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Author Topic:   The Myth of Quick Conquest Victory
DilithiumDad posted 06-02-99 06:01 PM ET   Click Here to See the Profile for DilithiumDad   Click Here to Email DilithiumDad  
We have been reading numerous posts in these forums by Darkstar and others to the effect that "If you haven't achieved conquest victory by 2250 even on a huge map you are dking something worng." Although I'd always been a builder, I decided to test this.
Conditions: Huge Map of Planet (always play this map --I just love the poster I got with the Strategy Guide) and Thinker level. Blind research off. I chose the Spartans because I can't Believers (it's against my religion) and the Hive is a superb building faction.
Summary: I followed the strategy outlined in these forums exactly --I put every single mineral and every bit of research toward a quick conquest. In each base I built police garrison, recycling tanks, and creche. In high energy bases a I added a network node. Large bases got a research hospital for drone control plus tech. I never built a single rec commons or hologram theatre the whole game. It ended up taking 100 years to defeat my nearest neighbor and I was very weak and underdeveloped at the end of it. I ended up transcending before I could complete a conquest.
I played Ironman, but I never regretted it. I don't think I did a single thing wrong. Here is how it went:
2100 Planetfall on the fertile Western shore of the middel continent, south of Uranium flats.
2106 1st to found second base
2113 1st new tech --Centauri Ecology (Gains 1st in 2112)
2130 I encounter Miriam, my neighbor to the South, in Garland Crater. We treaty. She immediately sets forth a torrent of colony pods and surrounds my territory. Playing colony pod checkers, she advances here territory into the edge my valuable Uranium Flats real estate.
2170 Trading tech to my advantage with my pact brother at the U of P, I get impact technology (4 attack). I now begin all-out cranking out of 4-1-2 and 4-3-1 units in bases where I have Command Centers. meanshile, my formers build sensors and bunkers where I (correctly) guess the future battleline will be.
2183 Miriam has me completely boxed in with her many small colonies.
2185 Miriam attacks Morgan. I agree to join the Vendetaa, than turnaround and give Morgan tech in exchange for an end to the Vendetta, then sell him more tech in an effort to keep him alive.
2195 The blitz begins. I quickly take 6 of Miriam's colonies, establishing rule over the northern half of the continent.
2200 Miriam counterattacks with an endless stream of 4-2-1 units and retakes one colony. Her units fan out and lay in ambush in the fungus, destroying my elite units as soon as they venture out. Thanks to artillery and tactics, I chew up wave after wave. But whenever I try to advance, I am ambushed and taken out or just wilt trying to overcome 10-12 garrisoned units.
2204 Secrets of the Human Brain researched (Dirdre got it in 2112!)
2240 First bred mindworms. These start to turn the tide against Miriam.
2260 Breakout. Finally, the stalemate is broken and I being to advance quickly. The secret? Thanks to my pal Zach and some nodes and hospitals, I get Superstring Theory and begin cranking out Elite 8-3-1 units and (8)-1-1 artillery. (I mention this because Darkstar says he always wins the game before Chaos Guns are researched!)
2263 My first air unit --an 8-1-8 Chaos Needljet (I always build an Aero Complex first to get max morale). Yang beat me to the air by 27 years!
2282 Miriam submits with 3 bases left on the dry East Coast beyond Garland Crater and becomes submissive (a first for Miriam, in my experience!). Morgan has only one base and is also submissive. I now assess my situation. I do not have a single secret project, except for the Merchant Exchange captured from Miriam. My bases are pitifully underdeveloped. I have poorly developed drone-infested captured bases with idiotic terraforming (a solar collector on a crater mineral bonus? Hello?). Except for my two submissive partners, I am dead last in the dominance scale and seriously lagging in research.
2285 First satellite
2292 First secret project --longevity vaccine!
2300 I have moved my Elite and Commando forces against Lal in Pholus Ridge up to the Ruins, with support from Zach who is advancing from the south. After taking one of his bases and threatening two more, he goes submissive. I accept. Now I have to redirect my forces against Dierdre, the only faction I don't have a pact with, who is way over in Monsoon Jungle.
2308 Morgan rebels --undoubtedly prodded by his pactmate Dierdre --and takes over Morgan Collections (which I had taken from Miriam).
2311 Morgan eradicated (had to --he only had one colony and wouldn't submit).
2334 First naval unit built (ridicuously late to begin exploring the ocean!).
2336 Dierdre is patrolling her coasts with many Great Boil isles, making an invasion all but impossible. She is directing her air strikes against Miriam, who is within range (Ha!). She invades and captures New Jeruselem, which I recapture and keep. I sail across Geothermal Sea and make a landing to the south of her settlements --just north of Cape Storm across from Mount Planet --with my best 8 units. I begin a march to Monsoon Jungle.
2350 Unfortunately, my attacks on Dirdre have allowed Yang to gain the upper hand in their ongoing struggle, and he is capturing 2-3 Gaian bases per turn. He gets full of himself and declares vendetta. Time to mount a new offensive, this time against Yang but soon with the benefit of orbital insertions thanks to the Space Elevator. I am capturing 2 to 4 Hive bases a year, but he has 50 bases --do the math! This will be slow. It is slowed because I have to bring in two Drop Hovertank Probe Teams per base to keep Yang from buying back the bases. So I have to make 2 drop garrisons, 2 drop probe and a drop shard tank almost for every base.
2360 Pacificaiton of Monsoon Jungle.
2361 Voice of Planet begun
2363 Voice of Planet rushed to completion
2364 Victory by Transcendence --bought in a single turn for 10,000 credits, with 12 Hive bases left. (Dierdre had to be eradicated)
Score: 8692 and 651%
DilithiumDad posted 06-02-99 06:16 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Other counterexamples:
As Morgan, landed on the south shore of the Inland Sea. In 2110, I found my neighbor was --Santiago! Truly Morgan's worst nightmare. Santiago let loose a torrent of colony pods and boxed me in. I built perimeter defenses and researched plasma steel. I alternated between Democracy/Green/Wealth during building with Police/Free Market/Power during build-up and war. When the demand for cash came, I knew to refuse and was ready. I destroyed two waves of units, then when she was trying to rebuild, I quickly captured a base, then another. She offered me 50 credits for a truce (having Power SE helped get truces), and I accepted. I built my facilities and prepared for another attack.

This continued for several cycles, as I slowly advanced to take over the north shore of the inland sea. I controlled the sea itself the whole time, and had kelp/harness in every square generating 4 nutrient/4 energy. The breakthrough came when Dierdre declared vendetta against Santiago and sent me a couple planes. I quickly crushed Santiago. With all of the eastern continent under my control, I quickly finished all the research, then bought the Voice in one turn and the Ascent the next.

Shining1 posted 06-02-99 06:41 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Building creches? Network nodes? As the Spartans? Hmmm.

Try again, perhaps - it seems you still have a builder strategy in mind.

Santiago isn't the best conqueror either - the Hive or the Believers are the better options.

And it's a good idea to take out your nearest neighbour as soon as you can - making treaties isn't the best move.

The critical techs are plantary networks (allows probe teams - THESE are absolutely critical) and nonlinear mathematics (allows particle impactor - a huge jump in effectiveness). Once you have these, you can unleash on your rivals, particularly effectively as the believers, with their +3 Probe, they are particularly hard to stop - a fact that seems to be missed by a lot of players, who find the believer A.I a pushover but forget the advantages a real player gains from this faction. Tech is very easy to steal in SMAC - if you have an advanced neighbour, it makes little sense to do the hard work yourself.

Try building 4-1-1 units as well - the fact they're so cheap, and that they can be upgraded if you have a bit of cash, makes them one of my favourites. Use them in packs, of course, and keep the CivII tactic of not placing too many in one square. If you take a city, you can then upgrade the unit to 4-3-1 next turn (costs around 30 credits, IIRC) for use as a short term defender.

The Hive is also a great conqueror side, simply because it has the best production available - competitive with the A.I cheat on the higher levels (that effective +4 efficiency bonus helps a lot, too).

Trust me, conqueror victories can be VERY easy to achieve - I'd say Darkstar's number is about right.

P.S Thanks for posting your game - makes for great reading.

jimmytrick posted 06-02-99 08:26 PM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
You have to get the knack of it to get the early kills.

I have taken down factions that had particle weapons, probes, plasma armor, and artillery using just laser rovers. The great SMACmaster Darkstar can just do this with hand weapons I understand. Huge maps can not be quick conquered by mere mortals however, only by mythical SMACheros.

When I war early I put everything into unit production, and just keep pressing till they crack. Often the rear is barren of defenders so don't stop to consolidate. Keep going.

If you stop to build or consolidate you will evolve into a transcend or other type of victory very quickly.

I have not quick conquered a huge map, but can attest to the viability of this strategy on smaller maps.

I would not think this would work in PBEM, but, we shall see what we shall see.

jimmytrick

DilithiumDad posted 06-02-99 08:39 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Shining: I think I did attack as soon as possible. Miriam had lots of units by the time I encountered her. I only waited for Impact technology. My treaty with her lasted only 5 years.
Creches are necessary, otherwise you will have no population. Nodes only went in 3 high-energy colonies in Uranium Flats.
Probe teams are not much use against Miriam! I knew I had to take her out before she got probe teams --but actually she developed it and it didn't matter: I took out all her probe teams before they got to me by conentional means.
Quick kill does not work on huge maps, I maintain. In my case, I got bogged dwon mostly because of a fungus patch 3-4 squates wide that formed a natural barrier which Miram used to great advantage. Once I got needlejets, I could take all those units out, but that was 100 moves later.
jimmytrick posted 06-02-99 08:48 PM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
I forgot to mention:

1. Don't ever bother to build units with a combination of offensive weapons and armor unless you are absolutely certain that it costs the same. 4-1-2, 5-1-2, 6-1-2 ...... Overwhelming numbers and first strike is the ticket.

2. Naval probes are very useful. You should never think about "building" to increase tech. Take it by force or on the sly.

3. Do not waste time building defensive units. Just a bare bones garrison and a few mobile defenders. Keep 90% of your forces on the offensive at all times.

4. Rovers rule. Mobility is the key. Use them in packs. Never, never allow the enemy to attack a friendly stack. Use leap frog advance tactics. When you find a massive build-up in an enemy base, prepare an ambush and watch the AI move a stack into the open, crush it, then take the enemy base. This works often.

yadayadayada

Shining1 posted 06-02-99 09:50 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Like any tactic, it takes practise to perfect. Currently, I'm out of practise, waiting for version 4.0 to restore some stability to my system. However...

1) Early attack is essential. (**SPOILER!**) One of the main issues with the SMAC A.I is that it tends to go into its shell when under assault - offensive units retreat to bases, large scale assaults are not undertaken, and the A.I goes into a fit of production shifting (each shift costing 50% of the current mineral production). Left alone, the A.I will happily go about it's business, build up a truly massive army, and invade. (**/SPOILER!**)

2) Unit position is critical. If you always get the chance to attack first, YOU WILL WIN (even with inferior force and without a sexy latin accent ). Base defenses shouldn't be neglected completely, but your chances are much better if you are constantly pounding their cities than the other way around.

3) Fungus is an irritation, but can be solved with some offensive use of terraformers (build sensors), which are the backbone of your war effort anyway. Having a bunch of roads to the target makes invasion that much easier, especially with wolfpack tactics (impact infantry swarms). This is why the thinker and transcend A.I's are good for conquering tactics - they build roads everywhere in their territory.

4) Like point 2, making the best use of your bonuses will lead to victory. Miriam can do this better than anyone else in the beginning - Fundamentalist with the +25% attack makes for some very powerful probe and particle based attacks (or even hand weapons attacks, for that matter. The important thing is to attack.) Yang, of course, does it best though - +2 Industry, +2 police, +3 growth and +2 Support for a mere -2 Economy. Not to mention free perimeter defenses on all cities (and since he's not earning anything anyway, those trade sanctions from passing out nerve gas don't exactly harm, either).

5) Remember ICS. The infinite city sprawl has been a long favoured tactic in the civ series, and AC is no different. ICS takes advantage of the difference in production between a single size five city and a pack of five size one cities (a difference of 6 squares production compared to 10 - because the city square is always worked, regardless of population). And while colony pods aren't that cheap, neither are creches, rec commons, or police units (which tie up support points). The more cities you have, the better. Using a close rank formation takes advantage of this best - have no more that 2 squares between each city (a radius of 1 square will do fine for mineral production). This is the single biggest reason the builder strategy fails against the conqueror strategy - you simply cannot build an infinite number of cities and a large amount of infrastructure while maintaining a reasonable defense. Something has to give.

6) The rest is just down to tactics - foil probeteams, wolfpacks, rover positioning, terraforming, city expansion, manipulating the diplomatic A.I - the basic stuff most able AC players know.

K posted 06-03-99 12:02 AM ET     Click Here to See the Profile for K  Click Here to Email K     
Rovers are the first tech to be researched. without rovers, and then foils, the quick kill is impossible. The second tech is Lasers, and by now you should have forced Inforamtion Networks out of someone, so go Impact. Pick up Flexibility if you have it, and then Planetary Networks. Everything else should be forced, or stolen from others. Loyalty is imprtant as well, for police state.
Use early 1-1-2 Rovers to play pod lotto and kill mindworms, unpgrade your force with this cash when you get lasers and impact. Five rovers should allow you to conquer the first two Factions by 2120.
The third and succeeding will be costly. Use Probe teams to sabotage and steal tech. Every city you take, turn to attack Rover production(and transports for sea battles).
The quick kill game is easy, but if you stop to build even a Netwrok Node, then your neighbor will build another defender. Keep Submissive Pact brothers for free tech.
Attack, attack, attack.
Zoetrope posted 06-03-99 07:42 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
jimmytrick: "take [tech] by force"? Do you have the (capture city => capture tech) option on? If so, then no wonder conquerors do so well in your SMAC games: it makes their task too easy! I never use that option.

If we wish to test our expertise, we should choose settings that are inimical to our favorite strategy, not options that are favorable.

shining1: The ICS is yet another example (YAE) of a failure by strategy game designers to count zero as a number. This always causes anomalies.

Remember that in MOO2 if you used bioweapons to reduce a planet to population zero, you couldn't attack or invade!

What should happen in Civ and SMAC is that the first unit of population should be the one to work the central square. (Two people work up to two squares, one person one square, no people no squares: that's fair.) That would eliminate the ICS.

Surely the issue of whether zero was a natural number should have been decided once and for all with the adoption of Hindu-Arabic numerals, lo so many centuries ago.

Recall the song, "Yes we have no bananas..."? What this is saying is that zero bananas is just as valid a number of fruit as one, two or three bananas. I often have zero of something, don't we all?

JAMstillAM posted 06-03-99 09:24 AM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
K,

What kind of settings are you playing to allow you to take out the "first two Factions by 2120?" On the settings I usually play, (Huge, random, weak erosion, avg life, dense clouds, 50-70% water) I usually do not even see the other factions until 2140, or later. Believe me, I explore and play pod lotto to maximum effect.

Darkstar and I have went back and forth on this issue many times and, like Zoetrope points out, the settings chosen at start will determine whether the game favors a builder strategy or rover rush. I, also, generally play without steal tech when conquering bases. You'd be surprised how much that makes a difference. Try it someday and see how fast your strategy falls apart, particularly against human players. And the "Infinite City Sprawl?" Try that on transcend level. You'll find your bases start out with drones as their first citizens. Kind of hard to pump out military units when your bases are in drone riots.

The "Myth of Quick Conquest Victory" is just that, a myth. SMAC is not inherently biased in favor of rush tactics. Rather, it is that some players are too lazy (or unaware) to try different settings which, while seemingly subtle, have vast implications on effective play styles.

K, please don't take this rant as a personal attack. I'm sure that with the settings you use, your tactics are viable, against the AI, at least. My point, perhaps too oblique, is that you should experiment with the game if you find you play style becoming stereoyped and boring or just plainly unfun. That is precisely why Sid/BR give so much control over to the players to alter settings and text files, so that they will continue to have fun, for a long time to come.

JAMiAM

icosahedron posted 06-03-99 10:14 AM ET     Click Here to See the Profile for icosahedron    
While I am not fond of the pure weenie rush strategy, I do find it necessary to balance building with conquering. When I encounter a weak or threatening faction, I want to be able to "do the right thing" ASAP -- force the weaky to submit, teach a lesson to the threatener.

If a faction is weak in the early game, bash their head in pronto. You will harvest the benefits for the whole game: one less enemy and, hopefully, one more submissive supporter, except for Ms. M, who should be killed on sight.

If a faction is threatening in the early game, they are only going to get worse as the game progresses. They will hit you when you are weakest, because the AI knows when that is. So you want to take them out right away.

Basically, clear your own continent. If you are on an island all alone, you can build more sooner, but be prepared for landing enemies.

(beginning of rant)
Never, never, never allow an encroaching colony pod to go unpunished in the early game. Kill it, and then kill the encroaching faction. Kill the pods before they give birth to productive cities that are harder to kill. Especially with Miriam and Hive, kill the ****ing colony pods! Don't let them beat you at colony pod checkers, damn the torpedos and blast the pods. I cannot emphasize this enough. Don't be afraid, it's early in the game. Start a war if you must, but don't let anyone drive pods up your arse.
(end of rant)

(off topic)
Oh and that bit about zero being a natural number is bull pucky. It is not natural to say 'I have zero bananas'. One says, naturally, 'I have no bananas'. The confusion of zero and no/none/nothing is rampant and must be corrected. Two is the first natural number, one is an afterthought, and the rest follow by further differentiation. Zero is not in the same class, conceptually.
(end off topic)

-icosahedron

Goobmeister posted 06-03-99 10:25 AM ET     Click Here to See the Profile for Goobmeister  Click Here to Email Goobmeister     
Yea! Brother JAM.

DilithiumDad, even though I am a builder by nature, and I agree with JAM, I also agree with Shining1. Reading your war story, my first reaction was that you were building too much.

I make the same mistake unless I force myself into ruthlessness (usually by doing the opposite of what I want ot do in a situation). Don't build Network nodes, even in the Flats, your empire is not the research empire it is the killing one. If you build colony pods instead of Creches your pop will grow just as fast, (if not faster.

As Zoetrope said until the designers recognize the value of Zero, the rabitting of bases is the best Builder startegy when you need to go to war.

You can modify the settings to make the quick kill scenario much more difficult, yours were on the difficult side, especially for your first attempt at the COnquering rush.

Goob

Darkstar posted 06-03-99 02:41 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Jam, I count you as a worthy person to know and speak with, but you are just in denial. If you'll read through this post, you will have another opportunity to try and make me cross back to the Light. But I doubt it.

DD, a Huge map is a LARGE challenge for a self-proclaimed builder to go Breaker (as whirlwind13 says). Try Standard. And don't bother with the Planet maps. They have been tweaked. Try random maps, average across the board settings... I do still occasionally try huge maps but that is more 1 in 8 to 1 in 10 these days. When I want a SHOT at using Chaos weapons at least once. (And I occasionally mix other planetary settings to see thier effects...but on average, again...)

My SP settings are still: generally Average sized maps (unless I want a faster, or slower game), All other planet settings Average, Blind Research On, No Pods, No Spoils of War, Do or Die. I dislike having to defeat Miriam 6 times. And Without Do or Die on, I am willing to use the Reincarnate effect until I have THE army and pods from heck to conquer the world in the time it takes the army to march to the furthest opponent city.

Without Pods, the AI doesn't cheat as OFTEN (tech wise), and doesn't suddenly go from Lasers to Choppers very often. I am quite serious about this. With Pods On and my typical Aggressive Defensivism (beat on the AI now before it can build up enough kill me [sometimes called "You are in my hemisphere/comfort zone, therefore you must die."), I find that between turns 30 to 60, Miriam and Yang are often attacking my cities with AIR CRAFT. That seems a bit much when their research rate started a 50 years and went DOWN. (Hey, I've turned on the Omni view to watch how they do it... pure cheats).

I play Blind Research On and Spoils Off because I just enjoy SMAC more that way. But the benie's of that is that the Computer players don't trade techs between itself so often, so I don't find that the computer has Chaos weapons on Choppers by turn 80. Another benie for me, as that tends to spoil my fun of having all Computer players turn against me because I am the human, even after defending them and giving them nice things (like captured cities, defenders, techs, etc etc etc).

I find that Old Warrior and I have similar experiences... no matter HOW nice you are, the computer is going to come for you. If an ALLY that I have helped often and saved from destruction repeatily for 200 turns suddenly declares war because I am #1 and they #2... that is silly. So is the "you are weaker than me, so therefore I must take you over." You have to SERIOUSLY pander to the Diplomatic "logic" (HA HA!) to KEEP the Computer players from allying against you... but if you just play AVERAGE (As in, you make a nice buffer between us and the Hive, Deidre, so yes, I will help strengthen you and send you units to keep your border cities... No Miriam I don't see WHY I should give you 8000 Credits [All but 56 of my treasury] when I am #2 and you are #6. Are you retarded or just can't read your advisors reports? Go suck your big toe and leave me alone... oh war? Ok then... I am SURE this sounds familir to more than just Old Warrior.

In a builder oriented game, baseline play on baseline worlds should lead to military stalemate, a race to colonize new lands, and (in SMAC) a race to victory by Transcendance/Supreme Commander by popular vote. Economic Victory should be out as that is enough credits to bribe all cities, and your opponents (playing baseline for the faction) should have enough credits to keep you from buying them, as it were. Military conquest shouldn't be possible due to lack of emphasis on military armies. After all, you just need a few exploratory units, a small amount of border patrol, base garrison units to fight the barbarians... excuse me... mind worms... and a small mobile reserves to send out as a punishment force when an AGGRESIVE opponent tests you and your people's patience.

But this ISN'T the case, is it? First off, I can send 4 units out and take over the Spartans HOMELAND of 20 cities. No reinforcements, no air cover. And we have been near military techs when this happens. 4 units = the ENTIRE production capability AND Standing Army of THE military faction. Yeah, right. Explain THAT to me. And no, I am NOT using the Picard Maneuver (reloading after a bad attack result). This is very TYPICAL.

Second, the computer is programmed to wage war on YOU specifically, as well as everyone. Its rules are: War on #1 (if #2), War on #2 (if #1), War on all weaker factions, War on Human player. The "Diplomatic" (HA!) engine also has "War on anyone that uses my hated SE settings of [whatever]". Its "Let's ally" and "Let's leave each other in peace" guidelines are far underneath those wage war rules, and that is why the computer turns on you so often. Miriam, being one of Opponent Engine's better expansionist that she is, has the standing rule to be EXTERMINATED by a LOT of SMAC posters. Why? Even when she surrenders to you, she expands like crazy, and when she gets near you in perceived strength again, rebels and goes to war. Hive doesn't expand quite as fast, but since they are so KNOWN for their Planet Busting of ya, you wipe them out. Once again, Aggressive AI teaching you the SMAC style of play.

I actually LIKE the Hive as a submissive pact-mate... balance out bad unit oriented submissives like UOP... Hive gives me units, I give them to those needing them. But you know what? If two factions SURRENDER to me, I tend to lay off the Crusade and head toward builder... and then all those factions I peacefully coexisted with declare war. Seriously, if I am Lal's buddy, and we conquered the Blue Beast together, why should he, Mr. Democracy who couldn't MAINTAIN a Demo during the war (yet, you could), declare war on me? Its that "#2 fights #1" rule, and that "Wage war on Human" kicking in. Who cares if Lal is MAGNANIMOUS from the Unit support, allied attacks on cities, repeated economic aid, and trading tech to keep him ALIVE? Sure, it makes for an interesting game, but seeing as I have never bothered to win the game other than (generally) Total Conquest or (rarely) Supreme Commander, does that say something? Yep, I don't see why I should bother buying a truce to win economically or by Trancendence when Total Victory is only a few turns away. I didn't build the Opponent Engine to be such a Suicidal Idiot. Firaxis did. And why should I give Air Power to secure a truce that will last only as long as it takes Deidre (a fellow Demo/Green faction and formerly staunch ally until she became #2 after Lal (from above example) was reduced to 2 cities) to build some air units to attack my poor defenseless formers? Such cowardly attacks cannot go unpunished, you know, or those neutral Opponent Factions go into blood frenzy mode because you slip under that mysterious strength total that goes into "Declare War on Weaker Factions..." formula.

SMAC is a war game with pretty mind candy and nothing more. Its coded so that you have to go SERIOUSLY off the baseline of playing and reacting to be anything else. While I believe it's a great accomplishment by the Firaxis team to ALLOW for more peaceful play than simple conquest, you WILL be taught by its play style to Wage War. Whether you do it in a stutter-step fashion, or you do it after your favorite weapon and chassis combination, You will play War Monger, and use such means to greatly increase your strength of population. Unlike CivII, there are a LOT less people going for the peaceful or civilized win in SMAC, many of them, like myself (a die hard max spaceship "3-2-1-Blastoff! We are on are way, baby!!!"), taught by SMAC that its the only path that it will allow without serious tweaking or kissing up. Either you CAN win by Military conquest, and decide to hold back those War Beasts so as to allow you to Transcend, or by Buying the World, or FINALLY voting yourself in as Supreme Commander after burning their factions to one base and one pop.

Hey, if you have fun doing that, go for it. More power to you. But I find early game to be the most fun, before critical mass is reached and the win is guaranteed, so I take the fastest win when the mid to late game silliness starts to SPOIL my fun. Then its time to start again, with a new set of challenges, new lands to master, and a new set of circumstances to evaluate. Humm... How long can I trust you Lal? I KNOW Miriam is out there somewhere in the Jungles from her jumping power spike, and you are a simple naval transport jaunt away... humm... peace now? or... hey, colony pod? Kill that thing before it reaches the Ridge! I want that Ridge.

-Darkstar

DilithiumDad posted 06-03-99 03:50 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Creches: Everyone says not to build 'em. But they do have a military purpose: they increase morale on defense. Early in my 100-year war with Miriam she was pounding on 3 colonies heavily with stacks and stacks of 4-2-1's and 4-2-2's. The extra morale on defense probably saved me. There's also the extra energy from added efficiency.

Nodes: OK, I guess building 'em takes away from your build-up. But it allowed me to get Superstring and 8 attack which turned the tide.

4-1-1 vs. 4-3-1: I did build some unarmored units, but hey were chewed up fast by Miriam's ambushes, which happened the second I left sensor range. I liked making Elite 4-3-1's --Miriam had to lose two units for each one of mine she took out (she had Garland Crater and +support on her side). I mostly made 4-1-2 rovers (then 6-1-2 then 8-1-2), as others have suggested.

Probes: Probe foils are useless on a huge world. My north shoreline was the New Sargasso and my west coast was the fungal mats streaming out of The Ruins. Those 0-1-4 foils would need 10 years to reach anyone. And who would I probe? I was getting great tech as Zach and Yang's Pact buddies. At least twice I was #1 in tech, despite having very little in the way of research infrastructure, just because of trading Zach's tech to Yang. Probe crusiers are great, and I used them to steal two critical green techs from Dierdre and to incite drone riots in her cities. But that was after the 100-years-war.

Darkstar: You are right that the Map of Planet is tweaked --the AI is right at home, because it seems to really know this map. It seems lost on the random maps. I find playing The Huge Map of Planet to be more challenging because the AI is much smarter and the starting locations are more dispersed and blanced. Quick kill is impossible because you will be stopped by natural barriers such as land and sea fungus, by long journeys across the sea, by sea patrols of isle of the deeps and AI patrols, by the tendency of the AI to place colonies inland where they cannot be easily taken by marines aboard transports. To win you need tech and infrastructure as well as military tactics. Rover rush doesn't work on Huge Map of Planet. I challenge you to prove me wrong.

Darkstar posted 06-03-99 05:08 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Dilithium Dad - Hey, if you found a map that works well for building, go for it. You stated the Early Kill was a myth. You have yet to play as *I* suggest to learn the ropes.

I have NEVER played either Planet map. And I have only glanced at the published maps of Planet until I realized it was of them. Silly, I know. Haven't been interested. I like the fun of the discovering a new world. But if they are that isolationists maps, it sounds like an interesting play.

Some rumor killer... I don't generally use ROVERS to kill my Computer opponents in the early crush. I use Suicide Troopers primarily. They are cheaper than rovers to build most of the time (unless you have better than Fission reactors). Toss in a defender grade defense unit (garrison Free-Top-Infantry or Top-Top-Infantry) and it�s an effective "stack". Add in a few Rovers in the traditional role of cavalry (scouts, outriders, and flankers) to help harass the enemy outside the bases, and you have a combination that can't get better without Air Cover. (Feel free to add arty units to spice to taste.) My favorite factions to do this with are UoP and Hive. Hive and Believers are the absolute BEST factions (IMHO) to go for early conquest victory. Spartans are the WORST militaristic faction to use on large to huge maps. Their industry MINUS hurts, and hurts badly. It means they can't make units as fast as others, and can't make pods as fast as others. Until mid to late game for me, Colony Pods are EXPENSIVE. And they hurt to make, as loosing just one working pop can seriously hurt production capability out of that source city. But they make up for it by giving you another city in 3 to 8 turns, and release the mineral of support they ate. (8 turns often equals one unit for small bases, even if its a scout, which can be a VERY useful tool to hunt for money, destroy CHEAT enhancements (bunkers, roads on lava, etc) or items helping keeping strong points intact, pod hunters... you name it. And scouts can be upgrade to single talent infantry (top/1 or 1/top) for Tech * 10... not a bad deal when they just popped a bunch of mind worms for you. And they can be used as the closest target to the odd enemy arty so that they get slammed, and not weaken rovers that are speeding over to kill it.

I consider the REAL rover rush to be Air Strikes with Rovers running through the emptied bases, although drop troops are often used by people as an equally EFFECTIVE combination. But like Chaos weapons, I rarely see Choppers and Drop pods in most of my games.

Touching on Factions for the last time... I have found Spartans to be worse than most factions for the early rush, UNLESS you are playing on smaller maps. Using the Spartans, I have noticed that it takes me an extra 50 to 100 turns to achieve total victory, IF I don't use a lot of dirty tricks (bully bully bully through Diplomacy). I consider the bully tactic a cheat though, as the Opponent Engine does not bully very well on Transcend. You can bully it, but nothing on the lines of the lower levels. Those extra turns do mean I do see Chaos weapons, but ... This tells me that I'm not a Spartan, but I bet the die hard Spartan PLAYER can achieve victory as quick as I do with the Hive or UoP. But to me, they are a weak faction (I rank them at #6, just above Morgan). In any *developed* game, their bonus morale becomes meaningless, due to Command Centers/Command Nexus SP, and Bioenhancement Centers/Cyborg Factory, combined with the Trained Scout template (upgrade to serious unit), use of Ruins/monoliths yadda yadda yadda. That means they are left only with that -1 Industry, which acts as a loadstone to the faction. In terms of balance, I think they need SOMETHING to counter that loss. Being able to achieve a Total Conquest on a Tiny or Small Map quicker than anyone else does not balance out their lack of overall survival in long term play. But as I said, real Spartans will flame me and explain what I am doing so ineffectually with the Spartans...

Gaians make a decent Early Conquest faction, especially if they can get a few mind worms to stiffen their military. Add in that they start with Former technology, enabling them to add energy to all squares worked, improve any bonus squares to maximize them, and have the line on gaining the unlimited food, unlimited Minerals first, its a powerful growth curve. And of course, being able to start on the WP whenever they choose... (Dilithium Dad, the Weather Project is a bonus to ALL factions. Even the Rush Conquerors.) They are a serious contender in my book as a Conqueror. Only their poor morale and lousy support keep them from being top choice. Which I am sure was on purpose... Peace Keepers are a bit bland, and with that inefficiency penalty, slow about researching. They won't be able to stand up to an early assault (like Spartans CAN), and they wont get any advantages to making units or attacking. But they can be a good mid to late game power, so I suspect their appeal is to stutter-step and passive-aggressive conquerors. And they get those nice large cities that so impress some people... and you can always vote yourself in as governor (which is the justification for there simple minus, as that bonus trade is something else...) and spy on which cities have the PB building designation.

Morgan has a lot of nice abilities/bonuses, but he simply isn't suited to an Early Conquest.

So in Darkstar's Simplistic World of SMAC, for early conquest its Hive/Spartans(Tiny to small world), Gaians, UOP/Spartans(Average world), PK, and Morgan/Spartans(Huge world). True Believers aren't in the ratings, as they are the end-all, be-all war mongers (with their high probe, high support, and attack bonus), and therefore retired. I am sure everyone has THEIR opinions about the better faction, but for Early Conquest, I think MOST will agree with me. Dilithium Dad, its not a Myth. But like Transcending on Transcend within 200 turns, its something that you have to know how to do.

One last thing... unlike we humans, the Opponent Engine ALWAYS knows where your units are, so fungus heavy maps (which I understand both of the Planet maps are) favor the AI over you. Yes, that means cloaking units are a waste (it knows where they are) as well as deep submersible hulls. Turn on the Omni view and watch. The OE will direct units to load a transport and head straight for you, if it wants to demand something from you, but doesn't have your frequency. Just as in Civ. (I know you didn't play that, DD, but its the same tactic.)

Dilithium Dad, its always best to understand one's enemy. So, if you want to learn what the Computer does, turn your units over to Automate, and watch. I've watched it literally load units and send them to another faction map and take over an enemy city that I didn't even KNOW about. Most interesting having it work for you. It will hunt down units in the fungus, shell and kill transports you don't know about heading for you... all the tricks the Computer Players do. Well, all but the Tech boosts...

And I'll have to try that Huge map of Planet, since it seems to have the Dilithium Dad vote of confidence.

-Darkstar

Goobmeister posted 06-03-99 06:19 PM ET     Click Here to See the Profile for Goobmeister  Click Here to Email Goobmeister     
Darkstar, I of course read your conquering rants, and while I do accept that early conquering strategies will work on the AI, and I take for granted the need for the best possible expansion, (which often includes/means militaristic expansion) I do still have a problem with some of your time frames.

Not how fast you can whoop the AI, but rather "I find that between turns 30 to 60, Miriam and Yang are often attacking my cities with AIR CRAFT. ", as well as other comments about how quickly you are meeting your enemy.

I have had a few games (standard or large maps) where I have run into a faction within 20 turns but those are rare. I have never seen the AI produce aircraft within 100 years let alone 60 or less.

To say I think your full of it is going to far, but I would love to see a save file or two because your gaming experience with what the AI does is so differant from mine. I just want to see first hand what your twisted little computer is coming up with.


Also, what you call war mongering " you WILL be taught by its play style to Wage War. Whether you do it in a stutter-step fashion, or you do it after your favorite weapon and chassis combination, You will play War Monger, and use such means to greatly increase your strength of population." I still call building. The only style I will recognize as conqueror is ignoring peaceful growth to pursue an early conquer.

Any game that I have ever won by other means, I always could have won by conquering means, sooner.

I suppose sometime I may try a game that I am purely defensive, without truly counter- attacking.

Since I am trying serious MP play for the first time with SMAC we'll see which I focus on more there.

Goob

Send me some save files.

Darkstar posted 06-03-99 07:15 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Hey Goob, the NEXT time the Little Monster is living up to its name (AI Aircraft between 30 to 60 turns), I'll save you a copy. I was shocked the FIRST time it happened, but since its repeated it a few times, I think it shouldn't be that long until it repeats. Humm... Maybe time for a Morgan game. That seems to bring out the mean streak in SMAC (for me).

Ignoring Peaceful for War? Now, what could that be? Do you mind teaching me what PEACEFUL is again? Is that using a colony pod to build a city? I do that...

-Darkstar

K posted 06-03-99 10:02 PM ET     Click Here to See the Profile for K  Click Here to Email K     
JAMstilIAM,(or whatever)
Transcend, Standard to Huge, Random, as University, but I've done it almost as quickly with the Spartans as well. Sure, I have to have a land bridge, and some luck in pod lotto(Unity rovers upgraded to attackers), but who cares. It can be done, and done well, if you know the tricks.
Example, I had this one game saved on 2105 because of the interesting location. I played it many times. The more I concentrated on individual unit movement, the better I did. When I got sloppy and started auto-moving, and moving without thinking, I'd get screwed.
The point is: wise tactics can make your five Rovers into the only army you'll ever need.
Shining1 posted 06-03-99 10:10 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Just a small point, but the emphasis on getting technology via city capture is more builder stuff. You don't really need the technology if you play properly, and you should be hitting enemies with so many probe teams that there's virtually nothing left to steal anyway.

One other point, an important one, is the use of infiltrators. The ability to view the contents of an enemy base is absolutely critical. That way you can bypass strongholds until after all the weaker locations have fallen. (By which time your enemy has no production left and can often be convinced to surrender, or else bought out.

Infiltrators are incredibly powerful in SMAC, when compared with CivII and most other TBS games. They allow you to use your full measure of human cunning against the comparibly hapless A.I. Don't make the mistake of believing a quick conquest is achieved RTS style by rapidly clicking through your turn. A bit of time spent planning and assessing the enemy helps no end.

Shining1

jimmytrick posted 06-03-99 11:38 PM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
Darkstar is in a PBEM game with me. No contact yet. Every time I read one of these threads I get a cold sweat..

The fear is overwhelming...

1212 posted 06-03-99 11:42 PM ET     Click Here to See the Profile for 1212  Click Here to Email 1212     
BLah Blah Blah, Conquest by 2050, blah blah blah.
Who cares ??? You need to play on 256 x 256 map on transcend. Try conquest then. hahaha. not happening. until 2400. Thats where the fun begins!
Shining1 posted 06-04-99 01:20 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
1212: OR, you could play on something that's likely to be popular for multiplayer games.

Personally, I hate the conqueror style. However, Brian Reynolds obviously doesn't. SMAC is built almost from the ground up to suit this style of play. Like Rushing in Starcraft, it isn't nice, it's just a tactic you must learn and master if you want to have a chance of victory.

I've already tried making extensive changes to the original rules in SMAC to favour the builder strategy. No dice. Amoung other things, I ran into a bug that changes the weapon graphic according to the attack value of the weapon - sloppy programming, anyone?

The last thing I did was to reduce base production to 2 0 2 and 4 0 3 (with 'tanks). The lack of base minerals does help solve ICS problems, while providing good growth (what a builder wants, right?). It also wipes out sea bases unless you also change the upgraded mining tech (and I'm not 100% sure you can do this through Alpha.txt).

If SMAC4 solves my stability problems, and the weapons bug, I'll definitely finish off a more builder friendly version of the game. If I can't win that in under 150 turns, it probably means I'm on the right track .

Shining1

DilithiumDad posted 06-04-99 09:18 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Darkstar: You have repeatedly bragged that you win by total conquest by 2250 with ANY faction on ANY map and in fact that's TOO EASY to do so. Now the truth comes out: it's only certain maps with certain options with certain factions. I want to see you win total conquest with Morgan on Huge Map of Planet by 2250 three games in a row or take back your boasts.

The strategy you describe is exactly what I use when conquering, except I use artillery more (usually two in the stack for more bite).

Has anyone else played The Huge Map of planet? I think the AI does better probably because this is map they used in beta testing and internally. Each game is like a scenario --typically 2-3 factions will be placed around a valuable landmark like Monsoon Jungle, Garland Crater or the Inland Sea and have to struggle to win control of it. Most often, Dierdre gets the Ruins but otherwise the allocation is random.

Eris posted 06-04-99 09:40 AM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
"Just a small point, but the emphasis on getting technology via city capture is more builder stuff. You don't really need the technology if you play properly[...]"

Er. There's no such thing as "play properly". I wish all you folks arguing about the "best" style and bragging about your high scores would realize this. Is this a testosterone thing?

What's important, folks, is that you are having FUN playing the game. Is it fun for you to play a builder strategy on a low level and go for transcendence? Great. Is it fun for you to play on Transcend and go for the quickest conquer you can? Wonderful.

I have used these forums for some tips and tricks I didn't know about, and I've posted a few things myself. But all this arguing about who has the "best" strategy and the "best" options and how this level and this map size and this accomplishment by that year makes one so much studlier is starting to turn my stomach.

I use Spoils of War on for the same reason I leave Blind Research on; it adds something to the 'story' of the game as I envision it, to the 'realism' of it. I play a primarily builder style (I can't seem to help it, even when I mean to try another way). I've completed 3 games so far, two transcendence victories (one on each of the lowest two diff levels) and one diplomatic (with the Believers, no less), each with a different faction. I've had fun doing it. I'm currently working on a Spartans game where I'm /trying/ to curb my builder tendencies enough to go towards a conquer game. The next game I start I'm going to take notes on so I can turn it into a story. This is what I do. I have fun doing it. Someone else might find it boring as bat ****. No doubt some of the people /here/ would be inclined to tell me I'm "doing it wrong". Tough titties, as we used to say for no good reason whatsoever.

All this dickwaving doesn't make me impressed with your manhood. If you whip it out, prepare to have me laugh at it.

Discord, who is probably not as annoyed as she's likely come across.

High Priest posted 06-04-99 12:41 PM ET     Click Here to See the Profile for High Priest    
Use Hive next time, they're the best for quick-kill victories.

Spartans suck all round

JAMstillAM posted 06-04-99 01:02 PM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
Eris,

ROFLMAO!!! Just thought I'd unzip and wiggle my wobbly bit in your general direction. You might need to get out the binoculars, but it should bring a chuckle or two. Hail Eris!

JAMiAM

DeVore posted 06-04-99 02:03 PM ET     Click Here to See the Profile for DeVore  Click Here to Email DeVore     
Shining1 would you mind sending your builder alpha.txt to me at [email protected] ?

I'd do anything to get rid of those damn sea bases.

TIA

/Dev - Lazy

Darkstar posted 06-04-99 06:42 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Hail Eris!

I never said that there was a RIGHT way or WRONG way to play. There are ways that are more EFFICENT for a particular Goal (ICS, Trancsending, Supreme Commander, Tactical moves and strategies [i.e. attacking enemy AI every so often to all the timer] , etc). That is all. When Shining1 said the proper way, I am sure that the Self-Illuminating One meant in "the most efficent way to achieve an early and total conquest victory" from the Text. I agree with him that in the logical that Spoils On or Off SHOULDN'T matter when going for an Early Conquest Victory.

I have said that if you don't win a Huge Map by 2250 when trying for a Military Conquest, you are probably taking too long and that another Early Conquerer *would kick your can in MP*. That seems to be the spur under Dilithium Dad's saddle.

I am a very firm believer in playing in whatever way amuses you best. Not being YOU, I can't say what that is. Being me, I can say what that is for me. I expect the same is true for everyone, yes?

Dilithium Dad- To borry an item from a friend...
:P~~~~

I can win with Morgan 3 times in a row, on Huge, by 2250. (The key is that I could not do so on my preferred levels of play difficulty. It wouldn't be Citizen or Specialist (bottom two), but it might have to be Talent or Lib. (mid two). I doubt you used the tactics I would have, or Shining1 would have, or any other confirmed Conqueor, as you are not one (or so you say).
I like playing baseline and only varying an element or two. It adds to my enjoyment of playing SMAC in that it allows me to further evolve my mental image of the software. I have always enjoyed figuring out the rules and how things fit together, which is why I happily went into programming as a career.
While I have lightly lambasted the Opponent Engine for not being as good as I would like, my CONCERN is that a serious Conquestador such as Analyst, Shining1, and so many others around here would have an unfair advantage in multiplayer against a confirmed Builder. I know I'd hate to be tooling along at my normal expansionist rate and get slammed by Absolute Conquerer if I had been going for something FANCY like a total Planet Buster blitz launched from Subs or something. (Subs would only be effective against humans. Be nice to see.) The other reason is that in most resource games, I am a big time Builder/Resource management fan. But in playing AC, I was forced into Crusade mode very early, and never backed off, and discovered something... there is no REASON whatsoever to wait on ANY technology advance, or set of advances and facilities that Civ had, for instance, as a guiding strategy. A very chilling thought. In Civ, you either built the Spaceship (and expanded as you saw fit), or got Woman's Sufferage/Bomber/Tank and taught the world the joy of joining your civilization through invasion and Conquest. There were spurts of conquering when certain advances were discovered (chariot/elephant/catapult/cannon/ironclads) but each was countered just an advance or three down the line by a defense enhancer as a rule. This is NOT the cycle in SMAC, and that is what I love to rag on.

If you are up to being a conquer, DD, try the Scouts and Pods only challenge. That you should be able to do on a Standard Map easily. That will drive home one of my over-riding themes, which is there is no defense except OFFENSE in SMAC. (A far cry and radical concept from our happy little Civving...).

My previously overlong post to you is was to express that I thought you had chosen to go to the Moon while the year was still 1960. Winning with the Spartans on any Huge map, via Early Conquest, by 2250, is much more of a challenge than with any other Faction than perhaps Morgan. I expect a Morgan War Freak would disagree with me.

I play with the options I play because I have more Fun that way. If you are stressing out this much about Conquest, than just "STOP!" DD. Go back to your preferred play style and have Fun.

-Darkstar

Goobmeister posted 06-04-99 07:22 PM ET     Click Here to See the Profile for Goobmeister  Click Here to Email Goobmeister     
Eris,

JAM , I was going to wave mine at Eris, but seeing as how yours are already out I thought it might be too much for the sensitive Forum for both of us to be waiving at the same time. We don't want to scare the lurking homophobes.

Eris, you are correct the point is to have fun. Even though Darkstar does not mean to be so challenging, he can come across as quite the "conquering snot" (and I love you for it D. ).

Those of us who are occasionally weak willed need to ride him for it, because he seems to be having so much fun being a "conquering snot".

So keep laughin' at us, just because it will encourage us all the more.

Goob

Hey guys we got one of the few Forum babes to talk to us! Whoo Whoo!

tfs99 posted 06-04-99 07:28 PM ET     Click Here to See the Profile for tfs99  Click Here to Email tfs99     
Don't get too excited guys, it's probably Bry Unn Renn Oldz in drag.

No offense Eris if it's not true.

SMAC n ... Ted S.

Shining1 posted 06-04-99 09:59 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Eris: Cute, but wrong. 'Playing properly' will lead to multiplayer victories, which are lots of fun, at least when compared to the alternative of multiplayer losses.

Secondly, I think I've already over exposed myself in this thread, especially with the list of tactics posted so far (Dogbert: "I've kept all the best stuff to myself, in case I need to crush you utterly, or if it just looks like fun.")

This is the only reason for 'playing properly'; as I mentioned in a later post, I enjoy building much more than conqueroring, and have redone some of the game to better allow this. Never the less, as far as multiplayer, original SMAC is concerned, the builder ethos is pretty much dead in the water.

DD: I definitely agree with your huge map of planet comment. However, it still needs to be edited to include the borehole cluster.

DeVore: I'll try to dig it up sometime this week. It still needs tweaking, but all the main changes are there. Some of the factions are altered considerably as well, for balance reasons - do you also want these?

Darkstar: That quote about winning with any faction applies only to single player, doesn't it. I can't see a successful morgan vs. hive encounter from any angle at the moment...

Darkstar posted 06-05-99 02:04 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Goob - Are my Jedi powers progressing? Its been so long, I had stopped trying. Ah. Yes. Of course.

Shining1 - You are correct again, Luminious One... Single Player is what I meant. However, an inexperienced Hive Player could easily lose to a Good Morgan Player. And then their are horrid start for Hive, and great for Morgan... The ways the Hive can loose to Morgan are many, but when Hive is in a Conquestador's hand, it would take a lot of luck (IMAO) ...

-Darkstar

Shining1 posted 06-06-99 11:34 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Darkstar:
But you'll agree the alternative of an inexperienced morgan player against an experienced Hive player would make for a very short, messy victory.

Has anyone tried the borehole cluster scenario, yet? It sounded a bit Starcraftish to me, but they seem to have been listening to forum comment on the subject - the best four factions are present.

Eris posted 06-07-99 09:20 AM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
Shining, dear one, I don't play multiplayer at the moment -- no time right now -- but even leaving that aside, as there are 4 distinct ways to win the game and there are several paths for each way (there /must/ be, or various factions would be unable to win various victory types), say what you like, I will continue to maintain there is no such thing as the 'proper' way to play. This isn't a linear game; by definition, there can't be a 'proper' way to play. There may be 'good strategies one should usually follow', there may be 'things one should tend to avoid doing', but there can't be a single good way to play.

But think of something else: if I'm playing a multi-player game and I don't wish to go for the, ahem, *proper* way to play... I can always make friends with someone who will...

Eris (In addition to my stubborness and witty repartee, I am a damn fine cook.)

DilithiumDad posted 06-07-99 10:54 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Single player vs. the AI is all I know --haven't managed to snag a seat in PBEM, although I hope to someday. My point is that conquest victory on Huge Map of Planet is not possible by 2250. The point is not about "proper play" but "the quickest path to voctory". In my preferred game setup, there are two phases: builder early, then limited conquest of neighbors in the middle game, and finally I simultaneously pursue conquest and transcendence but transcendence always comes first. Once you have 40 or 60 cities, most with hab complexes, you can hardly help but transcend. Even taking 2-3 cities a year you will transcend long before you conquer unless you diliberately "dumb down" your research.
I started a "build then conquer" game as the Hive. I landed on the rainy eastern shore of the largest continent with the Upland Wastes in my backyard and Sunny Mesa past that. I share the landmass only with the University, which landed near the south pole (I am near the north pole) almost to Cape Storm. The Hive and university Base were separated by 60 squares! With maximum exploring by rover, I didn't run into Zach until 2150 after losing all my Unity Rovers and several Trance Scout Rovers to mind worms. We exchanged tons of tech and treatied. With all the fungus-infested space between us, it would take 40 years to get my invastion force to Zach and much of it would be lost or damaged by mind worms. Instead, I grabbed the Weather Paradigm and built two formers for each of my many cities and set them all to building a fungus-free invasion highway. (I call the "The Leader's Horde of Terrformers" or the "The Terror Terraformers" strategy).
Even though it is after 2200, no one has heard from Santiago (although it is known she eradicated Morgan) so the council still hasn't met (no one has built the Empath Guild and I'm not interested).
Meanwhile, I am focusing conquest efforts on Lal, who turns out to be on the triangular island in the Sargasso Sea. It's very tough, though because he is patrolling his coasts, has every square on the island in production and with sensor converage, and has 8 defenders in each coastal city. With foils, they only hold two units and they need two escorts. It takes four turns to make the voyage to the near side of Lal's island, eight years to get to the far side. I have lost more Trance Transport Foils to Isles of the Deep than to Lal's 2-2-4 foils, though. Even though I am doing some major damage, actually taking a city is going to require Doctrine Initiative and probably the Maritime Control Center (a crucial project on Huge maps). Getting trained ships out the naval yards is the only way to beat those nasty Isles (far nastier than their land based conterpart --tough to survive of you're not Green). Getting air power would make it easy, but I don't want Zach to beat me to pre-sentient Algorerhythms and the HSA so that's where I'm headed.
I am hoping to at least have contact with all factions by 2250 and make Governor, but conquest is not likely. Meanwhile thanks to Hive expansion I have totally dominated the game from the first turn. I was even the first to get a research breakthrough, wich amazed me. It was because I put all my colonies on rivers and got a hydrology pod early on that made a 20-tile-long river. This let me move my pods and formers on free "roads" and gives extra energy. I have every single 1st and 2nd level SP except Merchant Exchange, Human Genome, and the Panetary Datalinks.
So what's the fastest way to win? Total conquest is going to take along time, especially with Santiago and Miriam expanding at an undisclosed location. Partial conquest/transcendence is the way to go.
Darkstar posted 06-07-99 12:11 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Eris, Shinings point is that if there is but one serious Conquestador in the group you play multi in, you will have to swap to multi or be eliminated when they decide its time to plunder your lands. If you are lucky, you won't be near them, so it will give you time to follow your tried and true build-expand-defend-explore strategy. You can't make friends with someone that doesn't want to play nice. If there are multiple Conquestadors, well, the best thing is to get them fighting so you have more time, but if they truce to split a few empires, it can get messy for all on Chiron.

I also disagree that there really are multiple paths to victory. Unlike Civ, in which one might barely be able to hold onto one's homeland while building and launching the Spaceship (the peaceful, techno win), SMAC doesn't allow you to hold the land unless you can TAKE it. That means all victories are through the Military Superiority branch. You have to have the military power to be able to protect yourself while trying for the other victories. The question then, is merely which do you prefer? And which do you have more fun doing? That is what you should do then. We play these games to have fun, after all.

DDad - So, your challenge has gone from conquer any Huge map by 2250 to conquesr the Huge map of Planet by 2250?

By the way, the AI doesn't tend to build up large amounts of defense. Large build ups are the AI preparing to launch an attack. Marine are the worst though, as you get a port city or eight with between 6 and 30 units waiting on a transport to come pick them up. Problem is that there are no transports in the faction, or they are out chasing black tiles. The AI does that too much and is one of the primary bad marine habits it has.

-Darkstar

DeVore posted 06-07-99 01:01 PM ET     Click Here to See the Profile for DeVore  Click Here to Email DeVore     
Shinning: Please send me everything you got

/Dev

JAMstillAM posted 06-07-99 02:41 PM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
Eris,

Better watch out with those blurbs about what a good cook you are. When Nell posted that she hated her surname, was single and didn't like to iron or clean house, she received a half-dozen virtual marriage proposals.

Join me at the California Sunshine Grill for a virtual cook-off! Let's compare recipes.

A stray (dog) thought:
If we could somehow combine Nell, Eris and HeatherWst into one package we'd be approaching that proverbial "perfect wife."

JAMiAM
who's working hard to be half a man.

Shining1 posted 06-08-99 02:12 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
DeVore: The package is in 'final testing' (Hee hee ) now. I think you'll like it. I can probably send it out on friday, and I'll post the main notes on this forum as well.

The University and Peacekeepers both get some interesting new abilities, that ramp them up to the level they should be, while morgan is upgraded, Miriam slightly tweaked, and the Hive receives some new penalties.

I can virtually gurantee from the current game that victory in 150 years on the huge map of planet IS impossible, I don't know about 200 though.

Eris: If I said that about football, and went out to play using only my knees and the back of my neck (and my feet only when in dire need), I think I'd be humiliated pretty quickly.

Ironically, you're attacking probably the only person who has a potential solution to the problem - don't get me wrong, the idea of playing SMAC like a zergling rush is abhorrent to me as well. But you have to play the way the game dictates, when you go against other people, not the way you want to - unless you want to lose.

JAM: HeatherWst? Who she?

Shining1

JAMstillAM posted 06-08-99 02:45 AM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
Shiny,

She's just some sweet, kind, civil poster girl of a posting girl. I get the feeling she's a lot like Doris Day. The kind of girl you'd bring home to Mom. Of course, I could be wrong. It's happened once or twice before.

JAMiAM

Shining1 posted 06-08-99 03:05 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
JAM: Cheers. Though I have next to no idea what Doris Day was like.

Depends on the Mom, I suppose.

Shining1

JAMstillAM posted 06-08-99 03:34 AM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
Shiny,

So sorry, I forgot you're from NZ and probably didn't get to see all of those cheesy musicals produced by the big American movie companies that starred Doris Day. She was your quintessential girl next door, blond hair, squeaky clean, shiny eyes, sparkling smile, a vestal virgin. She probably even did windows. In short, the kind of girl that only exists in cheesy musicals made by... well, you get the picture.

JAMiAM

Eris posted 06-08-99 09:19 AM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
Let me preface this by explaining that I absolutely despite Internet Exploiter, which both crashed when I first tried to get onto the site AND when I was most of the way through the first version of this reply. Why am I using it if I hate it? Not up to me; they get hyper if we install our own software, even though I am probably more technically skilled than half the people in PC support...

Anyhow. Shining1 (and is your name a biblical reference or is it just me?)...

"Eris: If I said that about football, and went out to play using only my knees and the back of my neck (and my feet only when in dire need), I think I'd be humiliated pretty quickly."

Yes, and if I tried to hit a soccer/futbal ball with a baseball bat, I'd have a problem there, too... but futbal isn't baseball, SMAC, or even rugby. SMAC isn't even Civ, although it's a lot closer to that than anything else I can think of. SMAC is SMAC, and that's how I've been treating it, so please let's not get distracted with comparisons like this?

"Ironically, you're attacking probably the only person who has a potential solution to the problem"

Er. I'm not attacking you. I'm disagreeing with you. Stubbornly, but don't take that personally; it's just me.

"But you have to play the way the game dictates, when you go against other people,"

As I said earlier, I don't /play/ multi-player, and if this is just an argument about /multiplayer/ conditions, I will bow out, because I can't comment on something I don't know about.

For single-player, I stand by my earlier statements, particularly as I've won a game by sticking to an almost purely defensive builder/expansionist policy.

Eris (who doesn't care if her mention of cooking gets attention, but probably is too old for a lot of you and in any event no one's even asked if I'm single...)


DilithiumDad posted 06-08-99 09:57 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Darkstar, you are misrepresenting my position. I don't play as a astrict pacificist, because that doesn't take advantage of the many military options in the game. To truly take advantage of the breadth of the game, you must conquer as well as build and explore. The quesiton is whether you should build nothing, discover nothing, and just crank out cheap technologically retarded units from 2101 on and thereby achieve total conquest against the AI. I am here to say that doesn't work on a huge map. In particular, Huge Map of Planet favors building and expanding THEN conquering.

Efficiency is a major factor working against conquest on any huge map. Unless you are Dierdre (+2 efficiency faction bonus) your conquered cities are going to generate zero energy and be 100% drones all the time. The only solution I have found is to build punishment spheres in every conquered base, which takes time and resources. To prevent starvation while the sphere is building, it's good to have a few Sky Hydroponics satellites spewing manna from heaven so your empaths and thinkers don't starve. Again, this is tech that generally comes after 2250 so we are talking about a longer game here. I just won a game as U of P by transcendence in 2311 --is so-called "quick conquest" faster on a huge map? I don't think so, and even if so your score will be lower and will miss out on the cool mini-movies.

DilithiumDad posted 06-08-99 10:03 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
AI massive garrisons: Again, the AI seems to behave very differently for me. They always build 4-8 garrison units in any base that is accessible to my attack (they include drop pod range in their assessment of which bases are vulnerable).

Maybe it's because I never played Civ, but I am pretty impressed with the AI's ability to fight on the ground (sea and air abilities stink, except for coastal patrols, which are very effective).

DilithiumDad posted 06-08-99 10:23 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
OK, here's some stats from the game I posted on at the start of the thread. This is a list of the Believing units I destroyed (from the command nexus screen):
4-3-1 Impact squads: 44
1-3-1 Plasma garrisons: 42
0-1-2 Probe teams: 24
(4)-1-2 Impact batteries: 28 (these are expensive --I never make 'em but the AI loves 'em)
1-1-2 Scout rovers: 17 (most lost to worms, though)
formers: 16
4~-3-1 marines: 4
2-3-1 garrisons: 2
colony pods: 3

That's 144 combat units and 36 noncombat units taken out in a 90-year war. Not that bad, I don't think. It's hard to see how she made all the hardware, even with Garland Crater and +2 support...

JAMstillAM posted 06-08-99 02:38 PM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
Eris,

You really owe it to yourself to try MP. Like sex, SMAC is much more satisfying when somebody else is involved. Besides, us "builder" types appreciate not having to fight off weinie waves of enemy troops from people who can't figure out how to lay a foundation for a children's creche.

I doubt that you're too old for me, but as I'm married, I'm off the market anyway. Nobody asked if your single because, as you are probably aware, EVERY cyberchick is single, loose, and has the body of a Barbie doll. At least that's what is hard-wired into all of us men's pee-brains. No, that's not a misspelling.

JAMiAM

Darkstar posted 06-08-99 03:02 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Eris - The majority of this issue is yes, Multiplayer. As I have said many times before, in Single Player, *whatever way you have fun is right!*. Cool? Cool.

Most of the posting by people leads me to believe that Transcendance is the third most common victory. The First being Total Conquest, and the second being Supreme Leader. Economic victory seems to be about dirt bottom on the list, but considering the favored way to Transcend seems to be to buy it in one turn, I favor classifying that as economic. But whatever floats your boat is ok.

Dilithium Dad - I doubt very few people go THAT extreme. After all, unless everyone is as lucky as I to share a red grid border with one to three opponents, you have to find them to attack them. And as I have more than described, expansion by founding cities is a timing cycle in my play. But as I like to maintain a certain level in my pod producers, that leaves me with time to kill... which turns out to be usable in expansion by force. In between, I build whatever I build. Infrastructure isn't my focus, expansion is. A key tenant in most games of this family.

I am not trying to misrepresent you. You are the one that said it was impossible to achieve Total Victory on Huge maps by 2250. Now, it seems you believe that it is possible on many of Huge maps, just not on all/particular ones. Yes? Then that means this thread's starting topic is closed. There is no Myth of Quick Conquest... there is only how to make sure you won't suffer it in a Multiplayer game. Taylored maps, picking your playmates, and being even more flexible than normal should all help prevent that. And anyone that forgets they are playing humans and not SMAC's Opponent Engine will get a serious shock.

Jam - I wouldn't be interested in a Barbie. She is missing too much equipment... Particularly warmth and intelligence.

-Darkstar

Eris posted 06-08-99 03:50 PM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
Jam:
"You really owe it to yourself to try MP. Like sex, SMAC is much more satisfying when somebody else is involved[...]"

Uh.

No, never mind. I'm not going to say it.

I really don't have time. I've recently decided to give up MUSHing for a few months while I try to catch up on the other 73 things that take up my time. The only reason y'all get so many posts from me is I can post during working hours. Yes, granted, I should be /working/ during working hours, but we just switched to this new system, see, and um... well, let's just say that I am put to mind of an Electrolux...

Darkstar:

Everything's copacetic, yes.

Your estimate about the popularity of Transcendence victories -- is that based on MP, single-player, or combined?

Darkstar posted 06-08-99 04:13 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Eris - I can't resist, sorry... Hail Eris!

Now that I have that silliness out... You got to remember, Jam is a guy. Very few guys believe that "Nobody does me like I do me.". Their ladies may disagree about what's better... with or without them. :O

I have based my informal poll on what people have posted here for their single player games. The PBEM games haven't had a chance to settle so we haven't heard from them. But from what little I have heard from MP, yeah... they stack up about the same way as single play. After all, its more fun to "beat a human" than the computer, so you are going to attract more of those kind of players to MP. And you will also get more of the peaceful SimEmpire players, as they can team up or just play the game with another empire builder and compete to see who has the biggest and best empire. But there seems to be less of those. But I am trying to keep an open mind and take everything with a grain of salt at this early date...

Besides, game balance may be changing soon. We are awaiting patch 4 which should be in final test right now...

-Darkstar

DilithiumDad posted 06-08-99 05:09 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Darkstar, just to clarify --your "compaint" (read boast) that it is too easy to win by conquest by 2250 on any map with any faction with any setting.

I say it is not possible to win by conquest by 2250 on ANY huge map (diplomatic victory, yes, I have done it as Peacekeepers on Huge Map of Planet --Empath Guild + Ascetic Virtues + Planetary Transit System nearly gaurantees it). Basically, by the time you find everyone and organize an invasion fleet, they are too well developed to clobber. It is especially and specifically not possible with Huge Map of Planet, because it has many spheres of influence divided by natural barriers and the computer does a better job of dispersing factions.

My only MP experience is with my 10-year-old on direct serial connection. I don't go for conquest because he might cry ! He goes after me with everything he's got, I assure you. Usually, we team up against the AI (he is on Specialist, I am on Thinker and so is the AI) which is lots of fun.

Eris posted 06-08-99 11:42 PM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
Hmm. Maybe I'm just more interested in the story of the game than some people; while it's true that I did have one diplomatic victory, I admit it mostly came out of boredom for the direction of the game... and to be honest, at the time I wasn't even sure I'd get the votes. I think that the whole story of becoming one with Planet rocks, so naturally I'm inclined towards those Transcendence victories.

As for sex, I notice no one's asked me if I'm str8 or not, either...

And that's all I'm gonna say on this topic. Too many young readers.

Eris (in a rare nighttime appearance, trying to get ahold of someone online so I can say something really disappointing to them, and also having trouble sleeping lately... and NOT because I'm playing SMAC).

Aredhran posted 06-09-99 05:01 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Eris, is that because your boyfriend/husband is snoring ? Hey, I don't snore, and I can iron (ask Nell ) and cook as well...

Are you married ?
Are you straight ?
Do you fancy a slight French accent ?
Will you marry me ?

Aredhran
-Here goes the virtual proposal - sorry couldn't resist -

Eris posted 06-09-99 10:03 AM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
Heh, heh.

The answer to the majority of those questions is "maybe."

Aredhran posted 06-09-99 12:13 PM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
There's hope, then... And what happens to the minority by the way ?


Aredhran

Goobmeister posted 06-09-99 12:23 PM ET     Click Here to See the Profile for Goobmeister  Click Here to Email Goobmeister     
Aredhran, once I get over the hurt of you never having asked me those questions...

Eris, please don't lead our poor swift Swiss on. He really is much too fragile ever since Deirdre turned him down, and Santiago... well like you say too many young lurkers.


Goob

JAMstillAM posted 06-09-99 12:47 PM ET     Click Here to See the Profile for JAMstillAM  Click Here to Email JAMstillAM     
Hey everybody!

Glad to see we got this thread back on topic!

My only question now, is...

What kind of quick conquest is the "swift Swiss" aiming for here?

Eris, I trust you slept well and your dreams were not disturbed by any human encroachment.

Goob, you tramp, I thought you were my boy!

JAMiAM
...just stirring the pot.

Eris posted 06-09-99 02:47 PM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
Goob:

"Eris, please don't lead our poor swift Swiss on."

*grin* No intention to. As far as I know, he has enough of a brain to realize anything that goes on on this forum is merely fun and games. He /seems/ to have a brain, at least. Sometimes it's hard to tell with guys, though.

But, the way I answered the questions was kinda unfair. I was just in one of those moods. (When in doubt, see my forum name.)

So, okay, for the whole 2-3 of you who are even remotely interested:

Yes, I am straight. No, I'm not married. I live alone, unless you count my cat. And actually, at the moment I'm not even seriously involved with someone. But I smoke, which oughta cut down the propositions by at least 50% right there. Knew there was an advantage other than curbing the homicidal tendencies. I'm almost certainly older than the average poster here given references with age clues I've seen, although I'm pretty sure I'm younger than a few of y'all, too.

A /mild/ French accent probably would be dealable with, yes. But you must understand that I routinely make fun of the pronunciation of French (no, I don't speak it, although yes, I can correctly pronounce some words). Some of that comes from having an ex-Canadian as one of one's closest friends.

Eris (who is always amazed to see that '10 minutes at the end of lunch' turn into 40)

Darkstar posted 06-09-99 03:24 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Dilitium Dad - No. I did not boast. You were the one that took offence, and started claiming that the Early Conquest and the Conquestador approach was impossible to finish so quickly.

This is boasting... taking up you challenge, I started a new game on Huge Planet last night. I plan on playing more of the DD Huge Planet Map Challenge. In current game I am on course for a Total Conquest of or near 2250. So I do think that even the Huge Map of Planet can be total conquered near or by 2250. Certainly not ALL the time, but it is possible, depending on a little luck and seeding.

In my first game, Believers and UoP were started within 8 tiles of my capital. Morgan is at 25. Gaians are at 30. PK and Spartans are within 30 as everything else was scouted. (When you buy a map, you get wherever they have been). I started as Hive, for those of you doing the deducing, but next time around, if this doesn't get TOO boring, I'm planning on Morgan.

I do owe you a thank you though, DD, as its its been a more interesting game than most. I don't normally go so gung-ho. However, with the way the Opponent Engine likes to run to make contact, and the rate maps are exchanged, it's relatively easy to find everyone and launch invasion forces. And as the attack is generally better than the defence... I don't NORMALLY permit the computer factions to live, but as the challenge is a total conquest by 2250, its saves a little time accepting their surrender.

-Darkstar

Shining1 posted 06-10-99 01:47 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
JAM: Bet she was a drunken crackwhore type offscreen, then. It's always the quiet ones, man, always.

Darkstar: But don't you just love those little tombstones at the foot of your pyramid?

As for the rules remix, it doesn't look hopeful. Morgan (my nearest neighbour) still went down in 5 turns, to an otherwise pathetic squad of 4 recon rovers and a bit of fundamentalism (plus a couple of monoliths in the centre of his territory - you just gotta love those things).

Eris: I'm not sure you got my football metaphor; I'm just saying that if you needlessly handicap yourself by playing to the way YOU feel is correct, instead of what the game allows, then you'll end up - well, as a little tombstone at the base of Darkstar's pyramid.

Ideally, SMAC should have a large building component to it. But ultimately, those guns are there for a reason.

And no, the name isn't at all biblically inspired. To be honest, I'm about the least biblically inspired person I know. That's why I enjoy the believers - the cynical manipulation of religion in pursuit of absolute power appeals to me (and you just can't go past +3 Probe and +25% attack).

Eris posted 06-11-99 09:45 AM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
"Eris: I'm not sure you got my football metaphor; I'm just saying that if you needlessly handicap yourself by playing to the way YOU feel is correct, instead of what the game allows, then you'll end up - well, as a little tombstone at the base of Darkstar's pyramid."

Er, no. I don't think /you/ got /my/ point. Futball is a /really/ simple game. SMAC is not. There is a lot more to a strategy game than there is to a sport. Sports are /very/ straightforward.

In any event, even if I was going to allow the sports analogy: The analogy closer to what I'm doing vs. the rules would be if I were playing futball and chose to never steal the ball. I would still be playing within the rules, I would just not be doing something the rules allow. And I could still win that way...

I do have a question, though. Why do people assume that a builder style means an easy conquest? I mean, do you /really/ think that means that they build zero military units? Don't you think a builder style would be /more/ inclined to build really good defenders, on top of that?

Eris (who, btw, just won that Sparta game last night with her highest score yet).

Darkstar posted 06-11-99 02:57 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Shining1 - Yep. Love those Tombstones. I even try to take out the factions in certain orders so that they will be most pleasing on the display.

Eris - The assumption isn't that a Builder doesn't have defenders. The assumption is that the Builder will have a limited number of Response Quality (High Attack value and highly mobile) Military Units. Since Attack is so strongly favored over Defense, the only way viewed as truly working to stop an Attacker is to bap them before they get close enough to hit/gas you. That is the issue. SMAC is a game that emphasises the cardinal rule of "A good defense is a good offense."

So if a Builder builds the cheapest effective brick to take those worm hits and occasional mad raids by the A-Non-I, then the Conquestador's attack force is expected to roll over the Defender. That seems to be the premise, and the arguement. Of course, there are different degrees to all things, and total extremists are in the pot the second things slip out of norm...

-Darkstar

DilithiumDad posted 06-11-99 03:01 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Darkstar: I can't believe you landed within 8 squares of one faction and 20 squares of two others. That has NEVER happened to me on that map! The closest I usually see ANY two factions together is on opposite shores of the inland sea (plus usually a few tiles inland, so it might be 10 tiles apart). But this is with a natural barrier in between. Anyway, you might get 2-3 factions down by 2250, but the last faction you go after will be a bear, even if it's Morgan.

Eris: What I define as a builder is someone who builds base facilities and does some research (usually up to crusiers and synthetic fossil fuels (6 attack) or even not until needlejets) before cranking out military units. Pure conquer stylists don't build any base facilities --not even creches (I built them in one conquest game, and several warriers told me that was a mistake).
They only build military units, formers and colony pods.

I tried another conquest game as the Hive at Transcend/ironman. (As you recall, I tried this once and was literally poles apart form my nearest neighbor on the continent). This time, I was across the inland sea from Miriam, and we ran into each other about 2130. About 2150 she asked for a loan, I said no way (I ain't bankrolling your war machine!) and she decalred vendetta. Her first wave was 1-2-1 synthmetal sentinal suicide squads, but she somehow fot lasters and we were evenly matched, except I could outproduce her (+1 industry for Hive). Also, I got the command nexus early in the war. As I was trouncing her, the meddlesome
Dierdre built the Empath Guild. Some fool gave her tech, and now we were sending 4-1-2 and 4-2-1 units and artillery against each other (thank goodness, planetary networks hadn't been discovered yet). I won handily, and she went submissive with 4 cities left. Now what? I have a huge army of commando and a few elite units (mostly 2-2-1's --I guess they can become garrisons for new cities). My only vendetta is with Lal, who is literally on the opposite corner of the globe in the Upland Wastes. I only have 50 years to conquer everyone, and I don't see how it can be done.

Darkstar posted 06-11-99 04:20 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Dilithium Dad - Don't know. What's the distance and where are your foils? The DD Huge Planet is tough... and does depend on seeding. But then, so much does.

I missed achieving Victory by 2250 with the Hive... To tell the truth, I got distracted with other things and slowed to my NATURAL aggressive pace without thinking about it. But it was still pretty close. ( MY 2280 ) Had I concentrated more on Conquer and less on building new bases, I believe I would have achieved Total Conquest sooner.

So I decided to try out Morgan anyways on the second go... After having 40 turns with no contact (and not even a frequency from PodLotto) I saved the game, and turned on Omni view. Wow. Ever faction was on its own continent, and noone was YET near me. I have NEVER had a game seeded like that. Truly amazing. Stupendous! But... as far as the DD Challenge goes, its off to try again another time. (Hey, there are people half way around the world... who would have thunk it? Wow!)

Dilithium Dad, my games typical seeding seems to be with 2 to 4 factions within easy striking range, and the others not far out past that (although usually on a different minor continent). As I have said many times before, that was why I stopped playing Huge maps. All that space went to waste, except by my Faction and the Ugly Orange. And the Believers would do poor at it.

-Darkstar
(Enjoying the DD Challenge...)

OldWarrior_42 posted 06-11-99 11:49 PM ET     Click Here to See the Profile for OldWarrior_42  Click Here to Email OldWarrior_42     
DD...I too have almost always been seeded very near at least 2-3 other factions with the rest not too far away on huge map. My fastest conquest on huge was not as fast as DS .On huge it usually takes me 200 years or so to fully conquer(maybe because after abit I futz around for awhile before getting serious again) Around 2357 IIRC. My latest game(just finishing up today BTW)was "the first time ever" on huge that I had a continent all to myself and other factions were spread out over the map. Played the builder strategy for first time and was enjoying it until I got caught up in the end with my kill mentality and destroyed all before transcending. Cant help myself. But the game did take alot longer and had alot of interesting twists to it. At MY 2502 and ready to finish up in 10 or so turns . That is a long game for me as no other game I have played has gone past 2500.
korn469 posted 06-12-99 02:25 AM ET     Click Here to See the Profile for korn469  Click Here to Email korn469     
i say that it is possible perhaps even easy to win a conquest victory on a huge map by 2250. but there are alot of things that determine how easily you can achieve that victory.

1. the first thing is which faction you play. for a quick conquest victory in my opinion the Spartans are best for two two reasons. one is they start off with a rover which gives them the mobility they need to actually FIND the other factions, and the second is what i like to refer to as Spartan diplomacy. you threaten a faction to give you all their tech/money whatever and keep on demanding them to withdraw and they either comply or go on a vendetta against you. either way it's win win. and the best thing is (and this has happened to me twice once morgan surrendered and once zakhorov did) factions sometimes surrender without me having to even fire a shot. and making them surrender also seems to be the easiest with the spartans. running neck and neck with the spartans are the hive with their police state right out of the box without a penalty, their quick growth and production. and even more importantly, if you are the hive then you don't have to conquer the hive (they can be a pain if they already have industrial base and synthmetal garrisons and they are really annoying if they get high energy chemistry before you find them)

2. this truly is the most important thing to a quick conquest victory, where exactly the other factions are...i played a game today on a huge map and i didn't even find any other factions until about 2220 but i wasn't really looking for them that hard. if you have to travel by land and sea half way across the map before you find anyone then i'd say a quick conquest is out.

3. luck and random happenings. yes to have an ungodly quick conquest victory is going to require som luck. if a mindworm attacks kill off and badly damage your starting units that's going to delay a quick victory. or if it takes fiv turns to even enter into a fungus sqaure that will slow you down.

4. and the last thing is settings. game preferences can really slow you down. being on transendence level alone will slow you down just becuase you have to take care of your drones.

and i would like to add to the challenge.

Shining1 posted 06-12-99 02:47 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Eris: Yes, infrastructure usually does mean a quick loss. Playing the game of 'who has the most laser/impact rovers' is difficult if you waste minerals building network nodes and energy banks (even in my most rabid fits of infrastucture building, I leave energy banks to virtual dead last). Even perimeter defenses are a dubious investment, when compared to building another couple of impact rovers.

Given that this discussion takes place in the midst of the 'Myth of Quick Conquest Victory' thread, I think I'm within my rights to promote a heavily conquer based approach. What changed my view on the game is something that happened long ago in a game of CivII - as the vikings, I was competing peacefully with the Mongols for territory. I lost ground 5 times in a row from the same save and reload.

I came back the next day, in a much better mood, and plowed some production into elephants and legions. Hey presto - the predictable breakdown in mongol-viking relations arrived, and my new armies annihilated the legions that in the previous games had cost me the new cities. I found myself able to invade most of their territory as well, in fact. A few extra units made all the difference.

And SMAC has much nicer rules for conqueror tactics than CivII did.

I still don't think you get my football metaphor, but I realise that's because you don't get the conqueror bit either.

Try it and see. You may find it a revelation.

korn469 posted 06-12-99 03:21 AM ET     Click Here to See the Profile for korn469  Click Here to Email korn469     
darkstar and all of you other quick conquest type people. here's my amended DD conquest victory challenge.

ok here are the game preferances
Huge map (or huge map of planet either one)

tech stagnation-on
spoils of war-off
blind research-on
intense rivalry-on
no unity survey-on
no unity scattering:pods only at landing sites-on

with those setting it slows down a quick conquest. especially important is the no pod scattering, because podlotto gives you the techs you need to equip your war machine and the alien artifacts can be used to hurry special projects, even the mindworms you find aren't all bad because if you do it right you can kill them for cash.

two other settings that determine how fast you get the conquest victory are the playing level and the do or die:restart eliminated opponents
for my challenge

do or die n
and the level is thinker or preferably transcend where the drones alone will slow you down (i remember reading on the forums that some of you don't like to play on transcend)

korn469

Shining1 posted 06-12-99 03:56 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
No, we PREFER thinker/transcend, because the A.I builds roads everywhere, which makes moving 2-1-1 units over enemy territory much easier. That's about the only real difference, plus a bit more opposition.
korn469 posted 06-12-99 04:15 AM ET     Click Here to See the Profile for korn469  Click Here to Email korn469     
shining1

yeah you are right about the roads. i think i have figured out why the A.I. builds so many roads like that.

either they carried over the code from civII where you got the trade bonus for roads and railroads or...

it is a little know fact that brian's first programing job was for the U.S. department of transportation...they asked him to write a program that would calculate the most expensive way to build interstate highways...maybe he carried over that code?

korn469
"things always seem funnier in my head"

DilithiumDad posted 06-14-99 09:59 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
I agree with your settings except for "intense rivalry". The Primus strategy guide suggests choosing this option if you are going for quick conquest because it keeps the AI factions fighting between each other. Also, you can pick off the opposing units as they are charging at you and not have to roust them out of their fortified base or bunker. At Transcend level, you seem to get "intense rivalry" behavior that is keyed to armed conflict --Thinker might actually be more difficult for a conquest, I'm not sure.

No pod scattering --I'm not sure about that. Does this mean there's extra pods at the base site? Then it would make it easier.

korn469 posted 06-14-99 10:43 AM ET     Click Here to See the Profile for korn469  Click Here to Email korn469     
no pod scattering means that their might or might not be pods close to your starting base (either inside of it's radius or one square out of it) so besides close to the headquarters there is no other pods in the game. what i consider the most unbalancing things are alien artifacts, find a few of them and whadda ya know you just completed the command nexus

the reason i said intense rivalry i'm pretty sure that computer players don't surrender when that is on (at least they haven't ever surrended to me when i have played with it on) so in that case you would have to research all yur technologies and the computer also is less likely to talk (and therefor trade tech with you)

if you really want a challenge from the computer edit the files so all the cmputer players have SHARETECH,1 in their files and you don't, play with spoils of war off blind research on and thn just to add the cream and sugar to this cake use the scenario editor so that every computer faction is allied and they all hate you, and set it at permanent...then edit the files where you can't use probe teams to steal tech...and you got yourself a challenge there!

damn that'd be pretty hard
korn469

absimiliard posted 06-14-99 05:10 PM ET     Click Here to See the Profile for absimiliard  Click Here to Email absimiliard     
Gahhhh, damn you all. ;D I thought I had successfully gotten un SMAC-addled. Now all this talk has me pulling MechWarrior III off my laptop and re-installing SMAC.

I have to try the DD huge Planet conquest challenge! I'll take the initial plunge on Hive as well.

BTW, do any of the old SMAC-god 'Transcend Ironmen only no wimps allowed' people know what happened to Analyst? I haven't seen a post from him for a while. (not that I'm not guilty of the same sin. <sheepish look> )

Luck all.

-Absimiliard

Darkstar posted 06-14-99 05:16 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Report on Analyst: Last known to browse the Forums once a week to every few weeks looking for rumors of patch 4.0 Release. May or may not be SMACing. IA reports probability is low based on last known comments by Analyst.

-Darkstar

Eris posted 06-14-99 06:38 PM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
Er. I really /have/ played Conquer-style. I promise. I just don't find it as fun. I haven't on SMAC specifically, but I did it on Civ a few times (especially since at Prince and above you practically have to to do better than a draw game).

I guess my attitude towards pure-conquer is that if I wanted to play an arcade game, I'd play an arcade game... and that's what it feels like to me. Personally. YMMV.

I think I may have a different definition of 'defenders' than some people, though. I generally have one that's 1/good armor/1 + trance/ECM, set on hold, one that's a mid-to-high attack/middling armor/2 + empath/trance on alert, 1 AAA aircraft on alert, and if on a coast an Isle of the Deep (or a best sea chassis with a middlin' weapon/armor, sometimes) on alert. Some cities have two high-armor defenders on hold or multiple things on alert if they're by a hostile border or have an SP that I don't want to risk. Perimeter defense and Tachyon Field are priority builds for me. I also set border guards, /particularly/ if I'm near a faction that I know may be hostile, and those go on alert as well; they're usually ECM or AAA though sometimes trance (particularly if I'm near the GAians). I also /do/ build high-end military units on the theory taht if an enemy is on my land I'm already losign ground, so I'd better be ready to take a city away from them to make them leave me alone.

Eris (in a lousy mood lately and not really wanting to be at work at the moment)

cousLee posted 06-15-99 02:01 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
First, I didn't, nor am I going to read this entire long arse thread, but touching on a few things.

It is NOT a myth.
Conquest victory achieved
Spoils off, blind on, random on
huge planet
low erosion, dense cloud, abundant life
TI

Now granted, I missed the 2250 date, but 2252 is close enough. I did also use builder strats. Most all base facilities built. I could have won earlier, but spent production on facilities when I could have been producing other units.

AC score 3472
325%
top book.
save available

BTW, it is not a victory with surrendered factions. It was a total conquest victory. all 6 AIs eradicated.

not a myth.

Darkstar posted 06-15-99 02:10 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
cousLee! So nice to hear from you. Dilithium Dad's challenge is the Total Conquest Win the Huge Map of Planet by 2250, with Morgan. He is not disputing it can't be done on random huge maps by 2250. People are bound to get lucky every once in a while, after all.

-Darkstar

cousLee posted 06-15-99 03:06 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
I might consider it, but there are 2 things in this game I hate the most. 1, is map of planet. 2, is Lal. 3, is Organ Morgan.

Map of planet don't mean sh*t. Wouldn't it be safe to say the game is more difficult when you don't know what the coastline looks like?

Luck? hehehe. not luck, I do it all the time. Early conquest that is.

Morgan huh? I'll take Morgan, but as I said, Map of Planet would make it easier.

DilithiumDad posted 06-15-99 04:18 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Well, it looks like CousLee has come the closest. I still think that Map of Planet is harder because of the seeding --also you never get Monsoon Jungle.

CousLee --what was water coverage? High water makes it harder to mount invasions, but it also cripples the AI because thy never get off their tiny island. Low water makes it easy to sweep all comers before the might of your 2-1-2 rovers without having to build a navy. That's another advantage of Map of Planet with its balanced landing sites.

What landmarks did you start on or find unclaimed? Did you land at the Borehold Cluster or Monsoon Jungle?

cousLee posted 06-15-99 04:41 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
It was the 50-70% coverage.
My closest landmark was Mount planet, but that was around 20 tiles away. I met the Spartans long before I found MP.
UoP was way north of the Spartans. About the same distance I was from the Spartans, who were to my NE about 15 tiles. Morgan had the jungle, which was SE of Santiago. Hive didn't get much except an arse kicking from Miriam, who was to his west, and SE of Morgan. Miriam had a huge continent, including the crater. Lal was on an island the comparitive size of Australia all by himself. Room for lots of bases. Miriam would have eradicated the Hive, but diverted her army to defend against the assualt I started on the opposite side. Yang had got reduced to around 3 bases, but had recovered fairly by the time I reached the Border. UoP must have had a hard time with MW. He never built more than 7 bases.

The last turn (which in retrospect, could have been done a few turns before) I have saved at the begining of the turn, and at the end. I saved at the begining cause the last turn is quite spectacular. Just the thing you need when you are fed up with the AI sniping your formers. You get to show the AI how he humans snipe formers . And the end of the turn, as it was a hall of fame submit at apolyton.

That being said. DD, could you start a new(2) thread, and open it with the current challange specifications? Reading back, there seems to be some discrepancies on the settings.

Krushala posted 09-06-99 08:48 PM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
conquerer vs builder. The debate rages on.
DilithiumDad posted 09-07-99 12:00 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
I'm not sure why this was revived, but actually no one has risen to the challenge, three months later. I did start another string, as cousLee suggested, but no one responded.

CousLee's victory as posted on the Apoloyton site was a standard map, not Huge, and certainly not Huge Map of Planet.

I recently completed the Ultimate Builder Map, based on Huge Map of Planet, and sent it to several websites. Unfortunately, it was infected with the W97 macro virus. I just got Norton Utilities 2000 and cleaned up my act (I am based at a University, and our security measures are poor!) and will be resending.

Anyway, the key is faction seeding. in Couslee's game, he was close to other factions, giving him crucial early victories. The weakest AI faction (Morgan) had the strongest landmark (Monsoon Jungle). For the Ultimate Builder Map, I systematically added landing sites and boosted existing ones until they were perfectly balanced and with maximum spacing. There are 13 landing site areas (never get the exact same start tile twice) for the 7 factions and there are natural barriers separating them (mostly fungus --which makes the map espeically favorable for the Gaians).

Darkstar posted 09-07-99 04:42 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Seeding is key.

I've come close to the 150 turn mark on winning on Huge Map of Planet with the Gaians. I find such games utterly boring, and as its merely a matter of seeding, someone will do it, if they try often enough. The odds are not impossible, but they are improbable.

It's been a while since I played SMAC, but I have won several games of SMAC on random Huge maps within 150 to 200 turns. It's all a matter of seeding.

Dilithium Dad has worked hard at modifying the Huge Map of Planet so that SMAC will more likely NOT seed factions to close to each other, providing for a better latter conflict map.

-Darkstar

DilithiumDad posted 09-07-99 06:22 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
One thing I will guarantee with the Ultimate Bulder Map --a diplomatic victory will always be quicker than total conquest. Also, the AI Hive is VERY tough to beat if it lands on the opposite side of the map from you. The Gaians have a big advantage on Huge Map of Planet and the Ultimate Builder Map because fungus is used as a barrier between start sites, and the Greens just eat it up. The AI Deirdre does not do as well as the AI Hive or Believers, for some reason.
Zoetrope posted 09-08-99 01:48 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
I've only played the Believers once:

Huge Map, Thinker, Factions Restart.

No Neighbors on my large initial continental landmass.

Several submission pacts and overwhelming force by 2200.

Since conquered factions restarted on small remote islands, it was hard to locate them, so i settled down to a century of base building while i searched for them.

DilithiumDad posted 09-08-99 10:39 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Sounds like a pretty typical Believers game. If you get conquest victory over all 6 factions in 50 more turns, let me know. Still, this would be more difficult on Huge Map of Planet. Factions restart ("DO or Die" off) is a requirement for the challenge, as is Blind Research. "Factions more aggresive" must be OFF (otherwise they are fighting amonst themselves and they attack you prematurely, favoring quick conquest by the human palayer).
jimmytrick posted 09-08-99 02:11 PM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
I am about to demonstrate a quick conquest of some damn Yankees....I will post here when complete...doubt it will take until 2250!

hahahah

Lt. Col. jtrick

DilithiumDad posted 09-08-99 02:54 PM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
jimmytrick, I don't dispute that you will, especially since my "might" is less than half yours. However, this is on a standard map, not huge, and with only 4 factions and with team play and you guys had the huge dumb luck to find each other by 2110!
aceplayer posted 09-08-99 04:46 PM ET     Click Here to See the Profile for aceplayer  Click Here to Email aceplayer     
hey - this thread was started before I started the Scenario Contests.

Why dont you try the builder scenario?

It is called transcend_zakharov_2241 and takes 50 years or so. It was written by Laurens.

High score (low year) belongs to player2.

http://www.geocities.com/TimesSquare/Dome/3802/

Lord Beselwick posted 09-12-99 10:09 PM ET     Click Here to See the Profile for Lord Beselwick    
I have a quick question for DilithiumDad. You used Free Market during war ? Idiot !!
Once I played the Morganites and I went to war with the Spartans. Santiago didn't like my Wealth values. I forgot to take my SE off Free Market. I had Drone Riots all over the place. At one base I was amassing a military force. Well guess what ? The drones rioting there overwhelmed my security forces. They voted to join, wait guess who, the Spartans.
So now I never use Free Market during war.

Tally Ho,
Lord Beselwick

DilithiumDad posted 09-13-99 11:34 AM ET     Click Here to See the Profile for DilithiumDad  Click Here to Email DilithiumDad     
Well, no, I don't use FM during the actual war, but it is fine to use it during the build up, as you build Aerospace Complexes and Command Centers and even construct units. It's only when the units actually leave your borders or as soon as airplanes or 'copters are built that drones erupt. There are additional approaches that can be used, as well (ever use Punishment Spheres?). But, during war Planned is best early on then Green later.

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