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Factions are selected by you to lead towards a glorious victory on the planet. Or ignoble extinction, depending on the circumstances.

Human factions[ | ]

The human factions of Planet are not divided by race, language or place of ancestral origin. Instead, each faction is guided by the vision of its leader. These visions, in turn, give each faction a unique set of advantages and disadvantages. By comparing the strengths of your faction to the parameters of a customized planet, you can either give yourself an edge against the other factions, or set yourself a unique challenge to overcome.

Human factions enjoy the full Alpha Centauri experience with full diplomacy, including the Planetary Council and all Victory options.

Basic breakdown
Name Starting technology Social engineering Faction modifiers Base bonuses Unit bonuses
Modifiers Banned choices Other
Information Networks
Planetary Networks
Power (values)
  • Gain any tech known to 3 other factions with whom Angels have infiltration
Social Psych Knowledge (values)
  • Accumulates NO research points until MY 2110.
  • +25% Bonus when attacking enemies.
Information Networks
Applied Physics
Fundamentalist (politics) No Cybernetic penalty (future society)
  • Can steal technology when capturing a base
Industrial Base Green (economics)
  • Revolting bases have a 75% chance to join drones
  • -1 DRONES in every base
Centauri Ecology
Social Psych
Wealth (values)
Centauri Ecology Free Market (economics)
Doctrine: Loyalty Democratic (politics)
Industrial Base Planned (economics)
  • Begins with 100 extra energy credits.
Biogenetics Police State (politics)
  • +1 TALENT per every four citizens
  • May exceed hab complex population requirements by 2.
Doctrine: Mobility
Doctrine: Flexibility
Doctrine: Mobility Wealth (values)
  • Prototype units do not cost extra minerals.
Information Networks
  • One BONUS TECH at beginning of game
  • Extra DRONE for every four citizens
  • Free Network node at every base


Breakdown with rationale
Name Starting technology Social engineering modifiers Faction bonuses Base bonuses Unit bonuses
Information Networks
Planetary Networks
  • Gain any tech known to 3 other factions with whom Angels have infiltration: Wide-ranging covert activities
  • -25% cost to probe team actions: Skilled at network access and control
Social Psych
  • +1 PROBE: Devout believers difficult to brainwash
  • +2 SUPPORT: Citizens eager to defend faith
  • -2 RESEARCH: Suspicious of secular science
  • -1 PLANET: Believe Planet is their promised land
  • May not use Knowledge value in social engineering.
  • Accumulates NO research points until MY 2110.
  • +25% Bonus when attacking enemies, from strength of convictions.
Information Networks
Applied Physics
  • +2 RESEARCH: Human research abilities enhanced by algorithmic control
  • +2 EFFICIENCY: Cybernetic biologicals extremely efficient
  • -1 GROWTH: Humans 'possessed by an algorithm' find reproduction awkward
  • Impunity to CYBERNETIC penalty: Cybernetic social choice is 'rational' and not dissented by citizens
  • May not make Fundamentalist choice in social engineering
  • Can steal technology when capturing a base
Industrial Base
  • +2 INDUSTRY: Excellent craftsmen and skilled workers
  • -2 RESEARCH: Emphasis on productivity instead of 'blue-sky' research
  • May not use Green economics in social engineering.
  • Revolting bases have a 75% chance to join drones: Offer a workingman's paradise
  • -1 DRONES in every base: Working for common good reduces discontent
Centauri Ecology
Social Psych
  • +2 PLANET: Devoted to promoting native growth
  • -1 INDUSTRY: Reluctant to pollute environment
  • -1 ECON: Disinterested in wealth and its trappings
  • May not make Wealth choice in social engineering
*Free brood pit with discovery of Centauri Genetics
  • Mind Worms do double police duty: Fear and reverence for native life
Centauri Ecology
Doctrine: Loyalty
Industrial Base
  • Begins with 100 extra energy credits.
  • Need hab complex for bases to exceed size 4: Creature comforts at a premium
Biogenetics
  • Extra TALENT for every four citizens: Attracts intellectual elite
  • May exceed hab complex population requirements by 2.
Doctrine: Mobility
Doctrine: Flexibility
  • -1 EFFICIENCY Individualistic mentality opposed to central organization
  • -1 GROWTH Culture does not place high emphasis on family
  • Sea colony pod & sea former prototypes FREE: Advanced oceanic technology
  • Marine Detachment ability FREE to all naval combat units upon discovery of Adaptive Doctrine
Doctrine: Mobility
  • Prototype units do not cost extra minerals.
Information Networks
  • +2 RESEARCH: Brilliant research
  • -2 PROBE: Academic networks vulnerable to infiltration
  • One BONUS TECH at beginning of game
  • Extra DRONE for every four citizens (lack of ethics)
  • Free Network node at every base

Progenitor factions[ | ]

The Progenitors are a highly advanced race of starfaring creatures, whose technological sophistication is evident in the artifacts and monoliths they left behind on Planet. Research into these structures, or direct contact with the Progenitors should they return, can yield new technologies, weapons, and base facilities.

In recent millenia, the Progenitors have split into two warring camps: the Manifold Caretakers and the Manifold Usurpers. These factions conflict over the uses of the Manifolds, which include Planet. The Caretakers wish to leave the Manifolds in their original, pristine state, while the Usurpers wish to initiate and control an Ascent to Transcendence. If either faction is successful in their quest, it most likely means an end to humanity's presence on Planet.

Progenitors cannot join the Planetary Council and need to be exterminated if a human faction pursues the Diplomatic victory.

Name Starting technology Social engineering modifiers Faction bonuses Base bonuses Unit bonuses
Progenitor Psych
Centauri Ecology
Field Modulation
Information Networks
Biogenetics
  • +1 PLANET: Understand workings of Planet, the Sixth Manifold
  • Can direct research efforts (rediscovering technology & infrastructure)
  • Possess a physical scan of Planet's surface
  • Free recycling tanks at every base
  • "Energy Grid" at each base: Increased infrastructure generates additional energy
  • Make Planetfall with a Mk I Battle Ogre and extra colony pod
  • All prototyped combat units have 2-square sighting radius ("Resonance" sensitivity)
  • +25% Defensive combat: Can sense & manipulate "Resonance" fields
Progenitor Psych, Centauri Ecology, Field Modulation, Applied Physics, Biogenetics
  • +1 GROWTH: Abuse Planet's resources for their own gain
  • +1 MORALE: Warlike culture
  • -1 PLANET: Planet senses Usurper's dark intent
  • Can direct research efforts (rediscovering technology & infrastructure)
  • Possess a physical scan of Planet's surface
  • Free recycling tanks at every base
  • "Energy Grid" at each base: Increased infrastructure generates additional energy
  • Begin game with a Mk I Battle Ogre and extra colony pod
  • +25% Offensive combat: Can sense & manipulate "Resonance" fields
  • All prototyped combat units have 2-square sighting radius ("Resonance" sensitivity)

Other[ | ]

Name Starting technology Social engineering modifiers Faction bonuses Base bonuses Unit bonuses
Singularity Mechanics

Behind the scenes[ | ]

Some of the factions had early names and logos. These are broken below:

Name Color Early Name Early Insignia
Gaia's Stepdaughters GAIAN GREEN Gaian
AC Gaian Beta Insignia
Human Hive LABYRINTH BLUE Labyrinth
AC Labirynth Insignia
University of Planet ARCHON WHITE Archon
AC Archon Insignia
Morgan Industries MORGAN YELLOW Morgan
AC Morganite Insignia
Spartan Federation SPARTAN BLACK Spartan
AC Spartan Beta Insignia
The Lord's Believers CONCLAVIST ORANGE Conclavist
AC Conclavist Insignia
Peacekeeping Forces KEEPER PURPLE Keeper
AC Keeper Insignia


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