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EtheMind
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Finland
Jul 2001 time: 07:15
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First a look into overall strategies...
For me it has become customary to divide factions into two distinct categories based on their social priorities, nature and most cost-efficient overall strategy. Dictatorian factions pursue power on the expense of infrastructure and economy, warfare is essential for the success of faction. Democratic factions put their efforts into infrastructure and peacetime development.
Dictatorian : Hive, Sparta, Believers
Democratic : Peacekeepers, Gaians, Morganites, University
Other way to make distinction between faction strategies is to sort them by their primary intrest. To great extent this is a subject of opinion, of course.
Explore : Gaians
Discover : University of Planet, Peacekeepers
Build : Morgan
Conquer : Believers, Spartans, Hive
There's also some victory conditions which some factions clearly aim for. UoP go for Trancend, PKs Diplomatic, Morgan for Economic. Other factions mostly have best chance at Trancend, Diplomatic or Conquer.
Then factions with their most cost-efficient SE, IMHO...
University
Democracy, Free Market/Green, Knowledge/Wealth, Cybernetic/Eudaimonic
University is definitely for Democracy. I've used Free Market with success, but in the early game +1 Drone is bad enough making Free Market very hard to sustain. Playing as UoP though you have the most realistic aim for VW, and HGP is not far away either. Green makes a good early economy in case you don't succeed to get the support for FreeMarket. Knowledge seems as best option in most of the cases. Future Societies are an open question but if in FreeMarket one would probably take Cybernetic. And if Green, Eudaimonic.
Peacekeepers
Democracy, Planned/Free Market, Knowledge/Wealth, Cybernetic/Eudaimonic
Democracy for Peacekeepers, that's a sure one. Because of PKs' 2x multiplyer for votes and +1 Talent it makes sense for them to pursue Planned for the Growth bonus. Then again, +1 Talents makes it that much more easy to run FM, it might come into use if you don't need that Growth bonus. It's also easier to pursue GA when playing PKs, amd Democracy, CC and GA is enough to get Population boom anyway. When it comes into Values, PKs go well with Knowledge and Wealth and if you need to "punk some heads", Power doesn't hold them back in any significant manner either. Cybernetic makes sense because of its efficiency advantage, in this point of game one usually can use some efficiency anyway. Which future society comes into question depends upon your other social choices.
Gaians
Democracy, Green, Wealth/Knowledge, Cybernetic/Eudaimonic
The late game boosting +2 Efficiency opens a lot of doors for Gaians. Considering their -Police and -Morale they don't serve well in Police State or Fundamentalism. I would make most out of their Planet advantage and go for green hippie style. Wealth could also come handy considering their emphasis of native life forms. Inherent penalty of Moral makes it that much harder to create a well-trained conventional army in the early-mid game. Maximing efficiency in very large empires, Knowledge may come useful and the late game options stay open for Gaians. Cybernetic grants them +5 Planet, 50% Combat bonus, and native life is probably the best way for Gaian to go until they start to have enough high tech to sustain conventional army with reasonable costs and power. Eudaimonic is nice though, if you run Knowledge and want that +1 energy per square.
Morgan
Democracy, Free Market, Wealth/Knowledge, Eudaimonic/Cybernetic
As Morgan I wouldn't consider any less economy supporting politics than Democracy. Having good relations and relatively small faction with all the possible Economy turned on makes a nice trip to wealth but even minor "over expansion" calls for more efficiency. It's usually a good idea to limit your size when playing as Morgan and choose to go all wealth. That makes SE pretty simple.
Believers
Fundamentalist, Green, Power, Thought Control/Cybernetic
I think our beloved believers leave little choice for leaders in their SE settings. Miriam can pack a great deal of punch and very early on if used wisely. But Miriam's faction calls for arms more than any other faction. Constant probing and invasion are essential when playing Miriam. Constant offense is usually only way to keep up with Technocrats, in fact, I usually halt all research after I establish sufficient probing network. One of the main themes when playing as Miriam are constant drone difficulties being the only dictatorian with no Police advantage.
Spartans
Police State/Fundamentalism, Green, Power/Knowledge, Thought Control/Cybernetic
It's good to notice that since Spartans don't have any economy/research restrictions as other dictatorships it's completely possible to pursue more Build centered strategy. Considering their nature and advantages though, this doesn't make much sense. I'd go for Police State to get that early Support bonus and +3 Police. Fundamentalism works well with their Morale but I don't really see +2 Probe that useful. You will most probably need Green to neutralize efficiency penalty, and you are going to have more than few bases if you play Spartans anyway. Spartans prefer Power, nice, but it's not necessarily in need when you consider they already have +2 Morale and with Police State they have enough Support.
Eudaimonia sacrifises Morale to the altar of humanism, absurd for Spartans. Cybernetic disarms you top notch police forces. And you probably don't have any adv. facilities to deal with discontempt citizens often preferred as Drones. And Thought Control is cool
Hive
Police State, Planned, Knowledge, Cybernetic
The SE for Hive is predestinated if you ask me. You have to aim for high population Growth and good Industry, controlled and supported by Police State. Police State seems to make only reasonable Politics setting in any given situation when playing Hive. Wealth might seem to support that Industry and lift off penalties in Economy. But in most situations I find Knowledge only way to go, unless in heavy conflict with enemy which might call for Power. The Hive usaully becomes large faction(up to you of course), both inefficiency and associated b-drones are tough problems to chew on. But it's a safest choice for fast expansion and fundamental production.
You don't agree? I'd be worried if you do ... 
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Blake
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Brainfallocatione
Oct 2000 time: 17:15
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I actually think all the value choices are viable for Hive,
Wealth: Great for building, +3 industry is fantastic, and the +1 econ has the effect of +1 energy per base, which may come in usfull, particullary on low native life worlds. (no worm cash). Also you should bee-line to IndAuto for crawlers, so wealth comes early, and is simply too good to pass by, atleast in the early game.
Knowledge: +2 research at expense of -2 probe, that really is a tough call for Yang (the effic bonus is lost due to how immunity works), if your pursuing builder strategy you should probably run wealth for quicker facility builds, if your not you'll be wanting to do fairly extensive probing for tech, and you do NOT want to make it easy for your enemy to probe away your attack force. Knowledge simply doesn't build on any of the Hives strengths, prehaps if your isolated and in a slow tech game...
Power: Power brings support to +4, which is nice if you have used wealth to accelerate infrastructure development, and have big bases. The morale allows easy elite units, elite groundpounders are fantastic for yang. The tradeoff is you only have standard industry (altough standard industry is hardly bad). However military unit construction can be done in Wealth, then switch to power for the offensive, altough the wealth units wont be elite, they'll be plentifull.
My strategy usually revolves around wealth in peace-time, with a switch to power when it's time to kick some butt. Really, there is no ultimate Values for hive.
Future choices: Cyber suffers the same penalties as Knowledge - the effic bonus is lost, making it +2 research for -3 police (Yang, without his police?!). This is not a tradeoff I would make (except maybe at gunpoint). I would tend towards Thoughtcontrol in wartime and Eudo in peacetime, with decent terraforming Yang can easily afford clean reactors, with PS/Power/TC yang still has +1 support, if all formers/garrisons are clean then that's 3 top-quality military units supported free.
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WhiteElephants
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Toledo Ohio
Mar 2000 time: 00:15
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I assume your looking for some consturctive criticism and since I, more often than not, play the Gaians I thought I point out that I try to run Planned as early as possible with them.
The reason I like using the Gaians isn't so much for their +1 Planet, but for the +2 efficency. Running Planned doesn't cost them any negatives because of the +2 inherent bonus for this faction so you can still build up to 6 bases on a standard sized map before getting any bueracracy drones. I'll often expand beyond this point dealing with the b-drones by using doctors until I'm comfortable with my expansion, stop, and switch to Demo thereby, somewhat relieving me of those pesky b-drones. On top of that I'm only missing a creche to begin pop booming.
I'll often stay in this setting for the most part of the game. I just don't find that the -2 growth is worth the +2 Eff and +2 Planet, besides I'd have +6 Eff if I switch out of Planned which I feel is an overkill unless your running a MASSIVE sized empire, which in that case you'd simply have to run Green. I'm also not fond of the native lifeforms (save for the Isles of the Deep) I feel they cost too much and a Planet rating only effects attack not defense, so as strong as a mindworm gets it still defends at 2:3 without any modifiers -- not good especially considering trance and empath are free abilities to put on your vanilla scout defender, which incidentaly cost about 1/4 the mineral value of a mindworm and can be upgraded to whatever configuration to handle whatever is attacking.
Other than that I think Knowledge and Wealth are fine SE choices, though should a war erupt I think Power and Fundy aren't all that bad. I'm hard pressed to say that there is a SE choice I just wouldn't use. I do have an aversion to Police State, yet I see possibility there because like Planned your not falling into the red with your efficency.
WhiteElephants, "Mindworm Mindworm"
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Lefty Scaevola
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San Antonio TX USA
Oct 2000 time: 23:15
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The "when" is usually more important than the" who" for deciding which SE combination, even after you have several choices. Free Market works great form small base and no offensive war (early game), demo/planned for pop booming and racing to finish those early and mid secrete projects, wealth give an early boost to builders, but is usually supplanted by knowledge, when at war, particularly offensive war, or if playing a momentum game, you go to using fundy or power, if you have lots of huge bases, it is planet & efficiency above all (500+ bases in the 20+ size its demo/green/knowlege/cybernetic).
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The Commodore
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Huntsville,Al,USA
Dec 2000 time: 05:15
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Looks at thread.
Nods.
Looks back a first post.
Has heart attack.
You...you...you...have the...GAUL, to sujest putting Morgan into FM!?!
Unless you're going for +5 econ, at the expense of everything else, DON"T DARE PUT HIM IN FM! He doesn't need it for +1 econ, he gets that with just Wealth. FM is a economy of pain, unless you're Spartan, and if there's any other way to get +2 econ, use the other way. The -2 morale of wealth isn't so bad: Native life from CC's get bigger morale boons, the lower your SE morale is.
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Blake
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Brainfallocatione
Oct 2000 time: 17:15
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quote: Originally posted by The Commodore
You...you...you...have the...GAUL, to sujest putting Morgan into FM!?!
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Actually, I almost always run FM when morgan. A number of reasons:
+X energy per base. This is really great if you have many small bases, if you have for example size 3 bases then going from +1 to +2 econ nets +3 energy (+1 over 3 tiles), if you add another +2 econ then you get something like an extra +4 energy per base square, this is very very worthwhile. Also it is immune to energy restrictions, the +1 energy per tile is lost on a river+forest tile. (early game, that is).
I'm a builder, that means large bases and allies where possible. The additional commerce income from higher econ is yet more cash.
My units dont need to leave my territory.
I limit myself to ~10 bases, benefits from increased effic are quite small.
That said, when I feel the need to bring the fight to the others I usually switch to Green, but I cant see how FM could not be good for Morgan in peacetime, partcullary in the early game when every credit counts.
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EtheMind
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Finland
Jul 2001 time: 07:15
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Well. I have PS, and I like it, in theory. I get to build four free units, neat! I build 2-3 formers and 1-2 units to keep control very early on. It takes 0 to 1 mineral to support, that's nice. Then I start to expand because I got PS, you can't stay as small faction if you play dictatorship, not in any Civ game I've played. I start to get b-drones and my bases grow bigger. In a moment I need 3 units to maintain order and soon I could find use for Police Units too, much because of b-drones...there goes that support, 3 points just to keep order and this is the reality of expanding PSs.
PS is good, if you're good at it. Having three units in garrison makes it easy to defend and early support boost can really make a difference, true.
The problem is that it's very hard to turn your coat in PS. You simply can't afford to build all psych facilities early on, and you need them at Trancend. You're stuck with your Police Units, and for some time. You're a developing dictatorship, much like countries in Africa and in Latin America...of course, PS is still cool 
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EtheMind
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Finland
Jul 2001 time: 07:15
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No, that was me who claimed that...
I'm just starting to get used to specialists. I rarely use them if I'm a builder since you can usually process a lot of science and economy with little energy because of all facilities and projects. But I am beginning to understand the importance of this strategy in case of high inefficiency. I really have to try it in my current game with Hive, when I have time to continue it...in few months
SMAX does add little more fairness when using PS, because of Brood pits. This makes PS very viable choice for Cult after they get that...tech which you need to build BPs. And since for Police centered factions have hard time getting Ascetic Virtues, especially in MP games, I'd guess, and Thought Control is far away, and even if you get it you loose that important support bonus, unless you have CV.
In any case it's pretty hard for control freeks to run Thought Control, even in late game, because of their shortage of infrastructure and cost efficient cities.
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DilithiumDad
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Gaians: I end up staying in Planned for most of the game, with some Green periods when I have units trolling the fungus or popping sea pods. When the fungus is all trolled (virgin fungus yileds more worms) and all the pods are popped it's back to Planned. Green also helps in maintaining Golden Ages when going for Wealth + GA to get +2 economy.
Morgan: I use FM a lot with Morgan, especially for population growth. After expansion and once your bases are size 4 and over, then Green starts to look better. Often Green nets you more economy and labs than FM, let alone the +2 planet advantages.
Hive: I used to leave it locked to PS-Planned-Wealth until I got my clock cleaned in Wealth in multiplayer. Wealth is very dangerous in multiplayer, and the Hive is the only faction that can tolerate the -2 industry penalty of Power.
PK: Rather than having a set SE setting for this faction, I prefer to alternate between Planned and FM with either Wealth or Knowledge. I pop boom on Planned, then switch to FM and reap all the energy from the extra worked tiles. I alternate between FM and Planned in about 5-year cycles.
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