= Spartan Federation - Unashamed warmongers. Their priorities lie in big guns and... no, wait, that's about it. Maybe some armor occasionally. Mostly guns though. Going for a nonmilitary victory would be... interesting... with this faction. +2 Morale, +1 Police, -1 Industry; prototypes do not cost extra minerals. Banned from the Wealth Value for Social Engineering, starts with technology Doctrine: Mobility.
= Gaia's Stepdaughters - Elves. No, srsly. Quoth the wikipedia, "The Gaians are a faction that values living in ecological harmony with Planet and abhors ecological destruction." +2 Efficiency, +1 Planet, -1 Morale. -1 Police; +1 nutrients in fungus squares, start with Centauri Ecology tech, cannot use Free Market Economics for Social Engineering
= University of Planet - My favorite faction, the University is research based. Depending on what you research, you may have other factions telling you to fear their infantry with second-level armor while your battlecruisers escort a Destroyer Transport with four rovers which all have the sixth-level weapon. Or you may have airplanes by that point. Again, it depends on what you research. +2 Research, -2 Probe; free Network Node in each base; one additional drone for every four citizens in all bases, start with a free technology of our choice as well as the Information Networks technology, cannot use Fundamentalist Government for Social Engineering (that government sucks anyway if you ask me. :I)
= Peacekeeping Forces - With that name, you might expect these guys to be pushovers and/or total wusses. They aren't. Their bases are almost guaranteed to be superior to other factions' with the Talent bonus (basically a free specialist) and their military units have a power bonus. -1 Efficiency; one additional talent for every four citizens in each base, double votes in Planetary Governor/Supreme Leader, starts with Biogenetics tech, may not use Police State Government for Social Engineering.
= Human Hive - People's Republic of Chiron, basically. Hardcore commies with a brainwashed devoted populace, the Hive is somewhat zerglike with their growth and industry bonuses. +1 Growth, +1 Industry, -2 Economy; free Perimeter Defense in each base, immune to negative Efficiency in social engineering table, may not use Democratic Government for Social Engineering, start with the technology Doctrine: Loyalty.
= Lord's Believers - For the Overmind! The Believers are crazed Christians with an insatiable appetite for violence and a fear of all technology. +2 Support, +1 Probe, -2 Research, -1 Planet; +25% bonus when attacking, start with Social Psych technology, can't prioritize Knowledge Value for Social Engineering. If you want stupid, violent fanatics, this is the faction to choose. However, we aren't going to get any atrocity-level weapons any time soon if we choose them. And that's saddening.
= Morgan Industries - The only regret we'll have as Morgan Industries is that rolling in digital money is impossible. Start with Industrial Base technology, cannot use Planned Economy or Green Economics for Social Engineering, +1 economy, -1 support, extra 100 credits at beginning, hab complex needed to expand base beyond 4, gain extra energy through commerce
=Conquest
A victory by conquest occurs when all factions are annihilated or have surrendered to one player. If cooperative victory is enabled then there may be up to three pact siblings who can share the victory (excluding those who have surrendered).
=Economic
When a player has enough energy reserves (roughly equal to what it would take to mind-control all the remaining cities on Planet), he or she can win the game through economic victory by cornering the global energy market. This takes 20 turns to achieve, and can be prevented if during this time the faction's headquarters falls to an enemy.
=Diplomatic
A player achieves diplomatic victory by uniting the Planetary Council behind him or her. To do this, the player must get 75% of the votes, by population, at Planetary Council. If the vote succeeds but remaining factions oppose the decision, they must be eliminated by force to achieve a victory by conquest.
=Transcendence
The transcendence victory is achieved by building the Ascent to Transcendence secret project, which becomes available after the Voice of Planet secret project has been built (by any faction). This concept of a post-human era is very closely related to the idea of the technological singularity. After this project is built the human inhabitants of Chiron leave their material bodies to merge with the emerged planet intelligence.