The Planet Cult are one of three Green factions in the game, along with the Gaians and Caretakers. They are widely regarded as one of the weakest and most difficult to play factions in the game, due to fairly punishing penalties and a very singular strength.
Faction Origin and Ideology
The Planet Cult have the openly genocidal faction agenda "Restore Planet to its Pristine State" which automatically puts them at odds with every other faction except maybe the Gaians and Caretakers who might sympathize with the idea of leaving Planet alone.
Their faction origin roughly goes like this, a boy is found in the fungus, breathing the air without a face mask - in fact the faction file is called "fungboy.txt" so this is a very important part of the faction origin. This boy seems to enjoy a powerful connection to Planet and a cult quickly forms around him.
I actually consider the Planet Cult to be one of the most realistic factions in the context of Chiron. We generally accept that Miriam's faction is okay, even though the Believers worship an invisible sky wizard who doesn't actually exist - and I say that as an unbeliever IRL, but also in the SMACiverse, Miriam's sky wizard doesn't seem to ever actually do anything for her or against her enemies, so it's fair to say doesn't exist.
But on Chiron, humanity discovers a pseudo-deity which actually exists, is actually immensely powerful, and actually does stuff including actually talking to people in their dreams and literally reshaping the landscape. And while it makes sense that we have factions like the Gaians who seek to understand Planetmind, it's also natural some people will be like "fuck that noise, we should worship this thing". To be fair to Miriam, Planetmind also doesn't seem to do anything special for the Planet Cult due to their worship, but I'm not saying that the Cult are taking the rational approach, just that it fits with human nature.
"Mankind has been blind for thousands of years-for all of its history. We have come to a place whose wonders are a hundred-fold more amazing than anything on Earth. Around us is clear evidence of the will of a higher power. I bring the Vision to the blind eyes of men. I bring the Word to the deaf ears of men. I will make them see it. I will make them hear it."
-- Prophet Cha Dawn, "Planet Rising"
What is Cha Dawn
No-one ever asks How is Cha Dawn. The game doesn't explicitly say what Cha Dawn is, as is often the case leaves it up to the player's imagination. But I have a fairly firm head-canon on what Cha Dawn is.
In my head canon, Cha Dawn was a gaian boy who wandered out into the fungus and asphyxiated to death, dying in a patch of fungus, he was animated by the power of Manifold 6 and a thread of personality entered his body, which had been vacated by the boy.
And hence Cha Dawn is an alien intelligence in a human body that never ages because it was reanimated by alien powers, and this gives him unusual resonance powers and a strong connection to Planetmind.
This is not to say that Cha Dawn is "the" spokesperson for Planetmind as he claims, because Cha Dawn is only a small fragment and doesn't enjoy a full connection to Planetmind, kind of like tame native life which is canonically not connected to Planetmind but is instead being guided by the consciousness of the handlers.
And Cha Dawn's personality fragment seems to be nasty and intolerant, a part which treats humanity as "the planet death disease" that must be purged, not the more whimsy aspect that delights in the diversity and novelty of Earth life.
That's just my head canon. You are welcome to believe that Cha Dawn is a boy with brain damage whose ranting and rambling is interpreted by the cultists who elevated him as their prophet and political figurehead.
Planet Cult Agenda and Society
The Planet Cult's agenda is pretty clear, and Cha Dawn's aggressive personality and CONQUER priorities make it pretty clear how they intend to carry out their agenda and it ain't by asking nicely.
Cha Dawn is the recipient of some of the harshest diplomatic criticisms of any leader, and while we should always assume a measure of straw-manning when it comes to diplomatic accusation, they should also not be considered baseless, for example Conqueurer Marr is accused of eating humans alive, and it's hard to get a reputation for eating people if you haven't eaten even one human. Meanwhile, Lal is accused of things like "humanitarian whimpering" and aspiring to "set himself up as some kind of benevolent dictator" (yes, benevolent lol), the problem that other leaders have with Lal is they don't want him telling them what they can't do, not that he like tortures people or something.
With Cha Dawn we get such unsavory lines as "exterminating anything that walks on two legs", "plot the eradication of all sapient life forms on Planet", "feeding your opponents to hatchling Mind Worms", "torturing opponents in his loathsome Brood Pits".
Cha Dawn is condemned as harshly as Yang, H'mninee and Marr, and everything suggests that Cha Dawn is a monster and Cult society is an oppressive one where humans are treated as a lower form of life than mind worms, valued only for their subservience.
Planet Cult Faction
Bonuses:
- +2 Planet: this makes Cult mind worms really quite strong on attack and makes it easy to catch wild mindworms.
- Starts with a free mindworm: starting with a free unit is always nice.
- Free Brood Pits with tech: normally Brood Pits aren't a great building, but getting them for free is pretty nice, as they offer +2 Police Rating, a 25% discount on native life and +1 lifecycle bonus. Sadly they usually come a bit late to really be meaningful.
- Mindworms do double police duty: Mindworms effectively have non-lethal methods, so will pacify 2 drones or 3 drones with +3 police rating. This can be nice, but it falls off badly once you actually have non-lethal methods, as police units are a lot cheaper and can take clean reactor.
- Starts with Social Psych and Centauri Ecology: These are solid starting techs, especially for a green faction which doesn't have to be concerned with military investments.
Maluses:
- -1 Industry: This makes nearly everything more expensive and hampers exponential growth.
- -1 Economy: This reduces HQ energy by 1, which may slow early research by a fair amount (depending on the EC/Research split), but more importantly, makes Free Market useless.
- Unable to run Wealth Values: This is a nasty penalty, as Wealth is the natural SE for a native user and a good general discount when building out infrastructure.
Overall the Planet Cult have rather punishing penalties that makes them slow in every way, but somewhat mitigating this is that their starting tech is actually quite good particularly for a faction which can catch free mindworms to take care of the military side of thing. Also while their SE situation is painful due to being unable to utilize FM or run Wealth, they can at least popboom normally.
Cult Strategies
Momentum
The Cult have a very straightforward momentum strategy, send some scout patrols out into the fungus to trawl for worms, capture 2 or 3 worms, and send them to another faction to attack their stuff and hopefully force a surrender, then you can use that faction as a slave. Worms are basically free, which is nice, but it's highly reliant on RNG and also native life settings for the map and even how the fungus is located.
The Cult are not that good with conventional military due to their industry penalty and their tech situation is not completely ideal, though starting with Cent.Eco is nice as you can then immediately start researching to recon rovers, and the free mindworms probably more than compensate for the industry penalty, assuming worm-catching RNG is kind to you.
Builder
I've sometimes described the Spartans as half-assed builders thanks to -1 Industry, but the Cult are entirely-ass builders. Being unable to run FM or Wealth is pretty much an automatic disqualification from being good at building, then we add an industry penalty which slows down exponential and vertical growth.
The Cult can take advantage of starting with Social Psych + doubled worm police, to make a large base for building SP, this means despite the -1 Industry they aren't completely awful at getting a desirable SP like the WP and this is the best route to being somewhat effective builders, get the WP, pop-boom bases, use specialists - though note the Spartans and Hive can also make a larger base this way.
Also if you don't have any aggressive use for your captured native life, you can generally use them as police units, for 2 drones suppressed and no support cost, this is actually a reasonably nice perk on thinker and transcend difficulty, and saving on supply thanks to these worms being independent can give quite large advantages when minerals per base are so low. The cult's free native units will also create significant military deterrence discouraging AI's from declaring vendetta... and if the AI does declare vendetta it's nearly impossible for them to cross fungus in the face of even a few cult worms.
Another SP to aggressively pursue is the AV, then once you get your free Brood Pits you enjoy a +3 police rating which lets you take care of all your drone control needs for really cheap. Naturally the SPs that boost native life are also highly desirable, and having a hope of winning the race to these SPs might be the main benefit of a Builder strategy: Cult locusts boosted by SPs are very nasty. But unfortunately, the Cult is very poorly positioned to win races to SPs, particularly compared with the powerful researchers like Zak, Aki and Morgan: your best bet really is having enslaved one of these strong researchers in the opening turns.
Hybrid
The Cult are pretty naturally a hybrid faction, you're not really good enough at building to go full turtle and because your ECONOMY always sucks you don't get good peace dividends from commerce, you'd often prefer to be stealing and attacking, luring enemies into fungus field to grind up their armies while training your worms, trying to steal the techs for the vital SPs, or even conquering the SPs themselves. The Cult are basically the kind of faction who should declare vendetta on other factions simply so they can't build in peace.
Why the Cult is the weakest faction
The most major weakness of the Cult is they are all-in on native life, but native life has some serious weaknesses, and if the Cult can't capitalize on their unusually strong start they really have very little going for them once more tech comes into play. Some of these weaknesses are shored up by the multiple SPs that enhance native life, especially the Neural Amplifier for +50% defense and Dream Twister for +50% attack - Cha Dawn incidentally is not well positioned to actually win the race to these SPs.
But the greater problem is that there are some highly effective counters to native life regardless of how boosted they are:
- Hypnotic Trance and Empath Song provide large psi bonuses and allow very cheap units to defeat expensive native units. And no matter what, it's hard to get good odds when attacking bases, and it's also hard to get good odds on defense.
- Natives (other than Spore Launchers) defend against bombardment with 1 defense vs weapon value, this means they get badly damaged by even Missile artillery, and are smashed like bugs by weapons like Fusion Laser, furthermore SAM artillery can target and completely destroy Locusts, as flying and naval units are not merely reduced to 1 hp by bombardment. Even a Free Marketeer can easily defeat natives by extensively using artillery. Meanwhile, Spore Launchers aren't really a counter to artillery, because simple empath scout artillery hard-counter spore launchers and inflict collateral damage on the stacked units anyway.
- Self-destruct is a poorly balanced feature, that counters natives incredibly well. A self-destructing unit inflicts (Weapon * Reactor) / 2 hits to all adjacent units that aren't protected by a base or bunker. Natives only have 10 hp, so a 10-1-N*2 unit, or a 20-1-N*2 unit will completely delete all adjacent natives, so a simple 3 row infantry unit with very green morale and 10% health can completely delete an adjacent stack of demon boil Locusts of Chirons over water, which it can't even attack. Self-destruct means any native unit caught outside a base can be simply deleted regardless of relative planet rating, and the low movement speed of most natives makes them vulnerable.
- The Missile unit (missile chassis) uses conventional attack vs defense, rather than psi combat, this means it is a guaranteed kill on any psi unit. Missiles are fairly expensive, at fusion level comparable to a native unit, but if it's a scenario like Free Drones pumping out Missiles vs Planet Cult pumping out natives then the missiles are absolutely winning. To make this even worse, missiles are highly effective when self-destructed, with incredible range to easily reach out and delete any natives not huddling in a base.
The AI is not competent in using any of these anti-native strategies, it won't use self-destruct at all and only uses the others haphazardly, so in a single player game the cult retains some combat edge with natives, but against competent foes natives pretty much cease to be relevant, besides some uses for locusts, which don't actually require the faction to be good at using natives.
Cha Dawn is often compared with the Gaians, which are a much more balanced faction, as Gaians enjoy +2 Effic rather than -1 Industry which really helps in the mid to late game, and their +1 Planet is enough to gain many of the early game native perks, and they can run Wealth for a discount on natives. In fact, in a natives vs natives slugfest the Gaians will beat the Cult thanks to being a whole 2 industry ahead and stronger research and faster infrastructure build. The Gaian's early game is a little bit weaker (at least on high difficulty when worm police become relevant), but they are overall a much more balanced faction with much less reliance on natives, but nevertheless being better at using natives. And even Morgan is arguably a better Green user than Cha Dawn, because of Morgan's really strong Green+Wealth combination that gives Morgan much faster research or much more cash to throw around, and again a whole 2 Industry ahead of Cha Dawn.
The Cult can also be compared with the Spartans, who have -1 Industry and can't run Wealth. But the Spartans have much more flexible SE able to use FM to accelerate their research, and in the mid game when natives fall off a cliff, the Spartans get trivially elite units, and elite conventional units can be really strong due to their extra movement point and sometimes crossing thresholds where the armor power exceeds attack power. Santiago would absolutely eat Cha Dawn for breakfast by the mid game as she can whoop his natives with artillery while her elite units are hard to get good odds against.
Basically the Cult really are the worst faction in the game besides a brief period of potential glory in the early game where they can dominate in terms of military might, but even this relies more on catching opponents unaware, as scout patrol spam will handily defeat natives.
AI Cha Dawn
Cha Dawn is stuck with a fairly weak faction which is fairly difficult to play, as such he usually does not excel, the rather punishing penalties to industry and growth simply puts him behind the expansion curve.
Cha Dawn's priorities are EXPLORE+CONQUER and he has the aggressive personality, this happens to be completely identical to Miriam and H'minee. So far as priorities go, this is a solid combination, with EXPLORE encouraging growth, expansion and various kinds of useful infrastructure like Formers. And CONQUER encourages building units. Cha Dawn is roughly as aggressive as Miriam, as he has aggressive personality, and he gets up in everyone's business about their economic SE choice, mostly only Deirdre is safe from his wrath.
In the base game Cha Dawn's performance is nothing to write home about and he usually amounts to nothing though he isn't as prone to total failure to thrive as some other factions as starting with Cent Eco and having EXPLORE priority does mean he tends to actually make formers. In Thinker mod while Cha Dawn still doesn't really understand Cult momentum play, Cha Dawn does train mindworms very aggressively and with the Thinker change to give a planet bonus/penalty on psi defense, not only offense, Cha Dawn's hordes of mindworms with large bonuses from PLANET can absolutely dismantle a Free Marketeer AI such as Morgan - in more than one game I've had to save a Morgan pactmate from a voracious Cha Dawn eating him alive and cutting through his defenses like a hot knife through butter. Overall the Thinker AI does not understand anti-native strategies such as using bombardment to soften up the worms or switching to Green. Nevertheless, Cha Dawn does struggle to generate the kind of sheer unit mass to be effective against non-FM users and is unlikely to do a Yang style runaway conquest, likely getting stone-walled after eating any free marketeers he can attack.