "University Base". This is your first base, *
* congratulations! Underneath that should be something that says *
* "Gov: Colony Pod" (or something like that). This is what is happening *
* right now. The Governor of your city (AI) is having the city build a *
* colony pod. Click (left click once) on the base. Now take the next *
* tour. :) This introduces you to the governor. If you have played Civ 2, *
* you know that the governor took basic actions when there was a riot from *
* unhappy citizens. In SMAC, the governor does FAR more then that. He can *
* even run the base for you... but I don't like that personally. I make *
* sure the governor is turned off as I prefer controlling ALL of my bases. *
* All your base are belong to me. Now to explain a few things it didn't *
* explain. This is the base screen. The governor options are at the top *
* (and were explained already). On the left column of the base display is... *
* *
* Nutrients on the top - this is how much food is stockpiled. When the box *
* completely fills, a new worker, talent, or drone is created in the base *
* (more on that later). Where it says "Growth: 20 turns" is how long it *
* would take to fill the box at the current speed. This is the same as it *
* was in Civilization if you have played it, and nothing has really changed *
* when it comes to this for the beginning SMAC game. *
* Beneath that it should say "Commerse". It only says this if you are *
* playing a non-alien faction (don't worry, if you are in this tutorial of *
* mine, you aren't playing an alien faction). This is the amount of trade *
* you get with other bases. This is roughly the equivilent of Caravans from *
* Civ 1/2, only you never actually need them. I'm actually not 100% sure how *
* this is figured, but my guess is that the energy collected by this base *
* increases the chances that you will see commerse from treaty or pact *
* members (see alliances later). You don't need to be connected to them at *
* all (unlike Civilization 3). *
* Below this is the MY (Mission Year), current Energy stockpile (most likely *
* 11), and EcoDamage. EcoDamage is the reading of how much environmental *
* damage you are doing to Planet (not "The Planet" - SMAC refers to it as *
* "Planet" because that is its name). The damage is increased from *
* population and resources produced, and decreased by planting forests in the *
* city radius or building improvements all across your nation/empire. *
* *
* On the right side you see a column labled "Base Facilities". These are *
* the improvements your base has. The first improvement listed should be *
* Headquarters. This only shows up in your capital city (unless you build *
* it elsewhere, but then the capital changes with it), and is used for *
* figuring out corruption. Don't worry about that yet. As you are starting *
* as the University, you should also see "Network Node" listed there. This *
* is the equivilent of Civilization's Library, but it has other effects as *
* well.. never leave home without a node. :) *
* In the upper center area of display there is a map showing the base area *
* with little numbers on things and stuff. Let me explain. *
* The White box with a black number is the size of your base. This is the *
* thing that increases when you get another talent/worker/drone. This is *
* in 10s of thousands, so your base population of "1" is actually a base *
* 10,000 citizens strong. YAY! or something. *
* The Green/Blue/Orange number thingys are where your people are working. *
* You can move these around, but I'll get to that in a moment. The square *
* that the base is built on will ALWAYS have the three sets of numbers. *
* Other squares may have 3 numbers, two numbers, one number, or even no *
* numbers. *
* A green number with a green circle around it is the nutrients provided *
* by that square. *
* A blue number surrounded by a diamond is the minerals provided by that *
* square. *
* A orange number surrounded by a sun-like orange thingy is the energy *
* provided by that square. *
* You should see two sets of these - one on your base, and one somewhere *
* else. The one "somewhere else" is actually your current 10,000 population. *
* If you get another 10,000 people (from population growth), another one of *
* these will be on the map. *
* Below the map are three buttons, one of them highlighted. The one *
* highlighted is the resource map, which is the map you are looking at now. *
* Click the "Support" button. This is a map of where all of the units built *
* by this base are. Right now, it is a small world that you see. :P Now *
* click the "Psych" button. Eventually, all of your population will be *
* listed in here and if they are talents/workers/drones/specialists. By *
* now, you are most likely wondering what I mean by that. Well, let me *
* explain. *
* Talents (Happy people in Civ) - These are the intellectual elite. They *
* are (according to the story) the highest of the high. Researchers, *
* government workers, teachers, these people are VERY happy. They are *
* White. They also increase the amount of energy you get from them if *
* I remember right, and can cause a "Golden Age" in the city if there are *
* more of them then the Workers. However, if there are less talents then *
* drones, you have a drone riot. *
* Workers (Content people in Civ). The average people. Nothing special. *
* If there are less workers then Talents and no drones, you have a *
* "Golden Age". Yellow in color. *
* Drones (Unhappy people in Civ). Drones are not good. These are the *
* people that were dropped as children. They are always angry about *
* SOMETHING, and usually treated as slaves to boot. If there are ANY *
* drones, a "Golden Age" will not occur. If there are more drones then *
* Talents, then a Drone Riot will occur - all base production and energy *
* stops, along with some other nasty effects I'd rather not get in to. *
* They also decrease the amount of energy given if I remember correctly. Red *
* in color. *
* Specialists (same name in Civ). These count as content people, and modify *
* the amount of Economy, Labs, or Psych from the base (more on that later), *
* but do NOT work the land. *
* Anyways, this Psych list shows the things that modify the *
* Talents/Workers/Drones to be what they are. Things that modify it include *
* a police force, a military, base improvements like "Recreation Commons", *
* and Secret Projects such as the "Human Genome Project". *
* Anyways, below that is the resource bar section. This shows the nutrients, *
* minerals, and energy this base is getting. How this is figured out depends *
* on which resource you are looking at. Note that this is identical to Civ 1 *
* and 2. *
* Nutrients are determined by the number of nutrients gained from working the *
* land (among other things) minus the amount of nutrients being used by your *
* workers (2 nutrients per 10,000 population). If this is negative, you are *
* starving and have negative growth. If this is positive, you are increasing *
* in population. If this equals zero, your population levels are remaining *
* the same. *
* Minerals are determined by the number of minerals gained from working the *
* land (among other things) minus the amount being taken up from your *
* military being supported (depending on what your "support" rating is). If *
* this is positive, things in your build queue (more on that later) will be *
* built adding that surplus to the queue every turn. If this is negative, *
* the build queue will start to have resources taken away.. and when the *
* queue reaches zero, units will start to be destroyed until it is zero *
* again. If you have zero surplus minerals, nothing is built. Always keep *
* a surplus of at least 2. *
* Energy is determined by the amount of energy gained from solar stations on *
* the land (among other things) minus the energy stolen by the corrupt *
* politicans in the government. No, I'm actually not joking. Efficency *
* (the political stat - yes, more on that later) modifies this, as does the *
* number of bases you have and how far away they are from your headquarters. *
* Your headquarters, however, will ALWAYS have no corruption in the *
* government (unlike in life). This value is always either 0 or positive. *
* ALWAYS. *
* Speaking of energy, below that is your energy allocation. This is based *
* on the tax rates by your government mainly. The energy you have in *
* surplus is put in to the Energy allocation area then divided up based on *
* your taxes. Until you change them, your taxes are 50% economy and 50% *
* labs. So, as an example, if your surplus energy was 2, you would have one *
* energy in Economy (makes you money, pays for city improvements) and another *
* in labs (researching new tech). You would have 0 energy in Psych *
* (increases the number of Talents in the city). Note: It takes 2 energy in *
* Psych to make one worker (well, 10,000 workers really) in one base become *
* Talents. It is the same for one drone to become a worker. However, you *
* don't need to worry about that. Anyways, the Bonus column is for things *
* like city improvements, specialists, and other stuff like that. If you *
* are playing the University like I said, you will notice that if you have 1 *
* energy in Labs, you have 1 in the bonus also. That is because the Network *
* Node gives you 50% (rounded up) more labs then you put in to it. This is *
* added to the total, and what you get at the end is what the city produces *
* in Economy, Labs, and Psych. Economy and Labs stuff carries over to your *
* entire empire/nation. Psych doesn't. Remember this. *
* *
* FINALLY, below all of this is the build area. To the left is the item *
* currently being built (chances are, Colony Pod). This can be a unit *
* (Colony Pod is a unit), base structure (Network Node is a base structure), *
* or Secret Project (The Virtual World is a Secret Project). To the right *
* of that is the build queue. You can set up to 8 items in the "queue" for *
* the city to build after it finishes the current one. This is a GoodThing© *
* :) Above the queue is the queue button, and below it are the Change and *
* Hurry buttons. The Hurry button speeds up whatever the city is building, *
* but it costs a LOT of money to hurry something. Don't use this constantly. *
* Anyways, the Change button changes what is currently being built, and the *
* queue button changes what will be built. Lets click on the queue button *
* now. *
* Instead of the map display, you now see the build display. You should see *
* at least a Scout Patrol, a Colony Pod, and "Stockpile Energy". A Scout *
* patrol is a unit, as it a colony pod. Units are ALWAYS listed first. Then *
* you may see other units there, you may not - all depends on what *
* technologies you have. As an example, I also have a "Probe Team" listed. *
* After that are the base improvements. You may see things like Energy Bank, *
* Perimeter Defense, stuff like | | | | |