User Guide
GETTING STARTED
CHAPTER 1
13
SPARTAN FEDERATION (LED BY COLONEL CORAZON SANTIAGO)
The Spartans are paramilitary survivalists. They believe in both a right and a
duty to keep and bear arms. The Spartans start the game with the Doctrine:
Mobility technology and a fast scout rover vehicle, and they do not have to pay
extra to develop prototypes of new units. Morale of their units is exceptional-
ly high, and their citizens accept strict police control as a necessity, but their
extravagant military needs weigh down industrial operations. The Spartans can
not make the “Wealth” social choice (See Society Window, p. 136).
THE LORD’S BELIEVERS (LED BY SISTER MIRIAM GODWINSON)
The Believers seek a life of prayer and religious worship. Because of the
strength of their convictions, they get a bonus when attacking their enemies.
They start the game with the Social Psych technology. The Believers are resis-
tant to probe brainwashing, but their suspicion of secular science retards their
research efforts, and their belief that Planet is their promised land sometimes
interferes with their ecological sensitivity. The Believers can not make the
“Knowledge” social choice (see Society Window, p. 136).
THE PEACEKEEPING FORCES (LED BY COMMISSIONER PRAVIN LAL)
The Peacekeepers exist to support the humanitarian principles of the United
Nations of Earth, the organization that originally commissioned the Unity
expedition to Alpha Centauri. They start the game with the Biogenetics tech-
nology. The idealism of this faction attracts an intellectual elite, but their soci-
ety possesses a tendency towards bureaucratic inefficiency. Their bases can
exceed normal population limits by 2. Due to his experience with parliamentary
maneuvering, Lal’s vote counts double when the Planetary Council is convened
for election of a Planetary Governor or Supreme Leader. The Peacekeepers can
not make the “Police State” social choice (see Society Window, p. 136).










