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Author Topic:   Transcend Ironmen players ONLY: No sissies allowed!
player1 posted 02-28-99 04:42 PM ET   Click Here to See the Profile for player1   Click Here to Email player1  
This thread is dedicated to SMAC players that enjoy pain. Anyone who's got special strategies or tips for this level of play is welcome.

To start, has anyone figured out a way NOT to
be at war with 5 or 6 factions at once on Transcend? I'm having a difficult time fending off attacks right now, as I'm fighting a four front war (I'm getting invaded from every direction simutaneously in some turns) and my Needlejet patrols can't handle so many ships (I'm on an average sized island with several smaller island colonies nearby) To make matters worse, I'm the Gaians, so all my units get a morale penalty.

Has anyone found a diplomatic solution to this problem?

-player

Dan Scheltema posted 03-01-99 09:28 AM ET     Click Here to See the Profile for Dan Scheltema  Click Here to Email Dan Scheltema     
No diplomatic solution, no, but you might try world that are 70-90% water and count on the sea buffer to keep them out of your hair longer.
Zorak Zoran posted 03-01-99 11:58 AM ET     Click Here to See the Profile for Zorak Zoran  Click Here to Email Zorak Zoran     
This is a problem most technocrats face: If you play the Gaians, or Peacekeepers, or UofP and make huge strides in technology while keeping your military down to a minimum, don't be surprised when everyone else starts carving you up.

I enjoy the Spartans at this level. Stay around the middle of the pack in Might. Pick one side of the global conflict, get tech from one, steal tech from the other. Quietly build your empire.
Find one of these simpering techno factions and invade with a few dozen elite Chaos Rovers, and a dozen Veteran Probes. After occupying someone elses empire (and collecting all their Secret Projects) you will be in a much better position to fight off the wolves.

What many don't understand is that, through most of the game, the UofP can crank out a tech every few turns. While my elite Probe Foils can steal every tech they have instantly.

I do enjoy playing the peaceful game, but there is nothing more satisfying then spending the first 100 turns building an empire with an eye on a HUGE invasion. I don't go Mongol style... no constant attacks... One attack, very fast, fight over.

Rong posted 03-01-99 02:49 PM ET     Click Here to See the Profile for Rong  Click Here to Email Rong     
If you are playing the Gaians, don't forget the mindworms and their sea and air brethren. They are excellent counter-attack weapons. Early in the game choose a city as your "mindworm farm", build all the biology enhancement facilities (biology lab etc.), so you can breed worms with high life cycles. Send them to a monolith first before sending them to your perimeter cities, then support from there. It's best to leave a few squares of xenofungus on your borders and hide the worms there. That way enemy mobile force and probes can't reach your city without going through the worms first. Always attack first because they are poor defenders. No matter it's a scout patrol or a chaos rover, your demon boil handles them all.

You need to plan all this at very early stage of the game. Once you are losing ground left and right, it is already too late.

player1 posted 03-02-99 02:26 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Thanks to everyone that replied. As for water coverage, planet is about 50-70% H20, and all my enemies are at least ten squares away from
my nearest city, and none occupy any continent that I currently hold. Unfortunately, the missle range bug (see AI planet buster cheat thread for more info) allows the enemy to bombard me w/cruise missiles from all over the planet.

However, I did try the worm farm method, and it seemed to work very well. I built half-a dozen swarms of Demon Boil Locusts and wiped out two factions without breaking a sweat.
Combined w/my new Dream Twister, the bad guys
were dead before they knew what hit them.

The reason I used the worms, however, was because I was technologically inferrior, particularly to the University. They had the Hunter-seeker algorithim, so stealing techs were impossible. I had to use Psi units to fight their technologically superior weapons
(it worked), and I came out on top, finally.

Does anyone have any ideas on how to counter Psi attacks in Multiplayer? (and don't say planet-busters ) I noticed that artillery
seems to be very effective on worms; more so than against normal military units. Has anyone else found any worm weaknesses?

Thanatos posted 03-02-99 02:54 PM ET     Click Here to See the Profile for Thanatos    
First of all, it is good to see others going for the ironman challenge. For those of you who don't play ironman, let me highly recommend it. I used to be one of those people in Civ/CivII and starting in SMAC by reloading every frickin' time something went wrong ("No way could that unit beat me!") but ironman keeps me honest. And you know what? I am having way more fun, even if I am not dominating immediately, because I have had to be much more clever and use far more unit features (trance, etc.) to be effective. So, again, I recommend you try...I'll never go back now. (Plus, the score bonus is nice!)

Anyway, I am on my second transcend ironman game, and both times it was key to get a native army. You don't need to be Gaian to get one, just go green as soon as possible.

My first game I actually lost, even though I made good progress. I was playing Hive and was sandwiched inbetween some nasty opponents--the Spartans base started 3 squares due north of me and the Believers started 4 squares south of me. To make it even more fun, the University was about another 6 squares south of that, the Gaians about 10 east of the UoP, and the Morganites about 8 south of there.

I was able to hang in with little progress against the CPs but I kept losing colony pods and formers to the native life. Quickly, the enemy factions passed me in tech. I temporarily made peace with Believers and Spartans until they met, declared war, and made me pick sides. I was nice with the Spartans and went after the Believers, when I discovered the UoP coming the other way to eliminate them. Next, the UoP got strong and I allied with the Gaians and Morganites to kill the UoP. Luckily, the Spartans ended up blocked by the ocean and only got two bases off, so they ended up an easy kill later. However, while the 6 of us duked it out, the PK sat alone on a sizeable island with the jungle right in the middle. A dozen and a half 12-14 size cities gave them an easy diplomatic victory just as the Spartans took a digger. However, the key to my rally was getting some native life, which did a good job of allowing me to finally make headway against the Believers and UoP, who were outteching me early on.

This time, I am PK, and landed in the bottom half of an hourglass-shaped continent. I shot for the narrow part, built about 3 military minded cities, and started building cities around the rest of my side later. Again, the native life made a difference, since the other side of the hourglass was held by the Spartans. When they finally broke the peace with me (because you know they will), I had a decent sized native army waiting in the open field for them to come.

Long winded, perhaps, but I think a native army early on evens the battlefield while some factions end up ahead in tech. Once you catch up in tech (gotta love the probe teams) then the native army means less, to me, but both times they bought me time to live to fight another day.

My next game, I intend to try an ocean based strategy (see strategy forum) in the hopes that this may buy me some time to develop while the nastiness rages landside. Don't know if it will work.

Long live the transcend ironmen,
Thanatos

taterbill posted 03-02-99 04:04 PM ET     Click Here to See the Profile for taterbill  Click Here to Email taterbill     
I've been playing TI (transcend Ironman) SMAC since my 3rd game. It is truly challanging and frustrating, but I love it. My wife can't figure out why I love a game so much when I'm constantly complaining about mindworms, Miriam, etc.

Anyway, the keys I've found to keep from being diplomatically gang-raped are:

1) Spend your money! If you have huge reserves of energy, they CP's are just gonna ask for it, and when you understandably tell them no, they attack. I try to keep my reserves between 100-200. If it gets over that, I look for something to hurry or upgrade. That way when Miriam wants a 50% "tithe", I swallow my pride, give her $75, and she goes away.

Obviously, this strategy might not work for you market-cornering Morganites.

2) Don't strive to stay in 1st place. Actually, not having huge energy reserves will help in this regard too. As long as I am in a solid 2nd place, I'm happy until about 2350. The CP's tend to make less demands if you are not in 1st place. Eventually, I get a technologicaly advanced army & fleet built up and start going for the blitzkriegs, similar to the above post. Obviously, you then shoot up into 1st, but by that time you are powerful enough to stay there.

Of course, you can't fall too far behind...

3) Keep your reputation Noble. The peaceniks will deal with you much more readily, and if you can get a pact or two signed, Yang, Miriam, and Santiago do seem to think twice before getting nasty.

4) If you get some warning that you are about to meet a faction for the first time, and can afford it, switch over to their favored government to make a good first impression. Or at least switch out of the gov't they hate.

Obviously, this requires that you have warning, the required tech, the money, etc., and that the gov't choice isn't going to kill you. But if you can do it, it really does seem to help for a long time.

Any other thoughts?

DanS posted 03-02-99 04:20 PM ET     Click Here to See the Profile for DanS  Click Here to Email DanS     
player1: have you tried buying friends? I know it may be against your principles, but...
martinl posted 03-02-99 07:28 PM ET     Click Here to See the Profile for martinl  Click Here to Email martinl     
Worm killers are actually kind of obvious: Empath rovers and trance garrisons backed up by sensors. The first hunt worms quite effectively, the second make them pay for attacking, even if they win. Note that trance is free for most garrsion units, and the empath units don't need big guns, so they are also cheap. There are modest tech requirements for both of these, but you should have them by the time you go a-conquering.

Personally, I'm surprised the transcend AI didn't build enough trance garrisons to stop you.

As you noted, arty works well.

Sensors are always a good idea.

Break up "fungus roads" internal to your empire.

Other thoughts?

player1 posted 03-03-99 01:10 AM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Martinl: I suppose that building counters to worm attacks wouldn't be too difficult in that case. In theory, the "worm killer" only needs a high morale level and the proper Psi ability to be successful. Armor and weaponry is unnecessary! So this should make these units quit cheap. Also, they never go obsolete (except for the reactor, but who cares) I suppose the key is to know that the other guy is building an army of mind-worms first. Which leads me to another observation:
Probe-team infiltration is CRUCIAL to success! You can't build an effective army if you don't know what the other guy's got. Period.In my opinion, accurate intelligence is worth more than ten hovertanks.

Taterbill & DanS
As to a financial solution to trancend woes, I noticed that buying off the AI works well in the lower levels, but otherwise they'll declair war the first chance they get. Typically, I'm able to get two allies, and the rest end up at war with me. Being in first place is sometimes unavoidable, so that makes things harder as well.

One very important note on attacking: Don't send a constant stream of attacks (Mongol invasion style) to wear down your enemy; this only gives them an opportunity to adapt to your attack. I noticed that after several needlejet attacks, the AI began building AAA sentinels in their cities, making future attacks much more difficult. Later, I built a swarm of Demon Boil Locusts to attack, but this time waited until I had a force of 9-10 swarms, and attacked all at once. Within 3 turns, I took 13 cities. By the time the AI began building Trance sentries, it was too late. In short, make your attacks short and very brutal!

I'll post any other "discoveries" as I uncover them.

Quoting Thanatos; "Long live the Trancend Ironmen!"

Analyst posted 03-03-99 08:08 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
A couple things no one has mentioned yet about dealing with hostile factions. Every faction has a pet social agenda. If you mimic that agenda, and give them a single small bribe, they'll become magnanimous very quickly. At that point, it's very easy to arrange a Pact, the trade benefits of which alone will quickly outvalue whatever bribes you gave up to get it. After that, you're Pact Bro/Sis is going to be giving away so much to you in the form of techs and free units that whatever penalty you're suffering in social management to maintain the friendship will be well worth it.

Here's an extremely effective form of bribe: build a sea colony pod; cruise it over to the target AI coast; found a base; dial up target and offer to give away the base. You get a huge improvement in relationship. The AI gets a lously little sea base that will take forever to develop into anything useful because the AI does a particularly lousy job developing sea bases.

The point: Always do whatever it takes--up to and including manufacturing bases to give away--to have at least one Pact with a strong faction. On a divide and conquer basis it's worth it, plus, after a certain point, it'll just start raining units on you.

On dealing with Planet and her worms: Yes, build lots of trance units and sensors early, but also build lots of forest early, whether you're going to cutivate it or not. Forest improves the base's Planet rating (reducing worm attacks), while driving out fungus (also reducing worm attacks). making sure all fungus is cleared from tiles adjoining bases also eliminates the ability of a worm to appear and attack a base in the same turn.

Miltarily, it's less important to be technologically superior than it is to be multidimensional. A bait and switch strategy is particularly effective against the "reactive" AI. Example: Conduct a few needlejet sorties and the AI will rush a ton of AAA and tactical air units into existence. When you hit it with a second wave of ground units and native life units, it will have all of the "wrong" (and expensively produced) units to deal with it.

Last point: I add Police special ability to all of my units on transcend level. That makes them slightly more expensive, but the drone control in both home bases and newly conquered bases gives me far more extra production than the extra unit cost uses up. It's a tradeoff well worth making.

Happy hunting.

Wen_Amon posted 03-03-99 12:34 PM ET     Click Here to See the Profile for Wen_Amon  Click Here to Email Wen_Amon     
Dont forget to put on blind tech guys!
That does a number on Tnascend!
taterbill posted 03-03-99 02:56 PM ET     Click Here to See the Profile for taterbill  Click Here to Email taterbill     
Analyst: Actually, I did mention m mimicing social agendas in point #4 of my post above. But it deserves being repeated and expanded on, as it works so well, so thanks.

player1: I agree they will attack ASAP if you got a great starting position and have jumped out to an early substantial lead. But otherwise, I have been able to have diplomatic success (At least for 100-200 turns) by adjusting social agendas and being "agressively nice".

Also, IMHO, another key to winning TI is micro-management, especially early to mid-game. At TI level, every decision is crucial. I have not used auto-forming, governors, etc. since my last game at Librarian. Do you guys (or gals, any ladies out there?) agree?

By decisions, I mean more than just deciding what to build next. I include the little things like hitting the space bar to end a gun foil's turn when he is adjacent to a floating supply pod, but only has one MP left. I delay the gratification of opening the pod until next turn, to ensure I have MP's left to attack, run, etc. if required. In my experience, the little things like that make TI level winnable.

Your thoughts?

player1 posted 03-03-99 06:20 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Analyst: Your social mimicing technique sounds like a great idea. I too have noticed that the factions seem to cozy up to you if you make a good first impression. As for police units, I've never used them, but I think I'll try next time I play. Usually, I resolve the drone problem w/recreation centers and hologram theaters; My police rating is usually too low for police to be effective anyway.

The aim is to get enough psych development so that I can get a "Golden-age" in as many cities as possible. It's not unusual for more than half of my cities to be in a golden-age during any given turn. This means a loss in Labs or Economy on the social engineering scale, but I think the economy and growth bonuses are well worth it. And its nice to never have to worry about drone riots, either.

One neat thing I sometimes do is boost my psych a couple notches for one turn to push a couple cities into a golden age. When I relax the psych back to normal levels, the economy bonus for the golden age is sometimes enough to keep the new cities from falling back out of the golden-age.

I guess the moral of the story is that its worth the trouble to make your people happy.

What's everyone else's stance on golden-ages?

player1 posted 03-03-99 06:24 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Taterbill: Almost forgot! Go check out Analyst's thread about constructive critisizm: he presents a great analysis on the dim AI intelligence (in particular, to the auto-govs. and auto-formers) I never use any of the auto functions either, for the same reasons. Unfortunately, this leads to 10-20 minute turns later in the game. I hope Firaxis can patch up this problem.
taterbill posted 03-03-99 06:44 PM ET     Click Here to See the Profile for taterbill  Click Here to Email taterbill     
Yes, I saw Analyst's post regarding poor AI. It was very well written; good job Analyst. I know that "true AI" is many years away, but it doesn't seem to me that improving the algorithms used by govorners and units on auto would be THAT hard.

Regarding police units, they effectively double your POLICE rating. By mid- to end-game, most of my cities in the heart of my empire are garrisoned only by as many 1-1-1 police infantry units as my POLICE rating will allow. They are dirt cheap- a 1-1-1 police scout cost 10 minerals. Or 20 minerals for a clean version.

I typically don't use Golden Ages very often, though I used to crank up my luxuries in Civ/Civ2 to get "We love the President" days nation-wide and grow like nuts. Maybe I should get back in the habit.

Analyst posted 03-04-99 12:21 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Player1, Golden Ages are an *extremely* important feature of SMAC, just as "We love the President" days were an extremely important feature of CivII. Yes, absolutely critical to make use of them. To tie into my own "Constructive Criticism" thread, as far as I can tell, the SMAC AI never makes use of this feature. It's another way to start pulling way ahead of the game quickly.

Taterbill, my apologies for overlooking your contribution on AI reaction to social agendas.

Player1, in my conquest victory as Yang, I never built a single Rec Dome or Hologram Theater the whole game. Using Police units in combination with Yang's natural inclination toward a high police rating made using these pricey structures strictly unnecessary. That's an effective way to negate Yang's econ disadvantage. Police are effective, however, in any game with any faction (they neatly offset UofP's drone disadvantage) as long as you aren't using a Free Market economy.

taterbill posted 03-04-99 12:51 PM ET     Click Here to See the Profile for taterbill  Click Here to Email taterbill     
Hey fellow TI'ers....

Analyst & Player1: I was at the point last night in my current game to try out Golden Ages: I'm UoP, and just built Planetary Transit System. I planted about 8-10 size 3 colonies (I had the colony pods waiting) and then cranked up the Psych. Also had Human Genome Project, so started with one talent each base. Predictably, my population skyrocketed, and I quickly overtook Yang as pop leader. Thanks for reminding me of this oldie but goodie strategy.

Regarding Police infantry: I made liberal use of them to keep the peace during this growth spurt. As I mentioned before, they are cheap. After starting a population 3 base, I usually get at least 4-5 minerals on day one.
(I seed a lot of forest early in the game and let it grow, so each new base usually has at least one forest square.) I can make a partial payment of 25-30 (sometimes less) and have a 1-1-1 police up the next turn. Very effective.

Also, IMHO, the effectiveness and necessity of police make The Ascetic Virtues the second most important SP for UoP, after Hunter/Seeker of course.

player1 posted 03-04-99 01:03 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
I haven't tried Yang yet; I've only used pacifist factions so far (Peacekeepers, Morganites, and Gaians) and thus used a democracy w/Free market & Wealth when applicable. This sends my police rating plummeting, but my huge cash flow was big enough to support the recreation structures.
When i've got the cash, I'd rather have the structures, since they help with Psych output, making the Golden-ages easier to reach.

On Golden-ages; I agree that they are very important. They're not as signifigant as they were in Civ (no immediate increase in pop under a democracy) but they really help.

Yesterday was another shining example of the AI inability to defend itself; I took 12 cities with a swarm of locusts in two turns. The AI began building AAA garrisons thereafter... too bad they only had 4 cities left

They did get me with a planet buster, though.
The only cities within range of their planet buster were the newly captured ones, so I thought he couldn't reach my homeland. Boy, did I get a big surprise. I read in some post that missiles and planet busters have no range checks on their movement. That means that the AI can hit you from ANYWHERE on the planet. Be careful!

player1 posted 03-04-99 01:08 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Someone posted a thread about copters being too powerful. I agree completely. Any thoughts?
Analyst posted 03-04-99 02:10 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Player1, 'copters are way unbalancing, as per my reply in the 'copters thread.

The unlimited range PB is supposed to be fixed in v3.0. The funny thing is that, since that's the way nukes worked for the AI in CivII, I assumed it was intended. No one has ever hit me with a PB in this game yet, though I've seen them built. One question I have: does the AI PB you if you've never committed an atrocity yourself? I never do anything in the way of an atrocity because I value my trade income too much.

In the Constructive Criticism thread, Deadron makes a very good point about what happens to the AI when you take out multiple bases in a single turn. I never put my finger on it like that before, but that does seem to be the point at which the wartime AI seems to disintegrate into a big pile of goo.

taterbill posted 03-04-99 03:04 PM ET     Click Here to See the Profile for taterbill  Click Here to Email taterbill     
Yes, choppers are way too powerful. My typical blitzkrieg army usually consists of about 80% helicopters, with 20% rovers and drop units to actually go in and occupy a city. By that point in the game, its too easy, and gets a bit tedious, even for a big fan like me.

I wouldn't mind so much if the CP's actually made intelligent use of them too, but, well, we won't go there again...

player1 posted 03-04-99 04:05 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Analyst, I read Deadron's post and he's right. A couple turns after I siezed about 12 cities from the Hive, their remaining units seemed to behave strangely (bypassing some of my units, for instance) albeit there wasn't much left of them at that point anyway. The AI may be building its strategy based on its own city locations; removing one or two wouldn't change it's strategy, but losing half a dozen or so would make it necessary to completely rethink its strategy (as well as reset unit movement commands, etc.) creating a turn or two of chaos. My theory is that it should return to normal after a couple turns, but I don't know for sure.

As for the planet buster, I hadn't committed any atrocities during the game. The Hive had one planet buster for a very long time, and we were at war for at least 100 years without him launching it. But immediately after I siezed 12 of his cities, he launched it. The AI probably has a "caged-animal" algorithim, where a faction that is threatened with annihilation will resort to using atrocities to save itself. I would have probably done the same had I been in his shoes, so I think that that aspect of the AI was pretty neat (although I didn't like the result!)

FauxPas posted 03-05-99 11:49 AM ET     Click Here to See the Profile for FauxPas    
The AI probably has a "caged-animal" algorithim, where a faction that is threatened with annihilation will resort to using atrocities to save itself.
--

I was playing the land rush scenario as the Spartans. The Hive had come in taken over several of my cities, but I had built up enough military might to retake them. In short order, Yang destroyed three of the bases I was about to take over rather than let me retake them.

In another game, I was beating Yang back on his home continent. He employed another scorched earth policy, trying to destroy all farms, mines, roads, and sensors that helped out the bases I took.

player1 posted 03-05-99 12:00 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Now that's something I would like to see from the AI! Sounds like a rehash of the Russian WWII strategy of pillaging roads and towns as they fled the Nazi blitzkrieg. Very cool addition to the AI, I think. I have yet to observe such an occurance, though.

Oh, and I meant "cornered-animal," not "caged" Damn dislexia!

jesse posted 03-05-99 12:19 PM ET     Click Here to See the Profile for jesse  Click Here to Email jesse     
I started my very first game with ironmen on and trancend level, with UoP, standart planet map, PK was sharing an ireland with me, thus he was wiped out very early.

then i start to built up my cities and weapon tech, after i got copter chasis, my armies are unstoppable....using about 10 copters with some rovers to overtake the cities, the rest of the factions vanished in a fast pace...the copters are too pewerful, i hope firaxis can fix this...

finished the game by 2381, trancendance, with a gaian city left with population 3, the game is still easy even in trancend level

another thing is, tried to have population boom in every city, more manpower, more production (democratic, planned, children creche), hence most of my cities hit pop limit of 16 very fast.

Cadrys posted 03-05-99 02:59 PM ET     Click Here to See the Profile for Cadrys  Click Here to Email Cadrys     
The AI does seem to panic when pressed hard. As Yang, I did a "chop & drop" sweep of 6 or 7 of Deirdre's cities in one turn, 3 of them rather nice ones in the Garland Crater. I've been "Mr. Nice Yang" 'til now, no atrocites at all, trying to get along with the misguided individualists. [Both Lal and Miriam agreed with me very nicely after their...reeducation]

Anyway, Dierdre cratered the crater. Talk about a "scorched Planet" policy! I regrouped the survivors of my assault forces and pressed on. (she has, of course, crash-built AAA troops now. Time to switch tactics.]

So *no* the AI won't wait for you to go first, and apparently faction politics don't really matter either. (Really, Lal and Dierdre have no business using nukes with their 'personalities' IMAO.) Push 'em hard enough, and they'll push the button first.

Analyst posted 03-05-99 05:07 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Thanks for the feedback on the PBs guys. I guess the thing to do is to use the information from penetrating datalinks to locate the position of all PBs precisely and do a "search and destroy" mission (hmmm, think I finally found a reason to stockpile conventional missiles) targeted on the PBs as a first stage of any assault against a PB armed faction. I used to do a similar kind of thing against the AI in CivII--prioritizing hitting cities where I thought the nukes were hiding. This sort of thing can be far more targeted and effective in SMAC, of course.
Khan Singh posted 03-05-99 05:29 PM ET     Click Here to See the Profile for Khan Singh  Click Here to Email Khan Singh     
The 100% bonus for Ironman seems a little high to me. I think I would play Ironman for only a 50% bonus and maybe for only 25%.

I realize that there is no "right" figure and that the designer just has to set a number and go with it, but just for the sake of argument what do you think Ironman is really worth in terms of added score?

TheRob posted 03-05-99 05:51 PM ET     Click Here to See the Profile for TheRob  Click Here to Email TheRob     
If you really are a peace keeping sort of guy (or gal), keep handing out techs. This makes everyone like you a lot, plus it's a great way to keep the #1 faction strong so that everyone unites against them. Just be careful not to hand out techs which you haven't built the wonder for yet, or the factions who can't be trusted. Miriam, for example, will often make peace, and then attack you in a turn or so... or even less.

Incidentally, to "optimize" the the challenge at TI level, I also recommend using the settings:
Tech Stagnation -- won't get those copters so fast, and cps will have some defenses
Spoils of War -- if you tend to get the hunter-seeker algorithm, this will make sure you can't keep your tech to yourself. Also, in large ocean worlds, cities trade much easier to sea units with air support
Blind Research -- I'm not sure how much of an inconvenience this is. After all, you can take the time to carefully check what techs you could, in theory, research, and choose a goal accordingly. In fact, I wish Blind Research would bring up a list of techs like regular Research to choose from, but it would be to help you choose your priority.
Intense Rivalry -- Not sure about this, really. After all, if you are forced to go to war, you tend to win. Thus, the game would be decided sooner, as you would gain a decisive advantage, but then you'd get bogged down in a forever war.
No Unity Survey -- Doesn't really make sense, considering you've just come down from space, but what the heck
No Pod Scatering -- Those pods tend to be too much of an advantage, especially since we sentients save those artifacts until way later, right?
Bell Curve -- random events tend to help player more
Time Warp -- 2 things: 1) with no pod scattering, eliminates pods! 2) Also, some factions have a great deal of trouble expanding at the start.

Also, when choosing your custom planet, max out the water area, as that will slow YOU down, which in turn gives the po' little CPs a chance to grow.

Finally, don't play the Morganites. The AI can't play them, so they'll get eaten quickly by the others, and whoever does it will get a pretty god advantage which even a tech meister will have difficulty catching up to.

Have fun!

Analyst posted 03-06-99 10:03 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
TheRob, there are a couple of things in your suggestions that I'd take issue with. First, my observation has been that Blind Research hurts the AI a lot more than it hurts me. I think this is because the AI has tech preferences for factions "hardwired", so to speak, and if they don't get their preferred techs, they're helpless in implementing their hardwired strategies. Humans, being adaptable, can execute stragegies based upon whatever techs pop up in blind research. The result, I think, is a distinct advantage for humans in blind tech games.

The other suggestion I take issue with is your suggestion to use water worlds. I've noticed that the AI will build lots of sea bases, but develop them exceedingly poorly--taking forever to build formers and develop sea tiles. I think the AI is even poorer at sea base development than land base development. The AI also builds lots of conventional infantry units in sea bases that don't have any chance to actually participate in warfare, further wasting resources. Creating waterworlds is a net advantage for humans, in my view.

What I would add to your list is: customize maps so that native life is rare. Humans handle mindworm threats much better than the AI (and get tons of free energy credits from planetpearls in the bargain). You won't get the "abundant life" scoring bonus (which is perverse since abundant life makes the game easier) but you'll get a more challenging game from the AI.

EvilEccles posted 03-06-99 05:56 PM ET     Click Here to See the Profile for EvilEccles  Click Here to Email EvilEccles     
I had an astounding game of Ironman Transcend, last er... Morning.
Naturally, (Sods law) I started on a tiny continent with 2 other factions. Actually the Hive remained insular, suprising as I was UoP.
If you can, try to assimilate a faction of two early on, when economies arent engaged properly. The Believers croaked in 5 turns of the start.
The remaining 6 factions bicker amoungst themselfs. The Hive was rather pathetic and quiet, until Yang woke up and went on a rampage, absorbing most of the Gians, and Spartans, being at war with everybody. The grounds shifted so often, that there were no alliances!, or 'sides'. Yang hammered my front line. He was the best ny far(Gian Tech!) but his many enemies slogged him good until I BUSTED him.
The morale is, divide and conquer. It generally doesnt matter if you at war with everybody, as long as no coalitions rise up. That kept Yang in the Game. If everybody is decking each other, it is feasible to strengthen your fronts, and gulp down people unprepared. The AI tends to focus its attacks on one of its enemies, but if factions change around too much, it turns into a smacking statemate..

player1 posted 03-06-99 06:48 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
A couple of Ironmen have already commented that SMAC is a little too easy. Even with the steep learning curve, I didn't find the Transcend level to be much of a challenge.

I finished my Transcend Ironman game w/the Gaians today: 881% score in year 2339. There seemed to be a problem w/the scoring, however. None of the factions that I had forced to surrender or destroyed showed up on the score board. I also won by Ascention to Transcendence, but instead of receiving the standard 2000 points, I only got 1304 or some weird number like that. It labeled these points as 0 objectives achieved, instead of Transcend victory, yet I was not playing a scenario. I figured it may be because the points were distributed among my pact brothers, but when I reloaded the game and broke the pacts before the ascention, the transcend score actually DROPPED to about a 1000 or so. Anyway, there's some sort of bug there that Firaxis missed. I've got to say I'm a little disappointed, but I'll keep playing (going to try the Spartans, next)

Anyone else see anything peculiar w/the scoring?

Downtime posted 03-07-99 07:17 PM ET     Click Here to See the Profile for Downtime    
I used to play Ironman, but never again. My game just crashed and cost me about nine hours of gameplay. I can resist the temptation to cheat, but I will not play again without backup until the bugs are out of this game.
Oleg Leschoff posted 03-08-99 03:46 AM ET     Click Here to See the Profile for Oleg Leschoff  Click Here to Email Oleg Leschoff     
Do anybody agree that the Ironman option released somewhat strangely. If it is supposed to prevent the 'random generator customization', i.e. save-load many times to get results you need (win battle, get artifact etc), then why it lets you load game and even saves autosaves?
IMHO it must allow saves without exit, and disable load command. Or just disable them all!
jadamson posted 03-08-99 05:04 AM ET     Click Here to See the Profile for jadamson  Click Here to Email jadamson     
The transcend score bonus is 2000 minus 2or 3 points for each turn elapsed. It rewards you more the faster you reach it.
Analyst posted 03-09-99 12:52 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Returning this thread to it's source, I decided to emulate player1's playing style to see what would happen regarding relations with the AI controlled factions. For this purpose I chose Morgan and, as soon as they became available, adopted the Democracy, Free Market and Wealth social engineering options (playing TI of course). The results were interesting.

First, like player1, I had a constant problem with the hostility of other factions. This included attitudes rarely more friendly than Obstinant and a profound unwillingness to trade techs (a real problem on Transcend level, even with Morgan) or enter into any Treaties (a severe problem, if you're Morgan), let alone Pacts. With these social engineering choices as Morgan, only Lal likes you, and of the remaining five, two will be strongly inclined to dislike you (Prokhar and Miriam) and three will declare Vendetta (Deirdre, Santiago and Yang) virtually at the drop of a hat. As a result of zero cooperation and constant border conflicts, I found myself falling behind, even though I had as many bases as any of the AI factions.

At a certain point, out of frustration, I returned to my strategy of buttering up factions by adopting their social engineering choices. My two immediate neighbors were the UofP and the Hive, and the most powerful faction was the Gaians. I changed my social engineering to Police State/Green/Knowledge (death penalty for littering or truancy ). What a difference! In a very few turns, I had a Pact with each of these factions and the energy credits from Pact trade were resulting in more income than the Democracy/Free Market/Wealth combination was previously affording me, with swifter research into the bargain. But the best was even yet to come. Lal very quickly became angry over my Police State and my Pacts with his enemies and declared Vendetta. Shortly after that, the Hive, who also had Vendetta against the UN, began sending me units. In 4-5 turns, it started raining units in my cities as Yang turned over to my control: 14 bombers, 3 artillery, 2 infantry, one rover, a conventional missile and a partirdge in a pear tree I used my Instant Air Force (courtesy of Yang) to carry out a crushing assault against the UN and vault myself from fourth place to first in the game in just a few turns.

That's where I broke off play last night. The Hive and the Gaians are larger and more powerful than I usually let factions get in my games, but the result of this game is not in doubt. There's also no doubt in my mind that I would have been continuing to struggle in the middle of the pack in this game, had I not used my social engineering choices to manipulate other factions' attitudes toward me.

Moral of the story: the stubborn pursuit of the "optimal" social engineering settings for your faction is a sub-optimal strategy. The optimal social engineering settings in any given game are those that result in the optimal combination of Pact Brothers/Sisters, which results, in turn, in the successful execution of a "divide and conquer" strategy aimed at taking on (and taking down) enemy factions one at a time, with help from Pacts. The key to this strategy is knowing the Agenda/Aversion of each Pact and using it as the keystone of manipulation through social engineering choices.

player1 posted 03-09-99 11:23 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Analyst: It's interesting that you tried my methodology to my game, since I've just started a game trying yours

In my current game, I am playing the Spartans
on a very large map. In effect, this negates their offensive military capabilities due to vast distances between players.

Diplomacy wise, I seem to be getting along much better with the other factions, which I found rather strange. As analyst noted, Morgan has a bit of a PR problem due to his sociological preferences. The Spartans, however (Democracy/Free Market/Knowledge) are seemingly liked by all except the Hive. I found this a bit odd since they are supposed to be the most military aggressive of all the factions (next to the Believers), but its true. To conclude the Transcend Diplomacy mystery, sociology choices have the biggest weight on relations with the AI. Manipulating these can signifigantly increase your favor with the AI players, as Analyst noted.

However, I still could not bring myself to be an agressive warmonger I once again adopted my lazzies-faire(sp?) approach to building my empire; I built up a small but extremely functional defense network (I will go into detail as to how I go about this in another post; I'm too tired ) and concentrate on expansion and infrastructure.
In short, I build, build, build!!

The result was very unexpected indeed! After realizing that the supposidly militaristic Spartans had no Creative sociological deficiencies (ie: no negatives on efficiency, economy, or knowledge) I found them to perform as well as the peaceful factions at energy and knowledge production! The result? An economic/technological powerhouse with a highly effective military to boot! Energy income is very generous, and discoveries are being made more frequently than even the University(AI) is capable of! This quickly catapulted me into first place, and I have not fought a single battle to date (2233) save a few disagreements with the native life. The only notible deficiency is the negative industry, but this is miniscule next to the economic boom (minerals can be bought, after all).

Analyst, as to your observation regarding trade income, you are correct. As noted in the manual, any economy bonus past +2 only nets a bonus to commerce. But if there is no one to trade with, that bonus is worthless. The end result is that any economy > 2 is highly dependent on pact relations with the other factions. If you're at war with everyone, don't bother going for that extra economy rating. Its worth switching social prefs. to cozy up to the AI players in these cases.

I also tried using police, but this created too many problems (efficiency and growth was too low) and I went back to my old ways of building Rec facilities and Hologram theatres and switching to a Democratic/Free market economy.

So unless someone really gets on my case, I'm gonna give peace a chance (okay, so I'm a weenie ) Maybe when I play the Believers, the ruthless conquer in me will come out. But for now, Santiago is all hearts and flowers.

Shining1 posted 03-10-99 12:15 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Interesting stuff about the diplomacy.

Yes, the factions definitely tend to get pissed off very quickly at your social enginneering choices if they are out of line. Playing as Santiago, I had a pact of sisterhood with the Gaians, and Deidre was magnamious to a fault. As soon as I switched on to planned economy, her attitude changed markedly. Approx. 10 turns later (after I had contacted her 2 or 3 times, mind), she broke off the pact. We're now at war (which is good, cos I needed her land anyway. And she was #1 by a mile).

This seems to show that using the simple engineering models is quite okay with the A.I leaders (I certainly never used green, I hadn't even discovered it).

However, the reverse (using engineering to GAIN A.I support) doesn't seem to be true. The Peacekeepers have often declared war against me (two or three times this game), yet I always use the democracy choice as soon as I get the chance. What gives?

gotag posted 03-10-99 12:26 AM ET     Click Here to See the Profile for gotag  Click Here to Email gotag     
Player1, Analyst et al, I have read this thread with great interest. Also play at TI, although it seems a bit silly, reloading a save to replay when things are not going like one hoped is kind of like an autoerotic act.

I think I know why the AI seems wonky when you take a lot of cities in a short time. The factions economy is imploding. As humans we predicate our attacks on worthwhile goals ie the enemies best cities, but when we do that the AI is generally left with a large number of cities that can't pay there own way and a large number of units that are unsupportable.
Is it possible that the units that are moveing oddly are trying to get to a base to disband? Whereas we would kamakaze so to at least get some use out of them before the were forcably disbanded.

I have found that a huge conventional missle plus 1-1-1 ampib, drop infantry strat seems to always work. Has anyone else tryed this? With the space elevator this is particularly effective. The AI cant seem to find the obvious defense, lots of real cheap defenders, cost effective me to death.

Any suggestions on how to play the game so as to make it more challageing? Not in the sense of tweaking the factions so they are unrecognisable but in restricting my own play? I have already done the must have noble rep for the win to mean anything. Any suggestions would be most appreciated.
gotag

Analyst posted 03-10-99 08:34 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Shining1, although I'm convinced that, over the course of the whole game, relative strength, reputation and social engineering are the most important diplomacy factors, there does seem to be some flexibility in the AI to consider different factors most important at different times. I'm convinced, for example, that the AI gives a lot of weight to the strength and positioning of your *offensive* forces (and it's own) in dealing with you. There have been times when my offensive units got decimated in a protracted engagement and, suddenly, my relationship with my Pact brothers/sisters starts going south because of it (at least that's my theory).

Another thing: It seems pretty clear to me that the AI regards your Pact brother's/sister's acts of hostility as your own. If two of your pact brothers/sisters are determined to war with each other, and you can't stop it by diplomacy, you need to quickly choose whose side you're going to be on or they're both going to wind up hating you by perceiving that you are an agressor (through your Pact partner's acts).

Both of these things happened to me last night in the Morganite game I was describing. I picked a fight with Dierdre that I really probably shouldn't have and I lost most of my air force to Gaian Tacticals. At roughly the same time, my Pact brothers, Yang and Prokhar, decided to go to war with each other and would not be persuaded to stop. After just a couple turns of this, Yang is "Seething" at me and declares Vendetta. When I mobilize to meet Yang, the UN breaks our blood truce with a surprise attack. My temporary deficit in offensive firepower seems to have set off a chain of events that has resulted in my fighting a three front war with only one Pact brother at my side.

I'm planning on two things to rectify this: a crash chopper building program and a focused effort to turn one of the hostile factions friendly with social engineering and a program of bribing them silly. We'll see how it goes, but past experience tells me that this combination of carrot and stick should be effective.

Gotag, to make the AI as competitive as it's capable of, I suggest the following, in addition to Transcend Iron man: customize a map to standard size, rare life, maximum land and maximum cloud cover; enable spoils of war and disable blind reseach rules and random events; also consider the "no pods" rule and certainly don't use the unity survey.

agoraphobe posted 03-10-99 10:59 AM ET     Click Here to See the Profile for agoraphobe    
Well, it appears the going's gotten a bit rough in Analyst's current game ;-)

But the very good issue that he has tried have others focus on here is whether SMAC's otherwise quite laudable faction-balancing design can be used as a royal road to a predictable diplomatic victory every time, using a divide-and-conquer strategy. From my experience with this game, I believe this to be the case _until_ you are clearly #1, at which point the AI will always pit the #2 faction against you regardless of social engineering choices, unless, as in Analyst's previous game, you don't already have a lock on victory, in which case it spares you the tedium by allowing for a Supreme Leader diplomatic victory.

This does not mean that the "faction-balancing" divide-and-conquer diplomatic game play comes to an end when you become #1, it simply becomes secondary. For example, in my present game as a unvaringly Democratic / Free Market / Knowedge / Cybernetic PK (80% Econ / 10% Psych / 10% Labs, hey, still discover something every 4 turns), the PK has been in a long struggle with the formerly #2 (now #4 but still kicking, see where it's got'em!) Morganites, with whom the PK has agreeably shared a continent in a past attempt at mutually profitable commerce (that worked for the first 200 years). In addition, the (now) #2 UofP and #3 Hive, expansive factions both, have always hated me. That's understandable for the Hive, given Democratic, but the UofP has never given a hoot about Pk's Knowledge / Cybernetic choices. The core bases of both these powerful factions are on the other side of the world and I've never posed a military threat to these.

Note also that the strategy I've experimented with is to get an unbreakable lock on the Guv'norship, with Empath Guild and that other endgame project that increases yor vote 50%, high pop (Cloning Vats, TeleTubbyMatrix, etc).

On the other hand, there has slowly been some diplomatic openings with the previously extremely hostile Spartans. Indeed, PK was in a two-front war with Sparta / Morgan for a bit, that was until Santiago decided to slam a Planet Buster into a base of hers I had just captured, taking a good-sized chunk out of the side of Sunny Mesa in the bargin. Of course, all my enemies now declared Vendetta against Sparta, whose large but structurally hollow empire began to collapse around the edges. The PK managed to disengage afterward and is now in Treaty with them, leaving the Hive and UofP to chew on the edges. I'm concerned that they don't chew off too much, so I'm working on getting a Pact with my former atrocity-commiting ememy - I'd love to use Santiago's far flung bases to get at my real enemies. The only irritant is jettisoning this Treaty with the miniscule Believer faction, who are in Vendetta with Sparta, without taking a diplomatic hit.

Finally, there are the Gaians, who I saved from certain extinction at the hands of the Hive early on, only to have Deirde grow from one to ~nine bases with needlejets flying back and forth across PKs northern continental edge. I made the mistake of not threatening the Gaians into surrender early on after saving them, just not that ruthless I guess. Now she's in a Pact with the Morgans - how's that for gratitude! I currently have a Treaty (I used to have a Pact) and here Free Market has had its effect. Gaia has a Vendetta with Sparta, and I bet if I get a Pact with the latter, she goes to war. I guarentee I'll crush the little ingrate...

The point is, divide and conquer works very well to a point, but even when you're #1 there is still room for manuver - but it is now a secondary factor for the AI.

Pique posted 03-10-99 12:00 PM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
Divide and conquer.

I am conviced that it IS possible to maintain diplomatic relations with two waring AI factions, as I am doing it now and have done it many times before.

My usual diplomatic strategy is as follows:

After the game gets running good, the AI will quickly fill up their continents and begin expanding into sea bases. At this point, if at all possible I will put one (or sometimes two, depending on MY current size) base working on nothing but cranking out cheap 1-1-4 foils.

I usually have at least one faction, and often two, in Vendetta against me, sometimes a faction I haven't even met face to face. I will send my wave of foils out and attempt to take over any size two bases that the enemy AI has recently placed in the water. Sometimes I have to support with an IotD, or a cruiser to knock off the base garrison.

These bases are small, and generally too far away for me to support effectively at this point in the game, but I can usually collar one every 2-3 turns if I am at war with two AI factions.

What I do with these bases is just give them away. I give one to each of three factions that I want alliance with, and when I get to the end of the list I start over at the top. This makes the AI swear pact and keeps it in a magnanimous mood to me throughout most of the game. It also puts the factions I gift in close proximity to each other, and war follows, usually off and on among all AI factions.

Now that my allies are at war with each other, they begin harrasing me to break pacts, but I always refuse, and as long as I keep giving away water bases I will see no rep hit.

This has the further advantage of allowing me to stage out of far away bases that my AI allies maintain. As the game goes on, factions will be eliminated and the AI pacts with each other will change, but you can use this strategy until there are only three factions left, and hopefully by that time alliances cease to matter.

Pique

wentworth posted 03-10-99 03:28 PM ET     Click Here to See the Profile for wentworth  Click Here to Email wentworth     
Even though I like the idea of the diplomatic effect of social engineering choices, I think that they should be abolished. Remember, none of us are influenced in any way by the SE of the AI. Why should they be influenced by ours?

Esspecially Miriam is the victim of this behavior. After all, does any of you ever use fundamentalism? That means you antagonize Miriam as soon as democracy becomes available. And Miriam can't afford to be antagonized, because she needs your friendship. The same goes for Yang.

I can think of some things that could be used instead of SE:
Lal: going to war. having a bad rep. committing atrocities, not voting for him.
Deirdre: pollution.
Morgan: Nothing. He just wants pacts. After all, he benefits most.
UoP: Not sharing techs with him.
Yang: Having more pop. than him.
Santiago: Being military stronger than him.
Miriam: Being in an overall better position.

With these settings, you get a King of the Hill situation. You'll always get yang, santiago and miriam against you if you grow too strong. Morgan's always on your side, but that's mostly in his advantage, especially if he can get 6 pacts. Only deirdre's position is not quite perfect. I would like to see this more than what we've got now.

One last thing: Morgan and I (UoP) had a vendetta. I switched to free market, but he didn't want to see me. After 30 turns, finally he accepted to see me. He demanded 1 tech, which I gave to him. He offered truce, and then a treaty. I then gave him 25 credits, and offered a pact. He consented.

Another time I started as UoP on a LARGE planet. I move my scout south on turn 1, meet Morgan who IMMEDIATELY declares vendetta. Is this silly or what?

Lazarus posted 03-10-99 03:39 PM ET     Click Here to See the Profile for Lazarus  Click Here to Email Lazarus     
Guess Morgan hadn't had time to forget those harsh words of Prokhor's back on the Unity, eh?
Analyst posted 03-10-99 04:37 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Agoraphobe, that was stricly a temporary setback

Pique, that's an interesting variation in the theme of giving away sea bases that I posted earlier. Of course, it's a heckuva lot more efficient to just take other factions' bases and then magnanimously give them away Both you're idea and mine take advantage of the fact that the AI goes gaga when you give away a base to it--even a lousy one.

Wentworth, you're ideas for change belong in the "Constructive Criticism" thread. Your war story about the crowded start positions is something that I've raised in other contexts. The seeding program for starting positions is something I really don't like. It seems to cluster start positions close together way too much. I've even had my base HQ overlap the production of a rival faction's base HQ at the start of a game on a standard sized map. That's really pretty silly. On another occasion, I had three rival faction's base HQs located within an 8 tile radius of my own base HQ, while another large continent on Planet stood empty. On still another occasion, I had a game where UN HQ started out on a one tile island, no closer than three sea tiles from any mainland. I'd love to know how the seeding program figured *that* one!

agoraphobe posted 03-10-99 05:57 PM ET     Click Here to See the Profile for agoraphobe    
Can't wait to hear the thrilling conclusion, Analyst!

Wentworth: That's not exactly true about the AI's SE choices - that is, if we only knew what they were... But we do know what their likes and dislikes are, that's why I went Free Market when I found myself on a large continent with Morgan, even though I had wanted to go Planned because my original strategy featured pop growth at all costs.

Now if I _knew_ their SE choices it would certainly affect my approach to them. If the Hive were Free Market / Wealth / Eudaimonic, I'd certainly perceive them as less of a military threat, at least until the endgame.

You're right about Fundamentalism, though, it's hard to imagine using it unless you _are_ Miriam. In that case, just zero out you Labs allocation and crank out the probes and assault units - a viable strategy, BTW, but best done with Miriam. Here's the case where the "suboptimal" is the best one (indeed, the only "best one"), but only for the Believers.

On initial colony pod seeding, I've noticed that 1) Morgan tends to land either near or right on the Monsoon Jungle (forest?) and 2) the Monsoon Jungle is a highly valued prize by all factions (gee, I wonder why), who make great efforts to intervene there if no one faction had a firm hold on it. Or even if a faction does, they attack it a lot. This might partly explain why Morgan seems to encounter so much hostility at the beginning. It's not Morgan they're after, its the Jungle!

Well, off to try out some of what I've picked up here on my current game. Goal: get a pact with Sparta and get Gaia to surrender.


player1 posted 03-10-99 06:59 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Wentworth, I think Firaxis's decision to use Social Prefs. as a determinant for the AI's level of volaility was intended to give the game a "real-world" feel. Unfortunately, as you noted, the player doesn't adhere to these prefs. as closely as the AI, making us humans more flexible than the AI. I think Firaxis was on the right track (after all, the same thing goes on in real-life international relations) but it really doesn't fit into the game well. There's no penalty for a Democratic/Free market player to form a pact with a Police State/Power hungry AI faction; perhapse there should be! You're absolutely right.

Analyst, if you want to read about my situation that I got into while playing the Gaians, read the "I'm the meat in a whoop-a*s sandwitch!" thread that I posted about a week ago. I was in the exact same situation, and got hit by a three way assault by three different factions IN THE SAME TURN! The coordination of the attack was brilliant, although Im sad to say that it was probably coincidential that the factions all struck at the same time, and was not premeditated. But I made it through okay, and squashed out the bad guys in a massive attack that was so successful that I was five times larger than the second place faction. So there is light at the end of the tunnel; you're just gonna get roughed up a bit before you get there

You mentioned building copters to help defenc yourself. I realized that I have NEVER seen the AI attack with copters; anyone else notice this? It could be coincidential, I'm not sure. But I never build any myself because they are so unfair (the AI already has a big enough disadvantage from being dumb), so maybe the AI followed suit? Now THAT would be interesting!

martinl posted 03-10-99 07:36 PM ET     Click Here to See the Profile for martinl  Click Here to Email martinl     
I've used fundie as a morale booster. Sometimes the +1 means the difference between starting out as Commandos or as Elites. When that happens, it is well worth the effort.

Probe bonus doesn't hurt either.

Analyst posted 03-11-99 10:34 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Agoraphobe, every rule has an exception (except that one-heh) and you are absolutely correct that the optimal way to play Miriam is by adopting the ordinarily sub-optimal strategy of mimicing her personality as played by the AI. Actually, I've found the same is true for Yang, if you are using the 2.0 "enhancement" that zeroes out Yang's efficiency penalty. Yang is a steamroller when you adopt Police State/Planned and get no efficiency penalty for your trouble.

Now, for the next thrilling chapter in my Morganite experiment My plan to turn another one of the AI factions into a Pact brother didn't quite work out. After I got what I deemed a sufficient amount of helicopters built, sunspots blacked out communications with other factions (forgot to turn off random events this game). Unfortunately, this happened before I began Stage II of my recovery plan, social engineering and bribery. so I got stuck for 20 years with three enemy factions.

Now, for the *real* bad news: the moment the communications blackout went into effect, Lal hit me with a PB. I hadn't been paying much attention to him because he'd been reduced to five bases and was no longer a military threat in my mind. While I wasn't paying attention, he built a PB and instantly launched it at the first suspot blackout opportunity. His targeting was interesting. He didn't take out my HQ or any base with a Special Project. Instead, he targeted the base I was using as a staging area for preparing my assault against Yang. That base had about 20 or so conventional military units stacked in it, massing for a wave attack to coordinate with my copters. Fortunately, my helicopters were based elsewhere (kind of spread out).

The good news is that with my copter force intact, I was able to convert some other units to drop units and proceed with a helicopter wave/drop unit assault that has left Yang, Dierdre and Lal all decimated. The University is still my Pact brother. The Spartans were wiped out long ago. That leaves Miriam as the number two faction, and her military, as usual, is badly out of date, so that's just a mop-up job. The PB thing was discouraging, but well short of a fatal event. I think I'll aim for orbital defense pod tech before taking on Miriam, though.

Player1, your copter observation is more evidence that my theory of the AI mimicing the human strategy is right (even if I did get PBed by Lal last night). The AI builds a lot of copters in my games. It doesn't use them well, but it builds them. In the game I'm playing now, UofP has built quite a few copters and given them to me to help me contain the agression of our mutual enemies.

Agoraphobe, I haven't noticed that any one faction gets seeded into Monsoon Jungle more than any other in my games, though it is the case that the only time I was ever seeded into the Jungle (played about 30 demo games) was when I was Morgan (not the game I've been talking about). I'll certainly second your observation that the AI values the Jungle territory extremely highly. With good reason I might add, since the faction controlling the Jungle always shoots out to an early lead in my games.

Player1, time for me to go look for your "whoop@$$ sandwich" thread. Methinks you might be watching a little too much Celebrity Death Match

player1 posted 03-11-99 11:06 AM ET     Click Here to See the Profile for player1  Click Here to Email player1     
An important note about AI planet-busting:

When the AI decides to push the big red button, it seems to have a very specific criterion on what to attack. I remember a post where someone speculated that the AI chooses the lucky recipient of the PB to be whichever city has the largest total number of offensive attack points. By this, I mean that if you have a city with three 8-4-1 units,the total offensive attack points for that city is 24. So if you're getting ready to mount an invasion, and are storing a large number of offensive units in one city, this will be a primary target should the AI decide to launch a nuke.

Of course if you have a PB of your own in one of your cities, that city will be the AI's primary target (one PB has an offense of 99).
A good experiment would be to build a large number of offensive units whose points total up to more than 99, and store them all in one city when an AI planet bust is inevitable. Place a PB in another city, and see which one gets nuked. My money is on the city with the higher attack value.

This also proves something else that's interesting. When I got nuked in my last game, the AI hit my city which held my single PB. I reloaded the game and moved the PB to a new city to see if anything changed. Sure enough, the AI struck the location of the PB again. When I reloaded a third time and moved the PB to an allied city which was at peace with the offending faction, they nuked the city which held the largest number of offensive units. This not only firms up my assumption about targeting, but also indicates that the AI has complete infiltrator data on all of your cities; even if they haven't infiltrated your datalinks!!
In this particular game, the offending faction (or any other) had NEVER hit me with a probe team; yet they knew where all my units were!

And what's wrong with a little Celebrity Death Match, anyway?

Pique posted 03-11-99 12:39 PM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
There are some interesting comments on AI PB's in this thread. Now that Analyst has been hit with one, I wonder if I'm the sole player to STILL not have witnessed an AI PB attack...

As a rule, I also play with random events turned off, for the same reason Analyst has detailed here and in other threads...the AI just does not handle them as well as players do.

Player1, while you were getting busted, was the random events toggle on or off? Were sunspots in effect? I am very curious to find the AI's PB 'trigger.'

One other odd thing I've noticed, kind of unrelated. In my last game, Miriam had declared war on me as usual, even though we were across the globe from each other and had had no unit-to-unit contact. I happened to capture an IotD with a boil level worm on it while exploring the ocean, and dropped the worm off on the Believer continent when I passed by there.

Well the first couple of years, the worm sat in fungus and was attacked maybe twice by some weak Believer units, and then I started running it out of the fungus, killing maybe a former or destroying a mine, then going back to heal up.

The believers began to make 'runs' at the thing, then just passing by with their units. They would fly by it with needlejets once every two or three turns, things like that, but never made any serious effort to kill it.

In all, I kept that single unit doing terrorist activity on the Believers continent for well over 150(!) years, and they never killed it. When, towards the end of the game, I got to that corner of the world and began mopping up the continent, I found it was absolutely FULL of empath and trance units...it seems this is all Miriam built for the long decades my worm sat on the continent, but yet she never made a serious move against my single lone mindworm. Crazy. I am trying this out again in my current game, and so far my terrorist worm is ~50 years old...

Pique

absimiliard posted 03-11-99 01:21 PM ET     Click Here to See the Profile for absimiliard  Click Here to Email absimiliard     
Pique: I still have yet to get clobbered with an AI PB attack
I think that the Miriam not taking out your lone 'terrorist worm' is due to this. Some people have noticed similiar behaviour regarding copters that go 'terrain-wrecking' and speculated the following. The AI does not really recognize the destruction of enhancements as a 'threat' thus it does not attack such units unless they change their behaviour and attack something. Interestingly I've never heard of this behaviour with a ground unit. Plenty of stories of rogue choppers not getting hit while interceptors fly by exist, but I thought that ground units just generally got clobbered. Maybe PSI units are the key, or perhaps just natives?? I've noticed that normally mindworms won't attack my mindworms. Maybe the AI treats ALL mindworms as if they were under the control of Voice.

Analyst & Player1: I was under the impression that the AI had total visibility on both the map and your cities. Someone (might even have been you Analyst) stated that the AI build queues were constructed with input from what was in your build queues. If so this would readily explain how I and others can see the AI with masses of choppers, since I love them, and some few other people see no choppers in AI factions since they don't build them themselves. If the AI weights its build queues based on your build queues the lack of choppers would logically enough result in a low build priority for AI choppers, and thus the lack of them being built.

Finally, on the random events issue. I will agree that some of them seem to harm the AI but I have found that the bad events universally happen to the front runner, thus evening out the game to some extent. Also I firmly believe that a PB trigger is sunspots or the revocation of the UN Charter. Since I won't let the revocation through, I'll bribe to high heaven to prevent it in fact, the only real PB trigger seems to be the sunspots. Thus I tend to play with random events turned on.

Oh, Player1, interesting theory on the targeting of AI PBs. I'll bet 1000 energy that you are right. But I have this question.... "if you did all that reloading to determine AI PB targeting you're not really being very Ironman are you!" <sticks out tongue and makes loud raspberry at you>

-abs

Analyst posted 03-11-99 01:23 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Player1, well my PB experience does nothing but confirm your own observations. I'll also say that BR can deny it 'til the end of time, but nothing else explains AI behavior in this game except that it's "looking" at your unit production and placement. In the Morganite experiment that I've been describing, no faction has successfully penetrated my datalinks. Lal was governor for a while, but not now. Whenever I've lost my governorship, I've also lost my limited data from that post. It's also worth noting that the manual is imprecise when it says that being governor gives you a penetrator in every faction. The level of information is lesser than if you used a probe team.

Speaking of probe teams, I got a minor jolt last night. I had a probe team in a base destroyed by an enemy probe team, even though I had the HSA project. It seems that the game moves directly to resolving probe v probe combat *before* checking to see if the HSA should destroy the enemy probe team. I don't know if that's a bug or a deliberate feature, but it sure doesn't seem right.

I'll tell you one thing. I'm getting sick of watching Prokhar march about a dozen state-of-the art offensive units back and forth between two of his cities instead of going out there and hitting Dierdre with them. The corrdinate battle plans feature doesn't change his behavior. He just keeps shuffling his units back and forth. The more I observe the repetitive and inane unit movements of my Pact Brothers/Sisters the harder it becomes to convince me that any progress has been made with this AI at all.

Pique, what a story! Dramatically demonstrates how easy it is to pimp the "reactive" AI into building expensive, specialized units. Also demonstrates how far this AI really is from being capable of any form of sensible defensive or counter-attack strategies. As long as you attack it, instead of waiting for it to attack you, it's helpless.

Footnote: I wonder if this doesn't also imply that the AI is built upon too much of a focus on *bases* as military targets and military threats? That this focus tends to disregard dealing with anything as a threat that doesn't directly involve attacking or defending a base? Or maybe it has something to do with the native life form, as opposed to the conventional unit? Hmmm. Wheels are spinning . . .

Analyst posted 03-11-99 01:31 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Whoops, cross posted with absimiliard who made several similar observations. I'll second his observation that the AI factions seem to ignore your mindworm units, *but* definately will counterattack them if they attack an AI base. Since the advantage in psi combat goes to the attacker, this is a particularly glaring infirmity to build into AI behavior.
Analyst posted 03-11-99 05:29 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
I know that serial posting is mortal internet sin, so MEA CULPA. There's one more bit of ground I'd like to cover on the subject of strategy, though.

One of the sharp distinctons between Player1's playing style and my own is his inclination to play for the build, while my own view is that building is simply something one pauses to do to prepare for the next war. I think I've discovered one basis for that difference in my current game, begun in the fashion of emulating Player1's style.

I've become hopelessly addicted to Free Market in this game. My early adoption of Free Market in this game necessitated the early build of Rec Domes and Holo Theaters in all of my core bases, which lead in turn to a much greater focus on brick and mortar infrastructure accross the board because I needed to get all of those psych improving buildings and, well, I could afford it. But this has lead to a viscious cycle. Now that I've got all of those expensive shiny buildings, I gotta pay for them. Free Market is the difference between scraping by and really living.

Of course, with Free Market and Democracy, Police power is useless, so I've been fitting out my base defenders as Clean Trance units instead of Police. So if I want to switch social agendas to my more accustomed Police oriented choices, I'll have to expensively upgrade all of my units first, which I need to keep Free Market to pay to do, but I always seem to spend the energy credits on something else first, etc. It's an unbreakable cycle.

Plus, with those air units and units out of base causing drone creation, I've had to really keep a tight reign on my air force and massive military operations, leading naturally to more focus on base building, etc.

You all can see the point here (I hope--I'm kind of rambling). Essentially, my faction isn't in a groove so much as a rut. Everything I've done has revolved around that Free Market social engineering choice and doing without it leaves me without an offsetting advantage for the loss of economy. My faction is addicted to Free Market. [It's how I picked that fight with the Gaians that I wasn't really ready for--I had to get off of Green and get back to Free Market and to hell with the Gaians and what they'd think of that!]

I can now see why Player1 couldn't really bring himself to emulate my warmongering ways, even when he played the Spartans. He was still using the Free Market engineering choice. That one can really become the tail that wags the dog. Once you choose it, you start building your whole game around it and there's no going back.

player1 posted 03-11-99 06:44 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Yes, its true! (sob) I'm hopelessly addicted to Free markets!

But for good reason. Instead of building up a large military, I keep going back to building up the infrastructure of my cities. The result (about 150 turns later) is a whole continent full of cities gushing so much cash I can't spend it fast enough. The mentality is: whenever I'm presented the opportunity to build a military unit, I tell myself "Well, a new tree farm or energy bank wouldn't hurt. Aw hell, I'll just build my Chaos rover next turn!" And this goes on for the entire game. Sure, I've got a decent military, but its only big enough to guard what's mine and thats it. The other problem is, these built up cities are spitting out techs so fast that by the time I finish a new military unit, it's already obsolete!

But that's not to say that it's not possible to build up a massive invasion force. You see, energy credits are an incredible boon to industry as well. In all my games, everything I build only takes half as many resources (and turns) to build than normal because I always pay for the second half of production with my surplus energy credits. After all, when you're raking in 1500 credis a turn, you've got plenty to spare. Of course, you're still hopelessly addicted to making even MORE cash... until some fool decides to hit you with a PB. That's when the $hit really hits the fan. At this point, your income is so enormous that you can build the army of darkness in three turns. In fact, that's exactly what happened in my last game. After I siezed a modest 6 cities from my foe, he promptly nuked one of my peaceful cities. I responded with a swarm of locusts five turns later, and captured all 25 of his cities another 5 turns later.

So the moral of the story is, the free market factions are late-bloomers; their military performance early on is mediocre, but if left unmolested, they will grow so powerful that no army on planet can even dream of stopping them.

absimilard: Even Ironmen have their off days

absimiliard posted 03-11-99 07:09 PM ET     Click Here to See the Profile for absimiliard  Click Here to Email absimiliard     
Hello......My name is Absimiliard....I'm a Free Market addict. <laugh>

I have found that the low military problems of free market are easily solved for me. I typically devote one city to punishment sphere/all production-stuff construction. This city then builds hordes of clean air units, ground units, etc. If another city builds military I then send it off to the punishment-sphere city and 'home' it there. Voila, no drones!!!!! All the military you can build!!!!! (tactic stolen shamelessly from my betters on the SMAC dictionary thread See 'Army Laundering')

Even so I am far more peaceful than you Analyst. Not that I have grievances with your bloody style, it sounds incredibly effective. It is just that my play style has always (CIV, MOO, MOM, CIV II, MOO II, etc) been that of a builder. If I have to fight (Yang, Miriam, Bueller, anyone.... ) I'll pummel my opponent into submission pact or death, but if given the option I'd rather form a pact or treaty and build, Build, BUILD!!!!!!


BTW Player1, I was just kidding ya.

-abs

Analyst posted 03-11-99 08:21 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Hmmmm. Use the punishment sphere like Civ II's Shakespear's Theater. *slaps forehead* Doh! Now I feel like a dope for not thinking of that myself!
player1 posted 03-11-99 09:01 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Shoot, I never thought of that either. Sounds like a great idea. Never mind the fact that thousands of citizens will be zapped into submission by the sphere-o-pain, but, like Machiavelli said, "The ends justify the means" (shiver)!

Of course, you can also build up that beastly army by jacking up your psych level, but that means less energy and tech.

Now that I think about it, when I launched my Behemoth Blitzkrieg in my last game, I had no support problems, despite having several units outside of each city. Although, I did have golden-ages in nearly every city before hand, so drone-riots were a mute possibility anyway.

Absimilard: shame on you for dissing my Ironman tactics Maybe "Rubberman" is more like it (bouncing back to an old game if you object to receiving a helping of "whoop-a$$ from the AI) Forgive me Ironmen, for I have sinned!

Pique posted 03-11-99 10:41 PM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
Analyst: Probe teams- I noticed that the AI continues to send probe teams to their death repeatedly (at least Miriam does) despite the fact that you have the HSA SP. In one game she wasted at least 10 teams trying to mess with my units while I invaded her continent. Didn't know about the combat b/t teams being resolved before the check though.

I confess I'm with player1 and absimiliard when it comes to the build strategy vs. the warmonger approach...I just enjoy that style of game more, always have. This leads to some tough starts, I'll admit, but once you get rolling...

I also use the punishment sphere strategy, but typically I build it in two or three seperate cities around my empire, so I won't have to travel my units that far to reassign them. To pay for them, the sphere cities need large mineral income. Typically, what I will do is go to either the north or south edge of the map with a few formers and build first an airbase, then tons of boreholes. I will ferry supply crawlers out there from the support cities and send back massive mineral amounts without altering the temperature (food production) too much near my civilization, and station 'copters out there to protect the crawlers (before these advances are available I'll just protect with my navy). Later in the game, after you get all the multipliers for mineral production, the output in these cities becomes ENORMOUS! This of course leads to native life problems around the area, etc., but the game is usually close to over by that time.

BTW, I usually play with the slow tech advances option toggled on, so some of the multiplier facilities come relatively late in the game.

As far as you Ironmen, I probably shouldn't even dare to post on this thread, as while I play Trancend, I get SMAC shutting down on me about once every two hours (no error msg., game just closes for no apparent reason) so I really have to reload my last autosave turn or face MAJOR frustration from two hours of wasted game play. I AM mentally strong enough to just 'take it' when I lose a combat I thought I could win or open a pod and find myself surrounded by 8 great boils...

Pique

absimiliard posted 03-12-99 12:32 AM ET     Click Here to See the Profile for absimiliard  Click Here to Email absimiliard     
Hey all,

Pique: Don't sweat it, in my book not restarting just to redo battles/pod-openings constitutes Ironman. I really was just razzing Player1 in fun. No malice intended. And frankly, if SMAC crashes on you that often (you have my most sincere condolences BTW) I would start from autosave constantly too.

Now, on more serious matters.....

Current general strategy for those who care:
Currently I am of this theory on playing SMAC, deep regards to CEO Bernard et al in the Morganic strategy thread. (BTW this will NOT work in multiplayer games, humans will spot and counter this strategy WAY TOO FAST) For now I am in favor of a three-pronged strategy regarding city development.
First: I have one city build my headquarters, thus reducing efficiency penalties to 0. This city builds solely supply crawlers and research/economy boosting projects/improvements. Combined with this I devote a HUGE number (min. 5) of my formers to creating a massive area of solar collectors and echelon mirrors. They also raise this area's altitude up to 3000+ metres. All other supply crawlers 'home' to this city. All of this cities supply crawlers go to the 'University Energy Fields' and convey energy to my city. This results in a massive inflow of cash and research in this city.
Second: One, sometimes two, of my cities build morale improvements/punishment spheres/and mineral-boosting improvements. These cities then produce the bulk of my military units. Any other military units I produce, or am gifted with, are 'homed' to these cities. This gives me a military I can support even in a Free Market.
Third: All other cities produce predominantly research-boosters/economy-boosters/drone-suppressors. I.E. all my other cities just produce and efficiently use energy. These 'third-tier' cities also produce special projects not suited to my first, or second, tier cities.

Pique(again): You bet my 'second-tier' cities just swarm with eco-damage. Just like yours. I just keep extra empath rovers around them. Heck, the extra energy from planet-pearls does me good!

Player1: "thousands of citizens will be zapped into submission by the sphere-o-pain" Bah, I typically play Zakharov. I'm not supposed to be a 'nice-guy'! I'm an immoral SOB devoted only to science . More pertinently, I believe your comments, from long ago, about the AI thinking in offense/defence terms on a 'base' level are correct. My experience would seem to validate the theory that the AI bases its decisions on 'base vs. base' conflict, generally ignoring armies in the field. On the other hand I wouldn't take that theory too far......

Lastly: Has anyone tested the effects of the Ocean Based Strategy' in the Strategy and Tactics forum on TI level play? Yes, Analyst, I know it is a strategy designed to exploit the AI's lack of competency at sea. But it is balanced by the early-game lack of minerals, I think. In any case I'm curious what TI players think of it.

-absimiliard

ViVicdi posted 03-12-99 12:51 AM ET     Click Here to See the Profile for ViVicdi  Click Here to Email ViVicdi     
Hey, "Army Laundering" was my idea! Glad I could help!

With "Clean Reactor" and a Punishment Sphere you can field Vast Armies and still keep the stock exchanges open past midnight ...

I play Morgan, usually on Green / Wealth, but I really hated the Morale penalty, so I went Free Market / Knowledge ... so that I could go to war. Ironic, eh?

I built The Ascetic Virtues (it might be out of character, but it brings some balance into the lives of the hab-hogs) and found it made Free Market warfare pretty comfortable. Laundering through a Punishment Sphere makes it even more so.

Oh yeah, and borehole temperature changes aren't a problem if you grow forests, which you should on a base with a Punishment Sphere, which should be at low altitude anyway so you can launder ships through it. High production at this base is good because the more it produces the more flexibility you have on "Clean Reactor". (I don't put Clean Reactors on my ships, for instance.)

Does anyone here use Punishment Sphere on a more widespread basis, say for captured bases?

StargazerBC posted 03-12-99 06:54 AM ET     Click Here to See the Profile for StargazerBC    
As of Tuesday, the 9th of 1999 I have become a Transcend Ironman, Tech Stag, Blind Research, Tech Spoils, No Unity Pods. The only time I save is when I'm about to quit so Ironman wasn't a big deal. What worried me was Tech Spoils because then my peace loving, building and researching crazy cities would be vieing for the highest tech ranking against people like the Hive or Spartans esp. I must say, It's right up there with playing Deity in Civ or Impossible in MOO2. After the 5th game (first 4 I dropped out because darn it! I want ALL the Secrect Projects!), I've come to appreciate the AI. I'm on my 6th game using the same pref's. Democracy/Power/Green. I don't care much for the Free Market because I can always steal money (esp when 50% of my attacking forces consists of spies). My spies love those red faces over enemy cities. Btw, I'm playing Pk's. I use PK mainly because of their bonuses in votes and talents. Yet, the only time (it seems) I get a good trade thingie going with about 3 other factions--err, a decade or two after I build the empath guild, become governor, end acrocities. I don't have a large offensive army because I find that specialist units work much better--guerilla warfare. For example, if I see a horde of units coming to attack me (build those sensors early on!) I move my Mobile Art. into place and then pick them off with my heliocopters. If I lose a city I immediately destroy all roads/magpipes (I have one "highway" were all cities run along so it's easy to blockade) to and fro that city. I think the key to a good defense and offense is to treat your cities as city states. I never depend on more than another city to back up one that's being attacked (two means I need to fix the defending city). I always build magtubes (until I get droppods) so I can reinforce a city that has just been missiled) Extensive use of patrolling units with Air Superiority and AAA vs. Air attacks (my submarine crusiers and carriers) help to pocket my country against large invading contingents. Btw, I always get my cities back using spies. And to play Devils advocate--I do love my fighters--use them for internal defense (ie, those stray helios/fighters) to pick off units that wander too far into the heart of my country.

How do I get to this point? lots of coloy pods so that in about 20 turns I have a lot of cities under pop of 2 ready to grow. so basically it's like this--1st city, pod and pod. 2nd city, garrison/pod/building or terraform/pod/building/etc. while first city builds. 3 city same as 2nd. Sometimes I have to use Wealth for the Industry bonus. my tactic is not to over run the enemy but to out colonize'em. After I do that I don't out colonize them anymore, I weaken them (I love long games). Heck, I don't have a huge military (huge meaning more than 10 attacking units)until I have a hover tank. (my Logic is--why waste time building expensive units when researching is expotentially increasing where you'll have to upgrade constantly and divert production time) What really gets me is when I get Planet Busted. Then my 25 or so cities begin to shrivel. Welp, that's the dilemma I'm at now. Pardon my fragments. It's 4 am and I'm going through victory withdrawal in SMAC.

StargazerBC posted 03-12-99 07:19 AM ET     Click Here to See the Profile for StargazerBC    
I HAVE USED THE OCEAN STRATEGY.

yep, This was my 3th Transcend, Ironman, Tech Stag, blah blah blah game. I thought about using it because I was on a small island (the little patch of land all the way center-north of Planet. 6 land cities, about 13 sea colonies. I couldn't follow my usual strategy since sea coloy pods and sea formers cost much more to make (so I was vastly out colonized, Morgan had about the same amount of cities as I did!). Most of my colonies were near small patchs of land (usually about 6 square of land) and/or near a mineral patch so the production problem was solved. The only trouble I had was not being able to build all the early secret projects (missed out on Merchant Exchange, and a few others). WARNING THOUGH: Do not build near large continents unless you plan to have land cities near (esp. half surrounding) your sea colony real soon. If you do you're bound to be near 2 or 3 aggressors. I found my cities easier to defend too, except in the case of missles. Hard to support cities without magtubes. Expect to design a lot of specialist naval and air units.

A neat sea patrolling maneveur--I use generic crusiers 1-1-8 (sub, radar) as cheap mobile patrolling sensors (were I expect to lose a few). After that sea game, I use these excessively. Right now I'm putting Psi armor on them for obvious tactical defense reasons. Until I find reasons to hate'em, I just love'em right now! When I detect something I move in my carriers or crusiers and mow them down.

The strategy is mostly for specific areas. I doubt it'll be very effective if you're on a continent or want a lot of production. Wealth and Research come easy though. As for Nessus mining stations, survive to that point first. It's a long way to go. Especially, production wise to get a lot of satellites up.

BTW, anyone know anything about Psi units modifying where an AI Planet Buster will go?

Analyst posted 03-12-99 09:02 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Pique, I also noticed that the AI doesn't seem to "learn" that you have HSA and continues to send probe teams to their doom. I guess if the ability to destroy your teams by probe v probe combat, despite the presence of HSA, is a feature and not a bug, then the AI behavior makes some sense (though it's still wasting a lot of resources just to pick off the occasional probe lurking in a base).

You all seem to be employing enormously more involved and complex terraforming strategies than I have ever done, myself. I'm big on trees. Plant 'em once. Watch 'em grow. Methinks, now, that I better understand the thin margin I'm operating on in my Morganite game and why it's been such a struggle (and why I'm addicted to Free Market). I'm clearly behind the curve in maximizing my terrain resources in a build game and can learn a lot from looking over your virtual shoulders.

Tell me though: what's going to happen to all of your pretty solar collectors, condensors and boreholes (and, therefore, your whole strategy) in a multiplayer game when I show up with my massive military and pilliage your lands down to the bare soil? mwuhahahahaha! Seriously, I've had a number of easy victories in multiplayer Civ II against people who spend the early part of the game building structures instead of units. In the great guns v butter development question, y'all better be prepared to shift your focus to guns in the multiplayer setting. I'm not going to be as passive as the AI in letting you build up peacefully. [Hollow threat, actually, as it's difficult for me to picture playing a lot of multiplayer SMAC for reasons I detailed in the Constructive Criticism thread.]

Absimiliard, I've never consciously deployed the Sea Base strategy, but I do love building bases in the Freshwater Sea. With that food bonus in those waters, a fully developed base in that terrain is just obscenely productive (the wet version of the Tropical Forrest area).

StargazerBC posted 03-12-99 10:12 AM ET     Click Here to See the Profile for StargazerBC    
Yes, it's true that forest work great and all the condensers/boreholes/collectors'll do crap when random effects wipe them out in one turn. But then again, forests are grossly inefficient (eco and food wise) during the mid and later parts of the game. I do forest areas where production is sagging. Don't do forests in cities that will damage the ecosystem (which basically defines my gov't as Democratic/Green/Power/Thought Control. I have to admit there are some games, where I am really close to a neighbor, I build up my military fairly early on to wipe out the 3-4 cities run by a faction. It's easily said that there are no perfect strageties except a dynamic one. I still colonize as much as possible though. 12 cities, alway from harm and ready to grow will always be better than 5 cities away from harm, grown, and militarized.
absimiliard posted 03-12-99 10:14 AM ET     Click Here to See the Profile for absimiliard  Click Here to Email absimiliard     
Analyst: Agreed, a base in the Inland Sea is just wonderful . Better yet is playing on the large map of Planet and getting 3 or 4 bases packed in there!!!!!!!!

Also, I believe I did mention that my terraforming strategy was innapropriate for MP play. Although since 'University Energy Fields' is always surrounded by my cities (I leave a 5X10 or so stretch unused in my midst for this special purpose) that area is reasonably difficult to blitz. Though a PB would do HORRIBLE things to it my main MP concern would not be for the terrain enhancements but for my enemies trashing my supply crawlers all just sitting around there. Very vulnerable to a suicide chopper strike.

-absimiliard

Pique posted 03-12-99 10:20 AM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
Analyst: I believe you would in fact destroy my faction in multi-player...your style seems MUCH more suited to use against other humans than mine. In fact, the only games I've EVER played multi-player were Warlords III (which doesn't even compare) and Stars!, where my multi-player strategies were similar to single player (needed either hyper-producers or hyper-expanders in any case to be really successful).

ViVicdi: As far as I know you did pioneer the PS strategy, and it is one of many I have stolen from the excellent people on this board. I have not ever used them for captured bases, as typically by the time I start my 'sweep the world' campaign, the game is almost over, and the bases are only important to me in that they are now mine and not the AI's. I usually have nutrient sats galore by this time, and I do not hesitate to put as much of a captured bases pop into specialization as is neccessary to maintain control of it. If I do get into a war of conquest early (not often) I will change my social choices to strengthen police ratings, and put as many 1-1-1 police units in my bases as neccessary to maintain order (another tactic garnered from this group).

Sea bases- I only build them if I need something to give away in an emergency and can't find one to capture (as per Analyst). I REALLY dislike them...

absimiliard: I've never built your 'solar city,' but I'm going to have to try it. I do usually try to build one super research facility with as many research facilities and SP's as I can put in it. I think I depend way too much on Probe Teams to stay on top in research for most of the game. This doesn't put me too far on top, mind, but usually the AI's have different advances, and if I can get them all plus whatever I manage to find on my own I'm a little ahead all the time.

My first priority on contact is always to infiltrate databanks, then I usually just start ferrying probe teams across constantly and stealing tech until they have nothing I do not. I usually do not engage in any probe activity besides these two options. I have tried massive credit diversion against the AI but it may take me 10 probe team insertions to steal 100 energy credits- just not worth the effort (not to mention the occasional dead probe team) IMHO.

Pique

player1 posted 03-12-99 12:40 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Stargazer: Welcome, fellow Ironman! First, you mentioned that you wanted to get ALL the secret projects in Transcend. I just want to mention that I'm lucky if I even build HALF during the game, so its okay to lose a few to the AI (you can steal 'em later! Heh Heh )
Your idea of using scout cruisers is a good one; I do the same except I use needlejets (AWACS, if you will) w/the deep radar option and a clean reactor. Since the unit is essentially a non-combatant, it never goes obsolete, so its worth the clean-reactor add-on. Good for spotting those enemy invasion fleets; try backing them up with a battery of missiles inland and see if ANYTHING gets through (in my case, usually not)

Analyst: You want to know what my incredibly complex algorithim for terraforming and construction consists of? Forests, lots of them! And that's pretty much it.
Surprised? There are several reasons for this:
1) Forests expand into nearby squares, which cuts down on terraforming times
2) Forests are easy to plant, and take about a QUARTER the time to terraform as opposed to a road/farm/solar square
3) A forest square can potentially yield the highest output of ANY terriformed square when coupled with a tree-farm and hybrid-forest (3/2/3) per square.

Basically, the only squares where I do NOT plant forests are in rainy rolling squares, in which case I will build farm/solar improvements. Exceptions are on mountains, where I will build the forementioned "Solar City" that someone here posted. And of course, you can't plant forests in rocky terrain; I build a mine/road, and then build a supply crawler to retrieve the minerals (since the square is only outputting one type of resource, its perfect for crawlers)

Forests have ANOTHER advantage (as if they weren't good enough). You can build boreholes in nearby squares without worrying about negative ecological consequences. Forests REDUCE eco-damage due to terriforming, and as someone already mentioned, the resulting rising temperatures have NO EFFECT on forest squares? And if you ever decide to replace your forests with another improvement, you get 5 free resources for "harvesting" the trees!

So what's the downside to forests? Beats me.

player1 posted 03-12-99 12:48 PM ET     Click Here to See the Profile for player1  Click Here to Email player1     
Almost forgot. In regards to multi-player, I'm not sure whether Analysts or my own would be ideal. I speculate that Analyst's military mindedness would be very well suited for smaller maps where its easier to get at opposing factions. Constructive-minded players would flourish in the larger games, where distances between players are, relatively speaking, much greater and harder to attack. But it be interesting to see. Analyst, I'd love to match wits with you in MP sometime; I'd be cool to see which way to play is best.
StargazerBC posted 03-13-99 02:19 AM ET     Click Here to See the Profile for StargazerBC    
You're right Player1. . it seems IMPOSSIBLE to build all Secret Projects right out, especially if Blind Tech is turned on. Right now the best I can do is about 3/4th of all current secret projects. I have 7 mineral rich (out of 26) cities within my country devoted solely to SP's (shuffling between buildings and SP's). Hehe, it's kinda cool when I can build a SP in under 20 turns

My current favorite unit--Submarine repair deck carries with clean reactor radar heliocopters. I send these out to enemy unit rich areas and pick them off and for exp.

In reference to someone who said point of game is to win: Seriously, after so many different victories. . the point of the game ISN"T to win anymore. The point of the game is to play , winning is just something along the way. Anyone disagrees?

BTW, my Favorite Gov't is Democracy/Green/Power/Thought Control (after sometimes Cybernetic after the neg effects get deleted) I know Free Market is very popular right now but full pref's for gov't specs?

Darkstar posted 07-20-99 02:34 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Heave Ho! And a bottle of Rum!

-Darkstar
(Boosting the TI Threads to prominence again...)

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