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Author Topic:   How DO you guys do it??
ddayjoe44 posted 05-28-99 07:26 PM ET   Click Here to See the Profile for ddayjoe44   Click Here to Email ddayjoe44  
I've been reading the treads, over the past month or so, about upgrading units, CAPTURING(??) Mind Worms, gaining MEGA amounts of energy credits per turn, and building some incredible units, with bucks to spare!

Now, I do OK at the Citizen level - Usually a 350 year game, mostly played using Spartans. And most of the time, I can win. Your suggestions have helps! Even then, I usually end up with low amounts of credits (if any), one or two starving cities, a disbanded unit here and there, etc. during the course of the game. Then, if I jump to a higher level, I either get my butt stomped, totally broke, or end up resigning before I'm defected by some scum-bag faction like The Hive, or The Beleivers. WHAT the heck am I NOT doing, that you guys are?? To paraphase... "Help me Obie -Won, your my only hope..."!

Smeagol posted 05-28-99 07:42 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
Ddayjoe-- These sound like the same problems I used to have when I played Civilization II. Because the manual told virtually nothing useful about the game, I never really learned how to play it well, other than on the lowest levels. So what I'm saying is that it sounds like you need to learn some more about the fundamental things in SMAC. Have you checked out Gamespot's strategy guide yet? That's where I started first, and it helped me learn quite a bit about the game.

If you have any direct questions about how to do specific (or even somewhat general) things, I'd be glad to answer them.

Also, you should know that you are playing one of the worst factions in the Spartans-- you might do better with the Hive or any other faction while learning the game.

ddayjoe44 posted 05-28-99 07:53 PM ET     Click Here to See the Profile for ddayjoe44  Click Here to Email ddayjoe44     
Smeagol

Gamespot Strategy Guide?? Never heard of it. Hmmm, Got a URL for them? You ARE right about the SMAC manual. The damn thing jumps around like a jackrabbit on a hotplate, and is about a useful as a foreign country's phone book, to a redneck! (Nice cover tho!) I've tried other factions for a few turns, nut never liked the way they start. Maybe I gotta give 'em more of a chance! Thanks bud! Any other suggestions guys??

JT 3 posted 05-28-99 08:32 PM ET     Click Here to See the Profile for JT 3  Click Here to Email JT 3     
Welcome, young grasshopper. Come, listen to the great stories your elder has.

Hey, this happened to me in CivII, too, for a little bit. You gotta get the hang of things. Here are some secrets to success:

1. Expand, expand, and when you're done, expand some more. You want as many cities as possible.

2. If you have treaties with everyone and everyone basicly likes you, switch to peacetime SE Choices, like Free Market and Democracy.

3. Get some early SPs. On my first base, I usually build in this order:

1. defender
2. former
3. pod
4. pod
5. Recycling Tanks
6. SP

If you follow this with your early bases, you usually get a few of the SPs.

Any other questions, just ask.

Picker posted 05-28-99 11:48 PM ET     Click Here to See the Profile for Picker  Click Here to Email Picker     
To start I ussually have my first colony pump out as many pods as I can before building a defender of decent strength(1-3-1) and then have it build a couple of SP's before building buildings(Recycling Tanks before the SP's of course) My other cities will build a couple of colony pods(unless they can build a defender of decent strength) before building a defender, RT, and a couple SP's. I always follow this pattern, and it ussually works.
papillon posted 05-29-99 12:16 AM ET     Click Here to See the Profile for papillon  Click Here to Email papillon     
Some of us have hundreds of hours on CivII which is a marginally easier game (though equally fascinating) and great basic training for SMAC. In my way of playing SMAC, the key at the higher levels is patience. At the first three levels you can bull your way through by sheer production. At the upper levels you have to pay attention to basics and do quite a bit of thinkin' and schemin'

In general, build and maintain good cities and communications (road system). Don't expect that you are going to be able to immediately go out and conquer the world. In my experience at least three other factions have landed in areas that have considerably better resources than mine. They are going to shoot up like earth weeds and start throwing their weight around. To grow and defeat them requires patience, guile and ruthlessness -- but don't let the ruthlessness show too soon or they will go for your throat.

Some principles:

1. Research, research, research. You've got to stay close in this. You are in real trouble if another faction gets a lot of units attacking with better weapons than your basic defence.

2. Explore with three goals in mind:

a. Get those goodie pods. I'm beginning to think that the decisive factor in the game may be the conjunction of "alien artifact" and network node.

b. Indentify good regions for expansion.

c. Learn the terrain for strategic purposes.


3. Use the terrain strategically with the following goals in mind:

a. Deny access to your territory by the other factions. You can't be 100% successful in this but you can really cut down on attacks and spying by finding bottlenecks and placing units to block them.

b. Maintain what military strategists call "internal lines of communication." This means try to be sure that you can get units to any point on your perimeter faster than an attacker can. Where geography and resources permit expand like a balloon -- in a circle.
I would violate this principle, however, to get a really juicy piece of real estate, recognizing that I may have to scramble like hell to hold on to it.

c. Discover the other factions' strategic weaknesses that can be exploited at those times you have gathered enough military strength to take their bases.

(By the way, if you have a chance to build a base at a point where it opens access between two bodies of water (i.e., they are separated by just one square of land) do it unlesss there are overwhelming counter factors. This generally does fantastic things for your lines of communication and overall expansion. The AI seems completely oblivious to these opportunities.)

d. Superior placement of your units, especially for defense. Artillery, for example, is much more effective when elevated above the its target.


4. Stress fundamentals in building your bases. You have to walk a fine line between generating colony pods for expansion and generating the resources to keep existing bases happy and capable of RESEARCH and defense. If left undisturbed by other factions (remember principle "3.a." above) I develop according to the following plan:

>Basic defense unit.
>Former.
>Recycling vats.
>Children's creche.

At this point I check to see how things are going. If I face the likelihood of drone riots soon, I build a recreation commons. If I've developed an enemy I build some kind of military unit; otherwise I build either a colony pod or some sort of faster unit to encourage exploration. After that, if the drones aren't restless, I build the

>network node
>recreation commons

This provides the basics for healthy development. From this point on building decisions are judgement calls that have to be based on your style of playing the game. (I don't know what other people are experiencing, but I don't find the governors very effective at the higher levels.)

I tend to lay back and try to maneuver the other factions into wasting their resources in fighting each other while I develop solid bases that will be production powerhouses in another hundred turns.

Of course, I take every opportunity that presents itself to take over foreign bases. Expansion is the absolute key to the game; I just like to do it as peaceably as possible. But then in basketball I prefer rebounding to shooting. You may prefer constant, active attack. That should work fine too as long as you maintain healthy research-oriented bases and don't get too many other factions on your case at once.

MichaeltheGreat posted 05-29-99 02:22 AM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
dday joe
There are NO LEVELS OF AI - there's just a single AI engine (such as it is - there's a lot of opinion on that subject, including mine, which is that there is NO AI anywhere in the game industry, and if anyone thinks they can do it, you'll make a fortune)

The changes in levels are really changes in variables in certain equations - for example, on the recycling tank lining material (easiest) level, if it takes you ten time whatever to build or do something, the AI factions take X times ten times whatever, with the value of X being what determines the AI "level"

So if you play at the easiest levels, you gain techs with less research, build stuff with less resources, etc. than the computer AI. At the Thinker and Empath levels, the situation is reversed, and they need less stuff than you to do the same things.

So the tactics that work at an easy level get you killed at a harder level.

The key to winning at the tougher levels is expand fast - build LOTS of cities, and get lots of resources into production as fast as possible - that's one thing that the game AI ignores - if you build 15-20 cities in the first 50 turns or so, you are off to a good start.

Also, the AI isn't more aggressive at higher levels, it just builds more stuff, and that influences its attitude. Al Capone once said: "You can get a lot farther in life with a kind word and a gun, than with a kind word alone." So if you follow the same play style in a higher level, and Miriam has twice the attack strength overall as you, etc. she's gonna have an attitude - if the situation is reversed, she'll be more reasonable.

MichaeltheGreat posted 05-29-99 02:28 AM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
Papillon - You're right on 2a - alien artifacts and network nodes are THE KEY to tech/economic/military superiority at the highest levels of the Game

Also - build recycling tanks first - even before defenders - if you have normal support and frontier conditions, you can buy the Recycling tanks for 60 energy, since you get 10 free resources - just chance from the scout patrol, hurry the production, then do your former, pods, etc. - The instant addition of the recycling tanks to a size 1 colony represents a radical improvement in production, research and population growth.

Gixxer posted 06-01-99 09:47 AM ET     Click Here to See the Profile for Gixxer  Click Here to Email Gixxer     
Well, since you've made it this far, it sounds like you just need to learn the finer points of SMAC.

I would suggest accessing the Datalinks and reading the topics in the "Basic Concepts" category (which will probably be a review) and the "Advanced Concepts" category.

These files contain a TON of useful information that I wasn't aware of, or expands greatly on stuff I already knew.

seth5454 posted 06-01-99 04:39 PM ET     Click Here to See the Profile for seth5454  Click Here to Email seth5454     
What i usaully do is push out a lot pods then from my first base then do the smae to the rest and be lazy and let the governor take over but u got to watch what he builds and depending on your current situation change it like so (im talking about the governor):

Build - during peace time and the inner bases (the ones farthest away from the fighting) during war.

Conquer - during war and only during war unless u r going to attack first and quickly.

Explore - only really during the begining of the game even though i never use it.

Discover - only when u want to push out some techs faster (for me it really only gets me 1 or 2 turns ahead in tech) but like explore i almost never use it.

And one more thing u play the spartans so use force to keep others in check and use the phrase "attack, attack, and when in doubt attack some more" - General Patton

P.S what i mean by use the phrase is if some one attack them attack everyone early on this is not guaranteed to work though but eventually u will get use to no one liking u but also take everyone elses advice into mind because i know the spartans r not that easy to play but i wouldnt consider them the worst or among the worst either.


seth5454

Series II posted 06-01-99 04:51 PM ET     Click Here to See the Profile for Series II    
I find myself repeating the same early strategy with most every faction I play.

That is:
1) build the Weather Paradigm
2) drill a bore hole by 3-4 of your early cities that have good farm land
3) work the boreholes and build EVERY Secret Project

I do usually loose a few early SP, but I have most of the later ones. If you are in a SP race build supply crawlers in 2 borehole cities and send them to the other cities.

A second stragity I try and use, but it rarely works out like I want, is to build a ring of cities around my Headquarters so that I have 6 or so really efficient cities. Terrain ususally prevents me from doing this as well as I would like.

Col Crap posted 06-01-99 05:34 PM ET     Click Here to See the Profile for Col Crap  Click Here to Email Col Crap     
NO,NO,NO
build in this order

1-Defender(sentinmental sentenials)(sp)
2-Colony Pod
3-former
4-Colony pod
5-Colony pod
6-Former
Then start on improvments
i always have about 20 cities and i get the good SP's.
I play on talent.And only do this for you first 3 or 4 cities.
Col. Crap

Series II posted 06-02-99 08:20 AM ET     Click Here to See the Profile for Series II    
A few other tips for new players are:

play with Unity Servey on (this will let you see the land masses (not the exact terrain).

play on the large map of the world and restart the game until you start on the medium size continent in the upper middle of the map. Most of the time you will be the only faction on this continent.

googlie posted 06-02-99 10:56 AM ET     Click Here to See the Profile for googlie    
Tactics will vary depending on the type of game you are playing (e.g. one city versus multicity fastest versus 100 city), the terrain you find yourself in, and the type of victory you want to pursue, but some tenets hold true for all types and all factions.

Series II hit one nail on the head. Broadly speaking, for the first 3/4 of the game minerals are king, then the focus should change to energy, if you are going for Transcendence or an economic victory. For a military victory stay with minerals throughout.

Why? For the SPs, base improvements and more specialized units you need minerals (I know you can hurry build with energy, but that's a lot harder in the first 100 turns than the alternatives below)

For the Transcend and Economic end game you need energy (but you should be getting collateral minerals with most energy anyway) to purchase Threshold and Transcend, or to corner the energy market.

The key to minerals (and ultimately energy) is that most overlooked unit, the crawler, and its workshop designed cousin, the sea crawler (the AI can't build these, as it can only build the basic shown units). Get as many crawlers going per city as you can 'cos they can work at great distances from your base and still contribute. (Also, any base bonuses you are getting for minerals or energy apply to all squares worked by that base, not just within that base's radius).

Some general tips I've found useful.

-: I never degrade my HQ base via colony pods.
-: I don't insert the alien artifact into a network node. I store them to use for fast tracking that SP I really need.
-: As soon as energy production in a base gets above 4 or so (and if I have the tech) I'll build an energy bank.
-: I never use the Governor nor automate formers. the AI's best decision is worse than your poorest IMHO.
-: I only ever build (on land) forests, boreholes, sensors, roads/magtubes ( a base with two boreholes and centauri preserve, tree farm and hybrid forest is (if my memory serves me) at 0 eco damage.
-: Never be afraid to trade a tech. If in a pact, gift the odd tech to your partner. They will reward you in wondrous ways.
-: Get the Citizens Defence SP if you can (assuming you are not Yang), otherwise build perimeter defences in your bases whenever you can. Same with Tachycon shield defences.

There's lots more, but others will chip in with their favorite strategies.

One bit of advice that I am still following myself - read all the strategy posts in this, and the Apolyton forums. I learn something new every visit.

Happy SMACing, Googlie

MichaeltheGreat posted 06-02-99 08:04 PM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
Googlie's advice is good, although I balance energy and minerals more than he does, except for one point on which I disagree vehemently, especially on Transcend level.

That is the appropriate use for alien artifacts. In the early game, when the early SP's like Weather Paradigm, Human Genome, Virtual World, etc. separate the men from the boys, I may use alien artifacts to build an SP, if I have no choice, other than to let someone else get that SP.

Later in the game, when you have a lot of cities, and technology takes a lot more research, to me it is totally unsound to use them for anything but connecting to a network node. 30 cities/30 network nodes + 30 alien artifacts = 30 free techs.

You don't have to worry about other factions building SP's if you're so far ahead technologically that you're finishing an SP that they don't even have the tech to start yet. Supply crawlers and alien artifacts and energy credits can all be used to rush an SP, only alien artifacts can be used to gain free techs. Trading techs in the early game is excellent - by the mid game they have nothing to offer me.

You get the same benefits in your military - when other factions are prototyping their first chaos weapons (attack = 8), my worst garrison units already have shard weapons, neutronium armor (a = 13, d = 8) and a selection of special abilities. Technology is the key to the game in every area, so squandering those alien artifacts for anything other than getting free techs should carry a life sentence in the recycling tanks.

After all, would you rather fight with the U.S. Army, or the Zambian Army?

DeyanRenhaw posted 06-03-99 01:46 PM ET     Click Here to See the Profile for DeyanRenhaw  Click Here to Email DeyanRenhaw     
Well I do not have all the answers that these other boys and girls do, but I do know a thing or two.

I too play Spartan and am loving every minute of it. Attack, Attack and attack some more. But rest some do not over extend your self.

I build P-Spheres to kill off the drones so they will not bother me, true you get a -50% tech, but riots VS. lostech I will take the lostech any day.

NAVY, NAVY, NAVY:
Build that navy and use it to assault your enemy's shores and bases

marc420w posted 06-03-99 05:00 PM ET     Click Here to See the Profile for marc420w    
Careful young Obi-Wan, the Force is strong in this one, but I sense fear in him in as well, now just.....oh what, quit bothering me.....you, young Anakin,just kill Jar-Jar. Everything will be fine if you can just find a way to kill Jar-Jar before he worms his way into Episode II.
Provost Harrison posted 06-03-99 05:44 PM ET     Click Here to See the Profile for Provost Harrison  Click Here to Email Provost Harrison     
Look, just try and expand. Def, Form, Col, Col, RT, SP is a good start. Expand by 2 colony pods per city until area full, then expand to other lands. Take all secret projects by ALL means. Use air power for pre-emptive defence where necessary, and bombing your enemies into submission. Use trade and peace to accumulate money and research. Build forest and boreholes to increase production, but build farms/SEs to get food + the invaluable sky hydroponics lab. Build solar collectors + echelon mirrors + orbital power transmitters to up your energy. Maximise economy, industry, growth + efficiency, technology should hold you up in military concerns. And do use some psych rate when drones become somewhat more numerous.
But mark my words, use space improvements.
MOfTheUniversity posted 06-23-99 01:44 PM ET     Click Here to See the Profile for MOfTheUniversity  Click Here to Email MOfTheUniversity     
This sounds like SimIsle. The box included a regestration card and a CD and that was it! No manuals! Even the help file didn't help much!!! but I finally figured it out I play it almost as much as AC!!!
dinoman posted 06-23-99 02:12 PM ET     Click Here to See the Profile for dinoman    
Formers!! Build tons of formers! The FIRST thing you should build in a new city, besides a defender is a FORMER. The Weather Paradigm is a necessity. One or two borehole per base, and as many condensors and forests as you can! As soon as you build a former, crank out a couple of colony pods, and then start building improvements. Basically, like this:

defense
Former
pod
pod
pod
recycling tanks
creche
improvements

ddayjoe44 posted 06-23-99 02:22 PM ET     Click Here to See the Profile for ddayjoe44  Click Here to Email ddayjoe44     
Whoa! I thought this thread was DEAD! I never realized I'd get this much assistance this far down the road from the original post. You guys, (while diverse in opinions) are AWESOME! Thanks, the game has been going better already! I NOW expand MUCH more quickly, with the exception of my HQ. I SAVE Alien Artifacts for use on SP's, build at least one TECH city, FIND & KILL Mind Worms (for the bucks), MANUALLY use my Crawlers, instead of using "autopilot", and build the Recycling Tank & Childs Creche VERY early. So... WHATDAYA THINK?? dday
Rex Little posted 06-23-99 03:01 PM ET     Click Here to See the Profile for Rex Little    
One thing your original post said you were having trouble with was capturing mindworms, and your latest implies you still haven't done this. If you want to try it, get a Planet rating of +1 or better (Gaians have this at the start, but any faction can get it with the proper SE). Then, any time one of your units attacks a mindworm, it will have a chance (better odds for higher Planet ratings) to capture it. If the capture attempt fails, combat proceeds as usual.
Beta1 posted 06-23-99 04:10 PM ET     Click Here to See the Profile for Beta1    
Dosn't it just give you a warm glow to see the gang rush to help. All together - Ahhhhhhh.

Anyway most of the important points have been covered so my advice is slightly less vital.

1: Try not get carried away with unit design - Units with maximum attack and defence and two special abilities may be fun but cost far more than they are normally worth. If you're defending cities go for one defense unit + maybe one attacking unit rather than one super unit.

2: Get carried away with micromanagement - getting every last mineral and energy out of the terrain is crucial.

3: Don't try and play for six days without stopping for food

Zoetrope posted 06-24-99 07:37 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
ddayjoe44: you an old vet? Maybe that's why you play santiago, she's so keen to liberate occupied bases.

However, the Spartans are anti-wealth, so expect to be poor when you play them. I'd played quite a few games as other factions up to Thinker level before I tried Santiago on my favorite-sized map, Huge. I won, no real opposition, but I started on a continent by myself and it was _so slow_, and I never had much cash to spare.

You see, I usually use Wealth for building industry and energy, but the Spartans are forbidden that, and have a negative industry rating.

For quick conquest, the Believers are much better. Sure, they research slower than anyone else, but their Support and Attack bonuses, great Probe teams, and ability to choose Wealth (which is better for science than Knowledge for most of the game!) mean they can afford to build and support as big an army as they want, sabotage perimeter defences, then just march in. And woe betide the faction that doesn't have Hunter-Seeker, because the Believers will easily steal their tech. And the enemy base that does have HSA is a prime target for their forces.

The Believers also get Elite units almost as easily as the Spartans, and as mentioned, they can afford to support a LOT of them.

If you don't yet like Miriam Godwinson's dour philosophy, then think of Wagner's Valkyrie theme in the Ring Cycle, and imagine her as a Viking Brunhilda seeking to bring the valiant warriors of other factions to Valhalla by slaying them.

Yes, Miriam's picture isn't exactly what one would expect of a Valkyrie, so imagine Kirsten Flagstad instead. In fact, call your faction leader "Kirsten Flagstad", to make the identification easier.

Yang is quite easy to win with, too, because of his natural perimeter defences (he's not so afraid to start next to another aggressor), industry bonus, and immunity to negative efficiency so he can take very inefficient social engineering and not suffer the bad side-effects on resources that every other faction would.

Usually, however, I'm a builder. Initially I favored the University, as many new players do, but I've gradually learnt to appreciate the benefits of the Peacekeepers (that extra talent is handy at higher levels) who can grow big cities easily and who have those extra votes for Governor (to get more energy and instant infiltration).

The Gaians can become huge in the later game, when all the Tree and Centauri techs are known. In the meantime, being mostly on side with Planet is a substantial help, and worm units often give the AI trouble - especially Yang who seems not to realise how dangerous a swarm of worms are when they're huddled next to his bases.

Morgan is an interesting one to play, and quite a challenge if you're used to starting out tough. In Morgan's case, it's better to play the pussycat early, and buy everything in sight. His probe teams, armed with cash, can capture almost anything except an enemy HQ, provided that the target doesn't have the HSA. He can probably bribe another faction to hand over its best bases, too.

Commerce with Morgan is a real rip-off; and once he's rich and powerful (and he easily gets rich), watch out!

One of Morgan's benefits is that whereas other factions need Free Market to get rich fast early, he doesn't. Which means that he can avoid its negative police and planet effects. A Green Morgan is surprisingly beneficial. Usually I'd also use Demo and Wealth, but Police State also works.

A Police State, non-Free-Market Morgan? Sure, just think of those capitalist countries in history that have low esteem for human life: Suharto's Indonesia, China at certain times, much of Latin America. Mind you, they're also anti-Green, whereas Morgan is a pragmatist in the FDR mould: if it might be helpful, try it; while it works, use it; when it fails, dump it.

JayPegg posted 06-25-99 02:55 PM ET     Click Here to See the Profile for JayPegg  Click Here to Email JayPegg     
You guys have covered just about everything I could of helped out with, but my friend had a nice strategy to fix those factions that just won't move.

1)Get Aircraft Carriers.
2)Put 16/24/32 (whatever) pb's on them.
3)Park them offshore of Yang's or Mariam's capital.
4)I'll leave the rest up to you guys

Drago Sinio posted 06-28-99 11:33 AM ET     Click Here to See the Profile for Drago Sinio    
Just to add my 2 cents worth, If you paly as UoP you give yourself an advantage over the computer opponents, because of the simple fact the UoP seems to be the only computer faction that competes research wise with a Human player. So if YOU are the UoP then none of the other factions can touch you on research, no matter how much they trade back and forth. Just make sure you get the Virtual World and Human Genome SP's or the Drones are a pain. And you can use the power, green, knowledge settings, you dont need to use the free market or democracy settings, they will also cause drone problems if even step foot outside your own territory. The UoP can still outresearch the others without the Free Market Setting. At least it works for me.
Balleyhoo posted 06-29-99 12:14 AM ET     Click Here to See the Profile for Balleyhoo  Click Here to Email Balleyhoo     
ddayjoe44, Maybe not your style but
LARGE STRATEGIES for builders
1. Do NOT play at the Citizen Level, use the low levels for a quick learn of the game. Play at Librarian level at the minimum., otherwise bad habits will be easy to develop and you will never TI.
2. Location Location Location. Crawlers Crawlers Crawlers Explore Explore Explore.
3. Keep track of the politics.
Note: I rarely micromanage at transcend level so I probably do not have the scores of the experts, You can win on this level making a few foolish mistakes, but your basics must be strong. BE CREATIVE! I swear games have been won on TI by the simple buiding of a land bridge between two warrior factions that are harrasing you. Gift cities, I usually build two or three a game in strategic locations, you can keep an agreessor at bay or let them find a new foe until you are ready for them.
master k posted 06-29-99 05:29 AM ET     Click Here to See the Profile for master k  Click Here to Email master k     
dinoman: tons of former?
why do you build tons of former, when one former is improving the enviroment (plus infrastructure!) faster than the cities are growing? i guess thats a waste of ressources, especially in the beginning of a game.

master k

Series II posted 06-29-99 09:42 AM ET     Click Here to See the Profile for Series II    
Tons of formers to build roads between cities, sensors throughout your territors, cleat fungus near your cities and (my personal favorite) forest checkerboards. I start planting forest early and in a checkerboard pattern. It probably does not matter, but I think that they expand quicker. The checker board does look neat. Three formers per city if about right for most of my games (I have a lot of cities). Also, planting kelp early is a great for new sea colonies when you run out of land area.
googlie posted 06-29-99 01:53 PM ET     Click Here to See the Profile for googlie    
SeriesII:

I'm with you, and about the same ratio (3 formers per base) In addition to the above activities, rather than have them roaming idly, I set mine to terraforming upwards around my coastline to expand my landmass, creating an artificial sunny mesa for a mirrors complex, and if nothing else to do I'll plant/harvest/plant forests for the 5 minerals bonus per turn.

They also, like crawlers, make good cannon fodder for enemy needlejets and copters (lure an expensive needlejet to attack a former and after its turn send your interceptor to it hehe

googlie

Series II posted 06-29-99 02:02 PM ET     Click Here to See the Profile for Series II    
Goog, had not thought about the plant/harvest forest combination.

I am currently planting a 34 square line of forest right in front of a line of cities that divide MY part of the landmass from the Gaians. The forest will stop any speeders of worms so that I can get the first attack.
Once the forest line is complete I will conect all the 'front' cities with roads so that I can shift units easily. The roads will be the center line of my front cities. My cities are 3 squares apart, so reinforcing the front cities with units in other 'front' cities will be easy.

2 squares behing the forest line will be a sensor line so that the sensors can not be taken out easily.

The rear cities just have to worry about an occasional naval unit. Wiht 3 defense units per city (Hive) that shouldn't be even an annoyance.

ddayjoe44 posted 06-29-99 02:16 PM ET     Click Here to See the Profile for ddayjoe44  Click Here to Email ddayjoe44     
Damn, are we still adding to this? COOL! I do use about two formers per base now, leaving the early version (former) to build roads between bases and to build sensors. When I get to build Fungicidal Formers (spelling?) I use those for clearing Fungus and planting forests, Condensors, and now Echelon Mirros (Just OUTSIDE my base squares, adjacent to the resources.) I build one or maybe two crawlers for each base too. Man, that DOES make a difference in the bank! Also, If I need to, I kick ass EARLY on the guy next door, until they are either GONE, or they swear a pact and surrender. Then, I give them enough tech to build good defense to help save my butt later! I still play at a lower level, as I'm STILL pissing off the whole planet at anything higher than SPECIALIST. GEEZ-US, these factions sure are tempermental when you don't share a tech! I had the ENTIRE planet trying to kick my butt back to Earth last night! I'll eventually get the hang of this! (I HOPE!)

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