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Author Topic:   Transcend Ironman ONLY: wimps need not Reply
StargazerBC posted 03-20-99 07:41 AM ET   Click Here to See the Profile for StargazerBC  
This is the third installment to the Transcend Ironmen Topic. Welcome TI's old and new. Just a thought, but how'sa bout all reference to the game now will be on the assumption that everyone's using 3.0?
Shining1 posted 03-20-99 09:31 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Better give it a couple of weeks. Anyway, the Europeans don't have version 3.0 yet - how many T.I's are from that part of the world?

On the subject of messing around with Alpha.txt, check out some ideas for faction changes in the 'proposed faction balancing' thread. Especially the Peacekeeper's SHARETECH upgrade. Too much?

StargazerBC posted 03-21-99 11:54 AM ET     Click Here to See the Profile for StargazerBC    
Welp, I play Lal most of the time so I doubt it'll do the computer good. I've edited the AI faction files so they will focus on infrastructure, research, growth, and none of the computer players are agressive anymore-just erratic and pacificist. It's a hell of an mid/end game--kind of boring beginning.
I've also given each Faction more tech to start with (ie Gaians get more ecology tech; Spartans more Conquer tech, etc).

I still build the Recyc. Tanks before the Rec. Center. Nothing much has changed in my strategy against the AI. Although, I play on Island maps now. 4 front land wars are just too scary.

Shining1 posted 03-21-99 09:27 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Stargazer: Yes, but some of use DON'T play Lal all the time. These changes tend to stop him getting wiped out 150 turns into the game - by me if by no one else!

Also decided to give morgan an energy bank at each base. Not sure how this will affect his starting technology, but it does help to justify the pop, 3 limit he suffers under at the moment. Rational: Pop limit will stop morgan's energy reserves from racing away during the start of the game (much like drones help to keep UoP tech in check).

Shining1 posted 03-22-99 03:28 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
P.S has anyone tried using Morgan with the Fundamentalist politics? The combination of Fundamentalist/Wealth seems very impressive as far a probe team campaign goes - lots of cash and a high probe success rate. Good for obtaining cheap bases.

P.P.S: Analyst, check out my 'Proposed Faction Balancing' thread wrt my problem with Miriam. Any ideas?

absimiliard posted 03-22-99 11:13 AM ET     Click Here to See the Profile for absimiliard  Click Here to Email absimiliard     
Hrmmm. Fundie/Wealth. Interesting combo. My only worry would be related to the lack of efficiency boost you get off of Democracry. Yeah, yeah, I know fundie doesn't Penalize you but not being democratic can make cash aquisition annoying. For you economics majors, think of it as an opportunity cost.

my 2 cents

-absimiliard

Analyst posted 03-22-99 01:59 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
This is my first official feedback on v3.0. One game does not a pattern make, but there have already been a couple of very different things happen in this game, so I'd like to start comparing notes.

1. Starting Positions. Previously, I noted that the program had been very consistent about "clustering" the HQ bases at start. Others chimed in some agreement. In this game, most of the map has been revealed and I see that there has been a very even distribution of starting positons. Most are located rather far from each other. I chose Santiago for my first v3.0 game and not having anyone nearby to beat up on has involuntarily channelled me into an early build posture when I'm playing a faction that I'd rather have been early at war with. Is this a fluke or have other people's v3.0 games also started without the usual degree of HQ base crowding?

2. AI v AI Warfare. When two AI factions become very large, I've never seen a convincing display of warfare between the two. Typically, if a faction loses a base or two, peace breaks out and both sides return to picking fights with the human player. In this game, however, the UofP and the Gaians both advanced to 10+ very fine bases, declared war on each other, and the UofP, quite shockingly to me, completely cleaned the fungus huggers out of all of their land bases in a matter of about 15 turns. The result has been an uncommonly (and uncomfortably) powerful UofP. The power bar is pretty goofy looking, with a very tall white bar dominating all others. Since UofP beat me to the HSA Project (another first), this one ain't gona be easy.

3. Diplomacy. Maybe this was just because I was the Spartans and had the largest pop/strongest military (at least until UofP went on their rampage) but all of the AI factions were unusually compliant--even in the face of "bad" social engineering. Dierdre put up with my Free Market economy without becoming worse than "non-comittal" and even voted for me for Planetary Governor during that time. The UofP's attitude toward me never slid after I changed from "Knowledge" to "Power" values, remaining at "solicitous". Anyone else noticing whether the diplomatic power of the social engineering settings seems to have been reduced?

Side note: I avoided the temptation to overbuild during my Free Market phase and added Police ability to my units even though it wasn't doing any good. At a certain point, I was Dem/FM/Know and I aquired the "Power" engineering choice. I transitioned to PState/Green/Power at that point with only a *slight* slippage in rate of research and energy credit generation. Extra police power meant putting all population to work in every city with zero psych allocation. That almost completely made up for the missing energy boost from the Free Market. I'm now taking my +4 morale to war with UofP before they have a chance to consolidate their position.

player2 posted 03-22-99 02:23 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
I am back after a well deserved spring break!

First of all, I noticed a few people mentioning something about version 3.0. I haven't had a chance to dnload it yet, so all my references here are from 2.0.

Before I left for break, I was a hardcore "Builder", as far as strategy goes. I had the luxury of playing SMAC on a laptop while we cruised to our spring break destination, so I decided to try some new strategies. As a result of a heated debate about the merits/disadvantages of being a peaceful player as opposed to a militaristic one, I started a new game to try the role of the warmonger. To give myself some added incentive to blow away my AI opponents, I turned on the "aggressive AI" option.

After sharing Planet with the other 6 sociopaths, I quickly shed my peaceful tendincies and grew fangs. Since I was sandwitched between two factions on one large continent, military conquest was my only option in the early stages of the game. By the time I had played the first 150 turns, I had an empire roughly equal in power to a peaceful empire in my older games at roughly the same stage. What had happened was, instead of having a few well developed cities, I had many small, undeveloped bases which were equal in power. So, developmentally speaking, the two strategies appear to be equal in terms of power creation. Builders are at an advantage in that there is no risk in their power creation technique (if they have an adequate, defense) Conquers enjoy the luxury of having a large military at their disposal, and a larger number of cities to command, spreading out their power more evenly. Their disadvantage lies in the fact that their survival depends on their military success; failure means falling hopelessly behind, or even total annihilation. The larger number of cities also means its more difficult to effectively defend their own holdings from equally agressive players (especially in MP)

So with this new data, I want to present a summary of the two main SMAC playstyles; the "Builder" and "Conquer" strategies:

BUILDER

Geographic Pref: Isolation(control over entire continent(s)
Drone Pacifificaion: Larger city populations and energy output make Psych enhancing facilities more preferable over police state govs.
Military: Effective defense comprised of city garrisons, reactive offense units, surveylance (AWACS or scout ships), network of well connected cities.
Attack Conditions: Fight for control over a disputed continent, or to remove a nearby agressive player. Does not attack other peaceful factions
Overall: prefers to spend resources on city improvments over military units

CONQUEROR

Geographic Pref: Close proximity to one or two factions(preferably peaceful) for easy invasion.
Drone Pacification: Prefers police state govs. to simutaneously defend and pacify newly conquerored, low population cities.
Military: Large numbers of mobile, highly offensive units(Assault Rovers, and Bombers when applicable). Marines w/transports for amphibious invasions.
Attack conditions: Attacks either most vulnerable, or closest faction. Avoids war with more than one or two factions at a time, if possible. Prefers attacking poorly defended peaceful factions, but will attack other agressors if the opportunity presents itself.
Overall: Prefers strengthening army over developing cities.

I think this summerizes the two main SMAC strategies. One thing that was not stated was that a Builder can adopt a militaristic stance to remove a nearby agressor, and the Conquer may elect to spend more resources on developing his cities if there are no nearby factions to attack. It is the preferences listed above that dictate what the player will do when presented with a situation.

Please comment on what you think of this. I personally feel that it IS possible to succeed in a MP game as a "Builder" (I'm not ready to admit to myself that SMAC is another rush-fest ) and I am still exploring new strats to one-up on you warmongers!
Peace!

DerekM posted 03-22-99 03:01 PM ET     Click Here to See the Profile for DerekM    
(NOTE: I am probably a "wimp." I play as if Ironman is set, but I don't use the actual option because the autosaves have saved me from several game crashes. I also play only on Librarian with huge maps because I really LIKE being a builder.)

Comments on my first 3.0 game:

Every other time I've played, when another faction gets to be approximately equal with me in power, they start going nuts and attack me. That's usually a bad thing for them, as the computer player isn't that hard to beat unless they have overwhelming force. This time, UofP has been different. While Zak has varied from Quarrelsome to Belligerent, he has avoided any outright attack. They have actually grown fairly powerful, while I've been sandwiched between the Hive and Miriam, both of whom hate my guts.

The other thing that I've noticed is that Lal has actually survived into the mid-game, although he is slowly being absorbed by Santiago now. The warfare between the two of them has been fairly constant. Morgan still got wasted fairly early.

As Analyst said, I've noticed that each faction HQ seems pretty well removed from each other. Each one actually has its own decent-sized continent (although Morgan got short-changed, which may be why he fell early). In previous games, even with huge maps I've sometimes started right next to somebody else. It will take a few more games before I can tell if this is a new pattern.

Also, I've been green for a LONG time (playing as Deidre), and it hasn't aggravated the other factions as much as it used to, although they still call me an eco-daft treehugger.

Shining1 posted 03-22-99 05:10 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Analyst:
2. Sorry, but I've often seen two strong A.I fight to the death. My Peacekeepers game (now abandoned *sigh*) saw Miriam exterminate the Gaians (bitch), right down to the last base.

P.S I'm still using version 2.0, but I have this observation to make: Does anybody know where the hostile A.I went? I mean, we started out criticising the higher game levels for having a psychotic A.I, and yet every transcendance game I play now I immeditate get two-three allies, some treaties, and a couple of enemies. Where did the evil A.I go? What am I doing differently?

Analyst posted 03-22-99 05:49 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Player2, welcome back! I gotta tell you, though, that I can't respect a man who takes his laptop on a Spring Break vacation In fact, if I lived someplace where sun, sand and surf were the norm, I'm sure I wouldn't even own a computer

I'll go along with your general description of the Conqueror style (and I prefer that designation to "warmonger" anyway ). I think that it will be an uphill battle for the Builders to prove that this game won't be just another "rush fest" (as you say) in MP mode.

Shining1, what do you mean "we" Kimosabe? Seriously, Player1 did start the original thread with an observation on the psychopathic AI and a lot of "me too" posts followed. I will immodestly give myself credit for turning the group opinion on that point, with my observations on the persuasive powers of bribes and better diplomacy through social engineering. [OK, other people get credit too, but I'm too busy tooting my own horn. Let them come and claim their own prizes. Hehehehe!]. I think that the people who probably had the biggest problem discovering the better diplomacy through bribery strategy were old Civ II players. We all knew that in Brian and Sid's last game, bribing the AI got you nowhere--in fact it was counter-productive. In SMAC, just the opposite is true and I think that realization of that fact was a long time coming for the "grizzled vets" of the CIV series. Heck, I still have a hard time swallowing my pride and forking over the protection money in the early game. There's something galling about that kind of kowtowing . . . .

Anyway, that's what happened to the psychopathic AI, IMHO. We all just learned how not to trip it's triggers (unless we are picking a fight, of course).

Shining1 posted 03-22-99 05:56 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Analyst: Yeah, we are the greatest .

But I find I take issue with one of your points - I'm not forking out a lot of protection money. I trade tech when I want, make good alliances, accept offers to purchase maps/tech, and things still go very well for me. I'm NOT DOING ANYTHING DIFFERENT! (Well, obviously I am. But I haven't changed my entire approach, or anything...)

P.S thanks for you comments about Miriam. Most of what you said had already been implimented, but the free probe team thing is mostly your suggestion.

absimiliard posted 03-22-99 06:09 PM ET     Click Here to See the Profile for absimiliard  Click Here to Email absimiliard     
Shining: Someone (forgotten who, chime up if you want credit) posted roughly the following analysis of the AI diplomacy that may answer your question "Why ISN'T everybody always picking on me?".
First a question for you. Are you the front runner? Or are you more middle-of-the-pack, or even bottom-of-the-class?
Basically the analysis says this. 1. The top two players will fight, they hate each other pretty much as a given. 2. The lower players will ally up w. players one or two. 3. If you are top-dog, everyone hates you.
Yeah, yeah, I know I seriously bowdlerized someone's brilliant critique. My apologies. If I really bugged you, repost your analysis, I found it insightful.

-absimiliard

Dvorak posted 03-22-99 06:55 PM ET     Click Here to See the Profile for Dvorak  Click Here to Email Dvorak     
Didn't Brian himself post all that info elsewhere in the forum?
Shining1 posted 03-22-99 07:22 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Ab: Yeah, I can only suppose that I'm getting better at the early game buildup or something. Obviously, the rules haven't changed (no 3.0 yet, but I can't wait to get it...) so I suppose I'm doing better than I was before, and the other factions are being nicer as a result.

P.S Anti-believers tactics: Get the bitch early. Playing as the Hive, I found myself positioned very close to a hostile miriam. I whacked out a couple of impact rovers, two impact squad (plasma steel) and four or five impact infantry (no armour). Result - Miriam's pathetic recon rovers were no match for my superior troops, and I had her surrender before turn 60. Moral: Get Miriam EARLY. (BTW, an interesting game all round. Looks like a fearsomely powerful univerisity in the middle of planet, eating up the monsoon jungle).

Shining1 posted 03-22-99 07:51 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
player2: (where's player1?) I agree with most of the stuff there, and have a couple of points to add:

Builder: Sensor arrays are so critical to defense I would include them in the definition. The first terraforming improvement I do will be a farm/solar farm, the second will always be a forest/sensor array.

Conqueror: There should be some mention of research facilities or probe teams in there. Even the most aggresive players can't win with just lasers and synmetal armour.


Personally, I'd have to class myself as an 'Erratic'. I enjoy building up cities, especially when they used to belong to someone else . My priorities are intelligence, so I can see who to conqueror and who to make friends with. But my main objective is to build a really big, powerful empire.

SnowFire posted 03-22-99 09:18 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Shining1: If you're on your own splendidly isolated island, I for one am in no hurry to build sensor arrays, except around polluting cities to help kill the mindworms. I'll put one next to a patch of sea fungus I'm worried about in an MP game, probably, but other than that...

Shining1: If you simply canned the fundamentalist part of that Morgan strategy, you could probably research just as fast as you could steal the techs with fundamentalism on. Still, it's a good choice for balancing Wealth's -1 Morale modifier...

Shining1 posted 03-22-99 10:09 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Snowfire: I thought wealth had a -2 modifier?

Anyway, I suggested using it to buy cities rather than steal tech, though obviously you can do both. Once you have a few good, heavily defended cities, you can set the captured units on their old comrades and take advantage of the +1 Morale you get from Fun.

Reminiscent of one of my favourite CivII tactics - buying out the enemy's big, heavily defended point city and seting about their now highly vunerable civilisation with a horde of newly captured units.

player2 posted 03-22-99 10:34 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Shining1: player1 had a nervous breakdown after playing too much SMAC; I'm here to replace him Actually, I had to reregister after the forum went down.
In regards to the Sensor arrays, you're right about them being helpful in defending your cities. But I wouldn't go so far as to say its only applicable to Builders; conquerors need them as well. Building a forest with a sensor early on for each city is always a good idea. Although the 2 square detection radius is not large enough to allow for an adequate early warning system (AWACS and scout ships are far more effective in this role) the +25% to defense is very nice.
And in regards to research, I think stealing is probably a better avenue for the conqueror than trying to make discoveries on his own, since the police state/fundamentalism/power governments typically are not well suited for research.

Analyst: Hey, the laptop was just for the car ride! I couldn't use it on the beach anyway; those LCD screens are just too inviting a target for the seagulls

I just dloaded version 3.0, but I have yet to try it. Hope it's all it's cracked up to be.

player2 posted 03-22-99 10:40 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
DerekM: You too can be a TI builder! Don't let the warmongers tell you different; you can build your way to success! I've been playing "constructively" since I got SMAC, and I have had some incredible success in single player. My record is a whopping 922%, and I didn't even try to conquer the world (although I did smite some of my annoying neighbors) Give Transcend a try; it's difficult at first, but once you learn the ropes you'll be outbuilding the AI in no time. Best of luck to you!
StargazerBC posted 03-23-99 05:45 AM ET     Click Here to See the Profile for StargazerBC    
Hi everyone. Boy it's been a long time since I posted. The new version, 3.0, is killer. I have also noticed that the other factions are porportionally placed on the map more often. I've also noticed that the AI doesn't crunch their cities densely together. What still bothers me, the lack of infrastructure on the part of the AI. I've changed all the AI factions to focus more on research, infrastructure, growth, wealth, nowadays. Seriously, I find it ridiously funny and exciting when I'm vying for technological 2nd place (1st usually goes to University now) against the Spartans or Hive. I've also noticed that, once acrocities are turned off, the AI will do more of them since they can get away with it. And, is it more or is the AI using a large amount of Probes to explore? I have yet to beat a game after the faction changes. I hope to soon because the idea of extra-terrestials visiting planet, planting the artifacts and the new infamous borehole cluster, seems interesting--hopefully it develops more in the story. Lastly, I can no longer build all the early SP's , which is horrendously depressing (gotta need them to break my score! hehe)

And the best thing: It's possible to build rover probes in AC again. woo hoo

As for sensors--Build them anywhere and everywhere. Since I usually play on huge maps w/ 50-70% water (which means large islands), most of my cities are ports. There's usually a lot of rocky terrain where cities aren't viable. After I started forest-ing everywhere I'll also build sensors everywhere. It might sound crazy but it also occupies my formers once they terraformed everything.

Analyst posted 03-23-99 08:37 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
I'll second StargazerBC's observation that the AI seems more likely to decently space it's bases in my first 3.0 game. Landmark areas are still the exception to that rule. The UofP and the Gaians had their cities nicely laid out *except* in the Monsoon Jungle, the Uranium Flats and the Garland Crater where there's some pretty severe overlap. Even with that, the AI has done a much better job of staking out a larger territiory and developing it, simply by being more spread out. Like StargazerBC, I even missed out on my favorite early game wonders, including my Holy Grail, the Command Nexus. In fact, I'm fighting a UofP that's in posession of my Holy Trinity: The CN, the CDF and the HSA. You better believe *that's* never happened to me before.

More uniqueness: Miriam got eliminated early in this game and Morgan is starting to dominate the continent I'm not on. He's steadily grinding down the Hive and is up to about a dozen bases, about half of which he captured from the Hive. First time I've ever seen Morgan successfully prosecute a war, and against the Hive, no less.

I think some of the other "minor" tweaks are also having a major impact. I think that eliminating the AI fetish for artillery was huge. By default, just about anything the AI is building other than it's 10th artillery piece aimed at the same base is a lot more useful. I'm seeing a lot more bases fall in AI v AI warfare than I'm accustomed to seeing.

In the end, though, it's not enough. It was only tough sledding against the UofP until I aquired Air Power. Once I built an air force, the UofP bases started to fall into my hands. The UofP is building a balanced defense of AAA and ECM units in response to my bomber/rover tactics, but the offense/defense ratio is now Shard(13) against Silksteel(4) so the bonuses aren't enough to let defense prevail, though it is slowing my pace of conquest. The tweaks got the AI off to a faster start (or so it seems) but even an AI frontloaded with all the warmongering SPs and all the "right" defensive specials is folding against straightforward conquest tactics.

Just don't see how to avoid MP rush fests without rewriting the early-/mid-game ratios of offensive to defensive combat values.

Pique posted 03-23-99 10:30 AM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
Starting positions: In the first 3.0 game I played and lost, the AI's were still clustered (4 on my continent, including me). In the game I'm on now, I have explored a pretty large continent and only encountered Morgan so far. I noticed (but not until Stargazer/Analyst pointed it out) that the AI IS building its cities much farther apart.

I agree that the off/def ratio is the major unbalancing factor in the game in favor of a conquest strategy. Even in the 'late' game, there is a 2/1 offense to defense advantage, and the advent of conventional missles and helo's in mid-game pretty much insure victory for a well planned attack, which is why if a human player survives to this point, he/she wins.

By the way, the one Borehole Cluster I've seen so far had 3 boreholes...curious if its always the same...

Pique

absimiliard posted 03-23-99 10:33 AM ET     Click Here to See the Profile for absimiliard  Click Here to Email absimiliard     
Hey, hey!

General comments: Current game is Spartans alone on the GC/UF continent, standard map of planet. I was consistently behind in tech till I met other CPs. A trade/pact-fest ensued since I was in place 6-7 everyone except Miriam (bitch), and Lal (pacifist pig) pacted or treaty'd with me. Yang (monster) was the treaty.
I noticed the AI is now very willing to trade any tech that does not have an un-built SP associated with it. This seems to keep most everyone at about the same tech levels. (airpower is a notable exception)
Imagine my shock and surprise when the PKs, based in the Jungle, proceeded to totally devour both Morgan and Zakharov, thus securing their continent.
I ate Miriam, who was annoying my pretty little Dierdre. Currently I am eating Yang, after extorting the energy to upgrade my out-of-date impact-based army to new chaos weaponry.
I'm not sure if I can take Lal after this tho. He has almost all the SPs in the game. I did get the HSK and then took the CN from Miriam who built it first (bitch again). All in all I'm pretty pleased with the 3.0 upgrade. Lal is really rocking. We'll see how he stands up to me once I'm done w. Yang.

Player2/DerekM: I'll second Player2's assertion that being a 'builder' is eminantly viable in TI play. I'm generally a builder myself, I have simply succumbed to Analyst's calling me to the dark side of the force. An intelligent builder should be able to out-think the AI build advantages at TI level play. Esp. with tactics like 'energy-field' development.

All: I;ve noticed the AI is doing MUCH better at base spacing than previously seen. That has to be one of the 'AI tweaks' that we got. OTOH, I haven't noticed signifigant improvement in the AI terraforming efforts. I still see a lot of mines, fewer solar-farms, and Dierdre continues to be obsessed with forests.
I agree with TICHQ consesus on sensors. Very important. Though I don't agree on why. I do not often find myself defending against an attack. I find sensors are much more useful for guarding against the forces of the 8th faction. I just hate mindworms in fungus where I can't see them, and sensors are my remedy.

Analyst: I'm beginning to agree with you about altering the attack/defence ratios available in the mid-tech levels. As it is right now, attack is pre-eminent. However, consider this. Altering that ratio will lead to a more 'builder-oriented' game. Is that what you want?

-absimiliard

player2 posted 03-23-99 10:53 AM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Version 3.0 gets the player2 seal of approval. I notice the improved AI: I'm having difficulty building SP's before the AI now, even with my "builder" gamestyle in full swing. Looks like they put more emphasis on building city infrastructure in the AI; that's good, I think. I noticed the same trend in the landmarks, but I also saw this in version 2.0, I believe. Clustering in the special landmarks is probably intentional; having more cities in these landmarks means that the AI can reap the rewards of the increased resources sooner, at the expense of city development later in the game. Not a bad idea, especially with the resource bonuses at the higher difficulty levels. Could give the AI an edge early in the game.

In regards to offense/defense ratings, I think they are pretty well balanced. Of course, a silksteel garrison unit in the open field is gonna be cannon foder to a shard rover. But the two units are almost evenly matched if the garrison is in a defended city. A unit with defense value = 5 in a city with a perimeter defense, Children's creche, and a nearby sensor gets a +137.5% to its defense, if I'm not mistaken. This would give it a newly adjusted defense of about 12. Pitted against a shard rover, the two would be nearly evenly matched. But if you increase this defense value by only 2, (to 7) you get a new defense of 17! (Add a tacheon field, and this value is almost doubled, making an assault by even a SINGULARITY unit a fatal endeavor) So a small adjustment in unit defense translates to a very big difference when it is defending a guarded city.
There are other defensive issues, such as naval combat, which should be adjusted. Perhapse multiplying offense by defense, and then using this value of the two ships to decide the victor would work. But something needs to be done here, I think.

Analyst: I guess the way to avoid those early game rushes in MP is to fight offense with offense. As I stated above, early game defensive garrisons (without a perimeter defense) just aren't gonna cut it. Given two players with equally equipped armies, the victory of an early game battle will go to the player who can most effectively use his offense units. And that means getting the first strike in the field. The only way to do this consistently is to spot your enemy before he sees YOU. This would give the "rush-ee" an advantage if he has an adequate surveylance system set up. SMAC has integrated a "first look/first shot/first kill" mentality into field engagements. The guy who attacks first almost always wins. I guess if you want to survive those early game rushes, you've got to remember the boy scout motto: Always be Prepared! And having a couple planet-busters would help, too!

Analyst posted 03-23-99 11:45 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Pique, Borehole Cluster is 3 holes with a tile spaced between them in my game.

Absimiliard, actually, that *is* what I want, beleive it or not. I differentiate between what I believe is the best strategy for this game and what I believe would make for the most interesting game. I would find the game more interesting and challenging if I had to build up my bases more to win, but I don't. And the interest or challenge in building up bases just isn't there for me if there is no necessity to do so. I fully recognize that others can be interested in base development for it's own sake, but absent the flow of the game *forcing* me to do it to implement a winning strategy, I just can't develop that interest from within. I certainly would find it more interesting if I had to juggle more balls or if I felt that I ever had to build a Fusion or Quantum anything base improvement to win.

Player2, the "bust" to your defensive strength calculations is that there is always a way around the defensive bonuses. Artillery to bomb your sensors. Probes to disable your perimeter defenses. Air units and native life units ignore your perimeter defenses. If the game goes into advanced levels, "blink" and "cloak" special abilities will become devastating to your defensive efforts. I never attack with conventional ground units until the defenses have been properly "softened". And if you won't come out and play I'll just rip your carefully improved production tiles down to the topsoil. I don't have to take your bases to render them useless to you. And how will you find time to build both productive base improvements and make every frontier base into a fortress of solitude, complete with a wide array of recon, offensive and defensive units? I'd like to see you support that kind of large and diverse military with good old Free Market Morgan.

Your solution to "fight offense with offense" is much more on target. A mobile, offensively powerful, rearguard is worth ten times it's weight in static defenses. You just better hope that the first attack you rush to defend against isn't a feint

Analyst <who's probably enjoying his game of "taunt the builder" just a little too much for his own good >

Pique posted 03-23-99 12:17 PM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
player2: First, welcome back

On defending your bases, I will not dispute your math...all of the various pluses that a garrison unit gets from being in-base increases it's strength quite a bit. For just this reason, I often have trouble taking bases from the AI in the early game.

However, in my experience, defending garrisons other than police units become virtually useless in midgame. All those fancy AAA, Trance, ECM units the computer likes to build may delay the loss of a base, but they will not prevent it falling to a well-balanced attack.

If, for example, I cannot take out a unit easily with my helo attack due to AAA ability, I will hit the 'W' (one of the most-used keys on my board during a game of SMAC), and move up a rover or infantry unit and take it out. If I lose an infantry unit I can replace it via building and upgrading a 1-1-1 unit the next turn from the newly captured city. If I HAVE to, I will send in a missle, and this will (in my experience) kill the AAA unit, allowing me to kill the other 5 defenders (if they exist) in a single turn with the 'W'aiting helo. If the base has SO many defenders it will cost more to take than to buy, move up a probe team and buy it. If ABSOLUTELY neccessary, take out some of the goodies that are multiplying defense first (which slows you down by one turn).

With a mid-game attack force of helo's, drop inf. or rovers, a few probes, and the occasional LofC, you can't fail to take out an opponents base, ESPECIALLY if you have a conventional missle or two waiting in the wings for an emergency. This is compounded by the fact that the AI seems to always rush units into a base to reinforce the garrison rather than attacking your offensive units in the field. IMHO, only higher armor values will counter this.

Note: I am ONLY talking about fighting the AI here. I am not at all qualified to discuss/argue multi-player strategies, since I have never played anything but Stars! mutlti-player. I am also talking midgame conquest here, the early wars give me lots of problems and I often lose the game at that stage.

StargazerBC: In my latest game, I have had PK and Believer probe teams exploring my island and making first contact with my faction. This seems to be a new AI tactic (at least I haven't noticed it before the patch) that worries me greatly. I HATE AI probe teams if I don't have HSA...

Pique

player2 posted 03-23-99 12:45 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Pique: I didn't mean to imply that base garrisons could adequately defend a city against an organized attack(unless it was against an army of scout patrols) At least, this is the case with the defense levels as they are. But if the defense points are raised as some have suggested, base assaults will become VERY difficult. This will make life very difficult for conquerors, which I am against (gasp!) War and conquest is an integral part of SMAC, although not all of us readily embrace it . I think this would make conquest a real pain, and would probably hinder the game more than help in terms of enjoyability. Of course, this is purely speculative, but I imagine it wouldn't be too difficult to tweak the alpha.txt and change the defense values ourselves to see what happens.
Analyst: There is always a tactical solution to any military confrontation. In any case, your scorched earth policy for conquest would indeed work. But I as I already stated, raising the defense values on garrison units would make invasions very difficult; artillery and seige tactics would become the mean, but this translates into more units required for the invasion, and a slower invasion pace (no more blitzkriegs!) Technology will become available later in the game that allows conquerors to bypass surveylance and base defenses, as you said. But I think that MP games will rarely develop to this stage (or there will be one very dominant player, at least) due to play on smaller map sizes. No doubt that life would be better for the builder, but I'm worried that higher defenses are gonna put you conquerors out of business!
absimiliard posted 03-23-99 02:04 PM ET     Click Here to See the Profile for absimiliard  Click Here to Email absimiliard     
the current offence v. defence topic:
I thought this out and actually I'm not sure the game is not well set up on this right now. Analyst, you say you wish the game forced you into developing your cities, but I will counter that. I find it refreshing that both the 'developed bases' and the 'Command Center/military unit' build strategies are effective. I hadn't played the Spartans before and I'm quite enjoying pumping out nothing but unit. Out of my 6 'core' bases 4 of them have a CC and nothing else. They simply churn out the rovers. The other two concentrate on special projects. And I have to say "Boy am I having fun!!!!"

So I guess that putting the warfare off till a mass world-war takes place in the end-game using tanks and gravships might be a good thing, but is not necessarily so. I think I'm currently feeling that the fact that multiple paths to victory exist indicates that the offence/defence ratio IS correctly set.

Another issue entirely is how to challenge us TI players. Remember MOST players are not at our level. <said with a wry grin>


-absimiliard

agoraphobe posted 03-23-99 02:51 PM ET     Click Here to See the Profile for agoraphobe    
player2(1): Put conquerors out of business? And I thought you were arguing for a build strategy as an possible optimal one for SMAC!

But as my present Believers Fanatic Attack game shows once again, with the present (up to v3.0) settings defense doesn't stand much of a chance against a determined, consisitant offense. This has been Analysts' simple point all along, and he raised it, I believe, because he didn't WANT it that way. And he's been rewarded with the "reputation" of being a bloodthirsty "warmonger"! )

There are two basic problem areas: 1) Fast attack units (land and air), and 2) probes. The principle should be: A fast attack unit armed with an attack tech at the _same_ (+-1) level as the defending tech, with a morale differential of 2 of less, with all possible modifiers applied to both sides, should ALMOST ALWAYS LOSE if said defender is in a base. This principle should NOT apply to infantry. This will force the "conqueror" to produce and deploy more shock infantry AND artillery to take advantage of the 25% attack increase for these units. It will also allow the defender to deploy defensive artillery in the base, knowing that a massed infantry assault is the only sure way to take it. All of this applies to air units as well, who furthermore should be limited just like artillery in the max damage thay can inflict on units in a base ONLY. This will not make conquest impossible, it will just require more tactical finesse. It is more in accord with reality - ask the Germans at Stalingrad or at the Warsaw Ghetto, or ask the Americans why they didn't "roll on" to Baghdad. Even Berlin in 1945 held out for quite a long time against an overwhelming, encircling Soviet force that still had to take it, block by block. "Blitzing a city" just doesn't exist in reality.

Anyway, as Analyst mentioned, "there are ways" to make you do something besides hole up in a base, like raze your improvements unless you come out and fight my Elite Shard Rovers in the open like a man. And then there are the probes...

Probes: The problems here aren't with their overall combat effectiveness - even my +4 Elite Believer probes take quite a few casulties. They are 1) 'bribing' bases with LARGE garrisons and 2) the (I presume infamous) power of Datalinks.

Solution to 1): Have the number of combat units (including probes) in or around a base be a factor in determining the bribe cost of a base. Have police units have a 2X effect against bribes when in base. My sense is that none of this is in effect - bribe cost is simply a function of relative faction wealth and base happiness.

Datalinks: All datalinks should TIME OUT!

They should be split into 1) Faction info datalinks (the F2 to Fwhatever screens) and 2) base info.

Faction info probes should only get one info screen per attempt (as a treat, make SE choices available as a seperate probe result).

Base info should be PER BASE, not faction-wide.

Remember, these restrictions apply to the enemy as well!

DerekM posted 03-23-99 04:13 PM ET     Click Here to See the Profile for DerekM    
Here is an interesting little analysis. I took a look at the number of techs you had to research for each level of weapons vs. armor. The disparity is even worse then the raw values suggest. You can have missile launchers (6) after 8 techs, but you don't get silksteel (4) until after 10 techs. Chaos guns (8) come after 11, but you don't get photon walls (5) until after 17 techs.

Here is the comparison:

Attack #Tech Defense #Tech
2 1 2 1
3 3
4 3 4 10
5 8 5 17
6 8 6 26
8 11 8 40
10 23 10 50
12 65
13 26
16 51
20 54
24 67

BTW: You get missiles after 22 techs.

This kind of explained to me why (non-psi) offense is so overpowering. Another thing to note is that you get a period of time when shard weapons are the standard, most of which time weapons will have a 2x advantage at least.

Based upon these time frames based on #techs instead of the arbitrary level assignments of a tech, I'm going to try changing the following armor values:

5 -> 6
6 -> 10
8 -> 11
10 -> 12
12 -> 18

The biggest adjustment is the 6 jumping to 10, which compensates a little for the introduction of chaos guns, fusion lasers and plasma shards during that period.

I have not decided what to do about cost. Leaving it the same doesn't seem quite right. I might set it to 3/4 of the armor value.

The other option, as I have seen posted previously, is to decrease the weapon values. There are more weapons though, so the results are not quite as satisfying. Here is what I worked out for that:

8 -> 7
10 -> 8
13 -> 9
16 -> 15
20 -> 17
24 -> 20

This scale gives you more of a bonus for the longer wait after plasma shards. It also is better from the standpoint of not amplifying all of the defensive bonuses, although as pointed out, there are fairly simple ways around most of those.

Any ideas or comments?

SnowFire posted 03-23-99 04:18 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
What I meant earlier was that with Wealth and Fundamentalism, you would have a cumulative -1 Morale penalty, not -1 for just Wealth. Sorry about the misunderstanding.

Probe suggestions: the first time you infiltrate datalinks you get the screen with the technologies, who's at war with him, etc. In other words, a governership infiltrations before the patch. You can then send a team in to infiltrate the datalinks further, and this would give you everything you get now (full info on cities), but:

A. You would "lose" the probe team- it's busy intercepting transmissions as spies deep in enemy territory, living among them as one.

B. You would also get the Social Engineering stats of the faction.

C. Each turn after the successful infiltration, there would be a small chance of the probe team being caught and losing all the information gained. This would be equivalent to having the infiltration "time-out." Needless to say, you would be notified when this occurred; but you could still view all the old data you had on cities, with a big red "old data" stamped on the city screen of course.

D. The chances of the probe team being caught would depend on the morale level of the team used, as well as the probe of the faction infiltrated. For instance, a disciplined one's might be balanced to have a lifespan of roughly 25 years; an elite would, on average, be able to stay hidden 100 years. The probability of this occurring would be on a nice increasing exponential curve to prevent elite's dying on turn 3 and disciplined's surviving till turn 75. As for the probe SE setting, a positive rating of n creates (n+1) times the probability of getting caught- so it's 3 times as probable for a team in a probe +2 society of getting caught. Similarly, with a negative probe rating, the chance of catching infiltrators is 1/(|n|+1) per turn, so Probe -2 is a third as likely of getting caught and triples the probable time of capture, and a rating of -4 would be 1/5 the time (500 years for an elite probe team).

E. The paranoid could put several probe teams into a faction's network so that even if one were caught, you wouldn�t lose your information suddenly. Your infiltration screen would show how many probes you had in that faction's network getting the stuff.

F. If your faction's probe was +3, the first infiltration that I mentioned (that lasts the whole game) would still be possible, but all this "Secondary infiltration" that gets you all the city information and everything else would be strictly impossible.

G. (An advanced option) You, as a paranoid faction leader, could commit "security purges" at a cost of 100 energy credits and no excess nutrient production in all your cities that turn (innocents killed in the purge). On that turn and that turn only, each probe team infiltrating that faction would have a 50% chance to die in a +0 Probe society (100% in +2, 75% in +1, 25% in <0). Considering that their chance to die is more like 1% normally, this would be quite helpful to the multiplayer faction leader.

This is actually a heck of a lot simpler than I made it sound. All it means is that if you want the city profiles and lab reports and security nexus things, you have to lose a probe team and know that eventually you'll get caught and you'll need to replace the team.

agoraphobe posted 03-23-99 04:33 PM ET     Click Here to See the Profile for agoraphobe    
Well, Absimiliard beat my (longer) post, so I'll just have to commit the sin of back to back posting with this addendum:

What I'd like to see if playing "conqueror", is more or less a 50/50 chance of conquering either in the early to mid game (a "Spartan" conquest) or in the endgame UofP style after a long build, with all the grav/blink/drop/buster geegaws. Right now it looks like 80/20 in favor of the Spartan style.

To this end, another idea:

Naval Combat: Needs fixing in the interest of balancing defense. Instead of a one-way attacker vs. defender resolution (which almost always ends in favor of the attacker, all things being equal) close-quarter naval combat needs to be treated like artillery duels, which ironically is how naval units fight so long as there is one intervening square. Why should it be any different if there are no intervening squares? Just make it to the death, that's all. It wouldn't be too difficult an adjustment since naval units are treated as artillery in almost every other instance. The exception would be subs, unless the target is a "destroyer" (anti-sub naval).

Shining1 posted 03-23-99 05:24 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Hey Y'all.

On the subject of defense vs. offense, I have the following changes to suggest (all of which I have played with for the last 4+ games and seem to work well)

Set Sensor terrforming time to 2 turns
Set Perimeter defense cost to 4

Set Plasma Shard prereq to Nanominiturization (gives more of a gap between Fusion lasers and this weapon).

Set Hover tank prereq to Monopole magnets (makes more sense anyway, and means the tanks appear much earlier). Hence you can use your SAM tanks to destroy aircraft, quite an effective ploy. Plus a single tank with the +2 moves/attacks makes a great offensive/defensive unit.

P.S: Apologies if I seem a bit obsessed with Alpha.txt lately. But I do agree with analyst's view that tactics are more important than how the game is 'supposed' to be played.

However, I'm hoping it's possible to edit enough stuff that skews the balance back in favour of a split offense/building policy - so all factions can compete properly.

Shining1 posted 03-23-99 05:56 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Full notes are now in the Proposed Faction Balancing thread, and I'm pretty much happy that this is all that is necessary. So now I'll just talk tactics like the rest of you .

P.S - How to win over a hostile faction at no expense (hopefully old news): If you have a city that is definitely on the verge of destruction (mindworms, capture, etc) - give it to the target of your affections. You'll get an obstinate turning to magnaimous, without any real oppotunity cost to you.

player2 posted 03-23-99 07:38 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
On probe teams: agoraphobe and Snowfire, you guys read my mind. I was going to post a new thread about the overpowered 'Infiltrate Datalinks' operation. Your ideas on solving this problem are pretty well grounded; I think this probe team action needs to be limited somehow. One way might be to only yield city info in cities that have been infiltrated ONLY, instead of all of them, as someone already mentioned. You could gain additional info after you had infiltrated a certain number or percentage of bases (example: You get labs and econ info after infiltrating 3 bases; city production/citizen happiness reports after 5 bases; and military info after 8 bases.) The information obtained from one little probe operation is far too powerful to justify only requiring one instance. You guys are right on on this one.

On jacking up defense ratings: no, No, and NO! Agoraphobe, as I told Analyst, I don't believe that base assaults will be IMPOSSIBLE, but they will become far more difficult, and will require more units AND time, both of which are very valuable in the SMAC world. The bigger problem lies in the fact that raising defense ratings will actually REDUCE the strategy involved in defense (but will requre more finesse in offense, as you stated). As it stands, a defender must rely on an "active" defense to successfully repulse a well-organized attack. This means combining offensive units with city garrisons to guard your territory. Raising defensive values would give city garrisons more power and reduce the strategy involved in defending your holdings (after all, why leave your fortress when your troops are almost indestructable inside their castle?) Defensive strategy would be reduced to nothing more than building base defenses and putting a couple defense garrisons inside, forcing a conquer to adopt a "scorched earth" campaign which would destroy the value of the land he is trying to capture (imagine the agonizingly slow pace the game would take on if you had to tear apart every city improvement around a base before seizing it, and then having to REBUILD those improvments after it is captured) Yes, there are other options, such as probe teams, but there are ways to guard against this as well, and you can't bribe all of your opponent's cities.
I guess my main concern is that the finnesse involved in defensive strategy would be destroyed by raising defense values. You and Analyst have stressed the strategy and versatility of mounting an attack, but be aware that formulating a defensive strategy is an art form as well, and requires all the intelligence and cunning of the player to be successful. And that is something I don't want to lose.

Shining1 posted 03-23-99 08:03 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Probe teams: Good points. My number one priority is always to get the 'inflitrate datalinks' done for that faction. Once done, you can use Sun Tzu like methods of identifying force distributions and launching planet busters (etc) as appropriate. And they stand next to no chance.

I think you should get a one turn snapshot of the faction, so you can see everything in their bases during that turn ONLY, and you retain datalinks information about the faction for that year (there's no need to lose the team). Maybe also add a 'permanent' infiltration for a single base, in which case you do lose that team (require a veteran team for this, like assassination needs an elite team).

Currently the infiltrate datalinks is DEFINITELY overpowered.

Pique posted 03-23-99 11:32 PM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
Player2: I think you and I are looking at defensive strategy from exactly the opposite sides. Do you play much multi-player? I ask because your concern for defensive strategy seems to be centered around what you would do on defense against an attacking human player.

I am looking at defense from the computer players 'side.' The best defense is a good offense, as the saying goes. After the initial land grab, I usually defend my continent by placing one or two strategically located airbases filled with air-to-air, air-to-ground, and empath helo�s (sometimes), and attack and kill all incoming units long before they actually touch my bases (in truth, I have had damn few units ever launch an attack on my home bases when I have the continent under control, but this has been pointed out by many in this thread). If a unit or two does get through, my 1-1-1 police garrison slows it down and keeps it out until the Calvary arrives.

The problem with this strategy is that the computer AI is completely unable to duplicate it. While I�m still not very deep into a 3.0 game, I have never had the AI in 2.0 do anything other than use units to reinforce city garrisons. It has, on occasion, launched minor, sporadic, and ineffective counterattacks on a unit or two I have had out in the open, but as a whole the AI is unable to grasp and/or implement the �offense is defense� strategy. It is ridiculous when you take out 5 needlejets on the runway with a force that has been working its way across the AI continent for 5 or more years.

So�.the solutions as I see them are to either modify the AI to take advantage of the most effective counterattack strategies OR modify the units that the AI uses to defend it�s bases so that it has some prayer of holding onto one occasionally.

Since I believe decompiling SMAC and reprogramming the AI is well beyond most of our abilities, the only viable option is to modify the armor values and/or weapon values to give the computer players a fighting chance after the first 150 years or so have passed.

Of course, this would have severe drawbacks early in the game, when the special abilities are limited and devastating chassis like the helo are yet to be discovered. Taking a base would be near impossible unless you caught it empty or almost so�with conventional units. Of course, you could always make a beeline for mindworm tech and start pumping those out as offensive units in the early game.

It would also skew the current defensive strategies in a human vs. human environment, but we aren�t talking about modifications meant for multi-player here when we say increase the defensive strengths of garrison units.

As an aside, I have posted my strategy of fighting for survival and struggle for isolation until I have my three conquer-the-world prerequisites (drop pods, helos, and decent probe teams) a few times now, but I have always forgot to include that I always, always try to begin my war of the world against a faction that has yet to achieve fusion reactors. If I can conquer that faction (and then any others in the same boat), I will then have enough research power to shoot to quantum chambers in short order. If you pick your wars so that you are always (if possible) fighting against a faction with one level lower reactor tech, the extra hit points virtually guarantee your success in a war with a small number of elite units, no matter what the AI tries to whip out to counter your assault.

Of course this strategy, as well as my defense strategy, etc., is useless in early game, which is why, once again, I so often lose during that time. My early game techniques are really lacking, and I survive only about half the time long enough to bring on the mid-game world war.

And I agree wholeheartedly with the ideas posted above for probe team modification, with the possible exception of the 100 credit �purge� that was mentioned. I know I would purge for 2-3 years at least once every 20 years and every time I was about to start a war, but I doubt the computer could/would duplicate that tactic.

SnowFire posted 03-23-99 11:42 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
I do believe I've had the worst luck ever in my TI games so far. Standard size map, lots of water, as the Gaians. I start on a medium sized island- except it's shared by the University and the Believers. Think of it as an upside down T with me as the short left branch, the Believers with the longer right branch, and the University on the upper branch. Full house. Oh well, no problem, I just better conquer some Lebensraum quickly. I'm lucky enough to capture a mindworm and I burn down Zakharov's first expansion city and I lay siege to it with my mindworms and Unity rovers, letting no units escape. Around this point I finally decide to contact the Believers (who I had noticed the base mysteriously appearing on my map), who are surprisingly amenable to me. We sign a treaty, and trade about 3 techs back and forth, and in a special spree of niceness I get her World map for Centauri Empathy. She has about half the island, and Sunny Mesa too. No wonder she had some technology. In any case, I expand into "University territory" despite the fact the only University units are holed up in University Base. Eventually, I overwhelm them, and watch as Zakharov escapes.

Up to this point, things have been going pretty well. I'm building some infrastructure to prepare to build more mindworms. I check with Miriam to see if we can trade some more technology, but now that I'm stronger the relationship has gone south it seems. She wants a one-way street. Oh well. I explore the seas now, and I find two island suitable for colonization. As I approach Mount Planet, there's a sea Unity pod. It has an isle of the deep, but my Unity rover and captured mindworms manage to disembark before the transport is sunk. I trade some technologies with Brother Lal, who I find on the Mount, but my army has no ride back home, so they sit there and annoy him instead. I build a new transport, and one city arae I want to found on has a Unity pod. Given no choice, I open it with the colony pod... and mindworms pop out. Of course. Well, I found the other city and collect my troops, and everything seems to be going just peachy. Then Chairman Yang pops up and demands massive amounts of money for appeasement. I realize in horror that since my conquests, I have barely inched into second place. And Yang is about twice as strong as any faction, as he started in Monsoon Jungle on a decent sized continent, so he now, as #1, wants my blood. Well, no problem. He lands his impact infantry in fungus to fool me, the sneaky guy- except I had just completed some sensors on a hill that spotted them immediately, and with my mindworm's bonus in fungus fighting, their carcasses made an enjoyable snack. Then, one turn before it completed its trance synthemetal garrison, mindworms land on that other island I colonized. Sure enough, no more colony the next turn. Arghh! Memo to self: No matter how silly, always always buy the garrison of mindworm food colonies, or drop off some troops to guard it initally. Now, the Hive decides to make a play for University Base with two 4-2-1 Impact Infantry. I had moved some Boil mindworms as well as a Unity rover up there and a Trance Synthemetal Garrison already stood there. I now (foolishly, I later found out) moved my mindworms through the fungus out to meet them and attacked them. However, the victims put up surprisingly good resistance and my mindworms had a mere 2 hitpoints left after that battle. And since I hadn't waited for them to come to me, my mindworm wasn't protected by the garrisons and other defenses of the city. The other impact infantry chewed it up the next turn, and it was down to 6 hitpoints now (3 from collateral damage on attack, 1 from kiling my mindworm). This time I decided to let them come to me before unleashing the fist of death. Just to be safe, I even switched the production from formers to another garrison, and patted myself on the back for my preparations. Well, the infantry attacked, and only took a mere 2 damage killing my garrison. Time for revenge. I attacked with my Unity rover now, which should have one by all rights- hardened, and attacking in the open for roughly 1.4 against a straight 2 with half hitpoints. Well, it almost works... except it doesn't. The infantry still has 1 hit point left. Not one to let it escape, I have my garrison hit it now, and much to my surprise... it loses every single "battle" and is killed off. I felt like the computer playing a save-and-reload human- no matter how good the odds seemed, they went against me. Now I had left a lovely size 3 base undefended at the cost of 2 garrisons and some experienced mindworms and equally experienced Unity rover. Well, I could do a pawn defense by moving my enarby formers into the base and quickly buying a new garrison... but I had already moved my formers earlier in the turn. Noooooooo!

Several lessons from that little experience on not violating the little rules, most that I already mentioned, like being ultra-paranoid with new bases and always playing it safe in battles like that where you can pull a loss from the jaws of victory with enough poorly-calculated odds and rash military moves.

agoraphobe posted 03-24-99 01:02 AM ET     Click Here to See the Profile for agoraphobe    
Well, player2, you're not seeing it from the conquerors point of view, which is also the AIs' point of view, except it's usually looking at it from the wrong end of the gun. This with ironic results from the builders' viewpoint if you're arguing against moderately stronger (and cheaper - why not?) armor.

Note that I'm talking about a +1 increase of "midrange" armor, the bottom 2 and top 3 excluded, a -1 to cost for all, and an EQUAL percent increase (to be determined) in both base defense bonus and infantry attack bonus. Also Air, Copters and Gravships cost 2, not 1 - let's see the AI build those 15-stack needlejets now (my fear is that it will continue to do so, severely distorting its economy in the process).

More reliable base defense could actually make a mobile defense easier, and therefore more likely, for the human player, by freeing units for field deployment - they're not needed in the base. Cheaper (and stronger!) armor makes it cost-effective to armor fast attack units in the early-to-midgame - right now that's a foolish thing to do for a conqueror.

As its effects for the AI, well we know its sad story. I've seen the AI try to put up a field defense, but after you give them a good drubbing they crawl back into their bases and never think about how to get back out for the duration of the vendetta, so long as you stay on the offensive. That's because they never massively intervene with that huge stack of needlejets they have stashed away in some base somewhere. They also are slow to build interceptors to counter my own air offensives (and, in an aside, they never build boreholes or echelon mirrors, I've never seen ONE. Why's that?).

So, absent all of that, better armor / base defense can only help the AI and that's always good.

Finally, check out my blurb on the Believers and their problems in "Faction Balancing", as well as some interesting responses.

gotag posted 03-24-99 01:07 AM ET     Click Here to See the Profile for gotag  Click Here to Email gotag     
Having read all the excellent posts on the relative values of attack vs defence I thought I would chime in with a few points of my own.

DerekM, If you look at your list you will see that the game is balanced so that generally the attack factor is usually 2x the defence factor in terms of the techs needed. There is a reason for this. City improvements and terrain improvements exist to double and eventually triple the defence value of a defending unit. If defence values were near or equalled to their offensive counterparts defense would have too great an edge on offence and the game would bog down, becomeing a battle of attrition that would finally be resolved by whatever faction could build the greater number of PBs.

Pique. Your comments on MP vs SP are right on the money in my opinion. Having said that you must also consider the effects that your modifications would have on CP vs CP fighting. If you modify the units so that it is harder for you to conquor an CP city you make it that much harder for the CP to take any cities from another CP. IMHO the toughest games for us as humans to win are those where one CP faction gets a good start and parleys it into what at times seems like an insumountable lead. If 2300 rolls around and we face 6 more or less equal factions the rest of the game is a walk.

BTW I cannot agree that the game is biased in MP in favour of the attacker. While attacking may be easier, if you examine the facts there is no reason that it should be more effective. First, unless both sides have a tech edge your both useing the same units. Second, the defender has base and terrain improvements that enhance defensive strength. Third, while the attacker can chose the ground and the timing of a battle the defender (unless he has been faked out of his underware) has shorter supply lines and nearby repair facilities.

Having played a number of MP games the conclusion that I have come to is that if the builder is afforded the time (a BIG if I will admit) he can defend his position quite well.
It is not easy, as I will be the first to admit, but it can be done. Most of the obvious tactics have already been discussed. 1) The importance of intelligence, the time to find out where the attackers main point of effort is 6 or 7 turns before he contacts your defencive matrix not when he's on your doorstep. 2) Haveing the highest moral troops that you can. Look at moral as the same as have a tech advantage. 3) Mixed defenders. Combined arms is just as important to the defender as to the attacker. 4) Defensive structures. Too little mention is made of bunkers but if you build them on forest or rocky squares you get a 100% defensive bonus and with a sensor array nearby this jumps to 125% this is not to been ignored. Build them within city radii towards the hostile world and garrison them with a good attacking and defending unit. 5) Kill zones. This is the hardest to achieve but once done makes your faction very hard to attack until drop pod restrictions are removed. Basicly no hostile cities or air bases can exist within 10 tiles of any your cities. If you can deny the attacker air cover and make his coptors start every battle at 30% damage he would have to have an overwhelming advantage to break down your ground based layered defences. There is much more that I could add but I'm trying to get it down on paper so it will read as coherantly as one of Analyst discertations.
Look for a upcoming thread called In defence of defence.

player2 posted 03-24-99 11:02 AM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Pique and agoraphobe: Yes, my concerns regarding increased armor values were aimed at MP games, not SP. I agree that increased armor values would benefit the AI from human warmongering tactics, since it is unable to develop an effective "active" defense for its holdings. I suppose an AI "cheat" could be added that enhances armor points on the higher difficulty levels, to make up for its poor defensive tactics. But I am against a game-wide increase, as it would adversely affect MP games as I stated earlier.

Off the offense/defense topic: What does everyone think of diplomacy/planetary council aspects in SP SMAC? This topic has been brought up before in other threads, but I think there should be far more diplomatic and council options to choose from. Some examples:

DIPLOMACY
1. Negotiate arms reduction treaty - this option would be used to negotiate the mutual destruction of weapons of mass destruction (planet busters and possibly nerve-gas units) between two factions to reduce tensions due to a missile standoff (ala START treaties from the cold war)
2. Negotiate mutual surveylance treaty - allows two factions total access to each other's datalinks while treaty is in effect (another cold war spinoff) This would go hand-in-hand with the limiting of probe team actions in the "infiltrate datalinks" operation, which would no longer be permanent.

COUNSIL
Declair Economic sanctions against a faction - puts target faction under santions until ban is lifted (this was already proposed in another thread)

There are lots of possibilities, all of which could greatly enhance the enjoyment of SP. Any thoughts?

Analyst posted 03-24-99 11:11 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Wow! This thread has about doubled in size just in the last 16 hours or so! I can't respond to everyone I should but I'll venture a few.

On AI behavior: Pique, I didn't see any Probes used in explorer capacity in this v3.0 game at all, but I saw it in v2.0. I was actually wondering if v3.0 had modified away from this behavior, so it's probably a luck of the draw thing. Agoraphobe, I've mentioned before that I never see the AI build a borehole, echelon mirror, or drill to aquifer (UofP built a condenser in my current game, but just one). At the same time, it builds bunkers like they're going out of style, then never uses them effectively. Here's a good one: Yang founded a base on top of one of the boreholes in the borehole cluster. Since I have the Guild, I peeked inside the base. Sure enough, the base square is ignoring the effect of the borehole and is only producing 2n/1m/2e. that base is also not putting any of the other boreholes into production. So much for the AI taking advantage of this landmark.

Agoraphobe: Thanks for the words in my defense.

DereckM: Thank you for posting that excellent analysis of the tech tree. It keenly highlights the tech tree bias in favor of offense.

Shining1: You've almost got this computer-phobe convinced that he should try to rewrite the rules file. I'm very interested in implementing some of your modifications to change the flavor of solitaire play.

gotag: "like one of Analysts disertations"? LOL! Yeah, I know. My userID says it all. On a more serious note, your response to DerekM disregards one of my prior dissertations. Defense modifier bonuses are meaningless when I posess units that can disable your defenses (Probes) or disregard them (Native Life and Air Units), or do both (Artillery). That's why the bias in favor of offense remains overwhelmingly powerful. Your five points of defensive strategy are sound, but only if others grant you that big IF of time to build everything you need to implement them. Anyone who gives you time to develop all of that probably deserves to have their attack fail.

Footnote: My first v3.0 game has now entered the boring stage. The mighty UofP have been laid low by two meat and potatoes rover/jet strike forces attacking them at opposite ends of their empire. They still have a dozen or so bases, but are at the stage where they are offering no resistance. I'm just waiting to see when the unpredictable surrender formula is going to kick in. Morgan is running a distant second now, but his faction is inferior in every way that can be measured. He also continues to be my Pact Brother. I'm going to try an immediate Supreme Leader election after UofP's surrender. My votes, plus UofP's, Morgan's and Dierdre's (submissive Pact sister) should total well over 3/4 of council votes once UofP surrenders. No one's lunched a PB (and no one's going to if I can help it) so I should be able to wrap it up and move on. Just might achieve victory before 2300.

agoraphobe posted 03-24-99 03:05 PM ET     Click Here to See the Profile for agoraphobe    
Yep, Analyst, sounds familiar. My favorite sequence is:
- select fat, juicy base;
- blow away Air Complex w/ Probes;
- slam it with those 3-to-5 (6-1-20) needlejets you have waiting in the wings for just this occasion;
- mop up with those 3 or 4 (6-1-2) Rovers either just down the road apiece on the same continent (you know how the AI loves roads!) or just offloaded onto paved terrain right next to the base - probably no need to probe away the Perimeter at this stage;
- rinse and repeat as necessary.

Of course there are the exceptions: bases with a 10-stack of defence, etc., but these can be isolated precisely because they are exceptional.

And, of course, the human "build" player will do better on defence, assuming the stock alpha.txt. However, the bottom line will be that a builder will defend best in the same manner as a conqueror - with a bunch of unarmored fast attack units plus probes. The fatal flaw in the builder's scheme is that, by definition, they will not be able to attack _consistantly_, and Analysts' challange to the builders is that, regardless of whether playing SP or MP, and regardless of which faction is played, a conqueror with a consistant attack strategy has the highest probability of success.

Aside to Analyst: I'm presuming that was the idea behind the recent Morgan games. If so I'd be interested in a summary of that experience as it relates to this question. As for myself, I'm going to put aside for the moment twiddling with armor in alpha.txt, restore the stock settings, and switch from the Believers (the best attack faction when played correctly) to the UofP, to see how they perform out of the starting gate as a vicious, bloodthirsty conqueror.

player2 posted 03-24-99 06:21 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
agoraphobe: Ugh! How can you say that a 'conqueror' has a better chance of success than a 'builder' with so little debate? I haven't played enough MP to dispute your claim with certainty; I can only speculate in this field. But in single player, I CAN decisively say that you are wrong. I have had some INCREDIBLE success in SP using a 'builder' strategy, getting trancendance scores above 900 before 2320 (could've been much higher if I had played longer). I admit I DID attack a couple factions, but only to secure my continent and to protect my holdings. The successful 'builder' always has a little bit of 'conqueror' in him.

I'm not really sure what you mean by a 'consistent attack strategy.' If it simply means a consistent stream of attacks, then it is doomed to fail against a well prepared builder. IMHO, I think the only way for a conquer to crack the defense of a veteran builder is to attack in one short, very powerful surprise attack. I have played a small bit of SMAC MP, and have on several occasions been forced to attack an aggressive neighbor to protect myself. This was not done by a 'consistent attack,' but rather an overwealming surprise attack that seized half his cities in one turn. This is the strategy I use in my 'conqueror' game situations, and have found this to be the most effective strategy against both human and AI. And it is this effectiveness which makes surveylance so important for a builder, as I have often stated. If the attacker is denied the element of surprise, his chances of success against an experienced defender is greatly diminished.

Sorry if I'm coming off sounding a little irrate I've got to stick up for us builders out there (although it sometimes seems I'm the only one left) But I have played both roles, ever since the first 'Civilization' (which i still love). I have had great success as a conqueror, but I feel that the only way to reach the road to true greatness is to build it yourself!

Shining1 posted 03-25-99 12:14 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Ugh. Just as I thought I had it licked, version 3.0 comes out. 3 hours spend reprocessing old alpha/faction files to fix them. Still, easily worth the effort. If SMAC had been released in this condition, there would be NO complaints at all. This is a great game.

Snowfire: Is it you who runs the excellent 'Mind Worm' site? Would you be interested in posting the proposed faction modifications when they're done?

Still more changes, too. Suggestions to rebalance the university's end game have got me completely flustered. Heh heh heh. If you want a real offensive UoP challenge, try adding SOCIAL, -SUPPORT to the faction file. This totally screws the UoP's early game production, especially if attacking units are needed (contrary to Analyst's experience, it is quite possible to be very closely surrounded during the early part of the game in version 3.0). Makes the university a pacifist organisation for at least the first half of the game, and as a result the effects of this lack of early military muscle should keep them running away in the later part of the game.

Same for Morgan. Changed -SUPPORT to -GROWTH. With his inability to use Planned economics, this left him with some very small bases. That population limit doesn't help, either. So he must use democracy to boost growth to +1, and forgo Police state, which means he must suffer under that -5 police for Free Market. Cruel, but effective.

This gives me three Conquerors (Hive, Believers, Santiago), three Builders (UoP, Gaians, Morgan), and the Peacekeepers, who are probably the most stable faction now.
Each of the builders stands a better chance of winning the end game, while they must play very defensively during the early parts of the game (especially the university, who cannot afford to spare units away from home base).

Also gave each faction 50 energy to start with. This allows early completition of facilities, pods, etc, or my factions that begin with a government type - Morgan (free market), Hive (Police state), Believers (fundamentalist) to change over immediately.

Thoughts on version 3.0: This is SMAC. Performs like a dream, the bugs are gone, and the A.I is definitely smarter in nearly all areas. One thing - the diplomatic A.I seems a lot more erratic. I had Lal cancel a pact with me immediately after I had given him something he wanted. Not a stupid move, as it turned out. But totally unexpected and seemingly uncalled for.

Brilliant stuff, Firaxis.

player2 posted 03-25-99 12:41 AM ET     Click Here to See the Profile for player2  Click Here to Email player2     
A quick note about 'clustering' faction positions: contrary to other reports about v3.0, EVERY game I have started has landed me within 10 squares of at least 3 other factions; sometimes even more, which is actually WORSE than 2.0 in my case (I never experienced anything like this in previous versions) So I guess its just coincidential that so few people experienced clustering when the patch was released.
gotag posted 03-25-99 07:13 AM ET     Click Here to See the Profile for gotag  Click Here to Email gotag     
Anaylst: Any defensive stratagy is vulnerable to some extent or another. Yes you can probe destroy a city defensive structure, ditto artillery and native life forms ignore them. But don't you see that this complicates your task as the attacker?

Historically no defence has ever withstood a determined attack forever. Even Constantinople fell. The task of the defender has always been to trade defensive strength for time. Time used to good effect in some other fashion. ie: build up their own military, secure allies, ware down the attackers strength to enable a counterattack.

The point of my previous post was to show that it is not unit attack and defence factors that cause most players to adopt a aggressive stance but faction seeding. You yourself have said in a previous post that if you started in the middle of nowhere with little contact with the other factions you would have to rethink how you would go about winning.

My job as defender builder is not to create a defensive bastion invulnerable to attack, even if such a thing is possible. Rather it is to win. This means I have to predicate my defensive stance upon being able to secure victory by some means other than conquest.

Ideally therefor, while you are attacking my presumably well defended cities I am building up my energy to win economicly, building up my population to win diplomaticly or just building the Accent to Trancendace. Your job is, ideally, to thwart me by removeing the means (cities) that I have to accomplish my goals, while enhanceing your own means of achieving victory.

The problem for the builder, as I see it, lies not in his units but how he formulates a whole board stratagy. The builders weakness is his inablity to "project" strength. That being said there are still things he can do to make the aggressive players (AP) life more difficult. 1st build those SP that are near and dear to the AP's heart like the CN, HSA and the CF. 2nd disrupt the AP's alliences by probe teams and bribes. 3rd loaning money and units to help the other factions against the AP. There are no doubt other things a builder can do, and do them he must because you can bet the AP is trying to do them to you.

The main point here is that the builder must have a consistant stratagy as does the AP. Every extra unit and city improvement that the builder can force the AP to build is a small victory. Enough small victories add up to the big one.

gotag

player2 posted 03-25-99 09:52 AM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Gotag pointed out something very important which I have not emphasised; a person's stance (conqueror or builder) early in the game is determined by seeding. In my current game, I have been closely surrounded by three hostile factions on the same continent, and have adopted the role of 'conqueror' out of necessity. I think that the player does not have the option to choose his playstyle until he has secured his continent. The question then arises: do I...
a) continue attacking my opponents to strengthen my empire while weakening them? or...
b) be content with what I have; build an effective defense to protect against a naval invasion, and build up the infrastructure of my empire. My goal being to outbuild my opponents; efficiency is my weapon!
The player is at a crossroads at this point. If you are a conqueror, you choose 'a'. Builder's choose 'b'. And THAT's when the distinction is made.
Of course, conqueror's prefer being closer to opponents for easy attacking, and don't like being isolated (ie: Analyst's example). The Builder is exactly the opposite; isolation = good; lots of neighbors = bad. If you get seeded in an unfavorable way in regards to your preference, you must adopt the opposite playstyle for at least a little while (Analyst had to build some infrastructure to build up a naval invasion force with decent technology, and I had to duke it out with my neighbors to secure my island) Hope this puts some clarity on the issue! Comments?
Analyst posted 03-25-99 11:02 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
On start position clustering: Well, I did say that one game does not a pattern make, so I'll assume in the future that clustering is still a likely possibility. Hard to believe that all of those tightly clustered starts I experienced before were merely luck of the draw, but the broader survey seems to say that was so.

Agoraphobe: The primary purpose of my "Morganic Experiment" was to try to determine the relationship of cost and opportunity cost involved in using social engineering to manage diplomacy v using social engineering to maximize inherent faction advantages. My personal conclusion from the experiment was that, unless you could isolate your Morganic empire from border conflicts, the price in military hobbling and AI hatred for being Dem/FM/Wealth was greater than the corresponding economic gains could justify. When I changed strategies in mid-game to assume my more usual divide-and-conquer posture, I achieved victory in a very short span of time.

Prior to my Morganic Experiment, I had already concluded that playing Conquerer strategy with a Builder faction (i.e. Gaia, Morgan, UofP) was only a little bit less efficient than playing Conquerer strategy with a Conquerer faction. The primary difference being that Builder factions absolutely must have either (i) a combination of Command Centers and Impact weapons or (ii) a significant Native Life military component to commence serious conquest, while the Conquerer factions can usually get busy earlier than that. The additional conclusion I drew from my Morganic Experiment was that Conquerer strategy did a much better job of keeping AI factions small and underdeveloped by keeping them constantly under attack, either from me or from the inter-necine wars I stirred up.

This is how I think it translates to MP play: In games on anything less than larger sized maps, I don't think that the Builder strategy has a chance. The Conquerer can develop a highly effective, mobile offensive force much earlier than the Builder can create the defenses required to deal with it. Larger maps *might* give the Builder a chance, but that's largely a moot point in my MP experience as people with the patience and perseverence to play a large map game from start to finish in MP are truly rare birds.

gotag/player2: I understand the points both of you are making, but I remain unconvinced that your plans are actually capable of achievement within the structural balance of this game. I keep going back to my experience with CivII: MPG. Though that game is balanced to make early game conquest more difficult than is SMAC, I've never been defeated by a Builder strategy in that MP arena. SMAC is tougher on the builders in the early- mid-game combat ratios, so I reach the conclusion that's natural for me based on that experience.

I'm going to add something that's seems both immodest and unlikely, but that I swear is true. I've never been beaten in a game of multiplayer CivII. Never. I can't tell you how many persons I've played that postured themsleves "experts" at the game, who said that Deity level presented no challenge to them, who I then proceeded to steamroll with Conquest strategy mode on. I've heard all of the derisive opinions hurled at early game "rushers" who ruin the game, but my opinion is that if the game is balanced to favor early rushes as the best strategy, then the complaint is not with me, but with the game designer.

I can appreciate that there is only one way to prove the point of whether *your* strategies are superior to *my* strategies in *this* game. Perhaps we'll have the opportunity to settle that point someday

Shining1: Agree that with 3.0, SMAC finally seems "finished". We are no longer beta testing for gross errors like infinite range missiles and menu commands that don't work. I'll leave the industry debates about whether that couldn't or shouldn't have been accomplished on the first release to the other threads.

Postscript: I was able to bring my first v3.0 game to a conclusion last night (hail Sparta!) in just the fashion that I hoped, though UofP dragged it out by fighting down to the last dinky base. Still, Diplomatic Victory in 2384 marks a new swiftness record for me on a Standard sized map (that's like winning a CivII game in 1660). Not surprising to me that Sparta would lend itself to a new high water mark for efficient conquest. Never even built a Hab Complex. When my cities got to size seven, I just started drilling multiple boreholes for them to use, letting nutrient growth stagnate. This turned out to be more efficient and effective than I imagined it would. Seems like a great shortcut, rather than spending all of that extra time and effort to get to producing those excess minerals and energy more "naturally".

Zorak Zoran posted 03-25-99 11:42 AM ET     Click Here to See the Profile for Zorak Zoran  Click Here to Email Zorak Zoran     
Adding something to what Analyst mentioned: I have found the Conquer factions only marginally less capable at Building than the Building Factions. Santiago is perfectly capable of generating huge cities with lots of energy.

Furthermore, I'd say that the Spartans are an even more reliable (not better, just more reliable) Builder faction. This is due to the great respect neighbor factions give to the Spartans in the early game. While Morgan may be struggling to keep the wolves at bay, striving to form treaties and avoid war, the Spartans can pursue land development and colony seeding without worrying too much about foreign aggression.

In short, I haven't found too much difference between a socially moderate Morgan (to avoid hatred) and a socially aggressive Spartan (hatred? Don't make me crush you Deidre...) when it came to development and inter-faction relations.

As for SMAC in MP: I've beaten and lost horribly to some world class Starcraft players. In that arena there are so many MP games going on that the whole culture has its own evolutionary track. New tactics rise, are countered, fall, are modified, rise again, etc... Though I enjoy discussing the possibilites of MP competition between different strategic models, I don't believe that there will ever be enough MP SMAC games being played to really put all our conjecture to the test.

Analyst posted 03-25-99 12:26 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Er, um, make that 2284, not 2384 (which would be rather a late conquest for me). Note to Player2 that my swiftest conquest game came from that isolated start position. Being channelled into an early build phase was an extremely temporary development.

ZZ, I think you are probably right. For the reasons I detailed in the "constructive criticism" thread, I don't think that multiplayer SMAC is going to be a very attractive or popular option.

ZZ, I also have no doubt that Sparta makes a great Builder faction. In fact, the only faction I see as completely unsuitable to Builders is the True Believers. I don't think it's any coincidence that the TB's also seem to be viewed as the weakest faction by a lot of people. Numerically, I think that there are more Builders than Conquerers playing this game, so the TB's bad rep is unsurprising. Lots of Builders out there who've never understood the joy of being "all out of gum"

player2 posted 03-25-99 01:11 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Analyst: Good points, as always. As I mentioned to agoraphobe earlier, I am still adamant that a 'builder' strategy in SP can be just as successful (or more) than a 'conqueror'. If you measure SMAC success by finishing dates, you've got me beat (my best is 2298 (large map), but only got 508%, nowhere near by best of 922% in my "Gaian Utopia" game) As to MP, well, there's only one way to settle that...(theme music from "The good, the bad, and the ugly" plays...) I think I would be a decent challenge for you; I've been playing Civ and CivII since I was a geeky junior high school student. I used to be a conqueror, but now I see the light Seriously, I'd love to play anyone here in a MP game; everyone seems to be up there with the best! Or maybe all of us on one huge map; that would be very cool!

ZZ: You are right on about the Spartan's building ability. They've got no negative 'builder' abilities (econ, knowledge) and their morale bonus is put to good use in securing your continent (if necessary) and defending it. I'm playing with them right now, and they are performing almost as well as the Morganites in terms of infrastructure, with a well trained, modern defense force. And I will also back Analyst's observation that the Believers are a lowsy builder faction.
In reference to starCraft, I think such real-time games have little bearing on SMAC military tactics. I myself am a self-proclaimed Red Alert GOD, yet I feel that SMAC combat requires a greater degree of tactical cunning than either StarCraft, or my beloved RA. The result is just as you stated; SMAC will probably never reach a 'tactical nirvana' (unbeatable combo of tactics and counters for a specific game) because there are so many possibilities. Just another reason why SMAC is so great!

Analyst posted 03-25-99 01:40 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
So, Player2, am I the Bad or the Ugly, 'cause I sure as heck know I ain't the Good.

I want to quickly respond to a comment you made because I don't want to be misconstrued. I do not measure success solely by date of victory. In solitaire play, you are free to measure success any way you like. I have to be honest, though, and say that I find the scoring system supplied with the game kind of weak, especially in light of the effortless power of the Vats+TTMatrix combo to run up that score. I tend to measure the power of a particular conquest strategy I was employing by rapidity of conquest.. Something like: "Hmmm, by doing A, B & C I was able to get victory in 2325, but by doing X, Y & Z I got there 40 years faster. I wonder if I can get that down even more." The idea is that the quicker the pace of conquest, the tougher it is for any human player to put up effective defenses. I'm fine tuning my strategy towards that end.

Of course in MP play, there is only one measure of success. Unless I want to get laughed out of TICHQ, when I get around to trying MP, I'd better be able to put my money where my mouth is, eh?

player2 posted 03-25-99 07:14 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Analyst: If you're half as good as you said, I don't think you'll have to worry about anyone laughing (crying, maybe)
I can't really put a finger down on what the best way to measure success is myself, and I agree that scoring is a bit lop-sided in some areas. You mentioned the Cloning-vats/Matrix trick; this can be artificially duplicated by 'builders' midgame (long before these wonders are available) by:
a) having Psych enhancing structures and a children's creche in most/all major cities
b) having a government of type democracy/Freemarket/Wealth (if applicable)
c) raising psych levels to get golden-ages in most/all major cities
The +2 to growth from democracy and the golden-ages, combined with the children's creche creates a population boom in every city. The greatly enhanced energy income from Freemarket/Wealth enhances psych, and greater populations generate more energy in developed cities, creating an "upward spiral" where cities don't fall out of the golden age. Just another advantage to being a 'builder' (NOTE, the population boom can also be had by 'conquerors' by having a democracy/planned gov./children's creche, but this will cause severe drone problems due to the lack of Police state and relatively small energy returns associated with 'conqueror' cities.)
For myself, it's not uncommon to have an entire continent full of 22-29 pop. cities with all the enhancements allowed by technology by 2300 because of this. Energy income, production, and tech development becomes unbelievable (2000 creds., 1.5 techs, and a new wonder EVERY turn in my last game near the end)
Anyway, the point is that the Cloning/Matrix combo isn't so much a 'silly' combo, as its effects can be duplicated by 'builders' artificially.
I'm thinking that an analysis of powergraphs may yield the best idea in game performance. And you can learn alot of interesting things from them as well. I'm going to post a new thread about power graphs soon, and I think everyone should have a look. You can tell EXACTLY what happened in an entire game by looking ONLY at the graph; it tells you everything from what your playstyle is ('conqueror' or 'builder') who conquered who and how, and how efficient you are. Very interesting, I think!
SnowFire posted 03-25-99 08:35 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Shining1: Yes, I'm the webmaster there, and if you have any material, feel free to send it in. Incredibly, I only started having time to read these old threads AFTER I finished the second issue. If I had looked before, I might have refined what I put down a bit more, though I had come roughly to the same conclusions as TIHQ had, though in a slightly different terms.

I agree, the clustering hasn't been fixed in 3.0. My most recent game had the Spartans a mere 5 spaces away from me, being one space away from overlapping HQ radii. But there was a body of water inbetween us, mercifully. And yet Yang had the other end of my continent in that game, and Lal had the other end of the Spartan continent, and this was on a large map with 70-90% water. 4 factions in fairly close proximity. After both Santiago and I basically conquered our respective continents to become the two superpowers, I sense a showdown soon...

P.S. The AI was, as usual, dumb. Even though I blatantly had my entire force of mindworms right on the border, Yang didn't research Secrets of the Human Brain, and with my treaty with him, all I had to do was throw 30 credits at him occasionally to keep him quiet while I build Bio Labs and MW's. More importantly, I killed off his offensive army easily on the borders while stuck in fungus that they had "smartly" hidden in, while giving my initially weak MW's priceless lifecycle upgrades. The point is, he kept on building Impact Infantry and Impact Speeders when he could have simply built a massive wall of Trained Scout Infantry to stop my offensive cold- no need for trance then. When will they learn?

Shining1 posted 03-25-99 08:44 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Analyst: Steam rolling people who find deity level no challenge isn't such a great recommendation. Perhaps if you instead scored victories over documented Multiplayer experts, you would sound a bit better.

Anyway, I wouldn't inflate your own already impressive reputation yet - SMAC ain't a game where one against three is a viable option.

SMAC 3.0 isn't yet the definitive version, I'm afraid. Two things I've noticed - warnings appear irregularly, especially food shortage ones, and while the echoing sound has gone, it still sometimes plays the wrong wav. I guess that's the fatal flaw in the Virtual World - if you receive incorrect information, and act on it, you get hurt.

Also, the break pact algorithm for the A.I is a little whacked. As the UoP, I was defending Morgan against the incursions of the Spartans. Having finally found the time to build a pack of chaos infantry (8-1-1 - and these things work great in packs, I even want them to get killed, because of the -3 support I'm suffering under at the moment), I rushed quickly morgans territory, in time to defend his second largest base from Santiago's impact rovers. I massacred them.

Result: Next turn Morgan ends our pact, on the basis that my planned economics are getting on his tits. All my units are relocated to a naval base in the Fresh water sea, for which I don't have a transport built yet (another bug, IMO). And ten turns later he is back asking for my help against Santiago. I turn him down, having allied with the Hive against Lal. Stupid.

ViVicdi posted 03-25-99 08:46 PM ET     Click Here to See the Profile for ViVicdi  Click Here to Email ViVicdi     
If you get lucky you can beat the growth curve by upwards of 100 years if you capture an enemy's bases early.

I was on a huge map with the Believers close by. They lacked Centauri Ecology and Doctrine: Mobility, but they were rabbiting like crazy and when she declared vendetta I infiltrated and noticed that every base was cranking out either colony pods or attack units.

I had to divert my early economy from the critical early buildup to military, but she pumped out so many colonies for me to grab that my growth curve pretty much jumped the track, and I spent -- not kidding -- the next 130 years building support for my huge number of colonies.

In the meantime that huge number of colonies gave me a huge early return because I was Morgan / Free Market, which gave me extra energy per base. Bases I had aplenty, and before you get Environmental Economics, base energy is extremely vital.

Having a massive number of bases in the early game limits SE choices to high efficiency (Demo / FM / Know), but it also means they all industrialize early, so the typical mid-game 2-3 base industrial powerhouses number around 10, allowing incredible Economy of Scale. While 1 base builds a wonder, another is cranking out Assault Choppers, while a third works on a "local" project like a Hab Complex or Research Hospital.

By the time I had Plasma Shard choppers I was discovering 1 tech every 2 turns, and now, in the middle of my blitzkreig against the Spartans, I've already built Cloning Vats, Teletubby Matrix, Space Elevator, and it's a race between Transcendance and Conquest victories. (Okay, I could also probably get elected Supreme Leader, too.)

The kicker is the year -- I'm in the second decade of 2300. (231x)

Morgan might have it rough building Colony Pods and expanding in the early game, but if someone else does the expanding for you ... zoom!

I don't think I was anything but "lucky" achieving this, but the "isolation is good" dogma isn't necessarily always true, either. "Jumping the track" of the growth curve starts your exponential phase that much earlier.

cousLee posted 03-26-99 04:57 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
I am truly humbled by this thread. all of the thises and thats.
I usually play Librarian level, but do enjoy an occasional Transcend game, which brings me to why I am posting.
TI (of course in this thread)
conquest victory
182% ACS 1984
M.Y. 2204 (wow)
tiny rare cloudy


and oh yea,
TB

guess not all of us who don't usually play TI are wimps.

sidenote: I am SOOOOOOOOO glad this was not the demo. to miss the victory by 4 yrs would have Pissed me off.

and never a hab complex in site.

StargazerBC posted 03-26-99 05:31 AM ET     Click Here to See the Profile for StargazerBC    
welp. It's been about a week since I've posted. My Transcend Ironman Tech Stag Spoils of War blah blah blah has been one hell after another. I changed all the faction profiles to 0 or 1, 1, 1, 1, 1 and I added a '+' to every social attribute for every faction. I was playing a non-edited Lal. Lost a few games until. . .

I went straight for the planet buster and nuked everyone's HQ's, enemy or friend (b/c they'll eventually attack me). Then, I nuked all cities with SP's that wasn't mine. Consequently, I had about 100+ years of sanctions. Oh boy, the fun was just beginning.

The Gaians were at war with me and the Hive, but I was wedged inbetween them. They were constantly sending their probes to try to take my cities near Yang even though I had the hunter-seeker. Thank god for their stupidity.

So, when units were coming through my borders my eyes started to bulge. Roughly 20-30 units and about 6 or so missles inbetween turns were coming at me. By this time I had adequately garrisoned my cities with Hovertanks AAA, Cloak so I could withstand the missles. They only way I won was by using Heliocopters and formers to break the land--warding off the attacks.

Of course, while they're doing this I had a small patch of units ready to invade. 6 rover Probes and a few cloaked Hover tanks. The funny thing was:

AI's cities all switched to Conquer mode, stopped building up their cities, and started cranking out rovers and infantry. I lost a few cities but I was still growing exponentially b/c I was still building in 4/5 of my cities. After 10 turns of wave after wave, the AI started to lose cities. I used my hover tanks to take over a weak city or two so my probes can have a base close to the enemy.

Suffice to say, it only took 15 units to take down a combined total of 30 cities in a relatively short span of time. So I lost 6 of my developing cities, but I nuked them since the AI automatically moved ALL their offensive units to the new city (which, consequently saves me from having to worry about new waves of attackers).

Now, Although my end games are a lot harder the AI still does stupid stuff--stuff that anyone will know how to exploit. For instance, moving 15 or so units to a front line base? I KNOW the other factions know I have PB's b/c they always try to missle or nuke my cities with PB's (good thing for Defensive Pods!) I mean, do they think the human player won't see the opportunity to nuke a site with 15+ units? Once a faction, like the Gaians, changed to conquer mode it was actually easier to invade. I'm guessing they move most of their garrison units to the attacking line b/c for a long while I had weak resistance to 3 hover tanks. The Gaians stopped growing. It seems the AI can't manage a war and grow effectively. I think the AI does one or the other relatively well, but not at the same time.

*Something I also noticed--The Gaians, Hive (the factions on the same continent w/ me) started to build roads to their offensive line. I've never seen the com do this in previous versions (I was playing more island maps then). I thought it might be the smarter AI at work. But then again, they're still using infantry. . .

Radegast2 posted 03-26-99 10:32 AM ET     Click Here to See the Profile for Radegast2  Click Here to Email Radegast2     
As a confirmed Huge TI (well, only recently real Ironman, too many crashes prior to Vn 3.0), its the only way to play.

However, I always turn of victory by Acendance, its just ridiculously easy as the human. In my first ever full game, at Trancend level, playing Spartans I was struggling along at third place to a massive Peacekeepers and Strong Gaians. Naturally, PK got the vote as supreme leader after completing every almost every SP (OK, OK I was learning, had no clue of most capabilites). I rebelled, held off some pitiful AI attacks, dropped all production to stockpile energy and brought TTA. What a hollow 'victory'.
Since then I've won twice as Sparta and once as PK. I'm now playing as Morgan, with the self-imposed restriction of never leaving Democratic/Free market,although wealth/power/knowledge I'll allow myself to manipulate, as with future tho' I ain't got any yet. I've just got Air Power so the morale hit for bombers (choppers as well?, and where is that in the manual?) could be a big restriction, but I'm gonna try for Economic victory without (much) aggression.

The PK win was without a single borehole, aquifer, condesor or echelon mirror, only forest, farms and mines. Not by prior choice, just turned out that way. Virtually no trouble with Planet except when I went free market for a bit. Conquered the whole planet from my island in the south in 35 years (Drop grav/blink/amphib hovertanks, blink/psi choppers and blink gravships/deathspheres, who needs more).

Sure, first time I try a new faction, I get taken out after a while as I learn the impact of the strengths/weaknesses and can get to the late-early game intact. Once I've got that far I know I'm gonna win just when and how.

But really, my point is that if you can conquer the world, you could most likely get any of the other victories whenever you choose, the game is too easy. So, the more of these balancing (read compensate for AI limitations) threads you can post the better, come on gimme a real endgame challenge.

gotag posted 03-26-99 12:33 PM ET     Click Here to See the Profile for gotag  Click Here to Email gotag     
Testing 123
Analyst posted 03-26-99 01:23 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Player2: We talked about that population boom trick before, but it's good to review because it's so critical to the Builder strategy. It's the SMAC equivalent of adopting Democracy and ramping up luxuries to get "We love the President" Days in CivII. One needs to juggle more factors in SMAC to achieve that +6 growth rating but the effect (and the reason for doing it) is the same.

One interesting difference is that, in CivII, I always reach a point in the game where using this trick to boost population is an absolute necessity. In SMAC, I've experimented with this trick, but I've also found that it's unecessary (and occasionally even counter-productive) to a Conquest strategy. Another interesting difference is that the "high end" productivity of a base in SMAC is so much higher than a city in CivII. The kind of mid-game economic productivity that some Builders are achieving in SMAC is impossible in CivII. It may just be the case that this shift in balance is what invalidates my prior experience with CivII MPG (but then again, maybe not ) At any rate, the ability to achieve incredible economic production from a relatively small number of bases is the kind of thing that, as Radegast2 points out, make buying your way to victory in the endgame rather easier than it should be.

Shining1, I have no intention of playing MP games under my Analyst handle. I'm not a lunatic. I mentioned in another thread that I play the old Avalon Hill game of Diplomacy (also a seven player conquest game) in a thriving little PBEM community of a couple of thousand die hard fans of the game. Owing to the reputation effect, I'll only play in games now where the players' identities are anonymous. There's no point in painting a target on your forehead and inviting six other people to shoot. The remainder of your observations are well taken. I wasn't really trying to boast (down, ego! bad boy!), but merely put some empirical evidence behind my claims/POV regarding the balance in favor of the conquest approach--even in Sid's "god games".

I had to laugh at the game sending all of your infantry units to a sea base. Firaxis claims to have fixed the bug of sending naval units to landlocked bases, but seems to have overlooked the opposite (though I would have thought equally obvious) kind of goof in this regard. I haven't had the sound problems I used to; v3.0 seems to have cleared that up completely for me. You might seriously consider sending Firaxis a detailed bug report with a detailed description of your machines sound hardware and drivers.

Started my new game as Miriam. Clustering returns with a vengence. The UofP, UN and Hive HQs were all within 10 tiles of New Jerusalem. I was able to get Command Nexus built in this game and who wants to guess what happened next? Anyone? Anyone? Of the remaining three factions, Dierdre and Santiago are on their own continent going at it tooth and claw, but Morgan has a large land mass all to himself. This game would have been a fascinating test of the Builder v Conquerer debate for anyone playing Morgan against my Miriam. Morgan got the desired Builder strategy start (isolation and a lot of room to spread out) while Miriam got the ideal Conquerer starting position (close by several factions--two of which constitute little more than early game prey). If one of the TI's present were handling Morgan, it would have been a classic test of paradigms.

TheRob posted 03-26-99 01:26 PM ET     Click Here to See the Profile for TheRob  Click Here to Email TheRob     
1) why don't people like forests? they deploy quickly, and are highly productive in all areas, esp. once you get tree farm to boost the food. Throw in a few convoys to get some food, and you're building everything in moments.

2) Why do y'all find large continents hard? Being an 'ole Civver, I'm used to the 'ole Archers n' Chariots method of conquering. I've had games on a large continent, tried to be nice, but Miriam (as in, person with big combat bonus) decided to pick on me after colonizing 3/4ths of the continent. Why the heck does the AI even bother using walkers (infantry w/o special movement abilities) as "offense"!? Really, strip the rovers to no armor, then make sure that a plane is always flying overhead, and the poor little girl just can't take it. When she finally made some anti air, I just made an armored rover with AAA. She did some nice Blue Angels, but that was it.

3) Dang it, I forget... Like they say, short term memory is the second thing to go. Or was that long term?

Have a nice day!

player2 posted 03-26-99 05:31 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Analyst, kudos to the old Civ pop-boom trick! That was actually what switched me from a 'conqueror' to a 'builder' during my Civ years. And I agree that the outputs of SMAC 'builder' cities are more rewarding than Civ. This is interesting, since the relative sizes of SMAC and Civ builder cities are similar (22-29 typically, 30 and above once in a while)
I was never real big about making money in civ; I just kept my social prefs set so I could pay the bills, and nothing more. But you can really buy your way to success in SMAC. Those surplus energy credits can turn a 'builder' faction into an industrial powerhouse, without suffering the negative eco-consequences(sp?).
Woe to the conqueror that leaves a veteran builder unmolested for too long. The industrial might of a mid-game builder is truly awesome. (A parallel can be drawn to WWII, where the US functioned as a 'builder' faction. Its geographic isolation allowed it to maintain a passive, realitively small military while building a massive industrial structure before the war. When America switched gears to a war footing, its war output two years later was greater than all the axis AND allied countries COMBINED! So it is with the developed SMAC faction, where each of its size 22-29 cities can produce a new state-of-the-art military unit in 1 or 2 turns) So the moral of the story is; those late-bloomer builders can be a real pain in the a$$ in a MP game!
TheRob:
1) Who says we don't like forests? After the first 130 turns of my games, my continent looks like wild kingdom! Forests aren't as suitable for conquerors, though, since they require a tree farm and hybrid forest to reach its full potential. For them, its usually easier to do some old-school terraforming which are former intensive instead of mineral intensive (thus freeing up resources for more weapons).
2) Who says we don't like big continents? Builders like 'em if they're empty, and conquerors like 'em packed. If the situation is reversed, however, THEN it's undesireable. Builders have to waste precious resources on a bigger military, and the conquerors have to temporarily put a leash on the dogs of war.
3) Ain't alzheimers a bi*ch?
agoraphobe posted 03-26-99 06:01 PM ET     Click Here to See the Profile for agoraphobe    
Player2: Who says conquerors don't like Tree Farms? Actually, they're high on my "possible" build list (but not a "must" build, like Command centers, etc.) because their nominal nutrients boost really translates into a sizable minerals boost for a conqueror, who's probably dome minimal farming or condensor-building.

But that is really a topic to be raised in the context of a discussion of the Conqueror Triad of Victory. Analyst established two pillars of the Triad - military and diplomatic - but there's been little discussion of the third pillar: the Conqueror's build tactics. Just aas a Builder has to be a bit of a conqueror to survive, so is the converse true for a Conqueror - in fact, the exact build sequence is even more critical for a Conqueror than for a Builder.

What are those build tactics? Well, that's soon to be coming at a forum near you, but it basically breaks down into a Core sequence and minor variations depending on faction and situation. For example, I'll never build the Hologram as the Believers (it's sinful, anyway), but I MIGHT - and only in particular bases - as the UofP, if I thought it would lead to an immediate big boost in minerals production.

But, that's what I'm experimenting with right now.

SnowFire posted 03-26-99 06:38 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
TheRob: See player1's response, it mirrors mine. Especially you gotta love when you break open a hydropponics module with forests early in the game with explorers, and when you return with colony pods the entire area's a jungle (and even when you cut down parts, you get minerals).

Agoraphobe: I think that knowning when to build things is more a function of "Hmm. I'll grow to size 3 soon, and that means I better build a Rec Commons." Or "Crap, drone riots. I'll buy the Children's Creche next turn, and then immediately start work on a Rec Commons" or "I'm pretty well set, but I might have drone problems down the road- maybe I should build a Research Hospital to delay those." If a Hologram Theatre will soon be neccesary for civil order (as it often is), then I build one- simple as that.

player2 posted 03-26-99 07:18 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Agoraphobe: My experience when under a conquering role has been that terraformed squares are more beneficial than forest (unless the land is arid or rocky) because of the low nutrient and energy yields, which allow your city to expand to a moderate level (5 or 6, at least) as opposed to staying small (3 or 4). Of course, those minerals are important, but those conqueror cities need to grow a little too to be effective at outputing large quantities of quality military units. As a conqueror, I am hesitant to allocate the relatively large amount of resources required to build forest enhancements. When I'm in a violent mood, my preference is for terraforming.

I typically use a farm/mine combo for my cities in rocky and rainy areas and use forests with the appropriate enhancements in all others. Since rainy and high altitude squares are usually not the mean, my empires are predominantly forested.

In regard to build tactics, I completely agree that Conquerors need infrastructure too. Command centers and other military enhancements are the mean. Other highly beneficial basic structures such as a Children's creche, recycling tanks, and rec. commons are certainly in order for moderately sized conqueror cities. Basic energy enhancers (Network Nodes and Energy Banks) are also a good idea for larger cities and cities in special landmark areas. And then there are some lovely military SP to be had as well. More advanced structures (Research hospital, Hybrid Forest, Fusion Labs, etc) are uncalled for due to the relatively small energy base of a conqueror city.

So that's my stance on conqueror build strategy.

P.S. What does "agoraphobe" mean? I am familiar with the latin suffix "phobe," but I am at a loss as to the meaning of "agora" (my latin's a little rusty) Maybe you meant "agraphobe," or "fear of farming." Or more likely, "fear of inbred farmer rednecks." If that's the case, then I'm an "agraphobe" too!

player2 posted 03-26-99 07:31 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
I know I'm violating the serial post rule, but what the heck. Analyst, I forgot to comment on your asertion that SMAC cities are "more productive on the high end than Civ," as you said. You're right; my adamant stance that a builder faction can be as successful as a conqueror is based on this fact, and I would be far more hesitant to press a similar point in CivII (in which builder's can also succeed, but with more difficulty) In Civ, builders enjoy less of a productivity advantage over conquerors, so this may put them at a dangerous disadvantage in some cases (ie: they're multi-playing against Analyst) But builder's certainly have a bit more muscle in SMAC. Now the question still remains; which is better in MP?

If anyone has had exposure to both strats. in SMAC multiplay, speak up!

Pique posted 03-26-99 11:19 PM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
Player2: Agoraphobia='fear of open places?'

Terraforming, I'm with player2 pretty much, with the occasional solar collector thrown in on flat+rainy ground.

TheRob: The standard advice for game setup I've seen in TI threads has reccomended the 30-50% water setting, giving as large of continents as possible, but the main reason for it is the exceptional inability of the AI to effectively develop sea bases.

While forced into conquer mode, I usually try to build as many of the secret projects that give a facility in every base as is possible. This usually entails keeping 2-3 bases on SP construction at all times and switching between them to get the one you want in a hurry.

Pique

SnowFire posted 03-26-99 11:42 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Yeah, more on terraforming: Ignore all the advice in my old thing I wrote back in January for the Mindworm if you're a builder. Rolling and rainy squares get farmed and solar collected, and rolling and moist gets the improvements early in a city's life, but as soon as the tree farm gets built the forests are everywhere. And yes, I like to take some time as the conqueror to build my hybrid forests and research hospitals (after all, a good conqering homeland city wants thermal boreholes for the minerals, and that gives you some energy, so you mine as well...). Then I turn it over to chopper production and laugh as I mop up.

I believe an agora was a marketplace in Latin, hence the fear of open, public spaces.

Shining1 posted 03-28-99 08:08 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Score one to the conquerors

Santiago has just wiped my Lal off the face of planet with a perfectly executed early game rush. All impact rovers and a couple of impact squad. Checked out her bases - not a facility anywhere. All supporting this heavy military.

SMAC lends itself to these kinds of actions - the str 4 particle impactor is a killer in the early game, against synthmetal sentinels and no city defenses.

Next game, Santiago (and me as PK's) run into same result - Sparta's free scout rover runs into my inital colony pod, she declares war, and I'm left with no expansions. This really sucks, and I'm not joking in the least. Playing unaggressively on a standard (i.e - multiplayer zone) map is more or less suicide - and I have already edited alpha.txt quite heavily to improve the builder's odds against the conqueror. No dice.

SMAC is Starcraft - roll on the masses of zerglings, please, and don't spare the drones while your at it...

P.S This isn't a new revelation at all (thank you Analyst ). But the scale of the imbalance is starting to irritate me - especially wrt the Peacekeeper's, who don't get any early game battle advantages.

Morgan: Money to buy tech or defenders
Santiago: Morale and free rover
Hive: Industry and free defenses
UoP: Tech boost - better weapons
Gaians: Free mindworm for first capture
Miriam: Support, attack boost and Morale from Fun.

Peacekeepers: None. Zip. SFA.

Shining1 posted 03-28-99 08:15 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
P.S Snowfire: re Terraforming

Building forests on low terrain is the way to go. But for high attitude, you get more benefit from a mix of farms, Echelon mirrors and solar collectors (+4 energy for three 1000m squares with 2 adjacent mirrors).

And remember that a rainy square with a farm AND a soil enricher will give you +4 food, while a forest with Hybrid gets you only 3. So its a likely 4 1 4 or 4 1 3 versus the 3 2 2 at altitude, which is where your real high output Science cities should be.

Those forest base facilities are good, though. Always have a couple of squares of forest with sensors on them, regardless of the altitude being wasted.

So, low altitude for military/wonder builders, and high altitude for science and economy. In a conqueror free universe, of course.

player2 posted 03-28-99 09:43 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Shining1: Don't give up on the 'builder' strategy so soon. Remember that the successful 'builder' must adopt an agressive stance in some situations, particularly in early game situations where you do not have exclusive control over your starting continent. Before you can start the building process you've got to put your agressive neighbors in their place first. Then you can begin the process of building your utopia.

A good way to train yourself to combat those early game rushes are to play on a standard map or smaller with agressive AI turned on (to simulate MP conditions) I personally have found this to be a great way to train against future MP engagements. I had similar problems when I first started playing SMAC; now that I've figured out how to effectivly defend myself as a peaceful faction I have no trouble keeping the AI at bay, even when situated near 2 or three hostile factions. Give it another shot and see if things don't improve; it worked for me!

SnowFire posted 03-28-99 11:01 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Shining1: Well, yes, that's why I keep the rolling and rainy cultivated with the farm and solar collector. You have a point about the higher altitudes though, but I'll usually take the resources from a 3/2/2 forest over the energy of a 3/1/4 rolling and moist. Plus, higher altitudes tend to be a little less wet, and I hate condensors and never use them (they'd be okay if you could put them in the same square as a forest). So you're right, but I still find forests safer usually.

Also, you could go even farther, and make military power curves for each faction. For instance, the Morgans start out high, with Synthmetal preventing a Unity Rover conquest and money to buy troops, but falls off after the -1 Support starts kicking in and never really recovers, especially if you use Green/Wealth instead of Free Market/Knowledge. Deidre has another initial spurt from captured mindworms, then her bonus fades away and her curve drops until she gets Centauri Empathy and builds Bio Labs in all her bases and starts cranking out mindworms. Warning to MP players: Better keep this a secret, because the mindworm rush is ridiculously easy to defend against if you're a human. Santiago is another person who gets the quick bonus from Morale and rovers right away; but her bonus lags as the game progresses due to the -1 Industry. Yang starts out strong (no rushing him) and stays strong with his Industry bonus and free walls. Miriam starts out weak until she gets rovers, particle impactors, and probe teams; with a researching an ally and a good home base, her military power curve goes crazy. Zakharov: Starts out medium, and if you want to research the military techs, can easily keep up with the worst of them. Lal: Starts out weak, and stays weak. Oh well...

In my Deidre game, the Believers got lucky in their assault: I had the Neural Amp (somewhere else) and a mature Boil in the town she landed a whole flock of infantry next to. With her -1 Planet, she'd be toast if she attacked. And then her probe team got off the boat as well and took over the town. Drat! I only had one other mindworm in that sector as well to stop the infestation from spreading. I sued for peace. Now let's see if she's going to intelligently reinforce her precious beachead by brining over a load of more troops and probe teams before I can reinforce, and then break the truce... nah. I'm set.

And oh yes, Santiago is just starting to figure out to build Empath units. Kinda late, since she has almost no sea empire left, but now she learned at least.

Shining1 posted 03-28-99 11:19 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Yeah, I agree with pretty much all of that. Except about the condensors, which I love and build usually two to a base. 5 food +1 minerals on rolling terrain (terraform for it) means you can usually forgo using extra citizens on food and use them elsewhere, like a Borehole, without your growth suffering.

As for minerals vesus energy, you're sacrificing +1 food and energy for +1 minerals, in a base where science output is more important. AND you have to build two large base facilities to achieve that. Not only do you support a smaller population, but you receive less energy.

And as for Lal, well, yes. Weak - weak is more or less correct. And I'm not playing the regular, totally useless Lal either - see proposed faction balancing for details.

MoSe posted 03-29-99 07:55 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
Climbed my way up here at my constant (unstoppable) pace. Just finished a disappointing Thinker, which I thought I tried to make harder (Huge, No Spoils, Blind, Stagnation, Believers, No Pods); I'm not a real conqueror, so I refrained from go straight at Pact Brothers' throat (Sparta & Morgan), coz I was edgy with energy reserves. Result: as soon as I discovered Diplo victory, bang, game over, w/out eating the dessert.

So I'm ready now for transcend, and I won't make twice the same mistakes (already heard this...).

But as for IronMan, frankly, saving just takes me 4/5 Enter strokes with one Alt+Tab, and 10 seconds more wait. Countless free reloads, although lesser randomized outcomes.
Raise hand who auto-enforces REAL IM.

Topic Ace Award:
I HAD TO PRINT DOWN THIS TOPIC. BY FAR THE MOST INTERESTING, USEFUL & JUICY I FOUND IN THE FORUMS.

CU L8R
MariOne

Analyst posted 03-29-99 08:30 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
On terraforming: At this point, the refinement of my terraforming strategy is more committed than anyone here has expressed. Just as energy is the manna of the Builder, minerals are the manna of the Conquerer. Although one can use energy to rush production, the exchange rate is poor. [And after a certain point, energy devoted to research is a waste--that's what probe teams are for--firing the researchers early helps to keep the budget in comfortable surplus.] It remains better to focus on industrial might at the base--and that means every excess mineral you can create is precious. Not that I neglect energy development, mind you, because one needs energy to pay for the shifting loyalty of enemy units and bases I also want Tree Farms, and the only way to get them without crippling my continuous production of new units is to rush them--and that requires energy. But minerals come first, and that means forests and farms get built first. Later come solar arrays, boreholes, tree farms and some condesors, but I pretty much never get around to building echelon mirrors. They're a luxury I don't need with boreholes delivering 6 energy per hole. As I mentioned before, I've gotten to the point where I feel that, given a militaristic faction, I can swamp a standard sized map in less than 200 turns, but it requires obsessive focus on unit production capacity to do this. Minerals minerals minerals--and enough excess nutrients to get those high mineral producing tiles into play.

Playing another game as Miriam has helped me get back to my conquerer roots. The TBs just love those factions that put all of that effort into research. I swarmed a UofP armed with Gatling(5)/Plasma(3) technology with a bunch of high morale Laser rovers and Probes. I had Impact technology, but was deliberately not using it to create greater numbers of cheaper units for a multi-front attack. Worked out real well. I probably had about a 3-1 unit count advantage, plus I was taking Commando/Elite units (and the Belief bonus) into battle against Green units, which was more than sufficient to offset the tech disadvantage. I found two alien artifacts in the early game and used them to rush produce the Command Nexus. This was infinitely more valuable to Miriam than two techs. Properly played, the TBs can very quickly become a Juggernaut force.

master k posted 03-29-99 08:42 AM ET     Click Here to See the Profile for master k  Click Here to Email master k     
analyst,

one question: do you get get tech if you conquer a city? because i ask myself how you keep your forces up-to-date without all the facilities of science. this feature (getting tech or not by conquering an enemys base) is one of the best advances.

master k

micje posted 03-29-99 10:43 AM ET     Click Here to See the Profile for micje  Click Here to Email micje     
In the first place, it's time to start a new thread.

My terraform tactic is as follows. I try to place my cities near a nutrient bonus. Then I build terraformers, and plant as many forests as the base needs. I also go for the Weather Paradigm quickly (my Nr. 1 SP) and replace the nutrient bonus with a condensor + farm. Now my bases can grow big even without tree farms. Remember, contrary to the manual, condensors, like soil enrichment, provide +50% food. That means +7 food. I prefer forests even for my energy cities, because I hate it when fungus destroys my solar collectors + farms, and you need too much condensors in high areas (that means no energy) and echelon mirrors. Also, it's too labor-intensive. Forests grow by themselves. I love that. Anyway, I prefer sea bases now for my knowledge cities (3-0-5 everywhere, with +2 economy and merchant exchange. Difficult to accomplish? Just conquer and sink :-) ). I send out crawlers to my continents to rocks with mines 'n' roads. Works great.

cousLee posted 03-29-99 10:43 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
hey MoSe, the IM rerereloading works just as well as nonIM. IF one was so inclined, if one does not like the outcome of a podlotto or battle, reload,resave and try again. each save with ironman juggles the "random" effect. you can have just as many outcomes as nonIM and is only limited by your patience.

and no, I dont use this technique in game play, but it is invaluable for recreating bugs. if you need to recreate a bug for reporting, IM is the only way to go. (which is why i consider the IM bonus and IM scores useless) I can make an IM game where I have zero units lost on a conquest victory.

Analyst posted 03-29-99 11:02 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Master k, I typically play with Spoils on, because that's a rule I'm accustomed to from the Civ series and I think that it's likely to be the standard for MP games. For me, though, the existence of the rule is a moot point after the discovery of Probe technology. The moment Probes become available, I build and actively use Probes (especially Probe foils) to the point where it's almost always the case that I'll be at tech parity with a foe before their first base falls. Before Probe tech is available, one can usually trade/extort one's way to tech parity (depending on the faction and the circumstances). The idea is to let the other factions do this work for you, while you devote 100% of your resources to building the perfect beast. The Spoils setting should have almost no impact on the ability to obtain techs.

Good example from my current game: The tech that I (Miriam) am (purportedly) currently researching is Doctrine: Air Power. Now, I actually want that tech very badly but I've still got my social engineering set at Fundamentalism and my labs allocation at 0%. Maximizing research at the social engineering screen would only get me to new tech every 23 turns and I would have to devote my whole economy to the effort. Or, I can build a few Probe foils and steal that tech from Dierdre, who's at war with Sparta on the continent next door. Then I can use the Probe foils to Mind Control a small Gaian/Spartan city (using the energy credits I created by not researching) and use it to base Needlejets (which I built using the time I saved stealing tech instead of researching it and the minerals I created instead of being energy focused), which I will use to eliminate Gaian resistance to my fast and cheap rovers that I'll transport over while the jets are distracting Gaian defenses. No point in sweating the research when stealing from others is so much easier (and more profitable, too).

MoSe posted 03-29-99 11:16 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
Thanx cousin, nice to meet you again.
You made the point.
Now, with the RE-SAVE randomizing workaround, IM is senseless, and so is boasting about it. One just shows off how manic he is.

two minors:
-probing can balance your low energy/research if you content to keep up, but in my style I like to lead (better equipment)
-I'm not a humanist, but Agor� comes from Greek, guess was the square (open space) where the citizens gathered/hold council or something

SMACademicus MariOne

player2 posted 03-29-99 04:56 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
Man, this thread grows quick. I'm starting a new one under the name "TICHQ: Transcend Ironmen ONLY!" so we don't have to scroll down for five minutes to reach the end of the thread . For those of you who are wondering what TICHQ stands for:
Transcend Ironman Command HeadQuarters

Let's try to keep all new posts in this new thread, and continue our discussions on terraforming and 'builder'/'conqueror' tactics (go builders!) See you there.

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