posted 09-15-99 01:48 PM ET
Well, it looks like something has gone wrong with the original thread. So, I'm opening this one up to take it's place.This picks up where Alpha seems to be cutting off the last one, in Darkman's posting...
Darkman posted 09-14-99 02:03 PM ET
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Since I am just starting to play SMAC I thought I would contribute to this discussion as I have played more MOO2 then I would care to think about.
The quick rush strategy is quite easy and enjoyable.
I take huge, max players, organic rich, medium startup, antarens attack, hard or impossible(I usually take hard, but play against better races I made with melting pot).
First take Subterranean, Telepathic, Cybernetic, +10 SPY, and large HW. Low G, -1/2 food, and -10 Ground combat.
Research reinforced hull, Auto factories, hydro farm, research lab, soil E, neural scanner, supercomputer.
After that you can work on getting techs for your first ship. In any order you want Battle pods, class 1 shields, fusion rifle, battle scanner. If you are in a dense cluster or you can get deuterium cells get tritanium too.
Then you can build your first warship. A cruiser with battle pods, reinforced hull, battle scanner, 2 HV, AP, AF, CO, NR lasers and 4 PD, AF, CO lasers. While building this research fusion drive.
This costs a little more than a colony ship but will get you more colonies than a colony ship.
You will notice I didn't say what to be building or doing in the meantime, that's because it depends a lot on what you discover. If you have a bunch of large gaia rich planets near you, take them. If somebody is stealing techs build spies.
Things to try and trade for. Heavy armor, one of Tritanium/deu fuel cells, tac communications. They usually want supercomputer for some of these, give it. The computer cheats so bad you won't notice that it gets extra tech.
So you built your first ship. Now look for a target. If one of the computer players has declared war on you and they are close great. But your ideal target should not have any planet defences. In almost all games one of your neighbours will not have any. Just sit back and watch your cruiser use the NR, AP, and AF abilities shred SB's. Most enemy ships will blow up with one shot from your lasers, but concentrate on the SB first as it could have good missiles. After the SB fires it's first round move up just a little bit. This will stagger the arrival of the missles, important since you auto-repair with your cybernetic ability.
After you build that first ship research spaceport and robo miners. Then neutron blaster and planetary grav generator. When you get the more advanced physics add more HV lasers to your cruiser. If you have the extra production make a battleship, same design concept although I usually add a couple Fx CO neutron blaster. It helps with missles and in capturing ships. Usually when I am almost finished with a race another one will declare war on me breaking the treaties we had.
Possible problems with this plan:
All possible enemies have missile base or fighter garrison.
Solution:
You need more ships. To be really sure build a cruiser with x2 missles and hit the planet. Build a ship with only PD and regular fire CO beams (Anti-missile rockets if you have them) to shoot down stuff.
Other things of note. You should try and make trade and research deals with everybody. If your best target is dealing with you, force a war. Ask for concessions, systems, techs, whatever. Eventually they will turn on you and it's better if you have all of their planets when that time comes
This should provide a win by 3524-3525 using only lasers. Although I usually build a phaser ship near the end which doesn't see combat.
I am sure I left things out that everybody will call me on.
Darkstar posted 09-14-99 02:38 PM ET
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SUPERCOMPUTER?
In a medium sized galaxy and playing Aggressor from the start, I won't ever SEE Autorepair (unless I get that leader with it), or Supercomputer!
If I sit back and follow tech to industry booster (Robo-Miners and what not) and THEN go to war, then, yeah... but...
Using Telepathic, you only need a hull in orbit to take a world. Depending on neighbors and seeding, this can be a LOT of plucking of colonies, making Engine speed and Range top priorities. And using OUTPOST ships to extend your reach early helps tremendously (remember, outpost can go places not useful to colonizing, and you can always send colony ships later). It's possible to TAKE a home world early, as many times enemy ships are away exploring and no missile bases are yet built.
Waiting reduces your chances of early power grabs. I'd say the only problem with such things are that you are a Hollow empire... no filler until LATER, when you can start filling in the hulls with significant weapons.
If you are making a hull, don't bother with battle pods. They raise initial cost. You can refit the hull later with them, when you turn it from a heart taker (Cheap as possible capital hull), to a butt kicker (a true warship).
-Darkstar
Darkman posted 09-14-99 05:40 PM ET
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First I didn't say to research auto repair. I said to take Cybernetic so you get automatic autorepair.
Second, while it's true that a hull will take a planet I have found that a computer player can build a SB on even a tiny ultra poor planet REAL fast you need something to take a SB and the computers fleet.
As for supercomputer, I agree that in a medium galaxy going aggressive you wouldn't go for it, but my example was for a huge galaxy. I also agree that my strategy is a little slow to get going, but the little extra time pays off if somebody develops class 5 shields or neutronium armor while you are attacking them.
I had read quite a few posts that didn't think much about a rush strategy and about people not attacking until they have gauss, or 8 SC's on a doom star. All the while nobody talked about the laser which you can conquer the galaxy with.
SMACTrek posted 09-14-99 08:00 PM ET
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So what's the average length of time to get something cruiser-sized out to rush with?
Koshko posted 09-14-99 11:40 PM ET
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Just wondering. Does anyone else use the MOO Editors? I do in the very beginning. I like to modify the planets a bit. I create planets on solar systems w/o them. I throw a few more specials. I also like making beginning paridy by making all inhabited solar systems roughly the same taking into account the faction's bonuses.
Koshko posted 09-14-99 11:47 PM ET
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Also has anyone else used a combo of Creative and Fuedalism? I did the last time I played. You get all the Techs but at half-speed and quicker shipbuilding. Also by taking this, it allows me to take Omniscent and either a Large and Rich Home World or Lucky depending on setups. If I want both, I can just take -10 Espianoge.
Darkstar posted 09-15-99 03:44 AM ET
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Sorry Darkman. I missed the huge galaxy at start of your conditions, and misinterpreted the medium as galaxy size.
On a HUGE map, even being aggressive, yeah, the distance factor keeps you from being able to rush them with captial hulls, unless they are seeded close to you, or there are lots of convient wormholes available. (I dislike wormholes. I think they are only there to as an aid to the HUMAN player... I haven't seen the computer take advantage of them except by accident (the allied with the intervening factions, er, races and just happened to settle a star that has a wormhole back to their empire).
Personally, I don't think Cybernetic is worth the cost, but my prefered strategies aren't optimized for it, so that's no surprise.
-Darkstar
Darkman posted 09-15-99 12:26 PM ET
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SMACTrek:
I usually get the first cruiser out between the years 12-14 depending on how lucky I got with my starting position and leaders, etc.
Sigh, now I am going to have to start another game. I think I will try that creative feudalism mentioned. I haven't played either of those for a long time.
On another note has anybody noticed a difference in the computer players and random events between computers? For example on my computer I almost never get tech when I take a planet, a friend of mine almost always does. However, I can often steal tech, he seldom can.
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-Darkstar