Let me explain the new Faction Tree a bit.
All factions will be rolled into a single entity, which means you will select your primary Race or Random at game start. The option to Rebel or stay Loyal to your factions cause will be available after your first research lab is built.
You will also have 4 different Trait paths you can follow: 2 for loyalists and 2 for Rebel.
Loyalist
Declares your faction loyal to the government of the twelve colonies as represented by it's President and represented by it's peoples.
Trait: Diplomat
Your faction becomes much more adept at negotiating agreements with other factions.
Trait Bonuses:
All pacts unlocked
QuestFailureHappinessAdjustment
QuestRewardHappinessAdjustment
TemporaryRelationshipFromGiveCreditsValueAdjustment
TemporaryRelationshipFromGiveResourceMaxAdjustment
WeaponDamageAdjustmentWhenInFriendlyGravityWell
Trait: Alliance
Your faction benefits from it's relationships fostered through diplomacy
Trait Bonuses:
ExperienceAwardedAdjustmentWhenInFriendlyGravityWell: 5%
WeaponDamageAdjustmentForEachAlliedPlayerInGravityWell
Trait: Marketeer
Your faction decides economic dominance is the way to victory.
Trait Bonuses:
CargoShipArmorBaseAdjustment
CargoShipCapacityAdjustment
CargoShipHullPointsMaxAdjustment
RefineryShipCapacityAdjustment
ShipMaxSlots
TradeGoodsValueAdjustment
Trait: Megacorp
Your faction becomes a mega-corporation further increasing it's economic advantages over other factions.
Trait Bonses:
ShipMaxSlots
CreditCostAdjustment
ResourceCostAdjustment
ModuleBuildRateAdjustment
ModuleCostForSimilarTypesAdjustment
PopulationTaxRateAdjustment
TradeGoodsValueAdjustment
* Bonuses subject to change... I just like to shotgun things initiallly