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Author Topic:   Spoils of war, blind tech, Poll?
quix0te posted 02-22-99 10:10 PM ET   Click Here to See the Profile for quix0te  
Without necessarily having everyone pipe up (though I guess that would work). Is there any way we could do a poll of players to find preferences on Spoils of war and blind tech developement. For myself I like to leave the first turned off, but I'm very ambivalent about the second. On the one hand it makes the game too easy with the Chaos Gun Rush as I build quickly to the Chaos Gun/Missile Launcher technologies or any other really desirable tech. On the other hand, I find the whole random developement thing kind of frustrating.
I am curious how others feel. Particularly in Multiplayer, where it will really matter.
quix0te
SnowFire posted 02-22-99 10:38 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Spoils on, Blind off. I'm amenable to Spoils off, though- it would create more of an emphasis on probe teams, but still... personally, I'd like an in-between option where you _might_ steal a tech when you take a base, depending on a) how many techs your enemy has that you don't (the more, the greater the chance) and b) Your Probe ranking vs. Your enemy's. So the Believers, taking a University city, while seriously behind in tech, would take about 3 advances, while teh Unive would be lucky to get anything if the situation was reversed (if there was, somehow, 1 tech the LB had the UoP didn't).

I'm pretty dead-set on Blind off, as I like to pursue critical paths through the tree, and don't like memorizing the rankings of the techs in each category (alright, I want either Cyberethics or Synthetic Fossil Fuels. Cyberethics is 1 Conquer, 3 Discover, 4 Build, and Synth Fossil Fuels is 1 Conquer, 2 Build, and 4 Explore. So I guess I should prioritize build to try and get one of those two. And then I found out my scientists researched Silksteel Alloys, what my Pact Brother Morgan already had and what I intended to trade my new technology to him for. Joy.) I really don't want situations like the one I described in parentheses happening.

cousLee posted 02-23-99 05:11 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
spoils on, blind off.
LackOfKnack posted 02-23-99 05:23 AM ET     Click Here to See the Profile for LackOfKnack    
Spoils on if I'm not UoP, off if I am. Blind off for sure.
MoSe posted 02-23-99 05:58 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
SPOILS ON
BLIND OFF

Spoils off is a different way of playing, maybe more challenging.
For what it's worth one could also play with Tech Stagnation; if he feels he can outtech opponents, his edge would be longer-lasting.
Blind on makes also things more difficult, but in a random way; so, where's the skill and personal choice?

Guess I would play SMAC for the next 50 years w/out those options as well.

Saluti
MaiOne

Schole posted 02-23-99 06:20 AM ET     Click Here to See the Profile for Schole    
Spoils off

Blind on

Otherwise the game would be too easy (for me)

Isle posted 02-23-99 06:51 AM ET     Click Here to See the Profile for Isle    
Spoils definitly off. I like to play on huge maps or larger, and the constant battling back and forth would make everyone have every tech if spoils where on.
Blind on, because I like diversified factions, if blind is on, you usely gets all the low one before the high ones, with it off you have can have much more interesting combinations.
danib posted 02-23-99 07:09 AM ET     Click Here to See the Profile for danib  Click Here to Email danib     
spoils on, blind off.
Fenris posted 02-23-99 10:09 AM ET     Click Here to See the Profile for Fenris  Click Here to Email Fenris     
Spoils off. Blind on. I like having the game play more difficultly. Technological progress cannot be dictated, it comes in fits and spurts and from unexpected quarters. Blind research feels more realistic. Probe teams can steal more than enough technology...I don't need spoils on...
Dick Knisely posted 02-23-99 10:17 AM ET     Click Here to See the Profile for Dick Knisely    
both off.
Lee Johnson posted 02-23-99 11:46 AM ET     Click Here to See the Profile for Lee Johnson  Click Here to Email Lee Johnson     
Both off here, too.
John Dilick posted 02-23-99 12:48 PM ET     Click Here to See the Profile for John Dilick  Click Here to Email John Dilick     
Both on. Makes the game *much* harder, and -- for me -- much more enjoyable.

I turn Spoils of War off from time to time and it's still fun, but after one game with Blind Research off, I'm never going to try it again.

will posted 02-23-99 01:08 PM ET     Click Here to See the Profile for will  Click Here to Email will     
spoils off, blind on.

Spoils make life much too easy for the militaristic factions -- after getting lasers, they can essentially set science to zero and capture everything from other cities. Miriam, Santiago, and Yang are already obnoxious enough.

Directed research is just too easy. You click where you want to go, and then count the turns until you get there to build a key unit or wonder. I think it takes much more cleverness to construct a strategy based on what semi-random blind research throws at you.

quizara tafwid posted 02-23-99 01:13 PM ET     Click Here to See the Profile for quizara tafwid    
Blind Research definitely 'On'! Spoils of War can go either way but with a slight preference for 'On'.
Scrubby posted 02-23-99 01:32 PM ET     Click Here to See the Profile for Scrubby  Click Here to Email Scrubby     
Both options on currently. I honestly don't feel I've played enough to really say they aren't viable options. Blind research seems to make the game a little spicier (is that a word) in that the game is more than a tech tree race. Ditto with conquer=new tech. I feel there's more to SMAC than tech munchinism -- no offense intended to anyone who loves these options off. Hell, if SM and BR think they should be default its cause they feel it makes a better game and they haven't been wrong too often...
CEO Bernard posted 02-23-99 02:05 PM ET     Click Here to See the Profile for CEO Bernard  Click Here to Email CEO Bernard     
Spoils off. Capturing a city is nice enough.

Blind off (sometimes on). Even with the focus thing it is just too frustrating sometimes when your researchers REFUSE to get Industrial Automation (a critical tech for us poor Morganites). I admit that it is kind of fun though, so sometimes I turn it on. Maybe for other factions it isn't as bad ... or maybe I haven't gotten good enough at using the focus thing yet.

A half-and-half approach would be AWESOME! You choose one tech, and then the next is random. If that were an option I would use it everytime. That would seem to be the most realistic. Afterall, if I call my researchers and say that I want a solution to my habitation problem then I bloody well want a solution to my habitation problem and not something else.

CEO Bernard

CEO Bernard posted 02-23-99 02:07 PM ET     Click Here to See the Profile for CEO Bernard  Click Here to Email CEO Bernard     
Even better than half-and-half would be a number that is the number of random techs you need to get in order to get a focused one. So you could set it to 1-1, or 2-1, or 3-1, etc. That would even be more cool! I would likely set it to 2 random for 1 focused.
Lord Gek posted 02-23-99 03:06 PM ET     Click Here to See the Profile for Lord Gek  Click Here to Email Lord Gek     
Actually, as the strat guide shows, the techs you get randomly are heavily WEIGHTED toward the field you're focusing in and if not it are at least somewhat related (i.e. a needed prerequisite later on in that track).

Having blind on IS rolling dice but, as others have stated, it creates a lot more diversity in the game as opposed to the very classic predictable progress of tech that would be there otherwise. That stated, however, I have to agree with what somebody stated earlier that playing blind research with Morgan is VERY tough!

Dredd posted 02-23-99 03:21 PM ET     Click Here to See the Profile for Dredd  Click Here to Email Dredd     
Blind Research *ON* has to be my favorite enhancement to this type of game. I love the feeling that I can give my scientists *some* direction (exploration, knowledge, conquer, wealth) and then they will stumble onto discoveries within (or close to) that field. It gives the game a much better feel.

Spoils *OFF*. It would make sense to me if it only applied to bases above a certain size, but I can't believe that a faction taking over my population "1" base would be able to figure out Eudamonics because of it. Maybe tie the tech level to base size; so if you take a base with population of 8, you can steal a tech of level 8 or below.

Wen_Amon posted 02-23-99 04:32 PM ET     Click Here to See the Profile for Wen_Amon  Click Here to Email Wen_Amon     
That is a good point.
I think that the blind research is really cool. It is realistic. That rocks
Spoils of war should be off because of the same logic. If you run into a base and see a new type of armor. THat does not mean that your scientists will be able to copy that armor.
SnowFire posted 02-23-99 04:52 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Wen Amon: But they _might_ capture some scientists that could tell them.

Good point, Dredd: In my idea for spoils, add "city size" to the mix.

Isle: "Blind on, because I like diversified factions, if blind is on, you usely gets all the low one before the high ones, with it off you have can have much more interesting combinations."

Wouldn't it be the opposite? Instead of everybody having the same crappy low-level techs, now people can each pursue different paths to high-level techs. I take the techs needed for ecological engineering & enviornmental economics while my pact brother gets superstring theory and doctrine: air power. Much more efficient that way.

I can see putting it in for want of a greater challenege, it's just the "more diversity" argument that doesn't fly with me.

And oh yes, Lord Gek, you can see the weights w/o the strategy guide in alpha.txt. It's just a pain to memorize them if you want to play blind research inteligently.

quix0te posted 02-24-99 04:36 PM ET     Click Here to See the Profile for quix0te    
Well, at the very least I got people's opinions out, that's nice.
Again, my primary concerns are one of game tone. Spoils of war I am very strongly opposed to. While it's actually pretty realistic, it puts too high an emphasis on military developement. By not allowing people to take technology by capturing cities, they are forced to barter with those they have direct contact with, who they may or may not want to give tech to. Or do without.
By closing a powerful faction out of the barter loop, others can slow their developement.
The blind/directed research question is in a similar vein. I would like to introduce more diplomacy to the game, allowing for economic, political, and transcend victories in multiplayer (potentially). In a multi game with directed research, I'm going to rush for the meanest tech I can and carve out some lebensraum from my neighbors. If I am in a nondirected game, I probably won't get VERY far ahead of my neighbors unless I'm a skilled tech trader or UofP.
My two cents.
Thanks for the response so far.
CaptComal posted 02-24-99 05:39 PM ET     Click Here to See the Profile for CaptComal  Click Here to Email CaptComal     
Blind Research setting changes the tone of the game ... basically allowing two different kinds of strategies! Personally I like it OFF so I can choose what Tech Route to take (and I have different routes ... not always the same ... that would be too boring). However, ON is much more realistic and adds some variety to the game! Kudos to Firaxis for having this option.

Spoils ON is my preference ... it is nice to be able to get something when I take over a city.

NOTE: I am not that good a player ... I have TONS of fun though ... so Spoils On is just adding to my fun (I don't take over that many cities!).

Best Regards,
CaptComal

Calanor posted 02-26-99 01:21 AM ET     Click Here to See the Profile for Calanor  Click Here to Email Calanor     
Spoils off, though with some mixed feelings. In MoO2, tech acquisitions through military conquest worked pretty well, mostly because the success rate wasn't overwhelming; apparantly it had something to do with how much damage you'd caused while taking the city. In SMAC, it would be interesting see a Spoils of War option that would _infrequently_ give you a tech, yet that tech would usually be something that you'd associate with e.g. a building found in the conquered city. So, taking a city with an Energy Bank might give you access to Industrial Automation etc.

As for Blind Research, I've got it On over here; it forces me to adapt and do my best to use whatever techs I have acquired to my advantage. In addition, I'd not be surprised if it'll spice up multi-player (haven't had the chance to try it yet). In Civ 2, people did tend to aim for e.g. Monarchy, move straight to Philosophy etc, which IMHO turned kind of repetetive after a couple of sessions.

Regards,
Calanor

Dire posted 02-26-99 02:09 AM ET     Click Here to See the Profile for Dire  Click Here to Email Dire     
I prefer spoils off, blind off, but I haven't yet played a proper game in which I've had blind on.

Spoils are extremely annoying: if an AI happens to capture one of your weak cities, they can choose your best tech straight away, which would've normally taken many turns for them to research themselves.

I agree with the last poster's comments that it should be like MOO2's tech capture system: you would be very unlikely to capture a tech from a small city, but from a large, highly developed city you should get one or more techs. Also, they should be given to you randomly (as in MOO2).

Antiam posted 02-26-99 02:57 AM ET     Click Here to See the Profile for Antiam    
Spoils off

Blind on

Schole posted 02-26-99 06:29 AM ET     Click Here to See the Profile for Schole    
One point of note though: according to the manual, even if blind is off, the tech list is random and you can't always choose any tech which you have got the prerequisites.

I haven't tried blind off, so I can't confirm this.

TheClockKing posted 02-26-99 12:30 PM ET     Click Here to See the Profile for TheClockKing    
Spoils On. Blind off.
Lord Biggun posted 02-26-99 02:10 PM ET     Click Here to See the Profile for Lord Biggun  Click Here to Email Lord Biggun     
schole made a good point in that the list is random in blind off. even if u have the ability to research a certain tech, it may not be on your list, which creates variations on those who have planned routes up the tech tree. its a different taste for all, but i go with spoils ON, blind OFF
MrSparkle posted 02-26-99 02:26 PM ET     Click Here to See the Profile for MrSparkle  Click Here to Email MrSparkle     
I have to say both on. The added difficulty of blind research is a fun (if unrealistic) element. Spoils of war are fine, but I like SnowFire's ideas on implementing it (2nd post from top)
Milamber posted 02-26-99 02:51 PM ET     Click Here to See the Profile for Milamber  Click Here to Email Milamber     
Spoils Off

More realistic than being certain of getting any spare tec the enemys have. Would be on if I could make it random say

Nmb techs more * city size / number

where you could set the number in start up this would be a % chance if you go over 100% you start adding extrwa techs.

Blind on.

You can still direct with areas.

Budfox posted 02-26-99 06:36 PM ET     Click Here to See the Profile for Budfox  Click Here to Email Budfox     
Spoils:

What it should be - taking a city should result in a random tech advance, not the outright acquisition of the technology.

Ex: You conquer a Spartan city early on, they have Laser and another which you don't have. One of the two techs is randomly chosen and the cost of discovery of that particular tech is reduced by half.

The idea being that while conquering a city you were able to download some files, capture a research facility, interrogate a scientists, etc. and this has provided you with a leg up in the discover of a particular technolgy.

Leave it on or off. Adjust your strategy resultingly.

Blind tech:

What it is: As said before, one of the single greatest additions to the game.

I don't always like it either but it forces one adapt their strategy much as one does with regard to their terrain.

Summary:

Spoils - on or off
Blind tech - what, you afraid I'll get it first - you should be

Budfox

hellrazor posted 02-26-99 06:46 PM ET     Click Here to See the Profile for hellrazor  Click Here to Email hellrazor     
I think the idea of getting partial credit for a tech after capturing a base is an excellent idea, and more in line with reality. When the Germans captured T-34's on the battlefield in WWII they did not automatically get the ability to build them but it gave a huge boost to their efforts to build a better tank and led to the excellent Panther design.
MoSe posted 03-01-99 04:12 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
After browsing through this
I'll keep my slight preference for
Spoils ON - Blind OFF
although I can see lots good in the pints of others.
Say, I'll play 6 times the former and 4 times the opposite.
Just fits more my natural gamestyles.

Really agree with SnowFire (02-23-99 post)

Good Ideas:
Spoil depends on
- base size
- buildigns/units related to new techs actually present
- partial reward (lab points bonus as with energy bonus)

As for Blind ON, I didn't test it thoroughly:
at which moment are the new techs randomly chosen?
I mean, can you know what you'll get when the researchers start a new one, or do you get the surprise only when they're finished?
In the first case, does Shift+R work as well, like directed research?
Could be made that you know where the Res is heading when it's about halfway, and there you could try to redirect it (always randomly) at the usual cost.
After all, if you ask for Build knowledge hoping for Hab Dome, when the research is well underway you should be able to get advancement report, and tell to your scientists, 'hell, no, that's interesting, but I was looking for something more urgent, try to focus more on say, Super Tensile Solids!'.
One thing I HATED the couple of times I tried it, was that often you had to stick in the same field for more than one discovery.
It should ABSOLUTELY be made that each time you can reassign priotities!
It would be even more interesting if you could allot precisely your resources and efforts, %wise, in the four fields.

Provost
MariOne

Provost Pyrexian posted 03-01-99 04:41 AM ET     Click Here to See the Profile for Provost Pyrexian    
Blind on. What can I say? I like to roll dice. (MoSe: You can change your research priorities at any time; the option is under HQ on the main menu. No, I don't know why you get the pop-up menu after some techs and not after others.)

Spoils off. Realistically, you'd think the conqueror would be able to reverse engineer something, but then, this is way advanced tech, with procedures more complicated than any one person can commit to memory-- so if the defenders can erase the local datalinks at the last minute, it might take as long to reverse engineer from the final product as it would to research the tech 'honestly'. But don't listen to me, I'm just hand-waving... I just don't like to reward the militarists any more than they have to be. And besides, it's the default, so there, nyah.

Putch2 posted 03-03-99 10:54 AM ET     Click Here to See the Profile for Putch2  Click Here to Email Putch2     
Spoils On

They gotta be, its the only fair thing. If you sac a city you have free roam of all the libraries and research facilities. However, I find from my experience playing, whenever i attack another city I usually have an overwhelming tech Advance to start with

Blind On

Mainly because of the nature of these Techs, Cyberethics?, Polymorphic Software?, Secret of the Human Mind?, unlike Civ where you at KNEW what Archery was all about by just the name of the tech, in SMAC we've got all this ambivalent futuristic crap (no offencse) that frankly means nothing. Yeah I could use the flow chart, but I don't have 12sq' of wall space free! So Just keep your advance rate set high and the path you want set right, and your golden. But if and when I learn all/most of the Techs then I'll switch to Blind off.

~Peace

James Spanglet posted 03-03-99 12:16 PM ET     Click Here to See the Profile for James Spanglet  Click Here to Email James Spanglet     
Both off. I tried playing a game with blind research and hated it. I can however see myself using it after I've gotten better, as a challenge. As to spoils, I hated it in Civ and I haven't tried it in SMAC.
James

marc420w posted 03-03-99 12:30 PM ET     Click Here to See the Profile for marc420w    
Spoils on
I'm an old Civ player so it just feels right. It does seem to be somewhat accurate. An example would be the German rocket scientists teaching us Americans how to build rockets that don't blow up.

Rules suggestion:
If I could write the rules to this game, I'd have an option where instead of getting the new tech from the city, you simply gained Research Points by conquering the city. The number of Research Points gained could be based on both how far advanced the faction whose base you conquered is ahead of you AND the facilities at the base.

Blind OFF
Again, I'm an old Civ player. I like knowing what I'm researching. I.E., I need that Hab Complex so lets go research it. Don't even talk to me about talking to Mindworms until we have room for people to live.

Rules Suggestion:
How about having both options on in the game. When it is time to select what to research, the first control asks do you want Blind or Targeted research. The catch is that if you target to a specific tech, it costs more to develop than if you let the blind research follow its path.

Wen_Amon posted 03-03-99 12:32 PM ET     Click Here to See the Profile for Wen_Amon  Click Here to Email Wen_Amon     
Snowfire, I dont know about you, but my scientists are brainwashed to not tell such secrets!
Frank Moore posted 03-03-99 01:54 PM ET     Click Here to See the Profile for Frank Moore  Click Here to Email Frank Moore     
Spoils off
Blind on

I think these choices make the game a little harder, less predictable and I think these are the default choices (if that counts for anything)

clockhammer posted 03-03-99 02:03 PM ET     Click Here to See the Profile for clockhammer    
Spoils off (I like the challenge of having to gain the techs through research only).

Blind research off (I like being in control of which techs I research, one at a time). There are times in the game where you might need to switch from say... build to conquest because an aggressive war-mongering faction decided to take its hostilities out on you. Blind research doesn't afford you this capability as effectivly as picking the techs on your own.

To each their own though.

Clockhammer

Greg Jones posted 03-03-99 02:25 PM ET     Click Here to See the Profile for Greg Jones  Click Here to Email Greg Jones     
Spoils on, blind on.

I'm sort of ambivalent about spoils but I have it on because I feel there should be some reward for taking a city. Following this thread, I agree that the best tech available is to much of a reward every time and I admit I like the MOO2 approach (even though I keep getting those **** escape pods ) of getting something random. Also, I like the idea mentioned earlier that would limit the tech level to the city size. In civ2 I hated it when I started a new city only to have it surprised and have someone else suddenly get armour when all they had was muskets.

I leave blind research on to make the game more of a 'play with what you're dealt' type of game. This way I play the game and don't go on autopilot for research like I do in civ2.

Of course, my research is weighted differently depending on the setup and situation. Then again, a friend of mine plays with blind on and then clicks every topic ! (Sort of like government grants )

player1 posted 03-03-99 02:33 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Spoils off

Blind on

As someone else already pointed out; capturing a city is nice enough; giving a free tech with it seems a bit much. Besides, there are better ways of extracting technology from your enemies (probe teams).

Blind research may be a bit frustrating, especially when there is a "specific" tech that you NEED and can't focus on it. But this is more realistic; scientists don't simply say (I'm gonna try to discover semi-conductive photoplasmic contraceptives!)
before they even know what it is. They focus their research in a general area, and the discoveries yield themselves from there, which is exactly how blind tech works. You have SOME control over what you can discover, but not completely. And it just makes the game more interesting, too!

Gord McLeod posted 03-03-99 03:34 PM ET     Click Here to See the Profile for Gord McLeod  Click Here to Email Gord McLeod     
Both on.

As a University player, I find it adds a lot to both the challenge and it fits my perception of the way University works... lots of experimentation with serendipitous discoveries going on. The spoils of war option adds a bit of risk - it means it's possible for me to go out and steal tech from my rivals if I'm at war, but it also means I myself am at perhaps a greater risk, since I tend to have much higher tech than anyone else in the first place. It doesn't always make much difference though - I play on incredibly vast world sizes, huge to the point where it's almost futile to try and attack anyone until you have orbital insertion abilities. (I'm not much of a wargamer.

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