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Author Topic:   TICHQ: Transcend Ironmen ONLY
player2 posted 03-29-99 05:05 PM ET   Click Here to See the Profile for player2   Click Here to Email player2  

This is the fourth thread in the Transcend Ironman series. All experienced SMAC players are welcome here to share their views on various game issues. Currently, there is a debate on the pros and cons of the two main SMAC playstyles: the 'builder' and the 'conqueror,' and a discussion on how to most efficiently terraform land. Please feel free to express your views: constructive critisizm and lively debate topics are a plus! Aspiring transcend ironmen are encouraged to check out this and any of the older threads for some cutting edge info.
player2 posted 03-29-99 05:27 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
On the issue of terraforming, my stance is that those special enhancements (boreholes, echelon mirrors, condensors) aren't really worth the eco-trouble in most cases. Exceptions are in cases like high altitude areas which are good for mirrors, and heavily forested areas can handle a borehole or two without suffering harsh eco-consequences.

Does anyone here ever raise or lower land for reasons other than connecting/dividing landmasses? (ie: to manipulate rainfall patterns) I'm wondering if there's a trick to trapping rainfall in such a manner that you can cover the majority of your squares with heavy rainfall (to end of negating the need for condensors) In one game I had a continent that had two mountain ranges on the east and west coasts of the land; the vast ammounts of land in the middle was extremly fertile. Since then i've tried to artifically reproduce this, but have failed. Anyone have ideas to share in this area?

Shining1 posted 03-29-99 05:31 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Re: Standardisation of T.I games

Given the supposed gearing up for multiplayer that seems to be a partial focus of the T.I threads, it would probably pay to set down a list of rules and planet types for T.I games.

I suggest a standard custom random map (shorter games, more early conflict, reasonable balance between builder/conqueror styles, depending upon the starting locations. Also set ocean to 30-50%, cloud cover to dense, and wildlife to medium. This give a land based game where sea and air power will form a decisive edge, and not the bulk of the armies.

Rules: Transcend conditions (of course), with all five victory type (including Cooperative) enabled, Spoils on, Blind tech, and do or die (though I'm not sure if this applies to human players).

Shining1 posted 03-29-99 05:55 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Oh, and about the builder/conqueror and terraforming issues:

There seems to be too much division currenty between the two sides. A simple guide would be that the early game builder should construct one city improvement for every two military units (or pods/formers) built, while a conqueror should build one facility, pod, or former for every three military units built. Builders rely on having sensors, perimeter defenses, and a stronger industrial and economic basis (due to larger, more highly developed bases) to survive until they reach a level where their infrastructure is robust and their tech advancement gives them a firm advantage over less developed factions. Conquerors need to be more aggressive, snapping up badly placed or ill defended expansions and sending waves of probe teams to keep their tech up to date.

And you can play most factions as either: I've been experiementing with a fundamentalist Lal recently (finally some pay back for Santiago is in the offering ), while the Hive's growth and industry, and Santiago's police bonus both allow them to support bigger bases for less effort.

And the terraforming seems to attract too much divison as well. It's not really an either/or situation - you have specialist bases for most functions. Perimeter bases need growth improvements, then minerals, usually forest, which is easy to build and can support sensors. Energy can go to hell. More central bases should be a mix of minerals and energy, boreholes are good for this, as well as facility developed forests and mines. While energy is reasonablely important, minerals are the key, because it is here that you will build your elite units and basic secret projects.

And you should alway have one or two high altitude, heavily developed research centres, surrounded by farms, solar collectors, condensors (use low level land) and at least two centrally located Echelon mirrors, since high altitude terrain is where you get your energy from (and you can't sink Boreholes at altitude, anyway). These bases (two in total, never more) should be packed with energy banks, network nodes, fusion labs, research hospitals, and the Supercollider/ Theory of everything/ Merchant exchange wonders (use supply crawlers and cash to build these competitively).

Alternatively, a couple of well hidden sea bases are equally good for energy production, but require at least a couple of mineral rich land squares for support.

This variety of terrain is the reason I enjoy land based maps. Sea levels tend to focus too heavily on the desperate search for minerals, rather than having a range of specialist base types.

Shining1

Thue posted 03-29-99 06:07 PM ET     Click Here to See the Profile for Thue  Click Here to Email Thue     
"...(boreholes, echelon mirrors, condensors) aren't really worth the eco-trouble in most cases."

Remember that with a hybrid forest ALL eco-damage from these are negated. Only mineral production then counts towards ecodamage then.
By putting lots og echelon-mirrors(remember: they are cumulative), a few stratetic condensers(remember: they help the rainfall to thir own west side only) and a few boreholes you can make some really nice cities. Of course you tend to build foreset when you build a hybrid forest, but nothing beats a patch of high-altitude land and a few echelon mirrors! (ca 6 energy/square)

Gebhard Blucher posted 03-29-99 06:22 PM ET     Click Here to See the Profile for Gebhard Blucher  Click Here to Email Gebhard Blucher     
Okay, here's the terraforming routine that I've fallen into:
One rolling, moist square gets a farm/solar (solar to be replaced with condenser asap), all rocky squares get mine/roads (unless a borehole is allowable), all the rest get forests, with a liberal sprinkling of sensors. All sea squares get kelp/harness. I build no more roads than is needed for the mines and to connect my cities (though occasionally I will build a road or two to the "front").

As far as tech goes (I turn blind off), I go for the "butter" techs (gene splicing, env. eng., env. eco., etc.) that remove resource restrictions and lead to Hybrid forest. I use probe teams to steal combat techs (from d/ling the data from cities or bribing units and getting the free prototypes to tinker with in the workshop).

For social eng. my holy grail is the +1 energy/square, that means unless I'm playing Morgan I'm Free Market until Eudemonia (Planet's looking pretty scary...). Efficiency and Morale (I covet elite troops) are tied at second place, and Planet/Industry/Research vie for third. I'm not too worried about growth as that can be helped by having a couple of "breeder colonies" crank out colony pods to disband in my core cities. Bad Support and Police ratings can be bypassed with Punishment Spheres and Clean Reactors (usually in my breeder-now-penal colonies). A bad Probe rating isn't too onerous, as probe teams are cheap and naturally "clean."

As for gameplay, I guess I could be labeled a builder; though once I've got Hybrid Forests and Clean Reactors all bets are off...

Not sure how I would fare in MP as I tend to benefit from the ineptness of the AI as much as I do from my own (meager) efficiency and skill. Aggressive defense and multi-pronged attacks usually keep the AI at bay, however.

Oh, and as for Wonders... I find that on Transcend I can usually get two, maybe three of the "early" wonders, but hardly any of the "middle-era" wonders. The later wonders, I get just about every one unless something crazy happens. So, of the early wonders where I'm in the running, I aim for Weather Paradigm (I want those condensers asap and I hate spending a lot of time terraforming), Empath Guild (infiltration is vital, and I like to at least have a shot a governorship so keeping this out of the hands of the ever-expanding AI -and god forbid Lal- is important to me... I rarely have more than 10-15 cities even in the late game) and the Human Genome Project (anything to keep those surly drones down is a godsend, esp. early on.).

GB

Thue posted 03-29-99 06:34 PM ET     Click Here to See the Profile for Thue  Click Here to Email Thue     
A basic terraforming trick is building supply crawler to use your rocky squares. Really gives your production a boost, and you don't tend to use the squares anyway until later when you have huge city populations.
If you have the patience it gets even better when you conwoy the minerals to your sea bases, as these are usually low in minerals. I have found it to be a trick to make sure the sea-bases have at least 1 land square for a borehole. Seabases tend to never polute, and have no difficulty absorbing the eco-damage.
SnowFire posted 03-29-99 10:12 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
On Terraforming: Yeah, I agree with you on the rolling+rainy- no matter what elevation, I have that farmed and solar collected. It's the moist and rainy you agonize about. If I have a big flat arid plain that's high in the air, I don't care how much energy I could get from it, I'm turning that into forests and boreholes. As far as I'm concerned, a base without a borehole is crippled for a builder, and later on for a conqueror too. Gebhard: You describe a situation that never exists. You get +3 Minerals/Square with Eco Engineering and Boreholes too. So I never build mines since they'll only give me a lousy 2 minerals (4 with bonus) and when I get Eco Engineering, I make a borehole instead.

On raising land: I raise land to create more easily developable land for cities that lack it, as well as raise areas to 1000 feet for better energy production. But that's a later fine-tuning step, I usually am only doing that at 2200 at the earliest.

On Land/Water: I agree that 70-90 water will cripple the AI in 90% of games. But there's no reason it should cripple the human, and it would also make your starting base of well-developed cities smaller, for a more interesting game, with lots of big-energy low-minerals easy-conquest seabases for the taking.

GB: You can get 2 of the early wonders usually? Wow. If I get one I count my lucky stars. The bigger the initial landmass, the less my chance, since my cities will still be prodcuing colony pods or just a Rec Commons when I get the message that my foes are building a project. I try for 'em too, but if you're getting two built, I think you could have found a more productive use for at least one of those 200 minerals.

On "just getting by on technlogy": If you're Miriam and you have comprable tech, your human intelligence and fanatic attack bonus will be more than enough to insure that equal tech is the same as an easy victory. Of course, if you're a builder...

On bragging about Ironman: Amazing how these people claim that we shouldn't brag about Ironman because it's easily cheatable. I don't understand- I don't brag about Ironman, and if I did, it wouldn't be for the score or having that option on; it would be for the challenge, which they seem to be eliminating by keeping it on and cheating around it. Now, I've had some of my more enjoyable games played like that, but why not just turn off Iron man and play it with the easy save/reload?

Or did I totally misinterpret what you said?

player2 posted 03-30-99 12:02 AM ET     Click Here to See the Profile for player2  Click Here to Email player2     
All: good points on terraforming; I'm midway through my 'conqueror' game as the spartans, and I'm beginning to feel that terraforming strategies for 'builders' and 'conquerors' are very much alike. In regards to my earlier statement about condensers and mirrors being not worth the trouble in most cases; yes, I am aware that hybrid forests eliminate terraforming eco-damage, but a player only builds one when his city is primarily reliant upon forests (i'd be kind of dumb to build a hybrid forest if the city only had terraformed squares in its radius) I will stress that having a borehole or two in cities equipped with a hybrid forest is perfectly acceptable; other improvements are unnecessary, however.
Shining1: sounds like you've got a pretty good grasp of the 'builder'/'conqueror' game mechanics. You're right on about most factions being able to play both roles, although the believers seem to be strongly biased on the 'conqueror' end, while Morgan is a hard-core 'builder.' All others perform pretty well in either role (although I will go so far as to say the Hive is the oddball of the bunch)
About MP: Shining1, I agree with your proposed MP prerequisites. A standard sized map is a pretty good balance for both 'builder' and 'conqueror' gamestyles, and it should keep game times down to a reasonable level. As far as customizing the planet is concerned, I really don't think it makes much of a difference. I don't think any particular settings for cloud cover or erosion have any kind of detrimental effect on multiplay; everyone has to live in the same environment, so it shouldn't matter. And in the game rules menu, don't forget to turn OFF Ironman, or everyone will get dumped whenever the host needs to reload the game for some reason.
master k posted 03-30-99 01:56 AM ET     Click Here to See the Profile for master k  Click Here to Email master k     
analyst,

back to question: spoil on/ spoil off (i am from germany, so i didnt knew the expression in the us-version).
spoil on is a huge advantage for a conquerer. if you play with spoil off, it is unavoidable to build.
i myself never play with spoil on, so i have to invest in science. as a result my forces are small, but hi-tec, becaus i try to get a superior position in labor.

master k

Gebhard Blucher posted 03-30-99 04:42 AM ET     Click Here to See the Profile for Gebhard Blucher  Click Here to Email Gebhard Blucher     
Snowfire: Remember that boreholes can only be built on level terrain, this means they are usually available near the coast and so often end up getting destroyed by enemy bombardment (ouch). Also, borehole take a loooong time to build (25 turns as opposed to the 9 turns for a mine). As I usually can only allow 1 former/city (who's often busier than a one legged man at a butt-kicking contest) I can't afford the luxury of a borehole (at least early on). So I think mines do have their place. I could level and place a forest (which I do if an area is particularly rocky) but again I'm looking at an additional 4 turns investment of my former's time for significantly less minerals. You are right that borholes are much better overall, but I normally can't be bothered until mid-game.

As for the wonders... my first two cities (I tend to start out with two colony pods) build defender, colony, rec commons (or defender), defender (or rec commons), rec tanks, wonder. At this point I am usually at my max population of 4 (I'm a Morganophile) and can allow myself the luxury of a wonder or two. My subsequent cities build my military and additional colony pods. My trick to building wonders efficiently is to have a city constantly building a wonder (the Merchant Exchange comes early) even if I don't want it or has already been built, and when the wonder I want comes along I switch to that. This way I can usually pull off at least two quick wonders even if the AI has had a head start (rushbuilding when I get the "breakthrough" message).

GB

Radegast2 posted 03-30-99 08:55 AM ET     Click Here to See the Profile for Radegast2  Click Here to Email Radegast2     
So while on the subject of terraforming strategies;
Early in the game, I follow the guides above, but always overridden by what that city needs today. So if short on food it'll get farms etc. And roads, always, to connect cities on interior lines. A must have for the builder's defence strategy and useful for the conquerer in getting troops to the sharp end.

By mid game I try to erradicate fungus from my city limits, and spare former capacity is always dedicated to that. I just hate Planets mindworm explosions getting at my cities, the buffer allows me to get my wormbusters fired up (elite empath choppers).

And then build/grow forest. Even though fungus can produce good resources in the late game, so can forests. And any spare crawlers can always fungus farm elsewhere, and act as early warning.

You all probably got this one, but I only just discovered it by accident. Once you get the ability for your formers to PLANT fungus, you can go from fungus to forest in one hit, the fungus need not be cleared first.

Pique posted 03-30-99 09:04 AM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
I'd like to pretty much associate myself with what Gebhard Blucher said in his last post, with the following possible exceptions:

1. I am NOT a Morganophile

2. Therefore I could care less about getting the Merchant Exchange, and it is one of the SP's I happily leave to the AI

3. I agree that boreholes are great, and that they take toooooo long to build.

The only time I will build them is if I (a) have the WP or (b)have already achieved Clean tech (allowing me to build loads of formers without tying up minerals better [IMHO] spent on my defense budget).

This pretty much applies to condensors and raising/lowering land as well in my games.

4. If you can afford to keep the 'constant SP building' strategy going, you can generally keep getting at least 1/3 SPs indefinately (or until your exponential phase starts, after which you get them all).

Snowfire: On saving and restarting the game, etc., to bypass the Ironman restriction, I agree...what IS the point? That is one of the silliest things I've heard here.

Pique

agoraphobe posted 03-30-99 10:32 AM ET     Click Here to See the Profile for agoraphobe    
On MP settings (master k, shining1, analyst): I'd always insist that spoils be off. (So, if you're ever in a MP game with someone who insists that spoils be off, it's probably me .

SMAC probes + Conqueror style play are very powerful, a good deal more so than Civ2. Remember, there were no morale differentials for spies in Civ2, and a determined Conqueror is bound to have higher morale probes sooner than most. I never have a problem keeping up with the technological Jones's using probes (for master k: that's an american expression meaning staying on par (that's a french expression!) with your neighbors).

True, spoils on maintains the Civ2 style, but why maintain it when, unlike Civ2, you can probe a city for tech multiple times? (BTW, I'd like to know what governs the inposition of 'security locks' on a base - these don't always appear after you probe a base the first time).

True, in MP players will more likely keep defensive probes in ALL of their bases, but here the offense vs. defense advantage in bringing superior force to bear on a point is even greater for probe warfare than for conventional combat.

So, master k, having spoils off should hardly ever force one into a 'builder' mode.

And the HS Algo? Nothing a PB wouldn't cure. Build that, and you might as well put a big sign over the base that built it saying, "Nuke Me".

I also would prefer the middle setting for the land/ocean ratio. There should be room for a substantial ocean strategy if a player so chooses. But I wouldn't be adamant about that one.

player2 posted 03-30-99 12:40 PM ET     Click Here to See the Profile for player2  Click Here to Email player2     
While browsing through the forum topics today, I noticed another thread about how imbalanced 'copters are. This got me thinking that 'copters should be "banned" from multi-play, as they seriously dumb-down the military part of SMAC (as I stated in the chopper thread, its much easier to build a fleet of choppers to attack (or defend!) than to build up an integrated military of coordinated land/sea/air units). I think MP games would be more enjoyable if players had to rely on a variety of military units rather than one all-powerful one, in other words. Firaxis did such a great job balancing the other units in the game that I was shocked by how top-heavy the 'copters are. They are dirt cheap, have a very long range, and have infinite offensive power (due to their multiple attack capability).

In closing, 'copters are for sissies

Darkstar posted 03-30-99 12:58 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
A quick aside - Without Do or Die, you can pull the Reincarnate maneuver... that is where a REALLY bad start leaves too many aggressive factions (TB, Sparts, Hive) as your near and dear neighbor (5 to 10 squares). Unless you got a killer start package, letting the comp take your HQ can pay off with the 6 Start Inf, 2 to 6 Start Rovers, 2 to 4 Colony pods and some miscellaneous bonus.

I think you MAY want to leave Spartans out of Human player hands in a MP... Its too easy to bully the AI to do everything you want, from hand over tech to bases on the little threat you will crush them like a bug. Does anyone else think the computer gives Spartan too much respect for its military? I know that is there power and everything, but playing "Bully" and having them roll over until extinction is just silly. They take much to long to stop trying to please you. At that point, you declare war, stomp a couple of their remaining cities, and they surrender. Surprisingly, a Submissive Pact Mate is much more likely to say NO to you than those who HAVEN'T surrendered. Go figure.

-Darkstar

Analyst posted 03-30-99 01:00 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Shining1, I think you're right that some of us (and certianly myself) are spending too much time defining the various discussions by the Conquerer/Builder Dichotomy. It's interfering with the flow of ideas. I hereby pledge to avoid such useless factionalism in the future

Player2, I frequently raise the land on the Eastern border of my landform to trap rainfall (and to deny it to others). I had a spectacular case of that once in a game as the Gaian's in which I reduced Lal's bases to a collection of starving desert rats at the same time that my war machine was occupied with matters elsewhere. When his turn came, his stunted bases could offer minimal resistance.

Gebhard (and others), I'm building more boreholes with every game I play. 24 turns spent on a single project seems like a long time, but if you add up all of the other terraforming you would have to do to get 6m/6e into play, it's a lot more than 24 turns. In my own mind, boreholes are cost-efficient, even at the cost of 24 turns to build one.

Snowfire, if you think we're bragging about TI status here, you're missing the point. The idea is to share opinions about strategies that have been field tested uder the harshest possible conditions. We're all perfectly aware that the save-reload cheat can still be used under the IM setting, but we're all pledged to the ideal that cheating at solitaire robs the game of it's meaning and purpose.

Master k, I explained to you in the last thread why I think that the Spoils setting would have a minimal impact on the effectiveness of my strategy. Even with Miriam, I can research/trade my way to Probe units and after that, I'm home free. I've only ever had one game where an AI faction built HSA before I did and if Spoils had been off, I would have done as Agoraphobe suggests, and just PBed that base. Certainly, in any MP game, I wouldn't hesitate to PB the player who built HSA to destroy it.

On getting SPs: I almost always get the ones I want, but there are very few I want badly enough to build them myself. In my current game as Miriam, it's about 2235 and I own Merchant, Weather, E-Guild, Virtual World, Genome and Command Nexus, but I only built the Nexus (my Holy Grail, as I mentioned before). All the SPs are useful and I'm always happy to collect them from the AI players who built them early and neglected other projects of more immediate need (like perimiter defenses) to do so. My experience tells me that putting too many game reasources into early game SPs is a problematic MP strategy. SPs are powerful, but take time for the investment to pay off. One can keep the AI wolves at the door with a few simple bribes and other tricks. Human beings tend to be more persistent threats.

Certhas posted 03-30-99 02:01 PM ET     Click Here to See the Profile for Certhas  Click Here to Email Certhas     
Boreholes... I often build boreholes on small isles, and then use supplycrawlers to attach them to my main base.

Another very good way to get a VERY strong production base without Boreholes is at Sea, in the Endgame Fungus Squares give you 2/3/3 so a pure Fungus base can get 60 Minerals BEFORE base facilities no problem getting up to 240, and building TtA in 7 turns, and no polution, too (more correctly, you need not bother about it, because everything already IS fungus, and who cares for Mindworms anyways, and they don't appear anymore after you built VoP, I often do this, first build VoP and then kill of all over enemies quickly before they can complete AtT look at the Savegame I posted everywhere, I'm just starting this tactic from exactly this position, well I posted it everywhere, so why not here to:
http://www.germany.net/teilnehmer/101,110819/didit.zip
. works on land, too, but I think in endgame nutrients are more valuable there, allowing you plenty of transcends, and plenty of energy. I get +1000 Energy credits/turn at the moment and this without all this fancy orbital stuff.

Certhas posted 03-30-99 02:18 PM ET     Click Here to See the Profile for Certhas  Click Here to Email Certhas     
Oh, and Shining1, I don't know if you are refering to MP, but in SP I build 1 Military unit, and then proceed with enhancements. And all my cities are apointed towards having every base facility. I build military units if I need them. And only start with building up strong defences after I get clean reactors (after that I ONLY build clean units), and have an idle phase, with no new base advancements. I can come pretty far this way in thinker, and am now fighting 1/6/1 dfenders with 24/Psi Gravships, of which I build 4/turn.
Furthermore I have all but 5 SP's and I build most of them myselve, long before the others discovered the tech.

But to be honest, I got a perfect starting situation in this game, all along the western site of an mountain chain, rocky terrain for Minerals, high latitudes in all my bases, and rainy like hell
I guess MP changes all this.

seldon posted 03-30-99 04:38 PM ET     Click Here to See the Profile for seldon  Click Here to Email seldon     
My thoughts on terraforming

First, I always assume that my core 8-12 cities will always eventually get a tree farm, even if the city has only a couple of forests. The econ/pysch bonus makes it a worthwhile build, and reducing the environmental impact is often critical.
So the real question is are you better off building a hybrid forest or more formers?
A hybrid forest is the equivalent to 8 clean formers, or 4 clean rover superformers.

The answer of course is that depends :-)
If the city site is mostly arid or moist, with lots of fungus. I just plant trees and let nature run its course. One trick, I do is
ensure that forest can always expand, so
that means I sometimes level a Rocky fungus area so that a forest will eventually grow.

On the other hand, if a city is located in
high terrain, and is relatively moist. This becomes my knowledge city and it receives a lot of Former attention. I find with planning, and several formers I can get an average of ~4 energy per square. The extra two energy I find more valuable than one additional mineral from a forest, plus the city produces more food.

Now for the typical city. I follow these rules.
Arid
Flat, Rolling: forest
Rocky: mine, road and put a supply crawler on it.
Moist
Flat: Forest, sometimes borehole (warm up surrounding moist squares.)
Rocky: Generally terraform to rolling, if I need a road, than I'll add a mine.
Rolling: Tough call. Roughly even split between condenser, farm; farm, collector and letting the forest take over.
Rainy
Rolling: farm, collector
Rocky: terraform to rolling
Flat: Generally forest, sometimes farm, and E-mirror

Eecholon mirrors: I generally use a mirror instead of a collector if it potentially benefits 3 or more squares and isn't adjacent
to another mirror. So most of my cities have
2-3 mirrors. I am a big fan of condensers, especially on low rolling moist squares. I find a single condenser means 4 or more food.
Best of all this square turns into 6 nutrient and a mineral one you add a soil enricher!
Boreholes one per mineral poor city.
BTW, I seldom have eco damage, of course I
am generally Green, and will fix eco-damage.

From "The secrets of terraforming, a micromanagers guide" datalinks

Seldon

SnowFire posted 03-30-99 05:11 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Analyst: No, no, no! I'm with you here! There were some people in the old thread, I forget who, who taunted the heck out of us and talked about how easily they cheated on Iron Man and how we're being lamers for bragging about Iron Man when we're probably cheating.
SnowFire posted 03-30-99 05:24 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Sorry about the double post. Getting back to terraforming: I stand by the massive forest with 2 or 3 boreholes methodology. You want to maximize production in every square so your population is efficient, and often times I have enough formers that they're terraforming ground for the future- i.e. ground that hasn't been worked yet. So when there is a person there, I want the most bang for my buck. Which means a 0/6/6 borehole that took 5 turns with my team of roving formers over a 0/4/0 mine that took 9 turns, since the stunted city could only support 1 former.

In fact, I usually start building my first SP while researching Eco. Engineering. As soon as it's done, I'll have a team drilling a borehole, which will speed the SP considerably after the borehole's done.

By the way, I usually just use standard formers until fusion comes along, after which I use rover formers with a fusion reactor, and preferably super forming and clean, I have those technologies.

Choppers: I believe this has been discussed before, but in alpha.txt, I changed the cost factor of helos up to 12, basically a 150% increase in price. Alternatively, you could keep the price the same and reduce movement to 6, which would mean you would only be able to get 2 or 3 shots off at a city being attacked with one helocopter before ending your turn. Choppers are still powerful then, but not quite dominating.

Shining1 posted 03-30-99 05:38 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Damn. I'm playing the Hive full time from now on. Miriam is extinct ("ARRRRGHHH"), Lal and Santiago are hopelessly outgunned, I'm able to build up my bases with impunity, and I own the most wonders. Hint: Hivers should aim to get the Merchant Exchange in their highest altitude city, and should construct a couple of aquifers there too. I'm getting 6 energy/turn from my best squares, without a mirror in sight. And considering that Yang and Free Market is a pretty useless combination (Econ of 0), that +1 energy per square is very important.

Editing of Alpha.txt seems nearly complete, and aside from a couple of bugs that seem to crop up (I've posted these), I think I have a 'better' model available. Some of the main changes affect the early game - biogenetics is now the tech which allows 3+ food from a square, while Ecological engineering allows you to make both Condensors and Aquifiers. Hence 'builder' types can get some reward for early terraforming, and starting in a desert is not a game loser. Also, the other early forming improvements now have tech prereqs, further penalising the 'conqueror' types (for instance, solar collectors need Applied Physics, and Sensor Arrays need Information Networks).

The early weapons are now reduced in power, so impactors are str: 3 and gatling lasers are str: 4. More in line with CivII values, which were easily high enough, and considering all the other advantages armies get in SMAC (no 'kill stack' rule, +25% vs. base, +25% in open), these values are easily high enough to make early conquest a viable option. But you can now defend your bases against them, too.

Needle jets get a cost and movement increase, while copters get the opposite, a decrease in movement (balancing vs. ground units with the same kind of powers) and a cost increase. And the dreaded Plasma Shard occurs much later in game, so Fusion lasers last much longer than one whole step up the tech tree.

All this makes life easier for the builder/defender types, though a lack of aggression will still get you quickly eliminated, especially on transcendance.

Faction changes: I gave the UoP's drone problems to the Hive, which on the whole makes a lot more sense, despot and all. Replaced this at the UoP with a -1 support, which is enough by itself, and a 'Fear of Planet' penalty, which gives -4 growth for Green economics (bringing him back in line). Morgan also has his crippling -1 support changed to -1 growth, and gets a free energy bank at each city. And Lal gets a free copy of the planetary datalinks to start with, and an extra scout. Miriam gets support reduced to +1 to match her impunity fundamentalist. Santiago loses 1 point of her morale +2 morale, which makes attacking her units easier (she stays the same on attack).

Analyst posted 03-31-99 10:59 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
SnowFire, my apologies for misreading your post in the TI status issue.

Shining1, do I take it that you might be in agreement with me that the Hive is the most seriously overpowered faction in the game? For a builder, the economic difficulties might be difficult to deal with in the later game stages, but the ability to be PS/Planned without efiiciency penalties, piled on top of the free PDs and the industrial and growth advantages is pretty grossly powerful in the early to mid game (i.e. there's no later game stage to worry about when you can so easily overrun the map).

Call to all TIs for comments on v3.0: were we premature in concluding that this patch "finalized" the game? Can other TIs confirm some of the observations being made out there that the missile range bug remains unfixed, that upper level PSI battle odds are still being computed wrongly and that singularity reactors still fail to increase hit points as advertised? I'm a little mystified that we can be up to v3.0 and still be questioning whether the game correctly executes basic game mechanics issues.

I'd also like to know if anyone can tell me from actual experience whether the bugs related to economic and diplomatic victory conditions have been ironed out yet? Since I seldom make it past the tech tree level for Shard weapons and don't have the patience for complete conquest, these are the two victory conditions I rely on. It would be nice to have confidence that they actually work right, now.

On the subject of bugs . . .

Design Workshop, Undocumented "Features": The game rules require that a unit cannot move and be ugraded in the same turn. If you try to field up grade a unit that has used any part of it's movement allowance with the ctrl+U command you'll get a pop up message saying you can't. If you field upgrade a unit before it moves, using that shortcut, the unit will be market as "already moved". BUT, if you upgrade units in the workshop by upgrading the whole class of units at once, you'll still be allowed to move them during your turn and any units that have already moved will still be upgraded. I've even field upgraded planes in mid-air this way. Another: The game rules require that if you change the item being built in a city, you'll lose 1/2 of your accumulated minerals above 10. BUT, if you use the upgrade feature in the design workshop to upgrade that unit to a higher class, the base automatically shifts production, without loss of minerals. Query: Has the prototyping cheat available in the Workshop (and described in other threads) been eliminated by v3.0 or not? I can certainly tell you that these other cheats/features remain in force and effect.

I do my best to avoid these Workshop cheats in my TI games, but I have to assume that if they're available, they will be used in MP games. Best if everyone is aware of them in that event to keep everyone on the same footing.

And what about the show odds/mindworm capture cheat? Still work? Never used it myself, but I don't trust that will be the case in MP . . .

SnowFire posted 03-31-99 02:28 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
I can tell you from personal experience that psi attacking odds are still horribly wrong and don't take into account many factors.
gotag posted 03-31-99 05:35 PM ET     Click Here to See the Profile for gotag  Click Here to Email gotag     
Analyst: read your post re the Pks? not surrendering until they had only one city left. You might be interested to know that it would appear that the surrender algorithim is the same as the pact algorithim. ie: if you adjust your SE choices to suit the intended victim they much more likly to surrender.

This has been the case in my two last games. I would conquer a city then change my SE to match the losers, then when they initiated diplomacy (which they always do after you take a city) they would surrender. Note to test this I saved reloaded a few times and it worked in all cases and they would NOT!! surrender if I did not change my SE.

In the readme to ver 3.0 it was stated that the diplomatic AI would take much more account of the relative military strength of the communicating factions. Couple this with the SE "cheats" that the attacking style player can do, and you wind up with some pretty fast victories.

Case in point, my last two games at TI on a HUGE map large land ect... were won in 2287 and 2278 respectively. And both could have been brought home sooner if I had realized that if you conquer the last nonservile faction you get an immediate conquest victory.

A 2278 victory equates to winning CivII in 1640 which is quicker than I was ever able to do in CivII at the deity level (1848 is my record there whats yours?). This seems to also support your thesis that Smac is much easier than CivII.

I have a couple of questions for TICHQ to mull over. First please note that there is no longer any production corruption as there was in CivII. Does this not unbalance the game in favor of having many small cities vs a few large ones? This would seem to favor the aggressive player. Any way to change this?

Also would it be very difficult to recode the AI so that city governors don't spend more than a certain amount of turns building something? How many of us have invaded a CF and watched them attempt to build a PB or city improvement that would take 30 odd turns to complete. Chances are the game would be over before this. It seems to me that it should'nt be that hard to code a limit of say 10 turn/unit 20 turns/city improvement (leaving SP as is), what are other peoples thoughts on this?
gotag

Shining1 posted 03-31-99 07:05 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Analyst: Version3.0 definitely has bugs. I'm getting more crashes with this that I've ever had before (still playing Transcend, but Ironman in spirit only. I just have to keep saving...)

As for the Hive, well, lets put it this way. I already know the Hive is overpowered. So much so that I've added an extra drone for every four citizens, and reduced the Immune, effic to robust, effic. And I'm still way ahead. That -2 Econ is a real bastard, but probe teams and the WONDERFUL production advantage makes up for it (about the only faction that stands a real chance of competing with the Transcendance A.I in building SPs).

There is one, final solution, available to put the conquerors firmly in their place - in Alpha.txt, set the 'Probe teams can steal technologies' to zero. I have a feeling this won't be a popular idea, but it sure makes those heavy penalties the builder factions have make more sense.

P.S: Are we dumb or something? Does Firaxis know some special way to play the PK's and the Morganites that turns their anemic military abilities into whup-ass war machines? Or will multiplayer end up a scramble to get to be the Believers, Spartans, or Hive at any costs?

Travathian posted 03-31-99 11:26 PM ET     Click Here to See the Profile for Travathian    
You have a problem with big daddy M?

Try playing them with a huge economy, now you probably wont be able to do a whole lot of bribing in MP unless its the computer or a human player desperate for cash, but you can just outright buy military units every turn during a time of war. Then after the war, go back to building up your stores.
Civ II made money far too powerful, SMAC lessened a little, but its still over rated.

I dont care how much money a nation has, its going to take a reasonable amount of time to build anything, even with virtually unlimited resources (which Morgan can almost achieve) its in this aspect that both Civ II and SMAC dont do well.

My best strategy, play Morgan, and spend freely. Hurry up the building of units and imrpovements if you ever have any money. Go hunting for native life. don't try and save in the early game, just buy those improvements and formers and get to growing!

Its not until mid game I start saving up, then I use the extra for unexpected wars, or buying SP that the computer might finish before me. And by the end of the game, the bonus Morgan gets to economy, I can usually just put it to 100%, and use improvements to take care of drones, and buy/steal research.
And the money I am making I just mass buy improvements in conquered cities.

The only thing I hate, WAY, WAY too much micromanagement! By the end of the game turns take 20+ minutes easily.

SnowFire posted 03-31-99 11:41 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Shining1: And the University and Gaians, too, in the rush. I think that the PK's and Morgans are powerful- if you let them be. The problem is that the smart conqueror will say something like this in the MP diplomacy screen:

"Tell you what. I can crush you right now with my 4 recon rovers against your scout patrols, since you were busy researching gene splicing instead of industrial base. And I will not stop- I will crush you all the way to the ground. Or you can "surrender," give me this city I want, all your technology, and you become my research assistant while I switch to fundamentalism. Since the surrender option isn't available for human players, you'll share in the co-op victory after I'm elected supreme leader with my armies and your tech that you feed me. Take your choice."

Specifically, the University and the Believers could become the ultimate alliance, with the Believers inceredible military and the technology that the UoP gives them.

I just tried the suggested Small map/Aggresive AI in a game as the Believers. I started on my own subcontinent shared by the University, who quickly boxed me in in NJ with no room to expand. But my horde of scout patrols soon overran his fledgling empire, alas destroying University Base in the process, so I got no free techs. Now I was stranded on a subcontinent with nothing to do but develop. The Believers being forced to be builders. In any case, now the nearby PK's stood no chance as soon as I discovered Doctrine: Flexibility, for my prebuilt probe teams started getting shipped across reguarly to steal technology, energy, and various other evil deeds. With the possesion of the Command Nexus (and the Weather Paradigm: I got 2 early SP's! Yay!), my recon rovers easily overwhelmed one of Lal's bases, as its Gatling Infantry never got a chance to attack. I blatantly stole Analyst's (or was it player1? , nah, pretty sure it was Analyst) strategy for that, by the way. Then I saved and quit. Should be interesting to see how fast I can win after being delayed for a time- and looking at the stats, Yang will be a tough conquer, he's leading almsot everything- he probably started in Monsoon Jungle.

Shining1 posted 04-01-99 12:21 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
I'm not saying that an intelligently played Morgan, PK's or UoP can't be a tough opponent. I'm just pointing out that they don't seem to fare nearly as well as those factions whose abilities are geared towards conflict.

The case in point is the technology stealing. Miriam would be almost wiped out if she couldn't steal tecnology whenever she needed it. The Hive's -2 Economy also makes them bad at research. Yet these factions seem to be the preferred T.I players identities, simply because they allow you to play aggresively, and tech stealing probe teams easily make up for the economic disadvantages. Standard stragety for Miriam is to forgo research altogether - if that's a viable way to play, where does the University end up?

CivII had a rule that prevented diplomats from stealing tech from the same city twice. SMAC has the 'security interlocks' which sounds nice but doesn't seem to cause too many hassles. Stealing more than one tech from a city should be more difficult than it currently is.

Snowfire: Miriam isn't such a bad builder, that +2 support means she pays less for units - including formers - than other factions. So while morgan is sweating minerals under his -1 support, Godwinson is smiling.

In fact, the Hive seems to succeed mainly on the basis of being the best builder around. +1 industry and +1 growth work very well together - my current game (Hive) has the best developed cities in a while - so much so I've started building fusion labs in my main research centres. To go with the research hospitals, network nodes, tree farms and energy banks. I've the best Labs output on planet (or very close, I haven't seen Deirdre's yet).

DerekM posted 04-01-99 09:31 AM ET     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
I've just graduated from Librarian to Thinker level. I'll get to TI eventually. The thing that worried me wasn't so much the AI advantages as the time limit. I won my last game with Diedre in 2401. I'll have to be a little faster, next time.

I've started a new game with Yang, and so far it has gone pretty well, with a good starting location. Deidre is on the same continent, but she seems to be playing nice. She actually gave me Santiago's comm freq for FREE. Odd, considering our countries are border-to-border right on top of the jungle, and our power bars are about equal.

I have done this without taking advantage of Yang's immunity to efficiency penalties. My initial impression (having not played Yang much) is that if I can do this well without it so far, then having it seems excessive. Did this thread ever reach any conclusions on this?

Darkstar posted 04-01-99 01:37 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Remember, the Hive only gets Immunity to SE Efficiency. That doesn't negate poor efficiency due to distance between bases and the loss of efficiency for captured bases, etc. I find the Hive to be my most favorite of Builder factions to play. After the initial Manifest Destiny stage, I find I tend to really enjoy Building like there is no tomorrow. Until another faction needs to be put into its place, that is. For my play style, the Hive is the absolute best Builder faction. Mind you that Economy minus prevents players from enjoying the wondrous benefits of Free Market, making you find other ways to get all that Research Builders love. But in Hive games, I often have several cities with every lab bonus possible built as my research centers. I don't find that true playing any other faction (except the PK).

Morgan is probably the most difficult faction to play due to the difficulty of securing one's continent early. Whether you want to or not, SMAC guides you into that with the aggressiveness of the AI, in land grabbing, border jumping, stealing tech that you would rather keep to yourself/sell to them, etc etc. I hadn't been able to repeat my early successes with Morgan in the demo until I started playing it as 'Morgan', and started opening every market possible. To succeed with Morgan, you have to have a very dedicated 'spread like mono' attitude and just constantly crank out the pods and defensive units to protect your newest market. Fill in every SQUARE of land with city coverage, and forget about not overlapping as the 4 Pop limit is the biggest enemy and prevents any city from being a true Resource Center unless you give it the order to build the Hab.

On the issue of loss of production shields in Civ... Much of what was 'production' in Civ is now 'Energy'. How can I be so crazy as to state that? Oil in Civ was Shields. Oil in SMAC would be 'Energy'. There are other obvious instances where certain raw resources swapped between the two and I think that is one of the reasons that there are less potential 'shields' that are easily 'losable' to the less honest in SMAC. Other in game answers includes the fact that ALL cities in SMAC are closed environments due to the fact that you can't breathe the air. This makes it harder for criminals to hide in the corners and what not, preventing them from being able to have a shipment of silver ore from 'falling of the truck'. In such closed communities, how quiet and hidden from those in charge can things truly be? So what does such a thing leave for sticking to fingers? Energy.

The out of game reason is simple... your SE already determines your loss of production or bonus production capacity. Further penalizing Factions with yet more mineral loss would decimate the AI running those mineral inefficient factions. Like the Spartans. :-) How could the Colonel threaten to roll over you if all but her core cities were incapable of producing one unit in less than a hundred turns?

Speaking of closed systems, I always thought it would be convenient if I could quell a riot by shutting of their rebreathing system of the living quarters that were rioting. Who needs Nerve Stapling? :-) You shut down their Oxy, and they are going to not be a problem for long. And no cost of drugs or surgery or what not. And you could even blame it on an accident. :-) Of course, you might create a resistance movement that acted as infiltrators for factions that don't do such things, but you would get sanctions, keeping trade lines open...

To those TIs that find Transcend too easy... have you tried the lower levels? In MOO, I found that Impossible was ridiculously easy to be, but at Hard, the AI generally crushed me as it employed *better* military tactics and whipped me regularly like a red-headed step child. I have never forgotten that... sometimes the AI is optimized for a level less than top, or employs tactics that work best against you at a level below top.

Just a thought...

-Darkstar

SnowFire posted 04-01-99 04:44 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Shining1: Yup, the Believers aren't too bad a builder, especially with the Weather Paradigm handy.

I tried out the SE/surrender algorithim. I took another PK city, with two large juicy cities just to the south. But I decieded I would give Brother Lal a chance first. I switch to democracy, call him up, and what do I get? "I surrender. Please don't kill me!" I accept his surrender, go back to the social engineering screen, and accept my 40 credit refund for going back to Fundamentalism. It's too easy. I think that AI leaders should keep track of things- if you were green for 100 years and have no temporarily switched to planned to boom your growth, the AI should not go bezerk (if you're silly enough to contact them then). Also, while having a start at democracy is certainly nice, there should be something like "I'm glad to see that you're trying (insert agenda). I'm sure you will soon realize the immense benefits of it soon. Still, I cannot easily forget the many years of (old SE choice you used) that you inflicted on your people."

Getting back to that game, Yang convened the Council, which elected me since Yang had pissed off everyone and had only his own votes- still a sizeable amount. But with my cities and Lal's bonus, I beat him out. I needed new souls to save, and I wasn't ready for taking on Yang yet, so I decided to go for Deidre, who was in roughly 3rd place. Sparta was another possibility, but they were on the other side of the world, friends with the PK's, and fighting the Hive (not too succesfully I might add). So, Deidre it is. I've already burned down two of her towns and taken one alive and taken every miserable technology she has from her, and I switched to green to better deal with her native denzinens. But I was annoyed at some battle results I got: two Gatling foils, who were both listed with a "will probably win" odds rating, BOTH were killed against an isle of the deep. That annoyed me a little. But oh well. I'll still beat her... in fact I'm glad she didn't surrender yet. Next town on my list has two SP's in it...

agoraphobe posted 04-01-99 05:58 PM ET     Click Here to See the Profile for agoraphobe    
On the PSI combat odds/results discrepancy:

Is this a confirmed bug? I had actually thought it was a feature when I first encountered it - you know, a part of "PSI" combat being bad ratio readings that lured units to their death. Or is this just a deluded rationalization?

Travathian posted 04-01-99 06:12 PM ET     Click Here to See the Profile for Travathian    
As far as quick switching SE to convince opposing factions to surrender, I'd have to agree the computer should track how long you have remained at a SE choice which opposes theirs.

Also, I think that switching SE should be more difficult if you've had the same choice for an extended amount of time, maybe a ration of 10 to 1. ie if you were at green in the following example for 100 years, it would take 10 years to swtich to Democracy.

Anyone else like this idea?

Perfesser posted 04-01-99 06:58 PM ET     Click Here to See the Profile for Perfesser  Click Here to Email Perfesser     
Question for the TI types: Has anybody noticed that the bonuses you get for Econ
+3 or greater are different from the manual and help? I seem to be getting +1/sq and
+2/base at +3 Econ and +1/sq and +4/base at +4 Econ. This is most often encountered with Morgan :-)
micje posted 04-01-99 09:03 PM ET     Click Here to See the Profile for micje  Click Here to Email micje     
LOL@Agoraphobe. They wouldn't seriously do that, would they? I just trust my guts now when attacking psi units.
Travathian posted 04-01-99 11:11 PM ET     Click Here to See the Profile for Travathian    
Anyone who says the believers suck, just try playing a game where they start in the Monsoon Jungle, with only the PK on the continent. Dang bible thumping 8itch.

I am Morgan, paired off with the hive in the middle continent. And the tree huggers and warmongers are on the west continent. UoP is on the northernmost one. This is on the Huge map of Planet.

Gaians and Spartans are getting along fine, I am at war with the Hive trying to get the continent to myself and having extreme difficulty. The believers have control of half their continent, with more bases than I care to count, and have the PK in the squeeze. UoP is cramped on their little island.

*sigh* I hate this game sooo much, I luv it.

Marslow posted 04-01-99 11:20 PM ET     Click Here to See the Profile for Marslow    
I just played that exact game with the Believers near the Monsoon Jungle and my PKs on the same continent with them. The Believers suck. I forced their surrender by 2180 with a large force of impact rovers. But I did win podlotto, and got a lot of artifacts early on, so I could use one of them to rush the impact rover prototype.
onkelroggy posted 04-01-99 11:22 PM ET     Click Here to See the Profile for onkelroggy  Click Here to Email onkelroggy     
Analyst and others,

I for one have been following your discussion of builder/conqueror strategies and have learned much about the game and player proclivities from all of you. In particular, I find it interesting that players adopt a particular situation and strategy and seem to be inclined to continually repeat these methods game after game(including myself). I guess what I'm trying to say is that it is the human in us that causes us to pick a certain map style, faction, preferences, rules and strategy that suits our desires and we then try to find a way to successfully employ our skills.

I'll use myself as an example. I like to play larger maps, on the top three difficulties, Spartan faction, blind research, no spoils of war, passive-aggressive builder style, heavy diplomatic interractions, building mines and forests and taking any victory that can be reasonably achieved. Given this, I usually win most of my games and I don't find the A/I to be very challenging except for the cheating and drone riots. (BTW, I do not cheat at all and I frankly can't begin to believe some of the cheats that I have seen posted. In short, my philosophy is why play at all if you're going to cheat.)

Given all of this, I also realize that there are two things inherently wrong. First, in multiplayer I will be as vulnerable as anyone else, especially if another player picks up my patterns. Second, it is almost impossible for every player in an MP game to play with all of the variables optimized for their style of play. Therefore, everyone will have to adapt their style since humans are not "dumb" like the A/I.

Case in point, you(Analyst) have stated your preference to conquer and overwhelm your opponents from the get go. In multiplayer, I would neutralize your strategy by building a coalitition against you as the coalition would be strongest with all players still in the game. This should be pretty easy to do as no one will want to be victim #2 and they will transfer energy credits, tech and units to take the steam out of your attack. You will then be vulnerable to the counter attack as you have neglected your tech and infrastructure. Clearly then, the only difference in the result is that your human opponents will adapt and react to your style and you will have to do the same or lose the game.

As a result, I think it important to continue discussion of the build/conquer concepts. However, I do not reasonably think that a head to head comparison can be made until we have all played a good number of MP games as beating up on the A/I just doesn't teach us very much.

onkelroggy out


BTW, for those interested, I used to use the name uncleroggy. Unfortunately, I had to completely reregister when my dipstick brother dumped my internet account. He's one of those guys who tries to use the CD slot as a drink holder and I wished I had a planet buster to shove up his a*s for all of the grief he caused me. I will be especially receptive to any ideas on painful tortures that can be used on siblings.

SnowFire posted 04-01-99 11:55 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
roggy: That's why Analyst intends to play MP anonymously.

travathian: We never said the Believers suck; in general only newbies will say that. In fact, I was a big Believer defender back in the demo days, BEFORE they had +2 Support.

1212 posted 04-02-99 02:21 AM ET     Click Here to See the Profile for 1212  Click Here to Email 1212     
i think that the believers are great with the ++ support, and team that with police state and you can put down 2 defense, 2 teraform or attack depending on your diplomatic situation, and by the way the ironman transcend level is not a cake walk for myself. had to jump start a couple o games to win by a economic victory.
DerekM posted 04-02-99 09:26 AM ET     Click Here to See the Profile for DerekM  Click Here to Email DerekM     
+2 support is almost unbalanced. I normally play a "peaceful" faction (oxymoron, IMHO), like Lal or Zak. I'm playing Yang this game, though. Deidre and Santiago started on my continent. Everything was fine until I switched to Police State/Planned/Wealth. Deidre flipped out. So I'm like, sh!t, I don't have the infrastructure to crank out I big military yet. Then I realized that I could support FOUR units per base without support. Needless to say, my impact rovers just forced Deidre's surrender and are starting to roll through Santiago's bases. Just captured the CDF. Having never played a "militant" faction before, I never really saw the rover runs that the TI players have been talking about.

One thing I've noticed -- the AI seems better at terraforming on Thinker rather than Librarian, but that has actually made the game easier. Why? When I started in on Deidre, she already had a VERY well-developed road network which made city hopping with rovers easy. With Librarian games, usually the AI didn't have quite such a nice set of roads to romp on until later in the game.

There are compensations, though. At one point, I only had three impact rovers, and they were all in adjacent squares. Deidre walks a probe up to the middle rover and mind controls it, and then proceeds to use it to whack the other two sitting next to it! I was so pissed, my girlfriend was looking at me like I was insane. I never saw such a good use of a probe team at Librarian level. Is this just chance, or is the AI better?

SnowFire posted 04-02-99 01:17 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Also: Travathian, erm, Green and Democracy don't conflict. I'm not sure what you're saying- have phased in changes over 10 years to switch governments?

DerekM: If you aren't careful, that can happen on any level. Especially against Morgan.

onkelroggy posted 04-03-99 12:12 AM ET     Click Here to See the Profile for onkelroggy  Click Here to Email onkelroggy     
DerekM,

In actuality, I haven't noticed any measurable difference in the A/I "intelligence" between the top three levels. Rather, I have found the almost incessant drone riots and mind worm attacks much more annoying and formidable than the A/I in the top two levels. Also, the A/I mostly prefers to cheat like the time I had 13 "random" negative events in a 17 turn period.

However, I will also grant that mind control and probe team actions are a more significant portion of the game at these higher levels and they can take you by surprise. Especially if you haven't practiced this style due to playing at other levels.

I'd appreciate hearing if anyone else feels the same way.


onkelroggy out

SnowFire posted 04-03-99 12:33 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
In the chat, BR openly admitted that the AI hadn't been tailored for sea combat as much. So, when it sends it's one dinky transport over for an "invasion," the only way it has a reasonable chance of doing anything is if a probe team is on board.
StargazerBC posted 04-03-99 02:22 PM ET     Click Here to See the Profile for StargazerBC    
Hello TI'ers! It's been a while since I've posted (spring break); althought, I've played some AC games during the break.

I still like the idea that more is better. Although, it might not seem sane to have 19+ cities due to the increased inefficiency. Think of it this way, Large developing countries are hardest to take over. There's just too much land to cover. I still treat each city as a city-state so my country is still more of a Con-Federation. Every city is self-sufficient. Presently developed cities crank out offensive units while newer cities build and the cycle continues.

I'm using a different tactic of attack though. When I get the hovertank, I immediately design a 10-8 AAA, 2x police hovertank to use as garrison. Then I change my GI's into 10-6 cloaked, clean reactor and use these to attack. This is my transition from infantry based defense to a hovertank based defense (b/c those blasted missles will come eventually around this time and I need a unit with more HP). The version 2 GI's basicly become a sort of land destroyer. I use them to move around and destroy farms/road. I usually have about 50 of them (think 2 from every base). Yes, I know I can take the computer player out with my infanty but then I'd miss the fun out of building and designing new superunits.


MP game.
Welp, at work to save time--We limited ourselves to 12 cities and smaller maps and no tech stag though. Since each faction is on an island I used a patch of land to plant fungus and moved my 1-1-2 trance rovers in there to make money from mindworms. Great way to get my squad of rovers to elite status in no time. I even delay Switching to "Green" because I might lose out on money if I take over a worm. At MP I do have a more Federal approach. Border cities always have more defense (think big circle surrounding smaller circle and an even smaller circler). My whole country is one large web. I even move my Capitol to the center. Funny thing is that, port cities (outer most web) are built first so they have more infrastructure. While I'm colonizing inward, the outer cities are building up the defense. Yes, it does become wars of attrition because I don't attack as often.

3 things I do a lot-
Starve out the enemy if they're bent too much on a large army by having a large defense.(meaning they keep on building units and little infrastructure).

Riot and steal if they're too bent on infrastructure. This works best if I got the HS first, if not I go to the brute force method.. .

Nuke, missle, or destroy all SP's that aren't mine.
--I've thought about maintaining taken over SP's during a MP game, but sometimes I'd lose it especially if the city is on a large mass of enemy cities. Nowadays, I always expect people to spend a huge wave of units to take it back. So when they do and send a lot of units to defend that city. I nuke it.

I think the largest equalizers are the Empath Guild, Weather Controller, and SP's that give free buildings early on. Although, I'd give up WC for EG any day. Knowing what your enemies are building and such. . .::shudders::

Btw, anyone notice how the AI automatically switches construction even though it's not their turn? Ex.--Gaians were 10 turns away from a PB. I missled them. It's still my turn but their city production switched to AAA infantry.

Analyst posted 04-06-99 10:49 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Where have all the Ironmen gone? I get back from an Easter break and find the thread is becoming moribund. Hope you're all still around.

StargazerBC, I've noticed that the AI gets to switch production during my turn too. What I've also noticed is that the AI gets no penalty for switching production. Just a couple of the many AI cheats. Your observations about the flow of your MP games with your friends are very interesting. I also think the PB "solution" will be a lot more common in MP games that last that long.

Snowfire, nice to see some "official" confirmation of our observations about the AI and it's use of the waters.

Onkleroggy, welcome to the TI thread. As has already been pointed out, I intend to neutralize the reputation effect by playing MP under a different handle. Even if we were to round up TIers for a "club" game, though, my experience is that you would find the "coalition" strategy harder to do than to describe.

My fellow TIs will be pleased to know that I am capable of admitting to weakness and a failure of my strategy. Recall that I earlier posted that I'm playing a game as Miriam in which Morgan got to start on his own large continent, about as far my my own bases as can be accomplished on a standard sized map. I'm at a point where I'm going to win this game comfortably, but it's also easy for me to see that any competent human playing Morgan could have easily built a super-empire by now and would certainly be in a position to wipe me off of the map. Even the AI has managed to build Morgan up into a respectable 14 base empire by 2275. A human could have done so much more . . .

Part of the reason I've not been able to do anything about Morgan yet is pure geography, but part of it is also the alteration of geography. This is the first game I've ever played where I suffered the indignity of having the other factions vote to raise the sea levels and being unable to defeat or veto that vote in Council. The result has been a massive slowdown in the usual pace of my conquest--partly because amphibious assaults over large stretches of water are just plain less efficient, partly because I had to waste time building expensive Pressure Domes and rebuilding terraforming infrastructure and partly because the computer cheats.

One thing is for sure, no one will be able to convince me now that the computer AI doesn't get to look at where your units are on the map. I don't care what the designers say. Watching the AI presicesly track down and kill my water units at ranges far out of their sight over and over again leaves me no alternative but to assume that the only way to accomplish this is by giving the AI map data. This is just piled on top of repeated observations by others that the AI seems to see cloaked units and units hidden in fungus perfectly well. I'm willing to give my Builder style fellow TIs the benefit of the doubt, though, and assume that I wouldn't have been able to penetrate their radar unit nets with any greater success, leading to more or less the same result.

Builders take note. Voting to raise the sea levels seems to be a very effective way to put a big thorn in the side of the Conquerer player. Builders are more prepared to deal with both the effect and the consequences of losing land tiles to the encroaching sea. This could become a very important component of MP play.

SnowFire posted 04-06-99 08:41 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Analyst: Not in my building style would I vote for that. Since thermal boreholes are usually built on coastal terrain so you don't have to worry about the "nothing of lower elevation nearby," a good chunk of a builder's production would be temporarily underwater if that vote went through.

And I might add, Analsyt, that I've confirmed your observastions back in my non-Ironman days. A transport found itself next to a warship that had just messily devoured it's brother transport. It sensibly ran to a fungus patch down south- there were a good 3 locations it could hide in. I saved before that, of course. No matter which patch I stuck it in, the enemy warship found it everytime.

A TI multiplayer game? I'd be delighted to partake in one. Especaially considering the crash and burn of the Old Timer's Game, which even if it worked, I'm not sure it would have been much fun... most of the players were grousing about having to have it on Thinker to give the Transcendii a chance.

Shining1 posted 04-06-99 11:15 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Ah. Like it or not, Rugby is still more fun than SMAC. At any rate, you don't get 'page fault' errors just before someone scores a try. Go CANTERBURY!

New tactics that appeal to me (playing as the Hive).

Breaking strong points: most easily done with missiles. Pumping 2 to 3 "cris missles" (C/o Serb warcriminal Arkan) into a city is the best way to remove those pesky air defenders, so that your planes can take out the ECM garrison and your drop X Tachyon Hovertanks can mop up (that nerve gas is a great way to incapacitate a well built up city, too, without all that messy fooling around with probe teams).

*sigh* Does anyone else find the SMAC interface an inelegant way to manage production of a decent combined arms force?

Experienced problems with the A.I's unlimited range conventional missiles. Feels a bit dumb, in that the Planet Busters got fixed in the last patch. Without being a total git, I would suggest that maybe firaxis is being lead hand in hand a bit much on these issues.

And Planet Busters are fun. Used a Quantum Buster to take out 4 size 11+ Morgan cities. BOOM! No more army! Ha ha ha ha ha! Score one to the person with the best intelligence network!

Took ages to stop Deidre and Zakhorov from firing their free, unlimited range missiles at me though.

(Yes, I'm rambling now, but this is the important bit). Has everyone else noticed that the A.I seems to be constantly shifting production when being invaded. I've had morgan and deirdre make at least half a dozen attempts between them to build a planet buster, and everytime they reach about 25% completion and change to another project.

Furthermore, the A.I shifts it's production DURING YOUR TURN. Launch a surprise attack against a poorly defended base and their "XXX useless facility" (i.e I can't remember what it was) gets changed to a Probability defender. Straight away. Not next turn after morgan has had a good think or anything. Immediately.

This is stilmulus/response type stuff, not decent A.I. Morgan had enough units to shift another one to that base next turn for protection, especially as my attacking force on THAT side of his empire was weak.

No wonder the A.I needs that industry bonus. Attack it and it starts wasting minerals like nothing else. If it had any kind of holistic strategy it would be a killer.

Darkstar posted 04-07-99 04:15 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Shining1 - Are you stating that a Missile with a PB warhead (the great and mighty Planet Buster) is limited to range and that a Conventitional isn't? That would just be SILLY. The bug is in the chassis being allowed to go to far...

Analsyt - I have recently come to the (somewhat tested) theory that the computer only understands military strength. Would you agree? (I've posted my ramblings on this in a different thread.) Or have I missed something truly significant?

While it can be aggravating to see the Computer autoswap to a defender, you can make this work for you. If I don't want an enemy city to build what it is building, I simply launch a raid against it. Aerospace complex, SP, Planet Buster, whatever. Unless the computer has a large stack of defenders, it will swap over to a defender, wasting the excess. You can bop it again and make it swap if it chose an AAA Interceptor or what not... it will generally settle on a current infantry/garrison unit of some form. I thought you TIs were cognitive of this (and took advantage of this)? This is the way its played since 1.0...

-Darkstar

Shining1 posted 04-08-99 12:54 AM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Darkstar: "you can make this work for you."
That's exactly the problem! If you read the last line of my post you'll see where I'm coming from. The A.I's response takes no account of the value of current production. I've seen production switches that had more 'red' minerals than white ones.

As for missiles vs. planet busters, this is a bug, don't expect it to make sense. Firaxis claims to have fixed the A.I infinite range PB's, and since I'm not stupid enough to allow my enemies to actually finish construction of a PB, let alone use one, that's fine. But those missiles are flying too far.

Wasn't it you yourself who pointed out that the SMAC code has proceedure calls going everywhich way? This is probably another case of this.

Analyst posted 04-08-99 08:40 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Darkstar, in the early TI threads, most of my posting was devoted to what the AI "understands" in diplomacy. You might want to dig them up for a full discussion.

Briefly: SE choices still rule the roost in Diplomacy, even after their de-emphasis in v3.0. In the very early game, though, when SE is limited (or unavailable) military might is everything and even building a single unit can dramatically affect AI mood. Military might breaks down into several factors. I rank them in the following order: (i) number of offensive units; (ii) positioning of offensive units (you bet the AI knows where they all are); (iii) overall military strength (with morale of troops an important calculating component); (iv) military technology; (v) global faction strength.

This analysis adequately explains why the AI rolls over for the Spartans early game. My view is that the AI gives greater weight to rover chassis units (which the Spartans have from the get go--and are the sole posessor of in tech). So if the AI finds itself next to the Spartans, in the first 50 turns or so, the Spartans will have the highest morale, the most rovers, the most agressively placed offensive units (if the rovers are exploring on neighboring borders) and the best miltary tech (at least for a while). Eventually, the AI finds other factions and makes treaties, trades techs and starts reacting to your SE choices, but until that point, it's a pure military might calculation, so the Spartans have a field day threatening their neighbors into submission without actually having to fight.

Darkstar posted 04-08-99 02:06 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Shining1 - Sorry... I was thinking *logically* about how *I* as a programmer would have probably put in the check. You are quite right, I *know* better, I just can't consciously accept the implications of just how lousy the code must be.

Analyst - Thanks for the feedback. My experience and theory seems to place maximum emphasis on: Military strength and how it affects your power graph/standing. Exception: Number of units DOES NOT SEEM TO MATTER if they are all ATTACK 1 units, and the computer has a few Defense 2 units.

Distance has *NEVER* been a factor in my games. The fact that noone has Flexibility (Foils) has not prevented me from extracting EVERYTHING all other factions have (well, except Morgan which supports the "You don't have any ATTACK units to threaten me with" hypothesis) including comm frequencies so that I can bully even more factions. And in the beginning, that jump in your "overall" spike for aquiring the starting techs of the other factions seems to be enough to keep all the other factions crushed and scared of you.

I don't think the Morale of troops is very important to the 3.0 AI "Yeller" Machine. If it did, then the AI should be *a lot* more afraid of Miriam. +25% attack bonus is a HECK of a Morale upgrade. Miriam should be able to bully everyone but Santiago.

Position has seemed to have little effect, unless I had a stack within striking range of (read: next to) the Capital of the faction. That tends to cause the AI to want to sue for peace and/or beg me to retract the units.

Military Tech only seems to be important in how it affects that Power Spike, which the computer seems to use as a guide as to "Are you Weak in comparison to Your top current capability (and is your current vs potential % less than my current vs. potential %)?"

Global Faction strength... yes, that seem to be the guiding key measurement (with some silly bugs thrown in (see above)).

Humm... I think you may want to re-evaluate your position Analyst. I *don't* think the computer gives extra weight to rovers. I think it gives extra weight to Santiago. The main reason I say that is I can remember all too well bullying UoP (on a seperate land mass, half way around the world) into giving me Impact. They were #1 (with existing Impact troops (including Rovers With Impact Weapons) in the Scenario Editor). I (as Santiago) was #6 (and had yet to get Lasers). They handed over Impact at the threat of being squashed like a bug. That shot me to #3 (the Tech), and when my next set of troopers marched out of the barracks (all with Impact) I went to #1 on the graph. That was when I shut down the game, and logged into here looking for others thoughts on the matter. That wasn't on Transcend, so maybe there are level factors that were not taken into account, but the #1 Faction handing over the tools of their own destruction to a third world faction just does NOT make sense to me. And let all the fun out of playing the Spartans for me.

Now, I have always enjoyed the "Refrain from Squashing you like a Bug" option... its so in character to the AI (and payback for all those silly CivII diplomatic encounters). But I never expect it to work, unless I am SERIOUSLY #1 militarily. So why could I pull it off with the Spartans, when I was always ignored playing the other Factions (Heck, as the Hive at #1 talking to an immediate neighbor at #6 I've gotten "Just declare war or shut up" more times than I can remember!) Or was it because I rarely change my SE with the Spartans as it causes the computer AI to just get Stupid in dealing with you? While I *like* the SE, its the simple WORST factor for Diplomacy (as discussed previously).

Perhaps its time to crank up SMAC tonight and see what a TI game (playing Bully Spartans) does and reacts? I just don't like using such cheats to win...

-Darkstar

SnowFire posted 04-08-99 02:21 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
Darkstar: No offense, but that doesn't usually work on TI games. In the demo games (which I would play on smaller maps) I would routinely use my initial patrol to burn down the enemy's second city, move it next to their capital and demand their surrender. Even against the Hive, when I had only gotten their previous city because it was undefended and I had a 1-1-2 rover against a 1-1-1 infantry with perimeter defense (no way in heck I could take it then), he surrendered. Smart, I suppose (the rover could have killed any formers/colony pods and I could wait until I had more troops to crush him), but he was in no _immediate_ danger.

And oh yes: The "give me city or I destroy you" threat was extremely effective on lower levels. Try it out. But it doesn't work half as well on TI; they'll go to war to prevent appeasement.

Analyst posted 04-08-99 04:10 PM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Darkstar, you're right that the rovers generally have to be armed to get respect from the AI. The AI seems to treat scout rovers the same as scout infantry, i.e. essentially non-combat units. Regarding morale, others in this thread have also indicated that morale seems an important feature in the AI respecting their military capability. I think your observation regarding Miriam is inapposite. The AI doesn't seem to wiegh her attack bonus at all, but her attack bonus is not a morale bonus (though we tend to think of it that way). I suspect that the AI gives no wieght at all to the belief attack bonus capability simply because the designer failed to tell it to do so.

The unit positioning factor component of my theory began in my very first game of the full (i.e. non-demo) version of the game. I played the Gaians and started adjacent to the Spartans (among others). Very early in the game, Santiago walked offensive units up to my bases and started making demands: money, tech, the clothes off my back, etc. Her mood was always "Seething". I capitulated, being helpless to do otherwise. After some turns, I noticed that the AI seemed to need to always move its units, sometimes ending their movement a square further away. What I did was build a bunch of scout units and surround the offending Spartan units, leaving only a single square not in my ZOC for the Spartan unit to move to. Sooner or later it would and I would reposition my scouts, etc. In this manner, I "herded" half a dozen Spartan units back across their own border. As I did this, I kept checking Santiago's mood. It gradually went from "Seething" to "Non-Commital". Once I got her units back in her own territory, I field upgraded those scouts to amix of offensive and defensive units. She retreated her own units into her bases and her mood became "Solicitous". I've never forgotten the lessons of that encounter and I've had occasion to repeat them. The AI is very reactive to the relative positioning of your offensive forces and it's own offensive forces and the effect stretches far beyond your having a unit next to it's HQ base (though it ceratinly is most profound at that moment).

As to the remainder of your observations, I'll second SnowFire's observation that the AI is much stiffer at Transcend Level. I'd be very surprised if you could report that you successfully got an enemy faction not on your continent to capitulate to a threat playing Transcend. I have found that even when they should be intimidated (i.e. I have a fleet of choppers and a hoarde of drop units) they generally are not, if you don't have hardware on their turf.

Black Dragon posted 05-02-99 05:36 PM ET     Click Here to See the Profile for Black Dragon  Click Here to Email Black Dragon     
Hmmm...
StargazerBC posted 05-02-99 06:08 PM ET     Click Here to See the Profile for StargazerBC    
Wow! It's been a while. On the note of AI, anyone notice that the AI seems to slow down right around Tech 3s? That's the only way I can win the SP race--build all the early ones. Right after Hunter-Seeker and Virtual World, I'm home free.

On the note of Military: It's not just SMAC. Almost every TBS I've played on the PC (Pax, MOO, MOO2, MOM, Civ, Colonization, etc) shifts toward a military perspective. I remember ill-fated memories of MOO2 AI's surrendering to me--them and their 200+ cargo ships, and puny destroyer class cannon fodder, planets with too much industrial waste and no infrastructure. It's pretty much the same in SMAC. Sure there are bonuses to each character, but the ends are the same. Different bonuses, but leading to same military perspective road.

Darkstar posted 05-03-99 02:34 AM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
I had forgotten about this thread. Thanks BD and Stargazer...

I had tried that bullying tactic on Transcend with Santiago. I found I only got about 1/3 to 1/2 of what I asked for. Until I made the mistake of swapping SE... that was when everyone got stupid. I tell you, I currently think that SE sucks, and the diplomacy model using it to decide most things sucks badly. Its worse than MOO and MOO2's! But I have found a way to play Spartans and not have them get everything they want due to everyone simpering for me.

If you had been giving in to demands, Analysist, that also moves the mood along the slide positively. Not that I can bring myself to give in very often.

I'm still refining and updating my opinions (obviously).

-Darkstar

mindlace23 posted 05-04-99 04:48 AM ET     Click Here to See the Profile for mindlace23    
Well... I'm not quite up to TCIM, but I do play iron man exclusively these days. Partially because it prevents me from doing a silly reload just 'cause I lost a pod or something, but also because when I get to a 'turning point' in the game, and save it, the game closes... which reminds me I have a life, and should probably do that other thing i need to do. <grin> (how do i do that happy face thing, anyway?)

But as far as the 'probe teams are too powerful' thing goes... Probe teams have no upkeep cost regardless of armor, etc. So I have a standard probe team as part of my generic starting build queue... every single one of my cities has at least one probe team.
As probe team morale is affected by techs, not just your SE, you can easily be a democracy and still have decent probe teams.
Further, a defensive rover in your city, combined with sensors, is usually enough that you can go out and bap any incoming probe team before it can even get into the base.
I've also noticed that the AI doesn't do the naval probe team thing... at least not to me yet.
(which is silly, 'cuz they're the best, and can be well out of sensor range before they move in to strike)

I'm not positive on this, but any minus to probe does not affect probe teams effectiveness in defending, right?

Shining1: I think your modifications to alpha.txt sound really interesting. Would it be possible for you to send me a copy, or do i need to recreate what you said?

Alkis posted 05-04-99 07:13 PM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
This is my first message, my first appearance I would say, in the TI circle. At first a big thanks to you guys, some of your posts are real jewels of strategy. As for my style of play I'm definately a builder. Since this string is about TI, in other words playing against the computer, I will not talk about multiplayer. I never played a single Smac MP. I will try it though when Firaxis takes care of the many cheats that exist. What really impressed me is the opinion of many TI players that the Hive is the strongest race. In my opinion there are at least 3 races better than the Hive. One of the problems of this race is that it cannot use the pop boom trick. It's obvious because they cannot use Democracy. The pop boom trick is to have Democracy/Planned and cities with children's creche. You get +2 kids for Democracy +2 for Planned and +2 for children's creche. With +6 population you get a population boom, in other words it's the same as if you had the cloning vats Secret Project. What I do is change my system to Planned early, the -1 efficiency is nothing in the beginning of the game, then when I'm ready I change to Democracy and have some really big cities quickly. I build my cities by the sea and take my minerals from the land (forests) and my nutrients from the sea (kelp, tidal). I play as the Univercity (my favorite race) or the Peacekeepers who are equally strong. The Gaians are strong, of course, but I don't like them while the Spartans is an interesting race. In my opinion the Hive is worse than all of them. The Peacekeepers can have even bigger cities which is another advantage. The +industry that the Hive has is nothing compared with the big cities you can have using the pop boom trick. What is more productive a Yang city of 4 or a Lal city of 9? What I also do (and you need a research race for that) is that I go for Industrial automation early and then I boost my production with supply crawlers. I tried to play the Hive once and I won but I had a really hard time doing so. With the Univercity I completed the Ascend to Transedance in 2291 building almost no super units (no grav ships for instance). Also I played with the following additional conditions: 1.That I would commit no atrocities. 2. That I will keep a reputation of noble and 3. That I will not use Social Engineering choices to manipulate my opponents and then return to my previous system and take my money back. I consider this a cheat.
A player here called The Command Nexus his holy grail. I must say that I have great respect for this player (Analyst). His posts greatly helped my play. I my games though I just build a command center, usually in a productive city, if near an obelisk even better. Then I build trance synthmetal rovers there, or plasma rovers later, which I sent to my other cities. The initiall scout patrols in my cities I just dismiss unless they have gained some levels. In that case I upgrade them. So, soon I have my cities guarded by veteran plasma rovers which ought to be enough. The time I change my style to aggressive is when I discover air power. Then I build some needlejets and attack. From then on I change my strategy to conquest. If I were to call a SP my holy grail this would be the Human Genome Project. With +1 talent is like the Cure for Cancer in Civ2 and it's a lot cheaper. Also with the +talent you get a warning if a city is going to fall into unrest. What I mean is that is you have a city with 3 normal citizens you get no warning but if you have one city with one talent and one drone you definately get a warning that if this city gets bigger you will have drone riots. So the Human Genome is practical as well. I usually try to build this project and also the Virtual World and the Weather Paradigm. In practice I very rarely manage to build all three. Usually I miss the WP but it's ok if I manage to build two of them.
So my humble opinion is that the Hive is only stronger than the really weak races, Miriam and Morgan. About Morgan, there are no words to describe how weak he is.
Analyst posted 05-05-99 10:49 AM ET     Click Here to See the Profile for Analyst  Click Here to Email Analyst     
Just wanted to let the TI-men know (those that are left and still looking at this thread, anyway) that I'll be a lot scarcer around here. With the news that the next patch isn't anticipated until late summer, I'll have a lot less interest in regularly checking into this website. Also, quite frankly, the game itself just isn't holding my interest at this point. Just two months and I'm feeling burnt out on a Sid game--that's never happened before. *sigh*

A word for Alkis, before I go. Your self-characterization as a Builder and your discomfort with Yang go hand in hand, but that doesn't mean that Yang isn't overpowered. Your observation that Yang can't boom his population overlooks that there are specific offsetting factors for that deficiency. First, Yang's natural growth advantage partially negates that natural SE disadvantage. Second, use of the Golden Age trick, while less efficient, will also offset the inability to population boom. Of course, in the long term, Yang will still fall behind in population, and his economic disadvantage is crippling to the Builder strategy, which leads to the real solution--don't play Yang as a Builder.

Yang's natural industry and growth advantage, combined with his ability to employ the Police State/Planned combination without efficiency penalties, is a ferocious early game advantage. Taking advantage of this combination, Yang can rabbit like mad in the early game and have twice as many bases as any other faction--and all of a serviceable size to boot. Having twice as many bases means having the ability to build twice as many offensive military units in any given span of time (and the industry advantage neatly offsets the smaller base size in accomplishing this). This is why the CN is a "holy grail" for the Yang/Conquerer strategy. Your observation that you can build a sufficient amount of veteran units for *defense* using a few bases with Command centers and monoliths is true--provided you are playing against the computer. But with Yang rabbiting to double your number of bases and building veteran offensive units *at every base*, an overwhelming collection of offensive firepower can be accumulated in a surprisingly short amount of game time. This early advantage in offensive firepower can be employed with devastating effect. Your observations regarding Yang's weaknesses only come to fruition in the middle to later game stages. The proper way to play Yang is to ensure that no middle to later game ever occurs for those factions able to take advantage of it.

If you've read through these threads, then you know that I disagree with your assesment of Miriam as well. Her early game advantages are immediate and can be used to devastating effect. Further, I believe it was Shining1 who said that she can be effectively employed as a Builder faction, also.

I'll agree with your observation regarding Morgan. His array of early- to mid-game disadvantages is incredible and, like Yang, he cannot employ the pop boom trick. Unlike Yang, he has no natural way around that. Quite the opposite, since his lower population caps exacerbate his inability to population boom. The only solution is isolation on big maps, which gives him the time to outgrow his disadvantages. But where's the fun in that?

Smeagol posted 05-05-99 10:57 AM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
As far as I'm concerned, the population boom trick doesn't belong in the game as it is, because I've never seen the computer use it, and it ends up being little more than yet another advantage I have over it.

I have a question on the Spartans, though-- what makes this a good faction in the long run? Obviously the ability to have +3 police and counter 6 drones early is a great thing, and the +2 morale will be a factor before everyone else puts up bioenhancement centers and command centers. But why play this faction over Yang when in both aspects (building and conquering) Yang seems to do it better? Just looking for some redeeming factor in the Spartans...

trippin daily posted 05-05-99 11:03 AM ET     Click Here to See the Profile for trippin daily  Click Here to Email trippin daily     
Smeagol, you get the satisfaction of knowing that once in your life, people think your good looking. You are Corazon in the picture now. So that is the one advantage.

Trippin Daily
-Oh yeah, I figured out a way to alter the economy settings, you go give brian reynolds a bunch o money, like a millionth of what B.G. has (thats bill gates, not ben gay) and he will change them to whatever you want -

Smeagol posted 05-05-99 12:13 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Trippin-- Question is, would the chicks still dig me if I looked like Corazon? That brings up some intriguing thoughts...

I bet there's some way to change those economy settings, and considering I'm the closest thing to an impoverished bum I'll have to come up with it myself.

Alkis posted 05-06-99 07:44 PM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
Smeagol,
About the Spartans:
1. They can use the pop. boom trick.
2. They can use the free market most effectively (+1 police).
3. If need arises they can build decent troops even without command centers.
As I said elsewhere, the Spartans (Yang too) is an interesting race, however, I don't consider them in the top 3 in SINGLE player. The best races in sigle player are the UoP, the Peecekeepers and the Gaians. Yang and Santiago maybe best in multiplayer though. I haven't tried multiplayer yet, but if I start playing I' ll try the Univercity first. It's a pity I can't come by your computer and see how you play, fellow smacers. It's also a pity that you can't come here (btw if you wonna have nice holidays come to my little country, Cyprus, we have nice, sunny beeches here) and see me how I play the Univercity and leed them to perfection.
Analyst, (even though you may never read this)
The idea of playing a race like the Univercity is that at any given moment you have more choices. With Yang for instance you have the +industry but you don't have many things to build. Ok with the police/planned combo you can support many troops but what are you going to build? Scout patrols? It will take you some time to discover particle impactors for instance, not to mention planetary networks to actually use planned economy. Also, for some time in the beginning Yang will be poor, meaning it won't be easy to upgrade his troops. The greatest advantage of the Hive, in my opinion, is that it doesn't need a Secret project to hundle unrest. My comments were for single player of course, more specifically for TI but if I play the Univercity in MP I think I' ll have a fair chance to survive. I just won't go all the way to ecological enginering for instance, without researching guns. This is a mistake you can do if you get drunk with technology... Having particle guns first, having air power first must be an advantage in my opinion. And of course many things depend on the map.
Smeagol posted 05-06-99 08:45 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Alkis-- I agree that the spartans can use Free Market with the least penalties, if they choose police state. But this is an awful choice in the long run, as you suffer from horrendous inefficiency and low growth. Democracy fits Free Market best, and because of this I don't like the Spartans because the advantage is gone. I agree about the population boom trick, but I'd rather use Free Market with the PKs, as they can do that also.

I still don't like the UoP, but if you can manage those drones, then fine. I can do plenty of early research though with Morgan by immediately researching Free Market and switching to that-- in fact I can do a "Yang" early in the game better than he can, because my research is so good. I just have to rush to police state and particle impactors, and then I can build a strong early military, leave free market for a bit, and wreak havoc. After that I can go back to sucking in every bit of energy I want and will inevitably win the game because I've crushed a few factions early and will expand fastest from there.

Shining1 posted 05-06-99 09:03 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Miriam as a builder:

Don't underestimate the advantages of that +2 Support early on - meaning that Miriam can pump out formers and/or go democratic with near impunity. Base defense is also enhanced if you take an active approach - not only do you get +25%, but your probe teams can buy attacking units at a lower price. Should you get invaded, the builder's ability to use a small number of offensive units most effectively can't be underestimated - and Miriam does this best.

Naturally, the Believer's tech sux. But probe teams and some good allies can overcome this - getting the planetary datalinks can also help (Miriam's number one project). (Probe teams, however, are the key. Build them like the plague - infiltrate, learn their secrets, keep checking their placement of forces, etc).

Finally, if you play as the believers, you don't have to look at Miriam's ugly face nearly as often as you otherwise would.

Both Yang and Miriam make good builders in their own way, and Yang's industrial might allows the player to compete on an almost level footing with the A.I resource cheats at T.I level (lets face it - he can get +2 Police, +2 Support, +2 Growth and +1 Industry AT NO COST. He's overpowered). Of the other factions, only the Gaians compare well - these are the three factions I recommend for building.

Smeagol posted 05-06-99 09:10 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Of course Yang will also have planned soon and have an additional +2 growth and +1 industry. I like these early strengths but I don't like having that early stunted research because of his poor economy. Either get control of the game early or you could do a lot better in the long run with another faction. You just can't compare to the research points you can accumulate with a faction that can use population booms and free market. But Yang and nerve gas is a blast and is pretty easy to dominate the game with.
David Johnson posted 05-08-99 04:25 AM ET     Click Here to See the Profile for David Johnson  Click Here to Email David Johnson     
If "builder" and "conqueror" are merely differences over the ratio between military units and facilities then my strategy must be something more extreme since I don't see much need for either. With an "ultra-builder"
strategy you just build colony pods and formers [almost! eg transports are of course necessary] until space restrictions make you have to take down the other factions. The key is begining the exponential curve as tightly as possible. By the time you want to attack them [with choppers] they are no threat.
Alkis posted 05-08-99 12:02 PM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
Smeagol,
Your last post gave me an idea, namely to use free market very early. One question, when do you actually switch to free market? Do you build recreation commons first or not. As far as I know you have unrest even with bases of number 2.
I have an idea, let's exchange save games, this way we may learn something from each others strategies and styles. If anyone of you has a worthwhile save, or sets of saves click on the envelope and send them to me. I used to have many saves on my disk hoping that Firaxis would be interested to see them after my many reports about the AI cheating. Since nobody asked for them I deleted them all, so the only saves I have now is from my last game when I stopped playing to have some sleep. Anyway if someone wants them I can send them. It's from a TI game I played as the UoP.
The strategy for early free market gave me some ideas which I will try to perfect... But why do you need Morgan? You get the +2 economy with every other race (except Yang). As far as I know the +3 economy is not something so serious especially in the opening.
In my games I use free market later, after I build tree farms and one punishment sphere. Most of my aircrafts I home-city to the base with the sphere but if some of them are far away it's ok because their home cities can manage the unrest. Oh yes, and I combine free market with 20% psych normally.
Another question, how quickly do you achieve supremacy? In my games at some point I have all the techs of the other factions, my borders are perfectly secure and I research double fast than the second race. When this happens in your games? (in terms of mission year).
Smeagol posted 05-08-99 12:29 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Alkis-- I don't think I can receive or send out files with my e-mail server-- every time someone sends me a file I can't access it. As far as why I prefer Morgan in my recent games-- I can choose free market early with almost any faction, but it's excellent with Morgan because though the manual doesn't mention it you get for +3 economy: +1 energy/sq AND +2 energy/base, which is an nice boost early on. Playing on transcend you have to wait a little longer, though, but I never let my bases grow beyond size 1 for that little while anyway. So with Morgan if you have to get those rec commons up early, that's only -1 energy/base for the facility, and he still gets a boost from free market for size 1 bases then. The PKs would do this well also with their extra talent. Another nice advantage for Morgan is that you can switch from Free Market as soon as you get wealth, and if you can get ahead in tech that -2 morale doesn't kill you, but this is obvious.

I've become supreme leader with the PKs as early as 2270, and just because I was waiting for sunspots to end so that I could contact the other factions and request it. I'm not sure if this was luck-- the Spartans were pretty big but my faction dwarfed all others (about 25-30 mostly size 18 bases).

Oh, and I love 20% psych with free market for Morgan especially, because he can't use planned and it's the only way to get to those early population booms.

Alkis posted 05-09-99 05:58 AM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
Smeagol,
I tried your idea in practice. It appears that the second citizen is a drone when you use free market on T. So my real innovation was that I took the Peacekeepers. However I didn't discover free market very early, a lot later than I do with the Univercity. Btw I checked how much the network nodes cost to build and the Weather Paradigm for instance equals 2 and a half network nodes. In other words with the minerals you will need to build 5 network nodes (you will build five bases at least won't you?) you can build two Secret Projects, say Weather Paradigm and Human Genome, how about that? Anyway, in the game I found Miriam on the west early and instead of killing her I made a truce in order to follow your plan. Fortunately there was space to expand on the other side. So at last I discovered Free market and switched to that immediately. That meant I could not afford to send a gunfoil exploring. Something else, which you know of course, I write this for less experienced players. The -5 police means you get two drones for each military unit away from "home". However this "home" doesn't mean your base. It means your border, in other words it's not like Civ2 where you had unrest if a unit left the city. As long as your units are inside your borders you get no drones from that. So in the end it's not so devastating.
As my faction was expanding I had unrest even in size 3 bases (some bases were allowed to be size 3 without unrest some others only size 2) so I builded recreation commons everywhere. The interesting part was when I completed the Human Genome. From then on all my size 3 cities had golden ages (without any % to Psych). Of course I also had recreation commons by then. Another remark, the +1 energy each square is misleading, you don't actually get that. The reason is, you still have energy restrictions, therefore a forest/river square cannot give you more than 1-2-2. Also you lose some energy from inefficiency (the more you have the more you lose). But anyway you still get a little more which enables you to research faster. In the end I managed to build the Virtual world too which along with network nodes (God they need a lot of time to be build) ended any drone problems. My only problem was pollution from then on. Anyway I played that game till MY 2225 approximately, then I went to sleep. I have this one save where I have superiority, I am planetary Governor, UoP is my submissive pact brother and I am first in maybe everything but military.
Conclusion: The idea of an early free market is playable! Only you have to play the Peacekeepers not the Morganites. I mean Peacekeepers is the best race for that. The game isn't easy and you need Secret projects that reduce unrest more than anything. You need recreation commons everywhere, however you don't need to allocate a % to Psych. At a certain point, after you build childen creches, you have to switch to Democracy/Planned to use the pop. boom then back again to free market. Then you can afford to allocate 10% or 20% to Psych. This will enable you to have some librarians instead of useless doctors. Next time I' ll try this plan with the UoP. I' m sure it's going to be a lot harder.
Smeagol posted 05-09-99 12:27 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Alkis-- Of course the 2nd citizen is a drone, because you have no police units with free market. It is nice to play with the PKs on transcend, but I've found recently that their talent/4 citizens becomes 1 talent/8 citizens on transcend... odd. Lal is still great to start out with though because that first citizen will always be a talent. But you can still do it with Morgan if you use your money to get some rec commons up early-- they only cost you 1 energy for maintenance and that means you end up making the same as Lal, because he gets +1 energy/square and +1 energy/base along while Morgan gets +1 en/square and +2 energy/base. And with the rec commons for Morgan he can grow to size 3 while Lal only size 2 (without drones), so Morgan has a slight advantage early, and this is helpful when you have a great deal of small bases in the beginning. As far as having forests and rivers-- how many people have that right away? I'm usually busy with farms and solar collectors initially but mostly farms so I can actually grow. It takes a while to get forests up and you won't be able to drill to aquifer for awhile so Free Market is definitely a boost that no one else can have. But you know this, or you wouldn't be using it. And with Morgan you can switch over to wealth and leave Free Market not long after if you want to be able to fight early (before punishment spheres and clean reactors).

I agree with you that those Network Nodes are great to have early, but I instead wait a little while on them and make the projects first. I find the weather paradigm indespensible, and the human genome is a great boost on transcend. I can live without the other first few projects, or if I'm playing a military faction (I have become a believer, though I haven't had the chance to play them for more than a short game)-- I can just take those projects away from whoever makes them.

David Johnson posted 05-09-99 02:52 PM ET     Click Here to See the Profile for David Johnson  Click Here to Email David Johnson     
Alkis:
If I was trying to get the extra +1/sq with Morgan I'd forget about Free Market and head for Wealth. Economy 3 is no better than 2 really, as you said. I've also just tried out going for a very early -- probably *too* early Free Market. As you say at Transcend level even a level 2 city is a problem. Two possible solutions: [1] keep all cities to level one -- in which case what's the point of +1/sq anyway? [2] build an early sp. The problem with the latter is that the production should be going on expanding to additional cities at that point.

I built Virtual World and Weather Project by 2152 but I only had 8 cities by then, and even worse, only 2 formers. I don't see how the PK can make up for the cost of all those free Network Nodes. Morgan can get Wealth which *might* do it -- the -3 Planet is punishing in combat against Abundant Lifeforms and the -5 Police of course... both avoided.

>Anyway I played that game till MY 2225
>approximately, then I went to sleep. I
>have this one save where I have
>superiority, I am planetary Governor,
>UoP is my submissive pact brother and I
>am first in maybe everything but military.

I have a similar situation just saved at 2192. Researching Cybernetics with 243.6 energy/turn. [Except I can never get any AI to cooperate with me under any circumstances it seems - even Morgan]

>Conclusion: The idea of an early free
>market is playable!

The problem is Virtual World costs too much that early on, and of course Weather Paradigm is indespensable... I think next time I'll try to delay the VW to the last moment possible. Until then Police State.

Smeagol posted 05-09-99 03:23 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
David-- As I mentioned, Morgan with Free Market gives you +3 economy, which (despite what the manual says) gives you +2 energy/base in addition to the +1 energy/square. This is an excellent boost early on especially for those very small bases you described. I agree that this makes the drones considerably more annoying, but an early rec commons only costs 1 energy and corrects the problem (though it can be a bother having to build them so early).
Alkis posted 05-09-99 08:03 PM ET     Click Here to See the Profile for Alkis  Click Here to Email Alkis     
Ok, I tried Morgan to see if I can change my opinion about him. The good thing is that you can change to free market immediately, you just choose it as your first discovery. In my current game I' m first in technology even with my 6 bases (Yang and others have more than a dozen). Anyway the problem is that you can't pop. boom even with golden ages. All of my bases are in a state of permanent golden age,(with 20% Psych) I have Democracy, hab complexes and childen's creche, yet my pop isn't booming. Does anybody know why is that?
About Wealth, I don't like it at all. It's maybe even worse than free market, you get a morale penalty and in the beginning this is a greater problem because you have to deal with mindworms and if you combine this with your poor support is a great obstacle. Besides there are two factions who don't like it, UoP and the Spartans.
David, send me your savefile please. Just click on the envelope above my name.
Smeagol posted 05-09-99 08:20 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Alkis-- I think that golden ages don't work as is stated. This is a real problem with the game, because the factions that can't use Demo/Planned (the Hive and Morgan) aren't worth playing because of it. I guess it's tough to say that about the Hive because they are so great early on, but in the long run I'd rather have a faction that can pop boom.
David Johnson posted 05-12-99 03:44 AM ET     Click Here to See the Profile for David Johnson  Click Here to Email David Johnson     
I haven't found an early pop-boom useful because of drone riots. For the price of even Recreational Commons I could have built another entire city. City size would have to remain fairly small, and there seems to be little to advantage to large cities over more and smaller. And then along comes Cloning Vats anyway.
David Johnson posted 05-12-99 03:46 AM ET     Click Here to See the Profile for David Johnson  Click Here to Email David Johnson     
Also Planetary Transit System tops all the small cities up to level 3 -- which about as large as they can comfortably get -- when it is built.
Zorak Zoran posted 05-12-99 11:28 AM ET     Click Here to See the Profile for Zorak Zoran  Click Here to Email Zorak Zoran     
Ah, its nice to be back in TICHQ.

Anyways, sorry to see you go Analyst. It seems that the current talk of Morgan, comparisons between factions and their builder/conquerer aspects were things we covered in the first TI threads. Well, c'est la guerre.

Just to let you all know, I'm a card carrying Spartan and damn proud of it.
Smeagol: Long term advantages for the Spartans? There are none, nor do there need to be because there will be no long term. Stopping the war machine to build is counter productive. All the Social Engineering tricks of Morgan won't save him from an Impact Rover rush on turn 40.

Alkis: I don't see how you can rate the factions without some sort of context. What sort of victory are you going for? If it is cornering the market, would you pick Yang? If it was Conquest, would you put Lal in the top 3? If it were Transcendance, would you pick Miriam?

I believe the Conquering factions trump all other concerns in this matter. Morgan cannot corner the energy market if he is trapped in a Spartan pain amplifier for the rest of his life.

Smeagol posted 05-12-99 11:53 AM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
First off, if we are going to continue this thread then I suggest starting a new one because it just took me way too long to load.

Zorak Zoran-- I'd like to hear your strategy with the Spartans. It is entirely possible that I am missing something with them that could change my opinion. One of my problems with them is the early -2 efficiency with police state. This means that as you conquer bases, once you have over 4 bases total you will get 1 bureaucracy drone at a base per additional base. I guess that with the +3 police, 3 units = 6 drones suppressed is the way to go, but how do you population boom early? Nerve Staple while you switch to demo/planned? Also, what do you do when you need efficiency-- Demo/Green are excellent choices once you get clean reactors (and green even earlier), but then your police advantage is far less significant. Make me a Spartan, if you can.

Darkstar posted 07-20-99 01:52 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
Up up and away!

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