Here are the new
factions from
Sid Meier's Alien Crossfire:
Note that overall their power levels vary a lot more than the original
Sid Meier's Alpha Centauri, and the aliens are quite overpowered: If you're looking for a challenging game, leave them in the hands of the computer.
Cult of Planet:
+2 Planet
-1 Economy
-1 Industry
Free
Brood Pit at every base w/
Centauri Genetics
Mind Worms have double police powers
Agression: Agressive
Agenda: Green
Aversion: Wealth
Cybernetic Consciousness:
+2 Efficiency
-1 Growth
+2 Research
Immune to negative effects of
Cybernetic society
Steals research when conquering enemy bases
Agression: Passive
Agenda: Cybernetic
Aversion: Fundamentalist
Data Angels:
+2 Probe
-1 Police
Probe actions 25% cheaper
Free
Covert Ops Center w/
Pre-Sentient Algorithms
Gains any tech known to three other infiltrated factions
Agression: Erratic
Agenda: Democratic
Aversion: Power
Drones:
+2 Industry
-2 Research
Bases that revolt join the Drones 75% of the time
Bases generate one fewer
drone
Agression: Erratic
Agenda:
Eudaimonia
Aversion: Green
Manifold Caretakers (Alien):
+1 Planet
Free
Recycling Tanks in every base
Energy from base facilities instead of
commerce
+25% on defense
Space Survey shows map outline
Non-blind Research
Free
Deep Radar ability for all units
Agression: Agressive
Agenda: Planned
Aversion: None
Manifold Usurpers (Alien):
+1 Growth
+1 Morale
-1 Planet
Free
Recycling Tanks in every base
Energy from base facilities instead of
commerce
+25% on offense
Space Survey shows map outline
Non-blind Research
Free
Deep Radar ability for all units
Agression: Agressive
Agenda: Planned
Aversion: Democratic
Pirates:
-1 Growth
-1 Efficiency
Starts in the Ocean
Can build enhancements in deep sea w/
Adv. Ecological Engineering
+1
Minerals in shelf squares
Free
Marine Detachment ability for sea units w/
Adaptive Doctrine
Sea
Colony Pod and Sea
Formers already prototyped
Free Naval Yard in every bases w/
Doctrine: Initiative
Agression: Erratic
Agenda: Power
Aversion: None