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AMD4EVER
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No one seems to agree with me that Morgan is the worst faction. So which faction is the worst? Assuming all options for the map are normal or the middle option and that all rules are the ones most commonly used in games. For the most part each faction should be on their own small island or have some type of barrier between them and the faction next to them. Which faction does the worst in this most average of situations? Which does the best?
My opinion is that Morgan is the worst off of all the factions here. I'm not sure who the best off is but the Peacekeepers wouldn't do too bad.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:30
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The question has been asked many many times and debated like crazy-- There is no absolute consensus among the original 7 factions. The factions I say are the weakest are the very same ones that other players ( including some strong players) see as strong.
Personally, I see the original 7 as being very balanced but if I had to choose a weak sister. I would choose the Spartans with the Believers very very close. With the spartans, I find that the industry penalty combined with the inability to go wealth is somewhat crippling. The believers, I just don't see enough to balance the research penalty. I will play ANY of the other 5 gladly in a PBEM-- I once thought of Morgan as weak as I HATED the hab limits and couldn't compensate. Now I still hate the hab limits but find Morgan to be quite strong
Of the Smax 7, I find the drones and aliens to be pretty powerful ( although each requires a different type approach) and the angels and cyborgs to be very playable. I have mixed feelings on the pirates since I am not sure I have mastered them at all.
That leaves the cult-- In your scenario of totally separate islands they would be very weak since ECON and IND penalties mean they are a poor builder. Many find the cult to be the weakest of the 14 , While I see their flaws, I see them as playable on any normal map where you don't get stuck on an island. The key is actually the free starting mindworm which can raise an army and subjegate a neighbor before they can get prepared-- The later game advantages of the cult are pretty small and in any game where there is not a close neighbor to conquer, I would prefer to be gaian.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:30
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Well, in my opinion, a strong faction needs to have strengths that remain useful throughout the game, and weaknesses that aren't too crippling to negate those strengths. If your strengths don't remain relevant as the game progresses, it's vital that you make the best use of them before they cease to matter.
In light of this, I'll select the Cult as the weakest faction. Their weaknesses of poor economy and industry are quite crippling, especially the early turn-advantage you lose by being unable to expand at the rate of your more productive rivals. Their strengths seem to be a good planet rating and the positive police effect of Mindworms. A strong planet rating, while useful early on for generating a fast, free army, rapidly loses relevance as other factions can start to deploy trance troops and artillery to reduce natives to a near non-threat.
In short, you're under the gun to make something useful out of your early worms, and if you're unlucky and lose key battles or simply don't find anyone to bully, your advantages dissolve and you're still stuck with your penalties.
The runner up for my picks for Worst Faction is Sparta, since they too have a highly crippling industry penalty, and can't run wealth to counteract it. These are serious drawbacks that will hurt your development for the entire game. To overcome them, you're given extra morale. While the effect of that morale boost is there for the entire game, any other faction can easily mimic the effects of that boost with facilities. And again, if you're not in a position where you have neighbors that you can conveniently bully, your morale does you ZERO good.
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Petek

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Berkeley, CA
Jul 2000 time: 21:30
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quote: Originally posted by Chaos Theory
I agree that the Cult is the weakest, plus in single player, they start a few years later than everyone, without the Aliens' advantages. |
Just wanted to point out that the Cult's starting year in single player depends on whether you or the AI is actually playing that faction. Here's a post of mine from another thread where this was discussed:
"I started about a dozen games in which the Cult was one of the factions. Some games I was the Cult, other games I chose another faction. Went into the scenario editor as soon as the game started. Here's what I found: If you play as the Cult, then your first turn is MY 2106. However, all other factions also start in MY 2106. (In other words, no other faction had founded a base or moved a unit before the Cult's first turn.)
On the other hand, in those games where I played as a non-Cult faction, I started in MY 2101. Again looking in the scenario editor, the Cult was not to be found. They don't show up until MY 2105 or 2106.
Whenever I play as the Cult, I always assumed that I was starting 5 or so years later than everyone else. Now it seems that's not true."
However, I agree that the Cult is weak if not starting close to other factions, no matter when it "lands".
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:30
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I'm not exactly in love with the Cult, but I don't think that they are all that bad either, although the luck factor is somewhat more prominent than with the other factions.
Basically, the extent to which you are able to marshal a large number of (mostly cr@ppy) Worms, IoD's and Spore Launchers has a great deal to do with your situation. The more you have, the larger the area you can cover and the more additional contacts with native life you can expect to get. In addition to the police effect (quite helpful in the early game), I find that there is a pretty substantial income to be expected from a decent contingent of MW's and IoD's cruising the fungus, looking for trouble and popping pods, not to mention free builds, more native life and other goodies. That is where all the luck comes in - how many MW's you can get quickly and the capture/fight ratio.
If you go Green, and moreso if you have the right SP's, your native life has a pretty substantial attack bonus and can do surprising damage to impressive looking opponents. Of course, they have the usual NL disadvantages, but all those junky SporeLaunchers you get for ftee can counter the traditional artie approach to NL, so you can hang in there militarily, although some regular troops (particular the classic chop and drop units) are nice to have too.
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Curiosity
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I'd have no problems with taking Morgan in MP, unless another human had control of the University. The HGP is a really big thing for Morgan, due to the need to GA pop-boom, and a university player in most likely to have the opportunity and motive to snag it first.
However, even if this happens then all is hardly lost, as you can fall back on a reasonably effective ICS game.
Of the original seven, I would definitely say Miriam is the weakest. Her early game tech is abysmal, and there's a real disadvantage in not having formers for that long. Then, by the time she actually has the tech to go out conquering she's going to be facing very stiff opposition. It's not so bad starting near to someone, but on an island... there's not much hope for her.
Having said that, for about 3 years my fastest tanscend was with Miriam. 
I'm pretty comfortable with the Spartans, though they're generally badly regarded. The ease with which they can submit factions early in the game is a huge bonus. Those who remember the fast transcend records know what I mean. The ability to get Elite infantry at a critically early point is also amazing - ever seen the elite scout rush? 
They're not a fantastic builder faction without submissives, but they can nip along in early-game tech, at about the same rate as Lal or Deirdre. Later, they can often do a good job of fielding an army in Free Market, either with the Ascetic Values or police state. The police bonus also helps out when ICSing.
I've played the x-pack factions a lot less, but it seems to me that the Pirates, Consciousness, Angels and Cult are all horrible. At least the Cult can claim small maps with abundant fungus as their own territory, so I'd maybe call the Pirates the weakest.
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Gufnork
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Gothenburg, Sweden
Jul 2003 time: 05:30
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Pirates are good if you're lucky. I generally get 75% IoD's in the pods which means I spend eternities healing my foils. You get a lot of cash, though. They're not a bad faction, but rely on luck and is damn hard to play. And yes, they usually start next to the Monsoon Jungle.
CyCon's early rover rushes would be amazing. If their techsteal ability would work, which it never has for me for some reason. Going all out military and still get the builder techs as fast as anyone is quite an advantage. Not to mention that it doesn't take long before they get those techs. Or, just go builder. Deidre's efficiency and Zakharovs research? They're good.
Cult are terrible. They don't have any useful advantages that Gaia doesn't have, with terrible negatives and no +2 efficiency.
Angels are hard for me to judge. I'm a poor prober.
Cult, Spartans and Believers are the worst in my book.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:30
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Techsteal didn't work out of the box...needs the V2.0 patch to function.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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In my opinion the Pirates are not a good sea pod-popping faction. One has to open any pod, and particularly a sea pod, with great care since it is fairly likely that an IoD will erupt. When that happens you have to attack (if you can), and it is generally an even-up battle – you don’t get the 50% attack bonus like on land psi combat. This means that you will have a lot of dead foils and transports (which are toast if they are unarmored, or don’t have trance). Foils have a 50-50 chance, so this means an eternity to repair even if they survive and attack/defense. If you are in sea fungus you are generally stewed with the 50% psi penalty (IoDs shine her, btw, since they have no penalty for defense psi in sea fungus). Actually, it is better to have a trance foil and let the IoD do its worst, although armored fission trance transport foils are very expensive early on (60 or so minerals). I generally don’t pop any sea pods until I have a transport (1-1-3 will do) or IoD with a foil or trance foil to try to take out the hostile IoDs.
Obviously, a good Planet rating will help a lot. Even having +1 planet gives you an edge, and gets you a few IoD recruits. Late Green economies can do this, but I’d argue that the Gaians are the best for early game sea exploration. If they stay with Explore for research then Doct: Flex comes early, and a 1-1-4 or 1-2-4 foil is very cheap. I take this foil, plunge into sea fungus until I get an IoD, pray it is friendly, then rinse and repeat. I like to have a foil (later with Empath) scout for the IoD if I can, and have it attack hostile IoDs out there (they have a better chance of capture since they aren’t native).
As a result, I’d say the Pirates are not a good sea faction. They are always mineral challenged, and their sea colony pods are very expensive (even if they do get free RCs). Later they can rake in the energy, but life is hard before then. For early sea domination give me the Gaians (or if necessary the Cult – but they have their issues [see above threads]).
Hydro
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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The fact that there are defenders for (almost) any given factions says a lot for the balance of SMAC and SMAX. BR - well done!!
Hydro
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:30
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Free Market (and Planet Rating generally) has NO effect on Psi DEFENSE...only on attack.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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Mongoose is right - FM has no effect on psi defense. You're just hosed when you try to attack the MW parked next to your base. Advice - invest in empath rovers and trance scouts (or armored probe teams for that matter - expensive before fusion, but no support)!
FM/wealth has its place. It is wonderful for Morgan, since he can make tons of energy with dinkly little bases (ICS anyone?). As mentioned, it is less attractive with larger bases, larger empires, and enhanced terraforming/crawlers. FM/wealth can tide him or other factions over until he gets a chance to get on his feet and get hab units built - then boom away, and switch to Dem/Gn/Kn/GA.
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VoidEvils
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I don't find Morgan's pop prohibiting. I just usually side-step it with supply crawlers.
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VoidEvils
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Hercules has a good point. I'd say that "boring" would be the deciding factor. But hey, that's just me.
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AMD4EVER
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quote: Originally posted by Jac de Molay
This is a good point, and I define the worst faction as meaning least flexible, and why I stick with miriam. The research and planet penalties are like an albatross, and I always get the feeling Im just sitting there shuffling units around, especially if there's no nearby neighbors to hassle. |
The worst one is the one that wins the least often under the standard settings IMO.
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