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Subject: information on factions rss

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Attila Kisvári
Hungary
Bokros
Csongrád
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Do someone have a table of the faction abilities besides the ones available in the rulebook? I mean I'd like to know which factions start with a step on a tech branch or which have increased income (for example 2 ores without mines). Or simply do you have pictures on all faction boards? Thanks.
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Kester J
United Kingdom
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A bit of a late reply, but I recently took this information from Niramas’ video here; thanks to him!

There’s a pretty standardised set of starting resources and building incomes, which I’ll list here, and then list the races and any variation they have on that formula. Note that building costs are always the same for all races, so I haven’t listed them here (you can see them on any of the player board images). Starting power varies enough that there isn’t really a standard baseline, so I’ve just listed it for each race in the format X/Y, where X is the number of tokens in bowl I, and Y the number in bowl II.

Where resources are provided by an action space instead of as income (such academy 2), I’ve listed that as such. If a race gets extra starting resources from a tech step, I have only listed the tech step and you will have to infer the extra resources yourselves. Wall of numbers below


Standard baselines
Initial resources
Starting resources: 3 knowledge, 4 ore, 15 coins, 1 QIC
Starting tech: None

Income
Basic income (i.e. does not require buildings): +1 ore, +1 knowledge
Mines: +1 ore for all mines but the third, which provides nothing
Trading stations: +3/4/4/5 coin income (for the 1st/2nd/3rd/4th trading stations respectively)
Planetary institute: Charge +4 power, gain +1 power to bowl I
Research labs: +1 knowledge income each
Academy 1: +2 knowledge
Academy 2: +1 QIC [action space]


Race specific changes

Terrans
Initial resources
Starting power: 4/4
Starting tech: +1 step in Gaiaforming

Lantids
Initial resources
Starting power: 4/0
Starting resources: 13 coins (-2 coins from baseline), others as usual
Income
Planetary institute: Only charges +4 power, does not gain +1 power to bowl I (-1 power gain from baseline)

Xenos
Initial resources
Starting power: 2/4
Starting tech: +1 step in AI
Income
Planetary institute: Gives +1 QIC instead of +1 power to bowl I (+1 QIC, -1 power gain from baseline)

Gleen
Initial resources
Starting power: 2/4
Starting resources: 0 QIC (-1 QIC from baseline), all others as usual
Starting tech: +1 step in Navigation
Income
Planetary institute: Gives +1 ore instead of +1 power to bowl I (+1 ore, -1 power gain from baseline)

Ambas
Initial resources
Starting power: 2/4
Starting tech: +1 step in Navigation
Income
Basic income: +2 ore instead of +1 (+1 ore from baseline)
Planetary institute: Gain +2 power to bowl I instead of +1 (+1 power gain from baseline)

Taklons
Initial resources
Starting power: 2(+brainstone)/4

Hadsch Hallas
Initial resources
Starting power: 2/4
Starting tech: +1 step in Economy
Income
Basic income: +3 coins (+3 coins from baseline)

The Swarm/Ivits
Initial resources
Starting power: 2/4
Income
Basic income: +1 QIC (+1 QIC from baseline)

Geodens
Initial resources
Starting power: 2/4
Starting tech: +1 step in Terraforming

Bal T’ak
Initial resources
Starting power: 2/2
Starting resources: 0 QIC (-1 QIC from baseline), all others as usual
Starting tech: +1 step in Gaiaforming
Income
Academy 2: +4 coins [action space] instead of +1 QIC [action space] (+4 coins, -1 QIC from baseline)

Firaks
Initial resources
Starting power: 2/4
Starting resources: 2 knowledge, 3 ore (-1 knowledge, -1 ore from baseline), all others as usual
Income
Basic income: +2 knowledge instead of +1 (+1 knowledge from baseline)

Mad Androids/Bescods
Initial resources
Starting power: 2/4
Starting resources: 1 knowledge (-2 knowledge from baseline), all others as usual
Income
Basic income: 0 knowledge instead of +1 knowledge (-1 knowledge from baseline)
Trading stations: Provide +1/1/1/1 knowledge instead of any coins (-3/4/4/5 coins, +1/1/1/1 knowledge from baseline)
Research labs: Provide +3/4/5 coins instead of any knowledge (-1/1/1 knowledge, +3/4/5 coins from baseline)
Planetary institute: Gain +2 power to bowl I instead of +1 (+1 power gain from baseline)

Nevlas
Initial resources
Starting power: 2/4
Starting resources: 2 knowledge (-1 knowledge from baseline), all others as usual
Starting tech: +1 step in Science
Income
Research labs: Charge +2/2/2 power instead of any knowledge (-1/1/1 knowledge, +2/2/2 power charge from baseline)

Itar
Initial resources
Starting power: 4/4
Starting resources: 5 ore (+1 ore from baseline), all others as usual
Income
Basic income: Gain +1 power to bowl I (+1 power gain from baseline)
Academy 1: +3 knowledge instead of +2 (+1 knowledge from baseline)


Summary

Each tech track has one race associated with it, apart from Navigation and Gaiaforming, which have two.

Terraforming: Geodens
Navigation: Ambas, Gleen
AI: Xenos
Gaiaforming: Terrans, Bal T’ak
Economy: Hadsch Hallas
Science: Nevlas


Similarly, each type of income except charging power also has one race associated with it, who get a boost to the basic income of that type.

Ore: Ambas
Coins: Hadsch Hallas
Gain power to bowl I: Itar
QICs: The Swarm/Ivits
Knowledge: Firaks


There are assorted quirky building incomes that aren’t easily summarisable: perhaps the easiest takeaway to remember is that the yellow factions get better Planetary Institute income than other colours.

In terms of starting resources, it’s notable that between starting knowledge, basic knowledge income and science track income, all races will begin round 1 with exactly 4 knowledge – except the Mad Androids/Bescods, who begin with 1. Other resources don’t line up quite so neatly.

Who is the most standard faction? Taklons are the most vanilla; Mad Androids are obviously the least, but Itar and Lantids get a selection of arbitrary changes that make them a bit unusual too.
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Jack Spirio
Austria
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2/4 seems like the most used power start
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Daniel D'Cotta
Singapore
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Jack Spirio wrote:
2/4 seems like the most used power start


Yup, that seems like a standard baseline, with 9 out of 14 factions starting with that.
Re-did the above with that as the starting power baseline.


Standard baselines
Initial resources
Starting power: 2/4
Starting resources: 3 knowledge, 4 ore, 15 coins, 1 QIC
Starting tech: None

Income
Basic income (i.e. does not require buildings): +1 ore, +1 knowledge
Mines: +1 ore for all mines but the third, which provides nothing
Trading stations: +3/4/4/5 coin income (for the 1st/2nd/3rd/4th trading stations respectively)
Planetary institute: Charge +4 power, gain +1 power to bowl I
Research labs: +1 knowledge income each
Academy 1: +2 knowledge
Academy 2: +1 QIC [action space]


Race specific changes

Terrans
Initial resources
Starting power: 4/4 (+2/- from baseline)
Starting tech: +1 step in Gaiaforming

Lantids
Initial resources
Starting power: 4/0 (+2/-4 from baseline)
Starting resources: 13 coins (-2 coins from baseline), others as usual
Income
Planetary institute: Only charges +4 power, does not gain +1 power to bowl I (-1 power gain from baseline)

Xenos
Initial resources
Starting tech: +1 step in AI
Income
Planetary institute: Gives +1 QIC instead of +1 power to bowl I (+1 QIC, -1 power gain from baseline)

Gleen
Initial resources
Starting resources: 0 QIC (-1 QIC from baseline), all others as usual
Starting tech: +1 step in Navigation
Income
Planetary institute: Gives +1 ore instead of +1 power to bowl I (+1 ore, -1 power gain from baseline)

Ambas
Initial resources
Starting tech: +1 step in Navigation
Income
Basic income: +2 ore instead of +1 (+1 ore from baseline)
Planetary institute: Gain +2 power to bowl I instead of +1 (+1 power gain from baseline)

Taklons
Initial resources
Starting power: 2(+brainstone)/4 ((+brainstone)/- from baseline)

Hadsch Hallas
Initial resources
Starting tech: +1 step in Economy
Income
Basic income: +3 coins (+3 coins from baseline)

The Swarm/Ivits
Initial resources
Income
Basic income: +1 QIC (+1 QIC from baseline)

Geodens
Initial resources
Starting tech: +1 step in Terraforming

Bal T’ak
Initial resources
Starting power: 2/2 (-/-2 from baseline)
Starting resources: 0 QIC (-1 QIC from baseline), all others as usual
Starting tech: +1 step in Gaiaforming
Income
Academy 2: +4 coins [action space] instead of +1 QIC [action space] (+4 coins, -1 QIC from baseline)

Firaks
Initial resources
Starting resources: 2 knowledge (-1 knowledge from baseline), all others as usual
Income
Basic income: +2 knowledge instead of +1 (+1 knowledge from baseline)

Mad Androids/Bescods
Initial resources
Starting resources: 1 knowledge (-2 knowledge from baseline), all others as usual
Income
Basic income: 0 knowledge instead of +1 knowledge (-1 knowledge from baseline)
Trading stations: Provide +1/1/1/1 knowledge instead of any coins (-3/4/4/5 coins, +1/1/1/1 knowledge from baseline)
Research labs: Provide +3/4/5 coins instead of any knowledge (-1/1/1 knowledge, +3/4/5 coins from baseline)
Planetary institute: Gain +2 power to bowl I instead of +1 (+1 power gain from baseline)

Nevlas
Initial resources
Starting resources: 2 knowledge (-1 knowledge from baseline), all others as usual
Starting tech: +1 step in Science
Income
Research labs: Charge +2/2/2 power instead of any knowledge (-1/1/1 knowledge, +2/2/2 power charge from baseline)

Itar
Initial resources
Starting power: 4/4 (+2/- from baseline)
Starting resources: 5 ore (+1 ore from baseline), all others as usual
Income
Basic income: Gain +1 power to bowl I (+1 power gain from baseline)
Academy 1: +3 knowledge instead of +2 (+1 knowledge from baseline)
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Jack Spirio
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Great summary!
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