posted 05-12-99 11:57 AM ET
Last night decided to try a minimalist strategy that I had used in Civ2. Namely, to try to win with the smallest number of bases possible. I used huge random map with 70-90 % water, rare natives and rest average, transcend ironman. I picked Peacekeepers. No blind research. Flexible starting conditions and unity survey (I wished to see if I landed on a suitable sized island, I did, the first try). No modifications except conventional missiles removed by copying the line that defines the PB payload over the conventional one. I.e. two kinds of PBs, both same in practice.I wound up in a small island where I could build conveniently 6 bases, though they did overlap, I put them in two rows so that in each row there were two squares between bases, so this means each base had about 14 squares to work on, with the 4 outer bases having 3 extra, which was sea. This was a bit to the SE of the middle of the map and I was quite alone in there. The idea was to win by transcendence and also build the Voice of Planet. I once won TI with Believers because Gaians built Voice of Planet and I could build Ascent to Transcendence faster, then I had only 7 bases (small island and just didn't get around to expanding), but I don't consider that very satisfying (more like winning by luck).
In short, I won. Year 2364 or so with ~350%. Currently my fastest transcendence victory. I got a considerable number of SPs, the only miss I regretted was Supercollider, and each base grew to about size 25. My (un)friendly neighbors weren't of much trouble, treaties with everyone but Believers until the very end (2340s) when Yang declared a vendetta (foolishly, I destroyed a dozen or so planes in nearby bases with copters and wiped out the defenders, then Gaians took some of them).
Each base had all useful energy or research-generating facilities. Initially went to Demo/FM/Knowledge and a bit later on (partly to avoid pissing off Gaians, close neighbors, partly because it looked OK) Demo/Green/Knowledge and Thought Control (because it was available and I had Cloning Vats (?) so no penalties) and finally Cybernetic. I was always at least close to being in tech lead, and income was nice partially thanks to all those treaties. Also others were usually willing to trade tech, later on that option vanished as they had nothing I didn't have, it became just them asking for stuff. UoP kept up with me reasonably well.
Things to avoid with this strategy are definitively being in the same continent with someone else (unless you are sure you can make a pact, e.g. with Morgan and you're using Free Market) and in general being at war with anyone who can do something practical (instead of just seething at the distance). The good point is that micromanagement is lessened, so later the turns will go faster. Also there's no need to see what base needs what as they usually all have the same facilities (the most notable exception is early game, when you are building SPs).
Has anyone else tried this with SMAC? It seems that your success tech-wise depends heavily on few well-developed large bases. It seems that the rapid expansion is really required only if you wish to leave others well behind (though at the end I was beginning to do precisely that, in tech) and/or you wish to support a large army before clean reactor (or be able to build one quickly). If Ascent is what you're after, build a handful and leave it at that, then just keep them as developed as possible, provided you don't really like the expansion. I admit that picking PKs and their extra talents certainly helped, but see my comment on winning as believers, there I had about 68 techs, I think. Not that far behind had I played better. And even now I stupidly lost two secrets to UoP and I could've gotten Hab Dome earlier. I'll have to think about the strategy more and see what SPs are worth getting and what you can let others have, provided you only have few bases (e.g. is perimeter defence at every base cheaper than Citizen's Defence Force, just build probes at your spare time or go for HSA).
I'll try with just 4 bases tonight (one less because I did some stupid things and the other because I'll try to get less overlap, more working space for late game). Still as PKs. In Civ2 I managed to win the hardest level with just 3 bases, missing by a few years if I just had 2, built the spaceship, of course. I think the AI can do better in SMAC, and the faction should also matter, PKs seem to be a good choice, some other faction might need a base or two more.