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Author Topic:   Ever found the future societies useful?
Joe Average posted 02-17-99 03:44 PM ET   Click Here to See the Profile for Joe Average   Click Here to Email Joe Average  
I've finished 3 full games so far, as Morgans, Hive, and Believers, on thinker difficulty. I only got to use a future society in the morgan game, and that was when the game was already over, not to mention the fact that it was thought control (the very first you can get..)

Is it just my playing style? I'd love to hear about anyone using the future societies to get an edge over any opponents that aren't in a hopeless position by then.

All my games played on standard maps.

Jazzman posted 02-17-99 04:21 PM ET     Click Here to See the Profile for Jazzman  Click Here to Email Jazzman     
I was playing the U of P and got the Future societies so late in the game that it made litte difference.
Seely posted 02-17-99 04:47 PM ET     Click Here to See the Profile for Seely  Click Here to Email Seely     
I used the cybernetic society when playing PK's, and found it to be a real boost. Used in conjunction with knowledge, democracy and... can't remember what economic system-- maybe free market or green. I know it wasn't planned. Anyway, my production capacity really went up after cybernetic society.
DHE_X2 posted 02-17-99 04:53 PM ET     Click Here to See the Profile for DHE_X2  Click Here to Email DHE_X2     
Free market becomes practically useless after you discover Eudaimonia(the best FS, imho), since you get that nice +2 economy.
SnowFire posted 02-17-99 06:57 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
DHE: Eudaimonia is definitely the best, but don't forget that there are wonders that kill the bad effects of Cybernetic and Thought Control, but no similiar wonder for Eudaimonia. So if you have the Network Backbone, you might just stay with Cybernetic.
Joe Average posted 02-17-99 07:26 PM ET     Click Here to See the Profile for Joe Average  Click Here to Email Joe Average     
That's all very well, but do you ever get them soon enough for them to have any impact on the outcome of the game?

That was, after all, the question, I KNOW the future societies are good

The Thomas A Stobie posted 02-17-99 07:54 PM ET     Click Here to See the Profile for The Thomas A Stobie  Click Here to Email The Thomas A Stobie     
They are very powerful especially if you built the project that negates the penalties.
PawtheUnstuk posted 02-18-99 02:35 AM ET     Click Here to See the Profile for PawtheUnstuk  Click Here to Email PawtheUnstuk     
I've currently got a game going as Morganites. Thought Control w/ the Cloning Vats +Police State +Green for Efficency is giving me a hell of an edge. All my troops pop out Elite (got the Cyborg Factory), I can support a basically infinitie number of units (up to size of base.), and Drone Riots can be controlled with Cheap military units rather than Nanohospitals. Insanely powerful.

The other two are actually slightly better. Yes, the game is often over by the time you get to them. But that is one of the annoying things about the game as a general matter-you often don't get play with the advanced techs.
I think a huge map would proabably solve this problem, haven't tried it yet though. I'll check it out shortly.

LamprosWC

zerlan posted 02-18-99 03:22 PM ET     Click Here to See the Profile for zerlan  Click Here to Email zerlan     
I do tend to get cybernetic and neural amp when the game isnt yet over, but I agree that most of the future techs rush by too fast to have much impact- I'm often getting discoveries every 2 turns through the end game.

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