Alpha Centauri Forums
  The Game
  Killing Planet

Post New Topic  Post A Reply
profile | register | prefs | faq | search

Author Topic:   Killing Planet
Victor Frankenstein posted 03-16-99 11:17 PM ET   Click Here to See the Profile for Victor Frankenstein   Click Here to Email Victor Frankenstein  
"...We came to Alpha Centauri to assure the survival of the human race. We broke off from the other factions because we believed their philosophies might place
humanity in danger of total extinction. Now the danger is at hand. The Stepdaughters are three years from Transcendence.
"If the Stepdaughters Ascend, what will become of us all? We will become a part of Planet, Spartan and Gaean alike. We will lose our individuals wills, living only to serve the aggregate mind. Chairman Yang might see this sort of Hive-mind as a valid goal of human effort--although even he might balk at losing the use of his own powerful mind. We know better.
"Such beings as will remain after the Ascent may appear human. They may possess human DNA. But--despite what the Chairman might claim--individuality is a defining characteristic of humanity, one of the greatest reasons why we believe the human race is worth preserving. After the Ascent, humanity will cease to exist.
"Our first step is clear. Probe teams are in place to sabotage the Ascent. But this measure is only a stopgap. Our true enemy is not the misguided Stepdaughters, but Planet itself. To assure our survival, Planet must die.
"Some will say that Planet is far too strong for us. The Provost compares it to a god, as it awakens. True, when we came here, we were nothing. But now, we have probed the very foundations of the universe, and stretched our hands to the fringes of space. We are not without resources, now.
"Still, Planet operates with complete unity, on a far vaster scale than even the greatest of our Secret Projects. But Planet's strength is also its weakness. If we infect the fungus with a disease organism at one
point, the infection should spread through the entire planetary consciousness. We can supplement this tactic by using physical, chemical, and biological agents to
remove as much fungus as we can. If we destroy enough of Planet's neural net, by these methods and others, then Planet will no longer pose a threat to us.
"Planet has, in effect, issued us an ultimatim: submit totally or be destroyed. We will respond as we did to the Peacekeepers, when they made a similar demand: we will fight to the last soldier, but we will never surrender."
--Santiago

This might be a bit over-the-top. But I think the point is valid: there are some factions whose philosophies make them totally unsuited for Transcendence.
Skye and Yang would probably try to Ascend, seeking oneness with Planet and with their fellow humans, respectively.
Morgan would not be interested, as his focus is on individual profit. Lal is also too focussed on individualism--although he might come to see Transcendence as the ultimate democracy. Zakharov might be interested in the continuous scientific advance that union with Planet promises. Santiago would
probably fight, for the reasons described above. Miriam would fight even harder--she loses her unique divine destiny if she's part of a fungus, and worse yet, Planet would probably be an atheist.

So, I like to play Morgan. I don't want to conquer or buy out or be voted in by the other factions--and then still have to deal with Planet. If I'm trying to role-play the faction, I won't want to Ascend. As things stand, I have no choice. But I want to be able to kill Planet!

Clearly, this would have to be addressed in a future patch. I think,however, that seeing Planet as an enemy to be destroyed at all costs is a valid viewpoint. And it should be possible, at the top of SMAC's tech tree.

First weapon: fungicide. Fungicidal Super Formers are a good start. However, fungus can grow back where they killed it. Further, they probably don't kill all
fungus in a square, but just enough to allow movement through unhindered. They probably have little effect on underground or deep submerged fungus. What they leave will allow Planet to communicate across the gap
they left. This isn't good enough. Here are more suggestions.
Pump massive amounts of fungicide into the water table around all cities. This should kill all nearby fungus--and prevent any more from sprouting. Now, Earthly fungicides can be poisonous to people, too. But Planet's fungus is alien. There should be at least one
compound that will kill it and not affect people at all. Remember, humans are more closely related to Earth's fungus than the latter is to Planet's variety.
Further, organisms could be bioengineered to produce fungicide. Seed forests and kelp farms with these creatures, and suddenly you have squares where fungus growth is impossible. These squares should also break
all connections between fungus patches on opposite sides, tearing a hole in Planet's neural net. Break Planet into small enough pieces, and it should die. Thanks to SirOscar for the original suggestion.

Second weapon: Planet Busters. These should destroy all fungus, clean down to bedrock, and provide good ground for seeding with fungicidal forest or kelp.

Third weapon: Infect Planet, as mentioned above. This wouldn't kill Planet, but would weaken it, and make it spend resources fighting disease. This should weaken
the severity of its response. This is a Secret Project. If it is not built fast, Planet should start to produce hundreds of Locusts per turn--enough to swamp anybody.
It might also hinder the Ascent, or prevent it from being built until the city with this Project is captured or destroyed.

Planet's response: Well, the obvious. Lots and lots of locusts/boils/Isles. The Locusts, at least, could be generated outside city radius, hopefully far from
sensors, so they are not immediately crushed by Empath Copters.
Also, some factions would side with Planet. Planet could give them dozens of Independent native life forms, to aid their attack on the destroyers. Planet should be far more active than after any amount of pollution--
its life is at stake here.
All factions must choose sides in the Planet War--Planet will treat any faction not allied with it as an enemy.

If Planet is triumphant, and the Ascent is built, all factions allied with it gain a Cooperative Victory. If Planet dies, then all opposed factions gain Cooperative Victory.

Any thoughts or suggestions? Does anyone else think this is a good idea? Does anyone else find Ascent a bit creepy?
--V. Frankenstein

yin26 posted 03-16-99 11:28 PM ET     Click Here to See the Profile for yin26  Click Here to Email yin26     
I do.

That's why I turn Transendence off at the options screen.

GreasyPig posted 03-17-99 12:13 AM ET     Click Here to See the Profile for GreasyPig    
I turn it off too, for the same reasons.

I also turn off win by cornering the energy market. Why.. simple, no matter how much value anyone places in the the stock market or any other high brow Index of comodities, One thing will always remain true, man need's land to live and man is willing to fight for the things he needs. Its like saying New Jersy beats the Soviet Union cause its got a better economy.

I like the simple things in life. Beer and a good piss...

GreasyPig

Achilles posted 03-17-99 12:40 AM ET     Click Here to See the Profile for Achilles  Click Here to Email Achilles     
One, Greasypig, I sure hope that you're British. Two, I think that the fight planet sounds like a great game idea. It doesn't seem to me that it should be implemented, though. I would be a great scenario for Firaxis to make if they plan on "doin' the addon thing." (or if they have free time, yeah right .)
Darkstar posted 03-17-99 04:39 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Are you kidding? Planet is my enemy. Forget what green crap that they try to feed you, Planet is Enemy Faction #1.

Way too many times have I been running a small but growing nation that has done nothing more than planted some farms, solar collector and trees, and Planet parks a load of worms just outside a city (and easy attack range). Next turn, another Faction like Morgan or Santiago shows up with a small army, declare war, start their attack. After wasting half their stack, the rest hold back as Planet moves in to waste all defenders, and then moves on to my next city. When you can go in and see the high eco-damage that your enemy cities are/or should, be causing with their 4+ boreholes per city and 4+ condensers... well, you know that Planet has it in only for you. And that's funny when you are greenier than the Gaians.

Destroy Planet! Death to Planet! Enslave Planet!

Note: I can and do play games that are Planet friendly, but these are getting rarer as the SMAC code engine decides to send Planets wrath against me when its the other factions that are the ones hurting it. I have only seen Planet not pummel me (where enemy are trying to invade my lands) in very rare circumstances. This is very aggravating! If Planet is going to crucify my faction for others crimes, I want a way to pay the stupid thing back.

And Transcendance sounds like Hell On Earth. I prize my mental individuality. I suspect most of us do. Would you volunteer for a lobotomy, err... nerve stapling? Not me. I have a hard time thinking anyone other than Yang's People (but not Yang) would find it acceptable. But this is a Sci-Fi game, so who knows what colonist in such a world would think?

Anyways... Kill Planet! Kill the back-stabbing, Terran hating bigot! Death to Chiron!

:-)

-Darkstar

Achilles posted 03-17-99 08:38 PM ET     Click Here to See the Profile for Achilles  Click Here to Email Achilles     
We are Planet, lower your defence and prepare to be trancended, resistence is futile.
micje posted 03-17-99 10:28 PM ET     Click Here to See the Profile for micje  Click Here to Email micje     
I'm all for having the option to kill planet! I like the secret "planetdeath" project. Maybe a third alternative (something for Miriam) is converting the entire planet. To do this you've got a new tech that makes a new specialist available: the prophet. Every prophet converts 2 people. You have a religious victory if prophets *2 > total number of people.

Now for the "defy planet" victory. If you have defeated planet, you're votes get doubled, and everyone forgives you your atrocities, or else you'd unleash your domesticated planet on them.

Finally we need a way to prevent these three projects (maybe for UoP or Santiago). A sort of sabotage project, or a superspy maybe. Then you can delay the ascent of planetdeath until you can corner the market, or just kill everyone.

Piglet posted 03-18-99 04:59 AM ET     Click Here to See the Profile for Piglet  Click Here to Email Piglet     
micje - go buy CTP if you really want Televangelists! They don't belong here.
micje posted 03-18-99 01:11 PM ET     Click Here to See the Profile for micje  Click Here to Email micje     
NFW. Never going to buy a game that still hasn't got build queues.

If Miriam belongs in SMAC, why not have a tailored victory for her? Prophets seem fun, and if you've got more than half as many specialists as all the other factions have people, you deserve to win.

will posted 03-18-99 02:17 PM ET     Click Here to See the Profile for will  Click Here to Email will     
I also find the idea of Transcendance as victory a little bit unsettling. But I'm even more bothered by the notion that killing an entire ecosystem in a fit of pique could be considered victory. I've never found Planet to be as much of an annoyance as some other people, even when I've played as Morgan. As long as you don't do any unnecessary fungus clearing and keep the pollution down, everything goes fine.
Hammer posted 03-18-99 02:40 PM ET     Click Here to See the Profile for Hammer  Click Here to Email Hammer     
Will... I used to think the same as you until I played on the level before Transcend. Have you played the higher levels?? Planet comes for you with a serious vengeance, even if you are green and very eco-concious [sic? sp?].

If you have played the higher levels then I disreguard my point. If you have avoided the 80-boils-a-turn situation, please tell me how?? You may want to peruse my "long end game, general observations" post for more info.

My "opinion" is Planet is a good element in the game storyline, but it's well overcooked in the end game... by a bunch.

-=Hammer

DerekM posted 03-18-99 03:01 PM ET     Click Here to See the Profile for DerekM    
Some thoughts...

Has anybody disected the ecodamage ratings? Just possessing technology increases your ecodamage! How does that work? I can see planet getting annoyed by terraforming (planetforming?) and planet busters. That could be one reason that end game worms seem to swarm so badly.

My policy in playing has been that ANY ecodamage is bad news. That tends to result in many generalized bases rather than a few specialized production-only bases. Games like MOO2 and Civ2 encouraged building killer production cities to serve as the economic core. That type of strategy might also be a reason for the complaints on this forum about planet swarms.

I think that you should be able to control the degree enivoronmental degredation plays in the game ASIDE from the difficulty level. You could set it to something like 0.5, 0.75, 1.0 or 1.25 of the normal level (although I can't imagine anybody picking 1.25 -- unless you're Gaian). Note that this is a different setting than prevalence of native life, which seems to only affect your chance of hitting worms while your worm farming.

Jythexinvok posted 03-21-99 12:11 AM ET     Click Here to See the Profile for Jythexinvok  Click Here to Email Jythexinvok     
I've seen posts talking about intermediate missles and detonating missles over terrain. Maybe we can kill two birds with one stone here? Two words: Neutron Bomb.
Same area damamge as a planetbuster, destroys all organics within the blast, fungus, forest, ect. Leaves non-organic improvments intact. Destroy enough fungus and Planet starts to loose it's ability to spontanously generate new patches.
Though from reading the other ideas, I think it would be better if multiple ways of handling the fungus problem were avilable, some bio-toxins (citys might have to build water condensers to avoid the contaminated water for a while), conventional formers, heat weapons, ect ect.
<wave>
Robo posted 03-21-99 01:36 AM ET     Click Here to See the Profile for Robo    
I played with Rare abundance of native life (one of the custom settings) and I was not attacked by Planet at all while going for Transcendance (on the Transcend level of difficulty). I made sure the Eco ratings of all my bases was never in double digits and created both wonders in two turns using Supply Transports.
Dvorak posted 03-21-99 02:41 AM ET     Click Here to See the Profile for Dvorak  Click Here to Email Dvorak     
I really have to wonder why my games seem to be so different from what I hear on the boards.

I've played several games now, all transcend with abundant life forms, and I've never had serious problems with Planet attacking me. I like to play Gaian, so that certainly helps, but I also NEVER let eco-damage get out of control. Occasionally, I'll let it stay as high as 6 or 8% for a few turns early in the game, but otherwise I always make sure every base is at 0. Obviously, that means no PBs as well.

As for the eco-damage formula, that it isn't what's listed in the help is obvious. I usually have a planet rating of 3 or 5, and if (3 - PLANET) was being multiplied in the eco-damage equation, I'd never have eco-damage. I also don't get what it means by 'reduce by 16 + # of previous damages.' Just what is previous damages referring to, number of previous outbreaks of fungus growth? If so, it would seem that you could provoke fungus growth on purpose and have Planet build up a resistance to your eco-damage.

KJohnstone posted 03-21-99 03:12 AM ET     Click Here to See the Profile for KJohnstone  Click Here to Email KJohnstone     
Wow, Victor Frankenstein made a great post there, surprised no one else made any PLANET! IT'S ALIVE! IT'S ALIVE! jokes so I won't.

That Santiago argument is excellent, but it got me wondering of a custom faction. Maybe someone who was to be in charge of pest control, a glorified ship's Orkan man who switched seats with another faction leader and didn't get killed in the accident. Custom techs, quotes, projects, many with the new faction leader's bent of "pest extermination." The way the tech tree seems laid out, the mix of philosophies gave the advances. With someone else replacing someone, it ought get more interesting side-advances. Imagine an exterminator would have many useful ways to kill planet, with an inherent negative green rating, and many scheming "great projects" do do the beast in.

But the AI of planet really is lacking (as many have said), it needs to behave more like the other AI factions. Just now, Yang makes eco damage, and if Santiago's "Number One" (ie human) she gets the brunt of the backlash. Maybe if planet had "cities" which could be deep fungal patches or something. Just wipe out all the major fungus and the scattered fungal strips eventually die. Perhaps fungus needs fungus around it to survive. One can understand why it breeds like crazy.

I like the idea, kill it, kill it good.

KJ

micje posted 03-21-99 09:49 AM ET     Click Here to See the Profile for micje  Click Here to Email micje     
I love my fungicidal singularity gravship superformers. Just move over to a fungus patch, press F, and the fungus DISAPPEARS.
TBox posted 03-21-99 10:16 AM ET     Click Here to See the Profile for TBox  Click Here to Email TBox     
If they allow you to kill planet, they'll have to go back to natural pollution/global warming or some such. There was no project in Civ2 to keep nukes from polluting, there won't be any in SMAC.
Zoetrope posted 03-26-99 04:49 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Playing one game at Librarian level, Planet was getting to be a nuisance, so I built lots and lots of formers and erased every fungus patch on land and at sea that was anywhere near my territory.

My reasoning was that although new fungus might popup in isolation, it usually grows from an existing patch.

It worked: Planet became and remained very quiet.

So I wonder, if you erase absolutely every patch of fungus everywhere, how quiet does Planet become then?

Aside from that, mindworms are prevalent in my games only near cities that are polluting like crazy. For example, when I set city Governors to assign citizens' duties, they use the citizens to boost production by alternating between drone riot and calm. This is usually effective, has two disadvantages: (1) occasionally the drones demolish a building while off the leash; (2) high production => significant eco-damage, and then ... the worms, the worms!

But when I personally assign the citizens duties to keep eco-damage to zero in every city, Planet hardly ever bothers me, so Free Market is viable for the University throughout the game. (This is true up to Thinker level, I haven't tried Transcend yet.)

saneperson posted 03-30-99 02:31 PM ET     Click Here to See the Profile for saneperson  Click Here to Email saneperson     
Victor Frankenstein:

I haven't played the game enough to do a transcendence.. but I don't think that Miriam would necessarily be against transcendence.. why? Have you ever heard of the French Jesuit philosopher Pere Pierre Teilhard de Chardin? He held that humanity as a whole was evolving towards a state of transcendent consciousness, where we would become "one with God." Chardin is very interesting from a scientific/philosophic point of view.. To read more on him, see this link I found:

http://www.december.com/cmc/mag/1997/mar/cunning.html

CyberSpyder posted 03-30-99 03:02 PM ET     Click Here to See the Profile for CyberSpyder  Click Here to Email CyberSpyder     
I don't know why so many people are unsettled by transcendence. Ideologically and from a game standpoint, I think it's great. Imagine, gaining immortality in a fairly omnipotent god-organism, with a consciousness that lasts, as the game states "until
the stars themselves grow cold and weary, and our thoughts turn again to the beginning." Individuality? Ha. Humanity is so interdependant as to be considered a collective already, in everything except the mind. I know if the opportunity ever arose in reality, I would do it in a microsecond.

SMACademician CyberSpyder

Thread ClosedTo close this thread, click here (moderator or admin only).

Post New Topic  Post A Reply
Hop to:

Contact Us | Alpha Centauri Home

Powered by: Ultimate Bulletin Board, Version 5.18
© Madrona Park, Inc., 1998.