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Author Topic:   probe team question
jazzfan27 posted 04-12-99 04:13 PM ET   Click Here to See the Profile for jazzfan27   Click Here to Email jazzfan27  
I'm sick of losing my cities to probe teams.. I don't use them myself. How much does it cost to capture a city with one>?

please help
jazzfan27
dbrodale posted 04-12-99 09:36 PM ET     Click Here to See the Profile for dbrodale  Click Here to Email dbrodale     
Depends on the opposing faction - factors that seem to come into play are:

* base population size
* relative level of contentment (# of drones)
* composition of base garrision
* energy reserves held by base "owner"
* Probe SE modifier

etc.

It also appears that the first base you capture from a faction will be realtively cheap, but the cost for successive bases will "ramp up" quickly. The University is most likely the best target for base buy-outs ... -2 probe at start, another -2 when they go for the Knowledge Value ... I once captured a base of size four or so and its twelve-unit air garrison [I could not build needlejets prior to the capture] for something like 300 energy ... kinda silly and unbalanced in this case, but it really boosted my faction.

Distance from the opposing faction's HQ may also play a role. Usu. the AI is not too bright when it comes to defending from probe activity - the algorithm to produce "defensive" probe teams does not seem to be tuned yet, so buying cities is a good tactic v. AI factions. Actually, probe teams in general can overwhelm the AI - masses of probes sent in to raze all facilities [and so, turn an aggressive AI from producing military units to new facilities], steal energy, incite riots, and then capture the weakened base [or not] *cannot* be stopped if done properly.

Note that if you have a large probe army, you can steal energy from the rich to buy-out bases from the poor .. also, lowering the energy reserves of a rich faction will make purchasing their cities easier.

Foil/cruiser probe teams are the hardest to stop - take one base in an opposing faction's "chain" of sea bases [AI like to construct sea base chains] and send in probe teams every turn to the surrounding bases to steal energy, whatever. The foils return to the one taken base and the process continues over and over. Toward end game play, the profits from energy theft will offset purchasing a new probe team foil "whole" for about 190 credits, building up the probe foil "army" and adding to the AI's headaches.

Just some rushed thoughts,

d.brodale

ehh posted 04-13-99 07:56 AM ET     Click Here to See the Profile for ehh    
well, just start using them yourself!!
if a probe team is in your base it'll have to be killed before your base can be taken.

If I don't have the hunter-seeker and someone keeps irritating me with probe teams, I just keep a probe team in every city for defence

sandworm posted 04-13-99 02:25 PM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
Keep a few probe teams behind the front line cities and just buy them back, its cheaper for you b/c its _your_ city (i.e., your citizens) and probably has drone riots b/c of the occupying army. Morgan pull the same stunt often when I take one of _his_ cities.
You can often add a few choice units to your military this way as well.

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