Harmony (Xenomass)
Fully upgraded, xenomass wells produce +3 food, +4 production, +5 energy, +2 science, +1 culture
Purity (Floatstone)
Fully upgraded, floatstone quarries produce +3 production and +4 energy.
Supremacy (Firaxite)
Fully upgraded firaxite mines produce +3 production, +1 energy, +5 science and +1 culture
This is before taking terrain into account. For some reason purity gets the shaft and harmony gets the most powerful resource by far.
The resouce buildings arent very balanced either. (i cant remember which are quest rewards)
Harmony (Xenomass)
Microbial mine : +3 prod, +10% prod, 2 xenomass
Progenitor garden : +20% health, 4 xenomass. Totally pointless by the time you get it because you will have maxed out health anyway.
Xenosanctuary : +4 culture, 1 xenomass, quest option of either +2 science or +2 culture.
Purity (Floatstone)
LEV Plant : +4 prod, 2 floatstone (quest lets you go up to +6). Pretty lame when you consider that its 15% prod easily nets you around 10 production in the end game.
Skycrane : +15% prod, 4 floatstone. Seriously? 4 floatstone for a bonus less than what 2 firaxite/xenomass gives?
Mantle : +3 science, +10% science, 4 floatstone. Its like the hypercore but twice as expensive for no good reason...
Supremacy (Firaxite)
Bioglass furnace : +2 prod, +15% prod, cost 2 firaxite
Hypercore : +2 science, +15% science, 2 firaxite
Optical surgery : +2 science, +4 health, +1 health from Silica (i cant remember what the quest options were), 4 firaxite
So for some reason purity has the worst and more expensive resource buildings and xneomass has the cheapest.
Victory conditions
Harmony is the only one that lets you accelerate the countdown far in advance of building the win condition. With all the xeno sanctuaries (they give tons of culture) and some additional mindstems, you can easily get the countdown to 10 turns or less upon activation (i got it to 7 and i wasnt even stacking mind stems).
Supremacy allows you to send one unit through the gate at a time, but you can prepare the unts in advance. Min of about 10 turns (1000 commbat strength total). Even if you build the units after, its still far faster than purity.
Purity is an absolute min of 20 turns, realistically it will be more than that as you have to build the settles far away enough from your cities which willl include walking time (even with magrails). Plus you have to defend 4 seperate locations rather than one super building.
For some reason purity is consistently getting the short end of the stick everywhere...
Unique units wise, purity seems to be a mix of titanium/floatstone while the rest stick to their unique resoruces. Theres some imbalance here, xeno cavalry are the cheapest tier 7 unique unit while CARVRs are the most expensive at 3 firaxite, and angels are the cheapest tier 12 UU. Aegis is also a cheap tier 7 UU but arent very good (only ranged strength 40 although they can attack twice). For some reason the to tier supremacy artillery unit is the weakest...it only has 30 ranged strength and can only attack once, not sure if its a bug that they dont get a ranged strength upgrade in the last tier.
Fully upgraded, xenomass wells produce +3 food, +4 production, +5 energy, +2 science, +1 culture
Purity (Floatstone)
Fully upgraded, floatstone quarries produce +3 production and +4 energy.
Supremacy (Firaxite)
Fully upgraded firaxite mines produce +3 production, +1 energy, +5 science and +1 culture
This is before taking terrain into account. For some reason purity gets the shaft and harmony gets the most powerful resource by far.
The resouce buildings arent very balanced either. (i cant remember which are quest rewards)
Harmony (Xenomass)
Microbial mine : +3 prod, +10% prod, 2 xenomass
Progenitor garden : +20% health, 4 xenomass. Totally pointless by the time you get it because you will have maxed out health anyway.
Xenosanctuary : +4 culture, 1 xenomass, quest option of either +2 science or +2 culture.
Purity (Floatstone)
LEV Plant : +4 prod, 2 floatstone (quest lets you go up to +6). Pretty lame when you consider that its 15% prod easily nets you around 10 production in the end game.
Skycrane : +15% prod, 4 floatstone. Seriously? 4 floatstone for a bonus less than what 2 firaxite/xenomass gives?
Mantle : +3 science, +10% science, 4 floatstone. Its like the hypercore but twice as expensive for no good reason...
Supremacy (Firaxite)
Bioglass furnace : +2 prod, +15% prod, cost 2 firaxite
Hypercore : +2 science, +15% science, 2 firaxite
Optical surgery : +2 science, +4 health, +1 health from Silica (i cant remember what the quest options were), 4 firaxite
So for some reason purity has the worst and more expensive resource buildings and xneomass has the cheapest.
Victory conditions
Harmony is the only one that lets you accelerate the countdown far in advance of building the win condition. With all the xeno sanctuaries (they give tons of culture) and some additional mindstems, you can easily get the countdown to 10 turns or less upon activation (i got it to 7 and i wasnt even stacking mind stems).
Supremacy allows you to send one unit through the gate at a time, but you can prepare the unts in advance. Min of about 10 turns (1000 commbat strength total). Even if you build the units after, its still far faster than purity.
Purity is an absolute min of 20 turns, realistically it will be more than that as you have to build the settles far away enough from your cities which willl include walking time (even with magrails). Plus you have to defend 4 seperate locations rather than one super building.
For some reason purity is consistently getting the short end of the stick everywhere...
Unique units wise, purity seems to be a mix of titanium/floatstone while the rest stick to their unique resoruces. Theres some imbalance here, xeno cavalry are the cheapest tier 7 unique unit while CARVRs are the most expensive at 3 firaxite, and angels are the cheapest tier 12 UU. Aegis is also a cheap tier 7 UU but arent very good (only ranged strength 40 although they can attack twice). For some reason the to tier supremacy artillery unit is the weakest...it only has 30 ranged strength and can only attack once, not sure if its a bug that they dont get a ranged strength upgrade in the last tier.