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I blame my (illogical) attachment to my hard-won terraforming making me subconsciously resist considering fungus appropriately, even when it is an equal or better option.
In the real world, turning alien biomass into human food would almost certainly be difficult and not quickly mastered, while extracting minerals and energy from it would be much less challenging. Applying this reasoning to the game (early minerals and energy, rather late food from fungus) would definitely change how fungus was viewed by both the player and AI. Whether or not it would be a viable situation from a gameplay perspective is another matter.
In my experience, the AI prioritizes food over either minerals or energy when choosing squares to work and rarely if ever picks a square with less than 2 food, even if the minerals and/or energy from it would actually be of greater value to that base (eg. when population is currently capped). Players can be more flexible.
So I guess the real question is if there are any that are specific to the Thinker testing and won't make it to the next AIG version.
Perimeter Defense - *which* tier 3 Tech is it in now?
Supply Crawler cost - crawler chassis costs 10,
You're moving Adv. Eco. Engineering, Industrial Auto., and Bio. Engineering which means their pre-reqs and what they are pre-reqs for will change. I know detailing all of it for me will be a time sink you might not want at the moment and I can wait if that's true. If I did have that info, my current tests of the Yitzi/AIG merge could also be evaluating those changes.
Yitzi's patch/mod seems to make fewer fundamental changes to the game mechanics than Thinker and practically none to the AI. This has been viewed as a sad lack by many folks, but it does mean the AI behaves pretty much as in the basic unmodded game. The Merge tests therefore have some relevance to how AIG works with an un-modded alphax.exe. Or so my non-expert opinion currently is.
I could give the Hive free Recycling Tanks. From a lore standpoint, one might wonder why. Yes one of my favorite quotes is about that, leading to the phrase "Into the tanks!" and I don't mean the kind you drive. But why should the Hive be more into recycling than anyone else?
Planned has been renamed to Socialist. In addition, Efficiency has been renamed to Justice. Stopping corruption by building a Courthouse was the original play mechanic in Civ II, and that's what SMAC is based on. I dislike the term efficiency because it begs the question, efficient at what? How about efficient at meeting people's needs and spending on social welfare programs? The main player visible effect upon the game, is people becoming unhappy due to the Bureaucracy penalty as one's empire gets bigger. In addition to stopping graft, why not have this also be about social justice, about providing essentials for a burgeoning population? SMAC's Planned economy clearly refers to socialism in the diplomatic dialogues, but it insists on a kind of socialism found in historical totalitarian Communist regimes, that is not allowed to work. It completely ignores the experience of socialism in Western democracies when a socialist party comes to power. I have modeled Socialist economy as something that doesn't give you anything 'except' more, happier people, and it costs money.
I think I'm going to put this into test. If it overpowers them, I could give them -1 MORALE.
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