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Author Topic:   Best Conquering Faction
Veracitas posted 05-29-99 09:06 PM ET   Click Here to See the Profile for Veracitas   Click Here to Email Veracitas  
I would like to open a discussion about what people think the best conquering faction is and why. In terms of "conquering," I mean superiority of individual troops, dexterity in conventional and psionic warfare, ability to maintain a large army, the industrial capacity to create a large army, &c.


Here is an analysis of the Spartans:

In terms of military, the Spartans generally go for quality, not quantity. Look at their philosophy, for instance:

"Well-trained, well-equipped troops can stand up to many more times their lesser brethren than linear arithmetic would seem to indicate"

-Col. Corazon Santiago
Spartan Battle Manual

Without any boosts from Social Engineering, their units pop out of their bases with, at least, disciplined status. This, however, is balanced by their (-1) industry rating, which means everything else costs 10% more for them to make. Even still, their early armies can be quick (Doctrine: Mobility) and powerful. They do not have an intrinsic positive 'Green' rating, yet their generally high morale means that their psionic warriors can start at relatively high levels. Even if the Believers have a 25% attack bonus, their lagging tech compensates for this. One of Sparta's main priorities is 'Discover,' for technology is an important asset of the military.

Well, those are some of my thoughts.
I await comments and analyses of other factions.


-Veracitas

Krushala posted 05-29-99 10:19 PM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
The Hive is definately the best conquering faction. Their higher industry rating enables a constant supply of troops and building of the crucial military secret projects like command nexus, cyborg factory, maritime, dream twister etc
jimmytrick posted 05-30-99 12:18 AM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
I've found that the best conquering faction in my games is the one I am playing.
HolyWarrior posted 05-30-99 02:08 AM ET     Click Here to See the Profile for HolyWarrior  Click Here to Email HolyWarrior     
Well, Veracitas, in my games, the Believers eat the Spartans for breakfast. Why?

1) Spartans have to do their own research. The Believers can just take it from others.

2) Believers have +2 support. They can support 4 free units per base.

3) That -1 industry really starts to cripple in the mid-game with the higher-tech units.

4) The Spartans can never use Wealth. This means their economy is in the tank unless they use FM, which they can't, if they want to fight. The Believers, using Wealth, can make much more money.

Veracitas posted 05-30-99 09:34 AM ET     Click Here to See the Profile for Veracitas  Click Here to Email Veracitas     
HolyWarrior, I agree with your argument that the (-1) industry rating is a greatly debilitating factor, yet, I wonder, what is it that makes 'Wealth' so great? That plus one economy adds one energy per base, which isn't that decisive of an advantage. A plus two economy rating is far superior, yet, for any facion, except Morgan, this can only be reached through 'Free Market.' Also, I have found that I have been able to fight effectively under 'Free Market.' This was because I was making so much money--close to 400 energy per turn-- and had so much research--4 turns per tech--that I could just outright buy my units and the technology of my military was far superior to anything else on planet.

You also said that all you had to do was steal tech. Well, this leaves you dependent on other factions, which leaves you highly susceptible to placement factors within the game. It is not a very versatile approach. I, for one, like to do my own research--upright idealism--and I like to annihilate my neighbouring faction with weapons that are 50 years ahead of them.


Well, thanks for your responses. Any other factions? I would especially like to hear an argument for the 'pacifist' Gaians.


--Veracitas

laurens posted 05-30-99 09:59 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
Will be posting my actual reply to this mail soon, coz I'm still trying to come to a decisive conclusion on 2 factions.

As for the Gaians, much as I like favor psi dominance in my games but I don't think they would get any realistic chance here at all because of their inherited morale disadv. To offset this would require social eng choices like fundamental which would upset their research, or power settings that make them worse than the Spartans' -1 industry. Cloning Vats might help, but it might just be a bit too late.

They are pacifists, and would be better if they keep it that way.

Igor posted 06-01-99 08:51 AM ET     Click Here to See the Profile for Igor  Click Here to Email Igor     
OK, why Gaians can use conventional units as well as other factions.

As laurens posted, Fundy upsets their research, but in one of my latest games with Gaians they could do breakthrough every 8 turns under Fundy/Green/Power compare to 5 under Demo/Green/Knowledge, and 7 under Police/Green/Power. Moreover, +4 effic means a lot of small bases with less drone problem, bigger building ability and higher support. And if you have in mind Command Nexus, not Weather Paradigm, their troops are very very good. If I start war from first contact with other faction, and dont stop it at all, Power goes in the latest game (often I steal it from UoP or Sparta) and Gaians dont have -2 industry penalty. Using standart rules gives Fundy and Green very fast, and then simple switching to Conquer-Explorer priorities gives reasonable weapons for any war.

I think, what Missle (?) launcher with strengh 6 not worse than Chaos gun. If you was attacked in field, you need at least Photon shield to survive. I think, nobody sets Silksteel as research priority, and Missle is also useful when attack a base.

Personally, I like trained troops and build them if I can.

Many people said about psi warfare, so I won't repeat it. Combination conventional-psi is more flexible, and gives more bonuses then only one type of troops. I tried the same with PK (Fundy/Green/Power), but it wasnt so effective, probably because I got Green late enough, and other factions had high-morale troops.

And if you build only Recicling Tank, Rec Common and Command Center (true survival tactic), your bases give you enough units even with -2 industry penalty. I dont know, how people like to fight, but I produce many units and lose a lot of them, so support is not a problem in the start. When their morale increases, I have Power and high support with tons of bases.

Only one problem for Deidre in the very beggining is Hive with his huge support, FREE PERIMETER DEFENCE and quick industry. Gaians have faster research and can get Impact weapons fast enough to fight with Hive's bases (if they play in fungus-poor world), and rovers for preventing Yang's sprouting.

I think people dislike Fundamentalism, but, IMHO, Green faction is second best user of it after True Believers. Of course, Gaians are also second in using Police State, but I need effic, because I grow and grow and grow, and +2 effic help a bit with drones. Police compare to Fundy gives one more police unit and one more unit in field (2-1=1, and 4-2=2), but this units have less morale, and if bases (Green choice) dont grow very fast, Rec Common is better than 1 more police troop.

Sorry, I think it was not exactly about superiority of Gaians, but more how to win using Gaia's conventional troops. I think that Deidre is more efficient in diplomacy and peaceful growth (remeber, she is a 'peaceful' girl), but sometime it is funny to play her as warmonger.

P.S. Does anybody use Morgan for a war on tiny map? Which strat do you use to stop 'monster' Hive and 'fanatic' Believers?
IMHO, tiny map only for war.

Igor posted 06-01-99 09:00 AM ET     Click Here to See the Profile for Igor  Click Here to Email Igor     
P.P.S. I think, in tiny world with 70% landmass, Believers eat Hive easy, but the more water and bigger world, the better and better Hive compare to Believers.
High Priest posted 06-01-99 09:35 PM ET     Click Here to See the Profile for High Priest    
NOOOOOOO!!!! ;(
Hive rules.
No contest.

With a early PDs and the Command Nexus, Yang can whip Santiago in the early stages. Not to mention +2support, +2police, +3growth, and +2industry. In peace times he can conveniently switch to wealth(sometimes in war, too) and lose the Economy negative, and get +3 industry. What he can't have because of faction penalties, he can take with vassals and SPs. In some TI games, I've gotten all SPs(available) minus the CDF.

Though Santiago might have her veteran troops(with Fundy & monoliths) to match Yang, Yang has a whole lot more(with CN & monoliths) troops, with a high support and industry rating. Growth is essential, and even though Hive can't get early pop. booms, his steady +3 growth will outmatch those who rely on brief periods of boom, where their SE suffers other penalties. Plus as long as you're playing him right, you should get the Vats.

The free PD and police rating makes conquest much easier. New bases automatically become fortresses and staging areas, instead of worthless enemy magnets that are hard to defend. It also allows you to not worry about ever building PDs(unless destroyed by worms).

The final unseen bonus with PDs, is that it can free your factories to make other SPs, while the AI all run off at CDF. The police can keep the drone monster off your back in the crucial point that you need conquered bases producing like hell.

Oh, and I forgot to mention that early on, Yang can research as fast as anyone, provided you get the edge in growth. He's also extremely useful for getting early vassals. This can really boost your cash and research.

As to the Believers, I haven't had much experience with them, but I know from fighting them that if they aren't close to a host faction(like UoP), they fall behind severly in tech. They are rarely the most powerful faction. Although they're usually pacted with units, they're often outdated, and they seldom have a good defense.

At any rate, versus Santiago, Yang rules in the conquer arena.

High Priest

Undecidable Proposition posted 06-02-99 01:57 AM ET     Click Here to See the Profile for Undecidable Proposition    
When I wish to conquer, I play the spartans with Democratic, Green, Power. Combined with the Command Nexus, this SE allows me to build units which start out as Elite.
The Elite units' extra movement point is a tremendous asset, especially so for infantry units.

I cant't even describe the pleasure I feel when I disembark my Elite X Chaos Shock Troops into a square adjacent to the enemy's capital (I do not like to use amphibious pods because I find the slot more useful for other specials) and raze the capital in the very same turn.

Natguy posted 06-02-99 10:43 AM ET     Click Here to See the Profile for Natguy  Click Here to Email Natguy     
Actually, I have found that the Peacekeepers are pretty good if you're willing to wait. Their extra talent helps prevent drone riots, and although they can't do quick-kill games, which I hate, they can gain a whole lotta tech and successfully eliminate a faction, then another, and another, and so on and so on.
Of course, the Hive is fun too.
gwimweeper posted 06-03-99 01:35 AM ET     Click Here to See the Profile for gwimweeper    
I dont have the intimate knowledge of terms and such used on this forum, and I have never finished a game. I do play exclusively at transcend to singularity tech, and start over. With what I know so far of the game, I prefer Believers for my faction. Miriam may not be a looker, but she is formidable in my hands. Dont use her in "fundamental" social though. I do lag in tech after a while, but not enough so far as to hinder me from "unsurpassed" in might.
.
I have played Yang once. dont feel comfy with his ideals, and I probably dont use his faction well.
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Kosovo, or whatever his name turns me off with very high drone problems. Whats with the green lens?
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Santiago dont care a thing about play pretties, give her a gun. If I play Believers in "power" social, she is a real ally. the last game I played, she turned over 5 or 6 units to me for defense in the mid game. She teases about breaking pact, but stays in "magnanimous or "cooperative" mood. As a Believer, give her tech rewards in chunks of two or more.
.
The Gaians and Bro Lal and his group dont war well, but build nicely. Gaia is the most unpredictable faction in the game. I gave her over 10 techs at once in one game, and she immediately re-comlinked me and broke an existing pact. She isnt logical in her AI. She can be bribed easily with credits though.
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Morgan baby, He is capable when he has about a dozen probe teams. He is THE stealth dude.
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When I play opposite Miriam, she is a stinker in attitude I`ll say. But I identify with the faction as a core, putting in my understanding of the weaknesses and strengths. After a few early failures learning the ropes, I havent been beat with the computer at transcend with Miriam at my side.
.

DeyanRenhaw posted 06-03-99 01:11 PM ET     Click Here to See the Profile for DeyanRenhaw  Click Here to Email DeyanRenhaw     
I have found that the Spartans are a very powerful faction. True I have not used any of the others, but I have yet to be destroyed after playing for the past few months.

I do not know much about the "government running" or paper-pushing part of it. I am a soldier plain and simple.

I have started splitting my forces into four to six fronts (north, south ect...) and allowing those local bases to support and them.

The Navy (Hurrah) is the shinning star. Submarines, Fighter/Chopter Carriers, Battleships, Cruisers, Destroyers and Marines always have a place in my military

As for "Strategies" the best defense is a good assault strike with missiles, shore bombardments and beach landings followed up by lightning raids.

So in closing I (my oppion) feel that the Spartan Federation is the best faction for a offenseive game.

High Priest posted 06-04-99 04:36 PM ET     Click Here to See the Profile for High Priest    
[I]I have played Yang once. dont feel comfy with his ideals, and I probably dont use his faction well.[/I]

Hey, he's against just about everything I stand for in real life, thats why I chose him later than others.

Play him right, and you'll see he is by far the best faction

Anyway, I kind of like his quotes, they are the most interesting.

High Priest

Natguy posted 06-05-99 12:28 AM ET     Click Here to See the Profile for Natguy  Click Here to Email Natguy     
My vote: The University of Planet, led by (usually) myself.

"But why?" I hear many of you say. "Think of the Drones!". Well, I'll tell you.

Not much can resist a score (20) of Clean Graviton Gravships.

In my last game as the UoP, I was far ahead of the others in tech, and once had two allies: The Peacekeepers and the Morganites. For no good reason, other than that I was too powerful (you think they'd try sucking up instead of trying to make me mad) they broke it off. The Hive & Spartans were thw two next most powerful, and I was a practicing pacifist at that point in the game, I avoided them.

After I got graviton theory (gravships) I built a seabase, equipped it with a punishment sphere, made all my gravships clean and sent them there for re-homing before I sent them all to Morganland, a war that I won in 3 turns.

I then turned my greedy eyes to the rich North (hmm...sounding like Sauron there...beware! the Red Eye is watching!) and, having built the Telepathic Matrix, I sent my force of Gravships and all newly built ones up north, indending to teach the Peacekeeper a lesson about how you should be nice to your allies (in the words of Sean Bean in "Goldeneye", "[Lal} is about to learn the cost of betrayal.")

But alas, I could not, as the path was blocked by the Spartans, mainly, and event though I could crush them easily, I didn't want to quite yet. So I destroyed the Gaians and attacked the Believers (Hive had beaten them down to four or five seabases) until they made an offer for peace, which I accepted as I only had two gravships in the vicinity and were preparing the others for a blitzkrieg on the Hive.

I swiftly took the Hive (city, not faction) and didn't go much farther at the time.

You see, my goal was to win by Transcendence, so I was just trying to make sure that nobody else would beat me to it. At this point, I believe I was building Voice.

I nuked the Hive, eliminating three of their cities and The Hive, which I had taken. (oops)

After nuking two or three more times, I built Ascent to Transcendence.

But the point is that with superior technology, you are unstoppable (only lost 3 gravships in all the war)

Natguy posted 06-05-99 12:31 AM ET     Click Here to See the Profile for Natguy  Click Here to Email Natguy     
What the...?! I already posted here and voted for the PKs?! Only two days ago?! dang, I'm only 14 and my memory's already going!
And my, but that's a long post and strayed way off topic! Sorry!
Veracitas posted 06-07-99 10:03 PM ET     Click Here to See the Profile for Veracitas  Click Here to Email Veracitas     
Natguy:
At what level of difficulty were you playing this game? Only lost three gravships? Well, on the lower levels, you can make any faction good at anything--rich Spartans, technologically enhanced Believers, and militarilly powerful Universities. The sovereign difficulty arises when challenging other human players--far more resourceful and creative than any artificial opponent could be. In a war, rarely do you find technology to be a greater factor than morale, support, &c--excepting perhaps breakthrough technologies such as Planet Busters. But herein lies the problem: there are fewer 'revolutionary' technologies in SMAC than, say, in Civ II. For instance, the first fellow to get the armor in Civ would have a nominal advantage over other civilisations till they could catch up. In SMAC, the potency of weapons increments by levels of one, and thus, it does not play as great a r�le.
Perhaps, if you could get a decisive technological advantage...

'It was not a battle but an execution'
--comment on the British subjugation of Sudan, 1898

--Veracitas

Natguy posted 06-07-99 11:55 PM ET     Click Here to See the Profile for Natguy  Click Here to Email Natguy     
Librarian, with an EXTREME tech advantage.

(I was on Transcendent Thought and others of its ilk while their best weapon was Chaos)

Veracitas posted 06-10-99 10:56 PM ET     Click Here to See the Profile for Veracitas  Click Here to Email Veracitas     
Well, see, that was my point. On lower levels, you can do anything with any faction (I suppose the same is true for higher levels), but with different factions in your hands, you can do certain things better. Thus, I am sure your UoP could fight, but if, say, the Believers were in your hand, you could probably fare much better.
Penny Foh Yu Thot posted 06-11-99 05:09 AM ET     Click Here to See the Profile for Penny Foh Yu Thot  Click Here to Email Penny Foh Yu Thot     
I don't quite agree with you Veracitas. In SMAC it's not only on the lower level that you can achieve anything...
I am a UoP dedicated player and in my 2 recent games on Transcend I achieved military dominance and NOT because of tech, but because of industry ... (Hard to believe huh)

Thing is, as alot of people said, SMAC is too easy. If you use a little bit of strategy then you can achieve mostly anything.

As for the answer to best conquering faction I'd say that it's a time related question :

Early Stage of Game : Spartans and Believers
Very early it's the spartan cuz they usually have the military tech advance AND most importantly they have mapped most territory and knows their objectives.
If anger the believer early on, they are really tough with that 25% advantage that you can't counter with Tech (early on) or industry...

Early Mid Stage : The Hive
And on this, I'd say the AI is pretty good cuz the computer knows that. You will rarely see a game when Yang doesn't make a move between developpment of Command Nexus and the Sea SP...

Late Mid Stage : Gaians
If they havn't been wiped out by Miram or Yang, the little tree-hunger becomes suddenly big after she got say 20-30 bases... Those worms of her makes for a potent army and since usually people don't have the time to develop the mind enhancing SP at this stage she starts to be very dangerous, not to mention that if she's not bothered she's right next to UoP for Tech research
Late Stages : PK,Morgan, UoP
And in that order. PK can at this point pratically win the diplomatic game if they havn't been crippled by the conquerors. Morgan will buy is way out and UoP will get that shot at transcend any time soon. Also the thing is those 3 will probably have a big developpment and tech advance if they have been left alone, and with tech and industry comes military supremacy...

That's my 2 cents worth

Eris posted 06-11-99 10:08 AM ET     Click Here to See the Profile for Eris  Click Here to Email Eris     
HW:

"That -1 industry really starts to cripple in the mid-game with the higher-tech units."

No, it doesn't. By mid-game, you've got the city growth to help make up for it. It's in the /early/ game that -Industry hurts, IMO.

"The Spartans can never use Wealth. This means their economy is in the tank unless they use FM, which they can't, if they want to fight."

I never use either Wealth or Free Market. The game I finished last night as the Spartans, I was making as much as 1000 Energy a turn (until I turned down economy percentage). I could've been making more but I'd been concentrating on mineral and nutrient production instead of energy production until later in the game.
(I was playing Green/Knowledge, +Cybernetic after I built the appropriate SP to couteract the negs to that.)

Don't get me wrong. I like the Believers. I just don't think they're any better than the Spartans. I'd use either to try a conquer game.

Veracitas posted 06-11-99 04:07 PM ET     Click Here to See the Profile for Veracitas  Click Here to Email Veracitas     
Penny:

I did not say that the advantages could be reached exclusively on lower levels:

"(I suppose the same is true for higher levels)"

The level of difficulty is a moot point. That is relative to a person's skill. The point was which faction has an inherently natural advantage over others. Certainly, you can twist faction characteristics to make a Morgan Industries of the Spartans, for instance, but, within that framework, the Morgans have the potential of exceeding the Spartans on their own grounds.

Which brings up the point: which characteristics or combination of characteristics make the best conquering faction? For instance, is industry more important or morale? The following is my own assessment:

Automatic morale boost is important in short war games, but in long and drawn out wars, industry would be far more important. Look at the Germans in WWI and WWII. Their industry had maxed out before the United States entered, and a newly mobilised U.S. slaughtered the Germans. (Though I suppose equating real life to SMAC is an ambiguous argument at best) Still, in a long and indecisive war, the more troops you can build, the better. The army is more mobile this way.

In Civ, I found that technology was a huge advantage in war. I was the first to develop Steam Engine and I blew away bases with my fleet of Ironclads and moved my horsies in. I have crippled whole civilisations this way.

With SMAC, however, (as I mentioned earlier) the level of military power in relation to advancements in technology rises by increments of one. So, there are very few 'revolutionary' techs in terms of warfare.

--Veracitas

MajiK6pt5 posted 06-11-99 07:25 PM ET     Click Here to See the Profile for MajiK6pt5  Click Here to Email MajiK6pt5     
well, that's not really true...if it's a sea war, cruisers give a big advantage (along with some better weapons), and air power is always a turning factor...locusts of chiron, PB's, etc...
dinoman posted 06-13-99 06:58 PM ET     Click Here to See the Profile for dinoman    
Ummmm, wasn't this supposed to be about the best conquering faction?

Oh well, my vote is the Hive. The industry and growth bonuses means that for every 1 unit the Spartans or Believers have, they will have 2 or 3 units of equal quality. Plus, tons of defense units AND PD means that they are hard to take out, too.

Igor posted 06-15-99 11:02 AM ET     Click Here to See the Profile for Igor  Click Here to Email Igor     
What do you think about Morgan?
Nice conquering faction, if Blind research is off. Just go to Police/Green combo in very early, then Fundy/Green/Power. Extra money when start and good economy allow Morgan buy everything, and he has a wonderful start. Growth is less important for him (this **** limit) and industry penalty from Power is compensated by his money. Worms and commando troops (CN or command centers), or Elite with Trained ability. Build trained scouts and upgrade them. Money are a real strength;
)
Zoetrope posted 06-18-99 09:51 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
Thinker lever: I've played Hive and won in the second century.

But the first time I tried the Believers, I walked over everyone from the start. The Hive were an especial pushover for my Conclave troops.

The Perimeter Defences mean nothing: my first Elite Probe Team would be set on arbitrary sabotage, and would take down the PD immediately; if by chance it picked another target, the second Probe (as Miriam, I used lots of Probes) always demolished the PD; then Artillery followed by Combined Arms Elite assault force would wipe the floor with Yang's best defenders.

Spartans? The only time I played them at Thinker it was slow and painful. I never had money, built very slowly, and took ages to conquer the world.

The Believers were _so_ much easier to win with than the other factions; I even had time to do perfunctory research and significant building while my armies were out conquering; nothing slowed me down.

With any other faction, I got occasional reverses and unpleasant surprises; with the Believers, I didn't need to commit any atrocities or use any superior weapons to wipe the floor with everyone.

If I ever wanted for anything, I would spy for it, exchange favorably for it, or threaten for it and other factions would say "yes ma'am!". Sounds underhand, but it's a lot nicer than Planet-Busting or Nerve-Gassing; so yes, I do feel morally and militarily superior to every other faction, because it's true.

Veracitas posted 06-23-99 03:25 PM ET     Click Here to See the Profile for Veracitas  Click Here to Email Veracitas     
Morgan? How is Morgan a good conquering faction? I would really like to hear a drawn-out argument on the subject. True, money is power, and Morgan can buy its way through upgrades, but what about early game? I would think that Morgan would be at a decisive disadvantage...

--Veracitas

dilbert posted 06-23-99 05:43 PM ET     Click Here to See the Profile for dilbert    
The only faction that has trouble with conquering are the Peacekeepers. If you play an conquest, fast expanding game, you could easily get 20+ bases. At this point, +1 efficiency becomes more important than +1 economy. Their -1 efficiency will force PK to choose democracy as government, this in turn will lower the support. PK also don't have any bonus to economy and science, so they tend to lag a little behind UoP. The +2 pop limit on hab complex does not help either; by the time you get to size 9 bases, someone already starts building PBs. Fighting against an enemy with PBs is never a good idea.

The best conquering factions, IMO, are Gaians and Hives. The Hive can switch to Police State/Planned combo without suffering anything negative. That combo gives the Hive +2 Support, +2 Police, +2 Industry, and +Growth, enough to crank out large number of units. The Hive also have free Perimeter defenses, allowing them to hold newly controlled bases. They can build Command Nexus early and quickly, too.

On the other hand, the Gaians have two powerful advantages: one being their +2 efficiency, the second being their Psi ability. +2 Eff allows the Gaians to use Police State/Green/Knowledge social combo. That gives +3 Eff, +2 Research, +3 Planet, +2 Support, and +1 Police. The -2 Growth doesn't really hurt, you would have trouble with drones at Transcend level anyway. Cloning Vats will take care of weak growth. Psi combat has some real advantages: you can recruit mindworms; you don't need to pay expensive upgrade; you ignore Perimeter Defenses(good vs Hive); and worms could not be probed(safe vs Believers).

The remaining four factions have all their strengths and weaknesses. If played right, everyone of them could be a powerful conquering faction.

dilbert posted 06-23-99 05:49 PM ET     Click Here to See the Profile for dilbert    
Veracitas,

My best success with conquest did not come with the Hive or Gaians, but with the Morgans. I used Police State/Free Market combo, and got Impact Speeder early. I chased the Gaians out of Moosoon Jungle, capturing about 8-9 bases in less than 20 turns. Once I was finished with them, I just went on to conquer everyone else. I later switched to Dem/Green/Knowledge and build only clean units. By 2260, the planet(large) is mine.

Igor posted 06-24-99 06:54 AM ET     Click Here to See the Profile for Igor  Click Here to Email Igor     
PK can use Green for that +1 effic. Fundy/Green and go fight. Probe everyone and fight everyone. Strenght of PK is that Talent. Less police troops, less problems with conquered bases, first or second best starter on Transcend. Later I switch to Power, but use Fundy till get HSA (or forever if not). Elite probe teams help a lot. In one of my games I was under Believer's hard pressing, but was producing only pods and rovers, wiped them away from the game. Victory was not at 2160 (Huge map), but it was fun.
eNo posted 06-24-99 11:33 PM ET     Click Here to See the Profile for eNo  Click Here to Email eNo     
If your looking for a game of quick conquest:

Citizen, Tiny planet, High Mindworms, Gaians\
Run around collecting mindworms and kill everybody. Go for Centauri Empathy and go Green. Any mindworm you don't capture you kill and get energy.

jimmytrick posted 06-25-99 12:15 AM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
SMAC PARTY THIS WEEKEND IN THE CHAT LOBBY AT ACOL:

http://www.an.i-dentity.com/ac.cgi/main

Check in now and then; party hardy SMACERS!

Drago Sinio posted 06-27-99 09:37 AM ET     Click Here to See the Profile for Drago Sinio    
The best faction to play as conqueror IMHO is UoP. And the reason is that they are the only faction with the free node at each base. You must make sure to get the anti-drone SP's , Human Genome and Virtual World though. If you get those SP's plus Command Nexus and Citizens Defense, then UoP is unstoppable because every time they take a base, it becomes a new productive base for them. A newly conquered base, thanks to the SP's will have already built a Node, Command Center, Perimeter Defense, Hologram Theatre. Al you need to build is The CHildrens creche for efficiency and the Research Lab for extra labs and drone control. Later in the game an Aerospace center. But other than that, just build troops with the conquered cities, and build your research facilities in your original cities. Your labs get stronger and stronger, you have no weak useless little bases to fool with, just on to the next victim! But you MUST get the SP's, or the drones will eat you up. The UoP seem to be the only faction that gets enough research while conquering.
dilbert posted 06-28-99 03:17 PM ET     Click Here to See the Profile for dilbert    
We really have to play multiplayer to figure out the best conquering faction. Kicking AI butt do not always require great skills.
Veracitas posted 06-29-99 01:18 PM ET     Click Here to See the Profile for Veracitas  Click Here to Email Veracitas     
Drago Sinio,

I am currently involved in a PBEM game entitled 'The Archives,' and I am the University of Planet. I have, of late, become extremely aggressive and have ignited a war with the Believers--thus far, moderately successful. I am using a war combo for SE--don't remember what it is exacty--but I am having a problem with research. My research is at a virtual standstill and the Gaians have surpassed me in tech. I would argue the point that the University can still do good research while fighting. I am having a problem...

--Veracitas

Natguy posted 06-29-99 02:27 PM ET     Click Here to See the Profile for Natguy  Click Here to Email Natguy     
On the game I'm on now (UoP, Transcend) I'm destroying the much more powerful Spartans with my higher technology. GO UoP!!!

(PS: I have Punishment Spheres in every city to contain drones...do it! it works!)

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