I'm in. I'll be new earth or you can just surprise me. I do not really know the pros and cons of the civs.
Excellent, welcome back! Once I've
manipulated persuaded Nighthawk into joining too we are good to go.
A short description of the civs not yet taken:
New Earth: The king of the early game and REXing, the combination of every newly colonized (but not conquered, mind you!) system starting with two pop and lower Health and Happy limit just screams for spamming colony and construction ships until every habitable planet is filled with humans. Once every system is settled half your trait becomes useless though, but you are still stuck with -1
and
. It isn't as bad as it seems though, provided you settled some systems with resources, and there's still half-priced Factories and Manufactures. Your UB and UU are both okayish. All in all a solid faction, but its potential is directly proportional to the map size and the number of systems you can settle.
The Forge: Hammers, hammers everywhere. Your start can be kinda slow and you have to watch out which systems to settle because that -1 Food can really hurt with the wrong planets in the first ring. The strength of this faction lies obviously in building Mining Facilities and its UB, a nanoextraction upgrade with extra commerce as often as possible. Food is hard to come by and Commerce is also meh, but if you want high raw Production look no further! The UU is an improved City Attack ship, which you will probably need to catch up with your rivals that aren't penalized in the growing department and thus able to colonize prime locations earlier than you. An okay civ if you play to its strengths
The Avowers: This faction is geared for research and exploration. In the first dozen turns or so it will most times be in third place after New Earth and Paradise due to the former's extra population and the latter's planets all starting with a free Mag-Lev, but once you get some decent commerce going and run the research slider as high as possible you will in more cases than not be the tech-leader by far. Your UU, an improved Scouting ship, will ensure that your star charts are always up-to-date. The UB is a laboratory with a happy face, which isn't really that much, but better than nothing. A decent civ with no real flaws
AstroTech Corporation: A one-trick faction similar to Japan in BtS, if you aren't conquering something you have chosen the wrong civ. The only non-military perk is the double production speed of a building whose name I forgot, which increases the pop cap of its planet by one. The rest is half-priced Capital shipyard and Fighter factory, both buildings that can only be built once per system, and a Free Combat I equivalent for pretty much every unit over or under the sun, even Missiles receive it! You also start with two techs instead of just one, your UU is a weaker but cheaper and in other aspects enhanced Destroyer with the ability to carry missiles, and your UB is a University that provides +1 Hammer. In the view of many the worst faction, I half expected Tigranes to choose it and rush half the galaxy.
Paradise: Extra Influence (Culture) and Commerce but the worst happy cap of all, you will similar to New Earth be among the first to colonize other systems. Think Creative and Financial. REXing is a no-brainer, you have to get happiness resources from somewhere after all, and thanks to that 2 free Influence you won't even need to bother with building Interplanetary Beacons. What The Forge is for Hammers, Paradise is for Commerce. All things even you are the Avowers' only serious competitor for technical supremacy, but you can more easily focus your attention on Gold, Espionage or Influence. UU and UB are so-so. Great faction if you can overcome your happiness limitations and like to rush-buy things.
Halis: Think Spiritual and Organized, you get to change civics without anarchy, which is nothing to spit at, considering that the only way to get a Golden Age is via building the National Epic or the Founders' Monument. You also receive +2 happiness, your UU is a Planetary Defense Ship with extra strength and your UB a manufacture with extra hammers (I think...). The only drawback is a hard -50% Influence penalty which means a cultural victory is right out. If you want flexibility and security at the same time, this is the faction for you. Your System Defense Boats will make every potential aggressor think twice before attacking you, and if someone is stupid enough to still try it there is nothing stopping you from switching to Slave State and Police State/Democracy and whip/draft/rush-buy an army out of nothing. No really, no anarchy, civic maintenance costs are halved and you even get some free happiness on top to deal with the sudden drafting/whipping anger. Awesome faction if you want to be left alone and don't care none for some fancy-shmancy culture victory.
Preference: "The Brotherhood"
Watch out, we've got a warmonger over here.