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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