I get lost very easily in giant 4X research trees and i dont believe it says anywhere what technologies are exclusive to a single faction (Or to only a few factions), and i would like to research those, if only for the novelty and roleplay of relying on a faction's specialty
Also, it seems there are many faction benefits and unique behaviors that are not really listed in easy to find places and you mostly learn through trial and error or experimenting
The faction selection screen only shows 2 benefits to any faction, but it seems most of them have much more than that making them unique, so i was wondering if anyone has a list or guide of how each faction works? I am surprised this game doesnt have a wiki, its certainly in-depth enough to warrant one
Any place to check all faction benefits?
- PrivateHudson
- Posts: 210
- Joined: Tue Feb 12, 2019 7:59 am
- Location: Chelyabinsk, Russia
Re: Any place to check all faction benefits?
Honestly, SiS factions' benefits mostly end in those listed on faction selection screen. It's just not readily visible implications of the benefits that make factions play styles more or less unique. Anyway, 2-3 playthroughs for every faction will make you quite familiar with all the implications.
You can jump-start with this guide: https://steamcommunity.com/sharedfiles/ ... 2436259074
You can jump-start with this guide: https://steamcommunity.com/sharedfiles/ ... 2436259074
Re: Any place to check all faction benefits?
I settled for screenshotting the research trees and then comparing them, and also checking stuff people said here or in the steam forums
Made some nice discoveries, such as the Orthin's special capacitors (I would totally have missed one of those since it doesnt have a unique spot in the research tree, its bundled with the quantum generator)
There are also certain racial traits that arent really listed, such as Gremak's lack of empathy that makes them okay with you abusing other races as long as you dont abuse THEIR race or Phidi having better trade routes and a big positive modifier on first impressions with other empires
Made some nice discoveries, such as the Orthin's special capacitors (I would totally have missed one of those since it doesnt have a unique spot in the research tree, its bundled with the quantum generator)
There are also certain racial traits that arent really listed, such as Gremak's lack of empathy that makes them okay with you abusing other races as long as you dont abuse THEIR race or Phidi having better trade routes and a big positive modifier on first impressions with other empires
Re: Any place to check all faction benefits?
Unmentioned faction quirks - likely not exhaustive, there's probably a few more things I've missed/forgotten
Teros
Has one of only two planets in the game which has a debris ring
Guaranteed colony site in home system
Light cruisers can be built without orbital infrastructure
Destroyers have extra armour
Missile cruisers have reduced armour
Can unlock hive terraforming
When playing against Ashdar they give a positive diplo modifier if your fleet is equal to or larger than thiers, negative if its smaller
Haduir
Large homeworld with extra science output
Starts with secondary population
Guaranteed colony site in home system
Stargate research available at start of game, and with significant cost reduction
Light cruisers can be built without orbital infrastructure
Destroyers have extra armour
Missile cruisers have reduced armour
Can unlock hive terraforming
When playing against Ashdar they give a positive diplo modifier if your fleet is equal to or larger than thiers, negative if its smaller
Gremak
Starts with secondary population
Guaranteed colony site in home system
Rich mineral site in home system (requires habitat domes to use)
(As noted) Population immune to negative morale derived from other population types
Can peacefully absorb Marauder clans
Can equip ships with Marauder Raiders to perform raid actions on enemy colonies
Can enslave populations
Can 'sacrifice' enslaved populations for extra production or science
Light cruisers can be built without orbital infrastructure
Can unlock hive terraforming
When playing against Gremak they give a positive diplo modifier if your fleet is equal to or larger than thiers, negative if its smaller
Phidi
Guaranteed colony site in home system (with rich minerals)
Can passively generate influence by building markets on homeworld
Starts with markets unlocked and available for construction
Markets generate extra morale for Phidi pops (this applies regardless of which faction controls them)
Has no direct combat ships larger than cruisers
Can unlock coral terraforming
Can't colonise arid/desert/steppe worlds without habitat domes
When playing agianst Phidi, they are the only faction that can offer to send you population outside of an alliance
They also give a positive diplo modifier if you have a 'strong' economy (not sure how this is defined)
Orthin
Unique hab preferences make it easier to expand (Iceballs are very common worlds)
(As noted) Access to busbar equipment
Some busbar equipment allows ships to operate without power generators, meaning they can have additional functionality beyond normal
Destroyers have an extra equipment slot
Only faction that can terraform inferno worlds
Only faction that has access to mobile siege platforms before super-dreadnoughts
Labs generates extra morale for Orthin pops (this applies regardless of which faction controls them)
Research activity generates extra morale for Orthin pops (this applies regardless of which faction controls them)
Can't colonise arid/desert/steppe worlds without habitat domes
When playing against Orthin they give a positive diplo modifier if you're equal to or ahead of them in tech, negative if you're behind
Yoral
Rich mineral site in home system (requires habitat domes to use)
Escort cruisers can be built without orbital infrastructure
Has to research Advanced Metallurgy - can only build scouts and frigates until this is done
Almost all Yoral ships have extra armour
Can unlock hive terraforming
When playing against Yoral they give a positive diplo modifier if your fleet is equal to or larger than thiers, negative if its smaller
Tinker
Has one of only two planets in the game which has a debris ring
Light cruisers can be built without orbital infrastructure
Has to research Advanced Metallurgy - can only build scouts and missile destroyers until this is done
Almost all Tinker ships can self-repair / rearm in combat
Almost all Tinker ships have extra armour
Starts the game with missiles instead of lasers
Can't build bombers - uses disposable fighter/torpedo hybrids as cluster munition launchers which use ammunition from ship stores, and can be installed in fighter bays, torpedo tubes or station modules
Can harmonize many population types
Harmonized pops ignore all morale issues, gain +1 production and never need food, but have thier science set to 0.25 and they grow slower
Harmonizing primitive races is the only way to make them produce science
Can 'sacrifice' harmonized populations for extra production or science
Can't colonise ocean worlds without habitat domes
Tinkers are awful at commerce & frequently have problems supporting enough ships to defend themselves - they live or die by their ability to generate income (be that absorbing secondary populations, building masses of markets or explioting certain resources)
Human
Colony ships can be built without orbital infrastructure
Starts the game with a heavy cruiser (this is almost always enough to give a positive diplo modifier early on for races that care about that kind of thing)
Heavy cruisers have battlecruiser stats (more hp, armour, crew)
Battleships are cheaper to build and have higher battle speed
City Planning activity generates extra morale for Human pops (this applies regardless of which faction controls them)
Starts with level 2 farms unlocked
Can equip ships with Assault Marines to give higher total crew counts (more effective boarding actions)
Can capture pirate ships without needing any research
Starts with Low Orbit Refits - can always refit ships at a colony without needing orbital infrastructure
This also means Humans can reach Xeno Engineering without having to do any construction research
Can access EMP missiles at reduced cost directly from Guidance Systems without having to go through the fusion techs (Having 20dmg weapons while everyone else is capped at 10 is quite an edge. And yes, EMP missiles do destroy things just fine.)
Have to find and build your 'homeworld' from scratch, so you're always behind at the start and very vulnerable to the vageries of rng
You always have a negative diplo modifier with everyone because they can't tell you and the pirates apart
Combined with always starting behind this makes the Orthin the worst possible early neighbour for the Humans
Teros
Has one of only two planets in the game which has a debris ring
Guaranteed colony site in home system
Light cruisers can be built without orbital infrastructure
Destroyers have extra armour
Missile cruisers have reduced armour
Can unlock hive terraforming
When playing against Ashdar they give a positive diplo modifier if your fleet is equal to or larger than thiers, negative if its smaller
Haduir
Large homeworld with extra science output
Starts with secondary population
Guaranteed colony site in home system
Stargate research available at start of game, and with significant cost reduction
Light cruisers can be built without orbital infrastructure
Destroyers have extra armour
Missile cruisers have reduced armour
Can unlock hive terraforming
When playing against Ashdar they give a positive diplo modifier if your fleet is equal to or larger than thiers, negative if its smaller
Gremak
Starts with secondary population
Guaranteed colony site in home system
Rich mineral site in home system (requires habitat domes to use)
(As noted) Population immune to negative morale derived from other population types
Can peacefully absorb Marauder clans
Can equip ships with Marauder Raiders to perform raid actions on enemy colonies
Can enslave populations
Can 'sacrifice' enslaved populations for extra production or science
Light cruisers can be built without orbital infrastructure
Can unlock hive terraforming
When playing against Gremak they give a positive diplo modifier if your fleet is equal to or larger than thiers, negative if its smaller
Phidi
Guaranteed colony site in home system (with rich minerals)
Can passively generate influence by building markets on homeworld
Starts with markets unlocked and available for construction
Markets generate extra morale for Phidi pops (this applies regardless of which faction controls them)
Has no direct combat ships larger than cruisers
Can unlock coral terraforming
Can't colonise arid/desert/steppe worlds without habitat domes
When playing agianst Phidi, they are the only faction that can offer to send you population outside of an alliance
They also give a positive diplo modifier if you have a 'strong' economy (not sure how this is defined)
Orthin
Unique hab preferences make it easier to expand (Iceballs are very common worlds)
(As noted) Access to busbar equipment
Some busbar equipment allows ships to operate without power generators, meaning they can have additional functionality beyond normal
Destroyers have an extra equipment slot
Only faction that can terraform inferno worlds
Only faction that has access to mobile siege platforms before super-dreadnoughts
Labs generates extra morale for Orthin pops (this applies regardless of which faction controls them)
Research activity generates extra morale for Orthin pops (this applies regardless of which faction controls them)
Can't colonise arid/desert/steppe worlds without habitat domes
When playing against Orthin they give a positive diplo modifier if you're equal to or ahead of them in tech, negative if you're behind
Yoral
Rich mineral site in home system (requires habitat domes to use)
Escort cruisers can be built without orbital infrastructure
Has to research Advanced Metallurgy - can only build scouts and frigates until this is done
Almost all Yoral ships have extra armour
Can unlock hive terraforming
When playing against Yoral they give a positive diplo modifier if your fleet is equal to or larger than thiers, negative if its smaller
Tinker
Has one of only two planets in the game which has a debris ring
Light cruisers can be built without orbital infrastructure
Has to research Advanced Metallurgy - can only build scouts and missile destroyers until this is done
Almost all Tinker ships can self-repair / rearm in combat
Almost all Tinker ships have extra armour
Starts the game with missiles instead of lasers
Can't build bombers - uses disposable fighter/torpedo hybrids as cluster munition launchers which use ammunition from ship stores, and can be installed in fighter bays, torpedo tubes or station modules
Can harmonize many population types
Harmonized pops ignore all morale issues, gain +1 production and never need food, but have thier science set to 0.25 and they grow slower
Harmonizing primitive races is the only way to make them produce science
Can 'sacrifice' harmonized populations for extra production or science
Can't colonise ocean worlds without habitat domes
Tinkers are awful at commerce & frequently have problems supporting enough ships to defend themselves - they live or die by their ability to generate income (be that absorbing secondary populations, building masses of markets or explioting certain resources)
Human
Colony ships can be built without orbital infrastructure
Starts the game with a heavy cruiser (this is almost always enough to give a positive diplo modifier early on for races that care about that kind of thing)
Heavy cruisers have battlecruiser stats (more hp, armour, crew)
Battleships are cheaper to build and have higher battle speed
City Planning activity generates extra morale for Human pops (this applies regardless of which faction controls them)
Starts with level 2 farms unlocked
Can equip ships with Assault Marines to give higher total crew counts (more effective boarding actions)
Can capture pirate ships without needing any research
Starts with Low Orbit Refits - can always refit ships at a colony without needing orbital infrastructure
This also means Humans can reach Xeno Engineering without having to do any construction research
Can access EMP missiles at reduced cost directly from Guidance Systems without having to go through the fusion techs (Having 20dmg weapons while everyone else is capped at 10 is quite an edge. And yes, EMP missiles do destroy things just fine.)
Have to find and build your 'homeworld' from scratch, so you're always behind at the start and very vulnerable to the vageries of rng
You always have a negative diplo modifier with everyone because they can't tell you and the pirates apart
Combined with always starting behind this makes the Orthin the worst possible early neighbour for the Humans
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