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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:34
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I'm glad you discounted the Aliens, since they're so terrifyingly overpowered.
My picks for 3 Strongest when played by a Human are:
1. University
These guys are very popular, and with good reason. Their tech rate is second to none, and their drawbacks are relatively easy to compensate for. No support or industry limitations means you can even go for an early momentum strategy, buy teching toward weapons technology and hitting close neighbors with a fast impact rover rush.
2. Drones
Crushingly good mineral output, combined with enhanced drone control makes the Drones another highly flexible, powerful faction. The inability to go Green really only becomes a hindrance late game. The vast industrial capacity lets the Drones pursue any path they choose toward victory, whether it's a builder or momentum strategy, or anything in between.
3. Peacekeepers
Lal has no apparent weaknesses, and lots of powerful strengths that make them a threat to win every game they're in. Double Council votes cannot be overestimated, as does the utility of free talents. The extra Hab limits merely makes up for Lal's minor efficiency problems, but makes specialist-driven, high nutrient economy a natural choice.
Honorable Mentions go to Yang and Dierdre, though I personally find both factions a little too economically inflexible to be as powerful as the 3 I've chosen. I short, if you can't get +2 Economy, you're not a top-ranked faction in my book.
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Zeiter
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Can you believe that I rarely go FM? Usually it is planned during pop-boom, then green for the rest of the way for me.
I'd have to say the strongest are:
1. Peacekeepers: Pop limits, council votes, talents, starts with biogenetics (which lets you get recycling tanks, HGP, and which also gives you a shot at secret of the human brain), no weaknesses-very versatile. You can build and you can conquer, whichever one you want.
2. Gaians: starts with centauri ecology, so you can terraform right from the beginning. Good planet rating - can capture mind worms, +10% planet bonus when fighting native life. Excellent efficiency. +1 nutrients in fungus. Few weaknesses, also very versatile. You can build, or you can lead your mind worm legions to victory. Also very good late in the game when you have to deal with the planet freak-outs.
3. University: I've noticed that the University is a good faction for both beginners on their first game and highly skilled veterans. The University is also very versatile. +2 tech is very nice. Has probably the best shot at Secrets of the human brain. Free network node at each base (the virtual world is a must for UoP). Free starting tech of your choice. Starts with information networks, which sets you up for a beeline to nonlinear mathematics if you are in the mood for conquerin', or Ind Auto if you just wanna crawl, crawl, crawl. The only negatives are probe susceptibility and an extra drone every four citizens. However, those problems can be easily dealt with.
Basically, what I look for is versatility. While other factions seem to have certain niches mastered, with these factions you have a lot of options concerning how you want to play. That's also why these factions all make excellent beginner choices. You don't have to have a certain niche mastered in order to play well with these.
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:34
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Hive - the military and defensive powerhouse. Very hard to play against, especially on a large map.
University - the Net Nodes is a tremendous bonus,a nd with the VW they solve their drone problem, while still havign fantastic research.
Pirates - The sea is a great resource, but usually lacks minerals. With that, the ability for early trade, and some great ships, they can be a force to be reckoned with. Also quote hard to play against in the early and early-middle game.
Honourable mentions to PKs, because of their votes, growth potential and talents, making them great popboomers. Gaians have a huge military problem, and are pretty easy to overrun in war, Morganites have problem growing and in war, especially if roleplayed (FM all the way) and Drones research problems really let them down, IMHO. You have to get the tech before you can build the SP.
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:34
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I picked Zak, Yang, and Domai
Zak for an effective +80% research in the early game, and with VW no drone problems. With Zak you research so fast you can get to IA before you can even use it effectively. His weaknesses are -2 probe, which isn't a big deal since if probes get to most factions they'll suffer, and a small drone problem that doesn't even matter until bases reach size 4.
Yang for the ability to place many, many cities without drone problems, and for his high industry. Although he only gets +1 inherently, he can run Planned better than most factions for an extra +1. Wealth cancels his econ penalty and boosts his industry even higher. Throw in the PTS if you can get it and sprawl over the planet. Not being able to use Demo hurts in the late game, if you get there, but the lack of pop booming is offset by the ability to make many small cities so easily
Domai gets +2 industry. Add on either FM/Wealth or Planned/Wealth for enough to build anything very quickly, as long as you can research it. To offset a low research rate, make lots of crawlers to crawl more energy, or make lots of cities. Hell, make lots of anything you need. Domai is silly if you can cope with the early lack of tech.
Deirdre, Lal, and Aki are also good.
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Minute Mirage
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Helsinki
Aug 2003 time: 07:34
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quote: Originally posted by Lefty Scaevola
A lot depends on the difficulty level selected, because of controlling drones. THe University is great at lower an middle difficulties, but fades at the higher ones, where the peacekeepers, cyborgs and Gains gain relative stregnth. |
The University's drone problem is most irrelevant at transcend difficulty. Since you are likely to have drones as your first citizen in every base if you have expanded enough, the extra drones don't mean anything.
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mart7x5
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I think Hive for its +Growth, +Industry, free perimeter defence and flattened efficiency
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Starfarer
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The endless oceans of Darkness that surround us all...
Jan 2004 time: 05:34
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I say University, Morgan, and Rose's hacker kids.
Unniversity... my God... what kind of a silly person does it take to think they suck?
Morgan... I can see why some people dislike him, but if you're decent, you can turn him into a true powerhouse. only way to beat Morgan late game is to beat him mid game, really.
And everyone hates suypport costs, but if you think about it, what's better... surviving the attacks because you have twice the units they thought you would and taking a minor hit to your industry at two or three bases... or dying because you hate the little red-rimmed-mineral?
And Angels, because... I'm sorry, a probe-rape faction without the penalties that the bible-thumpers have is wonderful.
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:34
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I hate to do this, but I change my vote. (sorry, i voted for the aliens)
I believe that by far, the most powerful (assuming you have updates or crossfire) is the Hive.
I hate the Hive, but they are deffinitely the best. When I look at who is the most powerful, I also include social engineering choices. With immunity to efficiency, the Hive can do Police State and Planned, and litterally kill everyone with industry and infrastructure. And, although not reccommended, doing power, may eliminate the industry benefits, but will give +4 support and a great morale benefit, making the hive almost invincible. The only people who can get by the Hive are my personal two favorites, the Angels and University
The University can use it's tech to create infrastructure even better than the drones and morgans, and although it won't have as many units as the Hive, it can use it's tech to kill Yang units.
The Angels also can bypass the military superpower lead by the insane Chairman Yang by using elite probe teams. Mind control one of Yang's bases, and you have a whole horde of facilities and units. While you may not be able to support them due to the vast number, you can use them as kamikaze attackers and weaken Yang up for the kill.
But of course, don't forget the ALiens. The have by far the best advantages, to bad they have to look so ugly.
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Trithemius
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Canberra, Australia
May 2003 time: 14:34
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quote: Originally posted by Jamski
Its common knowledge.
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Tyranny is not insanity. It's horribly unpleasant, but it is not neccessary insane. Yang is, in my opinion, more Hobbes and anti-Foucault than he is Mao Tse Tung.
Last edited by Trithemius on 29-03-2004 at 16:09
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