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Old March 13, 2000, 20:39   #1
Smeagol
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Specs for SmacX factions
Could someone please post the specs for the new factions in SmacX (their pluses and minuses, and other special abilities)? I've been looking for it everywhere, and can't seem to find it. Thanks in advance.
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Old March 14, 2000, 19:19   #2
Tau Ceti
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About time somebody answered this...

The Cybernetic Consciousness (Cyborgs):
  • + 2 Research
  • + 2 Efficiency
  • - 1 Growth
  • TECHSTEAL ability - can steal technology from captured bases even if Spoils of War is off
  • Immune to negative effects of Cybernetic SE
  • Aversion: Fundamentalist
  • Starting Techs: Information Networks, Applied Physics
The Nautilus Pirates:
  • - 1 Efficiency
  • - 1 Growth
  • + 1 Mineral in all ocean shelf squares
  • Marine Detachment ability for all naval units after discovery of Adaptive Doctrine (can capture enemy ships about half the time)
  • Can terraform ocean (non-shelf) squares after discovery of Advanced Ecological Engineering
  • Free Naval Yards in all bases on discovery of Doctrine: Initiative
  • Start at sea with Sea Colony Pods and Gun Foil
  • Aversion: None
  • Starting Techs: Doctrine: Mobility, Doctrine: Flexibility
The Free Drones:
  • + 2 Industry
  • - 2 Research
  • One less drone in each base
  • Bases that revolt after drone riots have a 75 % chance of joining the Free Drones
  • Aversion: Green
  • Starting Tech: Industrial Base
The Data Angels:
  • + 2 Probe
  • - 1 Police
  • - 25 % cost of Probe Team actions
  • Get any technology discovered by three factions they have infiltrated
  • Free Covert Ops Centre in every base on discovery of Pre-Sentient Algorithms (+ 2 Probe Team morale, base gets a + 2 to its Probe rating)
  • Start game with an extra Probe Team
  • Aversion: Thought Control
  • Starting Techs: Information Networks, Planetary Networks
The Cult of Planet:
  • + 2 Planet
  • - 1 Economy
  • - 1 Industry
  • Native units count double for police duty
  • Free Brood Pit in every base on discovery of Centauri Genetics (Children's Creche for native units, base gets a +2 to its Police rating)
  • Start game with an extra Mind Worm
  • Aversion: Wealth
  • Starting Tech: Centauri Ecology
The Manifold Caretakers:
  • + 1 Planet
  • Free Recycling Tanks in every base
  • Progenitor Energy Grid instead of commerce - every two base facilities generate one extra energy at the base. SPs give 2.5.
  • + 25 % defensive combat bonus
  • Can use directed research even if Blind Research is on
  • Always have a Unity survey
  • Deep Radar for all units
  • Start with three extra Colony Pods, a Battle Ogre (6r-3r-1, cannot repair) and some other extra units
  • Aversion: None
  • Starting Techs: Progenitor Psych, Field Modulation, Centauri Ecology, Information Networks, Biogenetics
The Manifold Usurpers:
  • + 1 Growth
  • + 1 Morale
  • - 1 Planet
  • Free Recycling Tanks in every base
  • Progenitor Energy Grid instead of commerce - every two base facilities generate one extra energy at the base. SPs give 2.5.
  • + 25 % offensive combat bonus
  • Can use directed research even if Blind Research is on
  • Always have a Unity survey
  • Deep Radar for all units
  • Start with three extra Colony Pods, a Battle Ogre (6r-3r-1, cannot repair) and some other extra units
  • Aversion: Democracy
  • Starting Techs: Progenitor Psych, Field Modulation, Centauri Ecology, Applied Physics, Biogenetics

Undoubtedly I have forgotten something or got something wrong; people, please correct this if you see something wrong. On the whole, though, I think that is it.
[This message has been edited by Tau Ceti (edited March 14, 2000).]
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Old March 14, 2000, 21:09   #3
Smeagol
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Thanks for the info.

Wow, I knew the new alien factions were supposed to be a bit overpowered, but it sounds as if the Cyborgs are as well... all of those pluses with only a -1 growth! Is that correct?
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Old March 15, 2000, 02:02   #4
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Yeah it sounds pretty correct, the 'borgs that is. The Angel aversion is Power though not Thought Control.

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