Which it can't do as there are no secret projects.

It tries to make them convoy, just the resources don't get returned to any city. So yeah if I don't home them the crawlers are useless. Maybe could be used in cities as a meat shield.
Here are the stats of every faction up to date, Senethro (minus Toad as we are only focusing on the first seven for now):
Community of Rakis
+1 POLICE: {Citizens enjoy many civil rights}
+1 SUPPORT: {Followers eager to defend community}
-1 MORALE: {Desires peace over war}
Receives DOUBLE votes in elections for Planetary Governor and Supreme Leader.
CyndaTech Industries
+2 INDUSTRY: {Brutal serfdom}
-1 PLANET: {Hatred towards native life}
-1 RESEARCH: {Oppressive society with tragic overtones}
1 in every 4 citizens are unhappy.
Begins with 3 SUPPLY CRAWLERS (supply crawlers aren't available normally).
Impunity to ATHEISM penalty: {Warriors believe that they are superior to other factions.}
{May not pursue Perfect Society}
Darrus' Adventurers
+1 SUPPORT: {Males live off the land}
+1 MORALE: {Heroic spirit}
+1 POLICE: {Potential troublemakers are off adventuring}
-1 GROWTH: {Males leave home for long periods of time to adventure}
-1 PLANET: {Sees native life as a threat to be tamed}
Begins with 3 CHARMANDER EXPLORERS (1/1/2).
Oblivion's Fallen
+1 GROWTH: {Procreation encouraged}
-2 POLICE: {Lack of moral code}
-1 PLANET: {Apathy towards clean operation}
Free TEMPLE in every base
Impunity to DEMONISM penalty: {Followers delight in dark pleasures}
{May not embrace Christianity in Social Engineering.}
Protectors of the Wild
+25% DEFENCE: {Generations of experience in defending temples}
+2 PLANET: {Devoted to promoting native growth}
-2 INDUSTRY: {Reluctant to produce material goods}
-1 RESEARCH: {Suspicious of secular science}
+1 Food in vine squares
{May not value Wealth}
Seafoam Collective
+1 POLICE: {Great spirit of collective effort}
+1 INDUSTRY: {Followers realise the urgency of the situation}
-1 EFFICIENCY: {Rushed exodus meant little time for preparations}
-1 SUPPORT: {Supply lines from Seafoam Islands are infrequent}
Extra 2 COLONY PODS at start.
May exceed AQUADUCT population requirements by 2.
The Realm of Light
+25% ATTACK: {Strength of convictions}
-1 GROWTH: {Many people reject the Light}
-1 POLICE: {Forgiving, kind society}
1 in every 4 citizens are happy.
Impunity to CHRISTIANITY penalty: {Followers willingly choose to have large families}
{May not embrace Demonism in Social Engineering.}
EDIT: I ran another test: these are the stats at year 200
1. CyndaTech (had only recently bypassed Oblivion & Rakis in dominance)
2. Oblivion & Rakis (leading in military and tech, winning against Oblivion, holding off CyndaTech)
3. Realm (winning against Oblivion)
4. Protectors, & Adventurers. Half of Rakis' dominance
5. Seafoam, not enough dominance to have their letter fully in their bar.

CyndaTech's civics where Industry, Atheism, Power, All Must Die. That's -1 Economy, +2 Support, +5 Morale, +4 Police, -4 Growth, -4 Planet, +7 Industry, -1 Research.
EDIT: 100 years later:
1. Rakis
2. Realm
3. Oblivion (holding ground)
4. CyndaTech/Protectors/Adventurers
5. Seafoam
The players are closer together in dominance, bar Seafoam who is still pathetic. I watched them when the game started, they lost like three cities to native attack as they would build facilities and stuff, instead of colony pods and defenders.
EDIT 2: I just started a game, played in it as well, and all the factions were really even this time. I led of course, but the other factions weren't spread out too much. This is year 100 though, versus most of my readings that I give at year 200.
EDIT 3: Another AI test.
1. Fallen, leading by a little bit
2. Protectors & CyndaTech
3. Seafoam

4. Realm
5. Adventurers (half of Realm)
6. Rakis (half of Rakis)
Note that 2-4 were pretty close together. Seafoam seems to either do really well or really badly it seems.
