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Author Topic:   How to play on harder difficulty levels
Zakharov posted 07-10-99 04:51 AM ET   Click Here to See the Profile for Zakharov  
I've always had problems with playing on harder difficulty levels in Sid Meier's games. The Easiest difficulty level is too easy, the easy difficulty level is a little bit of a challenge, but the third difficulty level (I think it's Talent, in SMAC) is challenging in Civ2, and almost impossible for me in SMAC . What's the best faction to play and what do you do when all the factions demand for money from you that you can't pay? Declaring war is usually useless because they always seem to win the battles and prototypes take too long to build. The most succesful game I've had to date is with the Believers, Heaven forbid (mind the pun), where I've been isolated from the rest of the other factions and got third (a very big gap between third and second mind you) behind the two factions, miles ahead: Spartans and University (coincidentally, the two factions I played before to win SMAC). I was able to use 10 aqua and land-based probe teams to steal the 5 or so techs the Spartans had, but I've still lost a city and am currently in a stalemate, a war going nowhere. Any advice?
Resource Consumer posted 07-10-99 05:48 AM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
Plenty.

But don't know where to start. I usually play librarian or thinker and usually win. I juust get fed up with the drones on transcend.

A question first. How much automation do you use?

Resource Consumer
- hey, it'll be Morgan next wanting me to be CEO -

Krushala posted 07-10-99 10:53 AM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
You also need to learn diplomacy with those around you. Usually its best to give/trade tech in the early game to appease them. But if you have someone immediately next to you you might as well gear up for war when you get particle impacters. If the ai is real close to you they are more likely to declare war on you no matter what your SE choice. I think it's because they think you are restricting them from expanding, which you are. On your way up to doctrine: air power, slowly build up an army of around 20 units. Balancing this out with base improvements and SP's. This should keep you at least even in science. I never give away air power so that's when I usually get in a war. Take a few cities and negotiate peace, unless you think you have enough units to make them surrender.
Beta1 posted 07-10-99 04:12 PM ET     Click Here to See the Profile for Beta1    
Its really a case of micromanaging everything I'm afraid. You should never use governors or automated formers - they just dont make the right choices. If you want to simplify things use the build queues.

Other than that the only real trick at the high levels is to play to your factions strengths rather than shoreing up its weaknesses. At least until you get really good...

Centaurion posted 07-10-99 08:06 PM ET     Click Here to See the Profile for Centaurion  Click Here to Email Centaurion     
I agree, the trick in SMAC is to fully play your factions strenght, and play the opfor�s weakness is possible.
Zardoz posted 07-11-99 03:58 AM ET     Click Here to See the Profile for Zardoz    
I usually play thinker, like Resource Consumer I just find it too much of a pain trying to deal with all the drones in transcend. Don't automate anything. Expand quickly. Teraform everything. Make use of supply crawlers and satalites and a whole lot of other things. There is lot's of good info here and several of the other forums. A fairly good primer is at http://www.gamespot.com/features/alphac_gg/index.html
Zakharov posted 07-11-99 10:00 PM ET     Click Here to See the Profile for Zakharov    
Thanks a lot for all your advice!
Maybe I should play with Zakharov again :/.
technophile posted 07-11-99 11:39 PM ET     Click Here to See the Profile for technophile  Click Here to Email technophile     
Always play UoP, that's what I do. I just love em. Expand to about 5 or 6 bases as quickly as you can using just enough defense to keep away mind worms (hopefully the other factions aren't too close to you, UoP works best when you can use its tech advantage to maximum benefit by not meeting other factions until you have a massive tech advantage). Once you've got your initial cities begin to terraform--make lots and lots of forests, because a forest square complete with Tree Farm and Hybrid Forest is the best improvement method I've found (maybe a Borehole or two). Secret projects to build early on are Virtual World (UoP gets maximum benefit from this one, and it helps deal with its drone problem) and Human Genome Project (again, for the drone problem), and the other project that I've always found extremely useful early on is the Weather Paradigm to speed your non-super formers along. When your cities are up and giving out a lot of tech (i.e. when you've built a fusion lab and whatnot) then start building more colony pods and try to expand as peacefully as possible. Of course the other factions will not like this (they don't like you in general), so if possible build the Citizen's Defense Force and garrison all of your bases with two Probability Sentinels once you have the proper tech. Go for the defensive-oriented techs before you go for the offensive oriented techs, and don't bother with prototypes of better defensive units until you've got Probability Sheath (otherwise you're wasting your money, cause mindworms don't care what your defense is and you shouldn't be at war until you have that tech). Try to hold off going on the offensive until you have the Hunter Seeker Algorithm (if you're playing UoP, YOU MUST BUILD THIS!!! or else you'll get your best units stolen and eventually lose your tech advantage. Always cluster your troops until you've got Hunter-Seeker; Lal stole some of my best soldiers when I forgot to.) Once you've got H-SA, then crush anybody who declares vendetta on you, but do not actively seek out the enemy. Better to keep getting your tech advantage until you've launched sattelites and located everybody, and better still when you've amassed an army of Singularity Nerve-Gas soldiers. Atrocity? Pshah. Or, skip the nerve gas and you only have to beat the other factions into submission; I prefer this tactic, as it saves time and the Pact provides some extra income. And last but not least, if at all possible, no matter the faction (but especially important for UoP), BUILD THE TELEPATHIC MATRIX! No more drone problems, ever. What could be sweeter?

This simplified strategy hasn't worked so well for me on Transcend (my people just won't stay happy long enough to produce anything), but for any other difficulty level it's fantastic.

HolyWarrior posted 07-12-99 01:17 AM ET     Click Here to See the Profile for HolyWarrior  Click Here to Email HolyWarrior     
Pah! Builder factions don't stand a chance. The best way to play is select a conquer faction (The Believers are best IMO--much better bonuses than Santiago and I can't stand Yang) and stomp everybody.
Most people, including myself, have found SMAC easier than Civ2. For example, I have never beaten King on Civ2, but regularly thrash SMAC on Librarian.
ZyXEL posted 07-12-99 02:23 AM ET     Click Here to See the Profile for ZyXEL  Click Here to Email ZyXEL     
When I'm playing on more difficulty levels, the hardest is to survive in the biginning. Mindworms are KILLING ME. I can't expand, I can't terraform, and they are constantly attacking my bases.

And if I'm not alone on the continent, it's hell. I can't attack my neighbour becouse there are several boils between his and my base, so while my attack force arrives to his base, they are half dead.

I usually (hell usually, always ) play with UoP.

�oki

Zoetrope posted 07-12-99 07:57 AM ET     Click Here to See the Profile for Zoetrope  Click Here to Email Zoetrope     
I've played most factions, except Morgan, at Thinker level, mostly winning.

Everything so far in this thread agrees with my experience, if not my practice.

Yes, the Believers are a quick win.

Zakharov: when you came third, it may have been because you were on a continent of your own. The Believers are most deadly to their foes when they start next to them. Their policy is simpler than anyone else's: build lots of troops and attack constantly. Take multiple bases per turn once you have enough troops, because the AI can't cope. (Come to think of it, if my opponent were doing that to me, I'd have a hard time coping, too.)

UoP, yes, my favorite builder faction - I just love new toys, and being the first on my block.

The factions' strategies in a nutshell are as follows.

All factions should expand as fast as they can early, to claim territory for later development, to limit their rivals, and to find someone to victimise and/or intimidate.

Energy is the most important commodity on Planet. Energy is where Savings, Psych, and Labs come from. With Savings you can hurry production, buy bases, bribe rivals, swing votes. Psych (though I usually set it to zero and Labs to max, whoever I play) is what prevents your bases going on strike, defecting to someone else, and being a cheap buy for enemy probe teams; it's also what enables population booms. Labs (research progress points) are self-explanatory.

How do you get energy? Terraforming or trade. Terraforming: get those formers busy, clear that fungus away from your bases, and develop enough squares to get food, minerals, and energy: keep your population fed and occupied producing buildings, units, and energy (for savings, psych and research).

When you have the tech that gives Wealth, send those Supply Crawlers to fetch the resources that your population is too few or too far to reach. Also use them to rush-build Projects: I have a base or two building projects (even obsolete ones), while their neighbors build supply crawlers or (once I have Fusion reactors) supply speeders and send them to hurry the Projects.

There's a supply crawler trick, that's effectively a cheat: switch to a very low production society (Not-Planned plus Power) the moment before you deposit your supply crawler into a Project (because this increases the value of the supply!), then switch back to a high production society (Planned plus Wealth) before end of turn, so that all supply units and projects are built quickly. Also, be Planned/Wealth for the end-of-turn on which the Project will be built, so it will require the minimum number of minerals to build. This can increase your rate of production of Projects by 30% (or maybe it's 40%). This feels like a cheat, because it's such an unnatural, contrived and micro-management slow-down thing to do.

Auto-forwarding supply-crawlers is the easy and non-"cheating" way to hurry projects, and still makes a huge difference to the time taken, as the minerals burden of building them is shared among several (or many) bases.


Faction by faction.

Peacekeepers: keep those population booms rolling. (Big cities.) Lal has high population ceilings but poor efficiency (more energy losses the more bases he has, so if you want to spread, keep those bases far apart). Try to monopolise those Nutrient and Anti-drone projects, so that your giant cities rarely have a worry, while everyone else has their hands full coping with riots in their tiny bases. Riot equals half-price to buy the base as well as halting production there. As you can see, smiles on the home front are half of the PKs are about.

The other half of the PK game is Lal's winning ways at diplomacy. Yang will never trust you, but everyone else can be your best buddy. I recently won a PK game as Supreme Leader because Miriam loved me even though I was not Fundamentalist and she was number two for a long time, just because she asked for my help once in mid-game and I gave it. Yang was number 3 and voted against me, but with superpowers 1 and 2 compacted, plus everyone else so enthusiastic about it (because the Peacekeepers, Morgan, University and Believers were in a long-standing pact, and the Gaians and Spartans who had foolishly fought the pact of the PKs and Believers were compelled to submit by superior PK force, technology and strategy), what could he do but be swiftly annihilated? Although he still had a large continent of his own, nevertheless his earlier attempts at conquest had all been rebuffed, and he was now vastly overpowered and outteched, so he accepted the vote.

Gaians: go Green, catch and use those mindworms. Spread across Planet, via the fungus. Obtain the Centauri projects, especially Xenoempathy (so even your conventional units can use the fungus as a highway). You have low morale, so build whatever you need (buildings and projects) to increase the life cycle of your native units.

Native land and sea units ignore everything but morale, so they're better than most conventional units at taking a well-fortified base with heavily armored AAA/ECM defenders.

Gaians are quite adequate at building and research, and as the game progresses, high Gaian efficiency ratings will let you expand without limit, earning more energy than most other equivalently vast factions.

UoP: tech, tech, tech. Virtual World is very good, but Hunter-Seeker for sure. Remember every base brings another Network Node. However, NNs "only" increase research by 50%. To get a decent research base, also build Biology Labs in every base - they give +2 Labs, which is valuable early on, and they also protect against some plagues.

Morgan: buy, buy, buy. Your bases are small throughout the early expansion phase, so build as many bases as you can. Each base brings more money, I mean energy. Hurry buildings and the more important units (formers, colony pods, frontline troops) as much as you can. In the early game, Morgan may be on the defensive, but go for Probe Teams, and save enough cash to buy out the obstinate foe's bases and any obstructive units along the road. With energy, and stealing tech, Morgan should have Excellent standing in research. When your tech and infrastructure is built up (some time after you get Hab Complexes), search the Infiltration data on enemy bases to look for easy targets for conquest. Use a combination of probe teams and conventional forces to take them. Oh, one more thing, the Morgan AI demands that everyone else be Free Market, but Morgan can become rich without using it! Wealth is enough for his Economy rating to be as high as you need. Switch to Green for wartime.

Believers: surprisingly similar to a militant Morgan. Believers have few money problems (not that they're super-rich, but comfortable compared to Sparta and Hive), and use a mixture of Probe teams and conventional troops to overwhelm the foe. Believers can go Free Market/Wealth, or Democracy/Planned, or Green/Power, anything that doesn't use Knowledge, and Wealth is almost as good as Knowledge anyway. One difference from Morgan is that with their high Support rating, the Believers can sustain a veritable Torrent of troops; and since their +25% attack rating and slower research leads them to go for quantity and constant military pressure on their foes, they will typically build that Torrent, as well as a vast multitude of Probe Teams. Even in the AI's hands, the Believers spread far and wide and intimidate just about everyone almost all of the time. Try them again, more aggressively this time, and you'll see how the computer factions buckle to your demands, which are backed by your Hordes.

Spartans: on a Huge map, I don't play the Spartans at all well. They have weak industry, and I found that when I started far from everyone else, with no contact, I took ages to accumulate capital and to do sufficient research to reach them easily. The win was inexorable rather than enjoyable.

The Hive: Yang has good industry and population growth, doesn't suffer negative efficiency on the social scale (but does, like other factions, lose energy in farflung bases). But his economy is weak, and he can't use Democracy to assist population booms, though some of his bases have golden ages some of the time. His most usually suitable social setting is Police State (and Planned), so he's the natural enemy of Lal's Peacekeepers. In negotiations, you can set your government to the most primitive kind to avoid offending Lal unnecessarily, but your settings can never please him. In principle, you could be a beloved pact brother of everyone else, but at Thinker it doesn't always work out that way.

So, with Yang, expand far and wide, as with most factions (except perhaps Lal). When you meet other factions, consolidate if you have to, becaus eyou're a good builder, but get Command Nexus, get Citizens Defence Forces if you can, so you have no rival for Perimeter Defences. For that matter, use your industrial might to build every SP to keep it out of the hands of any faction that needs them: VW, HSA, Supercollider, etc, to stifle UoP (the HSA also defends absolutely against Morgan's and Miriam's otherwise deadly probe teams), Empathy thingo and Cloning Vats so that Lal doesn't get out of hand, Centauri projects to stifle Deirdre's main weapon, Command Nexus and the Maritime and the Cyber ones so that your military is more skilled than Santiago's and can stand up to attacks from Miriam, the Merchant Exchange to steal a march on Morgan, etc. It always helps to be Governor, so build that population by having many, large bases.

Conquer anyone who is a serious rival to your governorship, but, as always, provoke them to break the treaty, so that you don't become as widely hated as Yang can be: you probably do want a couple of supporting votes, until you naturally grow to half Planet's population or get those Cloning Vats.

I'm in the midst of a Hive game on a 125 by 100 map with Abundant Worms. This isn't ideal for Yang, as his automatic Perimeter Defences are no barrier to worms, and he's an aggressor who's best when he has a neighbor to bully, and the only other faction on my continent, whose borders are only abutting mine in the second century, is Lal. He won't be scorning me for long, once I change from a Build to a Conquer footing - he'd have been conquered or submitted before now, if I weren't a Build-Every-Facility addict.

ARES 7 posted 07-13-99 04:00 AM ET     Click Here to See the Profile for ARES 7    
Hi,

I'm always amused, when people write, they hate tanscend. level because of too much drone-riots.

What do you think, are enhancements (like rec. center) for? Ok, you can say, TI is too difficult for me, because while I'm building enhancements, AI is conquering my bases with huge armies. In this case, your playing-skills are behind AI (some say A-non-I).

But if you are experienced and smart enough and take your time for micromanagement, you always can handle drones AND AI-armies easily on TI-level.

ARES 7

sandworm posted 07-13-99 10:09 AM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
I think RC is saying he doesn't have as much FUN playing TI as thinker. Anyone (yes, anyone) can handle the AI even with the production/research bonuses on transcend, but for some people, transcend requires too much micromanagement to enjoy the game.

It always amuses me when people poke fun at those who play at a difficulty that provides the most enjoyment for them

feeling highly opinionated today,
sandworm

Series II posted 07-13-99 10:42 AM ET     Click Here to See the Profile for Series II    
Well I agree with Sandworm. Here is my 2 cents worth.

As long as you are not bragging to others about how skillful a player you are than what rules you play with are up to you!

Now if you are one of those "I am the best player in the known universe" than you better be playing Transendental Ironman and maybe the Believers with slow tech and blind research turned on with a huge planet with unity pods at base only.

With that said:

Do you restart the game if you start on a small island and find the Great Dunes to your East.

How about if you share that island with Mariaum (Beleivers).

Do you play with unity survey on or off? Is this cheating?

Do you play using the "Map of Planet" and use the map from the strategy guide? Is this cheating?

Do you pick planet parms to benefit your faction (size, life, clouds)?

Do you play games that you set up for your enjoyment? If so great. DO you like to micromanage? If so great, if not great.

Life is to short to spend 30 hours in a game that you do not enjoy.

sandworm posted 07-13-99 10:48 AM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
I started next to the dunes once, and actually finished the game. Yang drove me off into a single sea colony almost immediately (I rush bought the sea colony pod as soon as I had the tech), but I found another island to colonize and eventually won the game. It turned out to be one of my more enjoyable games.

Resource Consumer posted 07-13-99 11:19 AM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
I get fed up with those little pointy heads showing up as the citizen. Sure, once you've got the basic techniques then you should be able to beat the AI, although no doubt my success rate wouldn't be as good as some.

As a matter of interest, I have found that the most enjoyable games are those where you don't get such a good start position then you've really got to work. I always use random map and never restart.

My current game is the pits. I started on a continent on my own with the Ruins, Garland Crater and Monsoon Jungle. No fun. I'm only carrying on out of masochism.

Resource Consumer
- perhaps not the wimp he appears -

Resource Consumer posted 07-13-99 11:23 AM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
I'm sure I typed a 2nd in there.

Oh, by the way, ARES 7, I also handicap myself by serial substance abuse while SMACing. It sometimes makes it difficult to concentrate on all of the small things.

Perhaps you should try it and lighten up.

Series II posted 07-13-99 11:44 AM ET     Click Here to See the Profile for Series II    
Resource Consumer - You do bring up a good point. I had a really enjoyable game that I almost gave up on. You never know how much fun a game can develop into if you quit. Someone posted that they were trying to play every faction on Transcdent level.

I am playing my first Morgan game now and am really enjoying the differences. I have raised sunny mesa to 3000+ feet in EVERY city square. I may try and raise my HQ to 3000+ feet in every square.

You don't know what fun you might be missing.

Variety is the spice of life.

Resource Consumer posted 07-13-99 12:06 PM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
SeriesII,

Absolutely. I expect one day, I'll get bored with playing Morgan (don't like the yellow colour, for a start) and change to another faction. Believe it or not I started out with the Hive, then the Spartans. But I couldn't really get on with them.

Morgan and I get on. I know what I should be doing with him and enjoy getting dealt a tough hard to start with.

Terraform away, but watch out for planet. Gets very unhappy when you do that.

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