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Author Topic:   worst secret project
Krushala posted 06-08-99 04:27 PM ET   Click Here to See the Profile for Krushala   Click Here to Email Krushala  
We all know the best secret project. Which is the worst or the one you never bother to build. Except self aware colony. We know there is a bug with that one. Mine is pholus mutagen. The only reason I ever build this is if I'm can't build anything else or just to keep it out of deirdre's hand's if she has a powerful faction already.
All the other ones have some good point which benefits me except for this one. I just don't see the ecology bonus.
Oleg Leschoff posted 06-09-99 12:38 AM ET     Click Here to See the Profile for Oleg Leschoff  Click Here to Email Oleg Leschoff     
The worst SP is definitely Bulk Matter Transmitter, although it is also useful, because, unlike Nessus Mining Stations, it's permanents, unless that base get PBusted.

I also don't like Space Elevator. It doesn't do anything with production after patch3, and I when I get it my research rate skyrockets, and I am getting that tech that allows orbital insertions pretty fast. BTW, I never built those expiring Wonders in Civ2 -- except Leonardo's workshop.

As about SAC -- it seems I missed something, what's the problem with it?

Pholus Mutagen is a very useful thing, especially on maps with medium and abundant lifeforms -- it's a good tactic to keep your units in fungus. It's a must if you also have Xenoephaty Dome. Also, it decreases ecodamage.

laurens posted 06-09-99 02:25 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
The Planetary Datalinks and Bulk Matter come in close, but I think I will still vote for the Datalinks
Series II posted 06-09-99 08:24 AM ET     Click Here to See the Profile for Series II    
What is the problem with Self Aware Colony?

Worst SP depends on planet makeup. With 30-50% oceans Martime Guild is useless. I al playing one of these now and the re is just 1 landmass. This one porbably gets my vote over all.

Citizen Defense Force is really useless if you are the Hive.

Rackam posted 06-09-99 09:40 AM ET     Click Here to See the Profile for Rackam    
"Citizen Defense Force is really useless if you are the Hive."

Not really Series, it means the all others have to build their perimeter defence.

~Rackam

M_ashwell posted 06-09-99 09:59 AM ET     Click Here to See the Profile for M_ashwell  Click Here to Email M_ashwell     
the worst is the "voice of planet"
if u build it then 9 times out of 10 the AI's declare war on u!!!
Series II posted 06-09-99 10:13 AM ET     Click Here to See the Profile for Series II    
Rackam,

Yea, the AI getting Citizen Defense Force is sometimes a pain, but if that happens I usually wait until later in the game to attack that faction. Even if I get into a war with the I can play defensive (and let them throw their units against my HIVE parimiter defense) until i get weapons that make their permiter defense look like paper.

It is not to hard to get 10 or 13 value weaopns when the AI is still using 3 or 4 value armor. In general it seems a lot easeir to get the weapons than the armor.

laurens posted 06-09-99 10:37 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
My thoughts:

Series II, ever since I switched my play to blind research, the neutronium armor tends to find me faster than the shard.

And it happens quite often.

Natguy posted 06-09-99 11:29 AM ET     Click Here to See the Profile for Natguy  Click Here to Email Natguy     
The Ascent to Transcendence. (just checking to make sure you're awake!)

My real vote is for the Planetary Datalinks. If you're so far behind in research that at least three factions have technology you don't, you're probably not playing too well that game.

Although I build it to keep it away from, the others)

Krushala posted 06-09-99 04:13 PM ET     Click Here to See the Profile for Krushala  Click Here to Email Krushala     
I believe this bug still exists in patch 3.0 in that self aware colony doesn't reduce the maintenance of the entire empire just the city it was built in. Has anybody has heard anything new. I just build it because I'm far enough ahead at that point to build all of the secret projects.
Series II posted 06-09-99 04:25 PM ET     Click Here to See the Profile for Series II    
I believe that Krushala is right. I have built SAC and noticed that my facility support did not decrease much. It only effecting 1 city would probably account for this.
VictorK posted 06-13-99 03:04 AM ET     Click Here to See the Profile for VictorK    
Self-Aware Colony DOES halve the maintenance cost of all your cities. The effect is just not shown on the F3 report screen.

I agree that on Transcend, Self-Aware Colony is quite useless, since your maintenance cost is already reduced by 67% on Trancend anyway.

TheMadStork posted 06-13-99 04:56 AM ET     Click Here to See the Profile for TheMadStork  Click Here to Email TheMadStork     
Assiming that the original question includes the caveat, IF THE SP'S WORKED AS ADVERTISED, then the easy loser is the Bulk Matter Transmitter. It should have provided every base with a Psi Gate. That's what is shows in the movie. And perhaps the +2 minerals per base as well.
All other SP's have decent effects depending on style of play: on abundant lifeforms planets, the Xenoempathy Dome and Pholus Mutagen are a fantastic combo; for the anti-Free Market economists, the Longevity Vaccine helps with drones and the Self-Aware Colony adds an extra police unit to each base.
And if an enemy faction (they all are) gets any secret project, its apparent value increases immediately!

I go now.

Koshko posted 06-13-99 09:14 PM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
Delayed response to Oleg,

Space Elevator Does work with v3. In fact it works better. Before when you built the Orbitals, your EcoDamage skyrockets. Now, you get the Bonus w/o any more EcoDamage. Look at your Mineral Production number. It will be Double. Also the 100% energy bonus still works.

M_ashwell posted 06-14-99 05:52 AM ET     Click Here to See the Profile for M_ashwell  Click Here to Email M_ashwell     
i aggree with stork psy gates shuold be added to the bulk transporter but that doesnt make it useless you get +2 min for every base...
when u get all the mineral mods this goes up also any NEW bases get the +2 min it makes it quicker to build the defencive unit for that base
Oleg Leschoff posted 06-14-99 08:16 AM ET     Click Here to See the Profile for Oleg Leschoff  Click Here to Email Oleg Leschoff     
Koshko:
Are you feel really better because of that doubled number? The production doesn't changes. Check that yourself. However, energy thing is good.
Provost Harrison posted 06-14-99 12:24 PM ET     Click Here to See the Profile for Provost Harrison  Click Here to Email Provost Harrison     
In v3, SE doesn't double production AT ALL. Bulk Matter Transmitter is pretty useless at that stage. Usually with Cloning Vats and a good number of Nessus Mining Stations, it's effects pale very quickly. But, still, with my style of play, I have never had one scrap of use from the Planetary Datalinks. It must just look one of my bases look pretty or something (but that also applied in Civ/Civ2 with the Great Library for me).

Also, the Living Refinery has very little impact on me at that stage. Usually at that stage I will have a -2 support. It puts it up to 0 support. So what? 10 minerals at start +1 mineral per turn? Oh, great!

icosahedron posted 06-14-99 04:03 PM ET     Click Here to See the Profile for icosahedron    
Bulk matter transmitter is the least useful.

Planetary datalinks can be useful even for UoP. When you pursue higher level techs you will sometimes not get some lower ones that everyone else has. I don't usually go for Planetary Datalinks unless I have nothing better to do, but when this has occurred, I do usually see some benefit, even as UoP, because I tend to go for higher level techs.

- icosahedron

VictorK posted 06-14-99 05:11 PM ET     Click Here to See the Profile for VictorK    
Have you guys been paying attention to what actually happens in the game? Bulk Matter Transmitter does not give just +2 minerals.
It gives +50% minerals. If you build it, both your mineral production and ecodamage will skyrocket. So it shouldn't be useless unless you're concerned with ecodamage.
LocustOfChiron posted 06-14-99 10:07 PM ET     Click Here to See the Profile for LocustOfChiron    
Does anyone really care about the Planetary Transit System? I usualy end up with 2 of the 3 extra people starving anyway. And the one less drone? Any base at size 3 or lower has serious problems anyway if its later than 2250.
icosahedron posted 06-15-99 11:29 AM ET     Click Here to See the Profile for icosahedron    
Planetary transit system is quite useful. New bases become instantly more durable and with greater output, so more quickly can build a defender. Thus I use it when invading to build a "drop bridge" of bases in a chain that are just close enough to drop units between (prior to orbital insertion, of course).

Let's say you want to attack someone who is distance 32 from your nearest base, way prior to gaining orbital insertion tech or sp. Pretty tough and time consuming, generally. But with drop colony pods that are supercharged by planetary transit system, you can reliably deliver a massive force into your target's territory in just 4 turns, and you will have the infrastructure on site to support them.

Even for a close enemy, drop colony pods plus drop troops are great for circumventing enemy lines of force, just drop a pod behind enemy lines and a bunch of drop troops the same turn, and go for it.

Now, planetary transit system is not needed to make this tactic work, but it does help a lot -- gives you that warm fuzzy feeling of a 3-pop base versus the precarious feel of a 1-pop base (even if you lose the 3-pop base, you can retake it immediately and it will still exist, whereas a 1-pop base will just go poof, stranding your troops with no base support behind enemy lines.)

-icosahedron

Resource Consumer posted 06-15-99 11:38 AM ET     Click Here to See the Profile for Resource Consumer  Click Here to Email Resource Consumer     
I tend to build it a lot. The reason is that I usually have quite a small number of bases and by midgame find myself getting outvoted in the Council. I tend to use it to crete lots of size 3 seabases and then make a push for Governor.

That said - it isn't usually my first choice.

Earwicker posted 06-15-99 03:53 PM ET     Click Here to See the Profile for Earwicker  Click Here to Email Earwicker     
The PTS is one I don't mind missing so much. The point it becomes available is when I'm focusing on my infrastructure, SP's or possibly a war effort: taking a early-to-midgame break from expansion.

If another faction builds it, fine. I just aim my sights at them and grab that base later. If they manage to build a few bases in the interim, no problem. Those bases might actually survive the onslaught instead of being attacked at size one and disappearing, better enabling my hopscotch.

LBEST1 posted 06-15-99 04:11 PM ET     Click Here to See the Profile for LBEST1    
My vote is for the Universal Translator. By the time it comes around, I get new techs every 2 turns anyway. Quite often when I build it, I just get Transcendent Thoughts.

The UT should be available earlier in the game to be of any use.

Zozo posted 06-15-99 05:21 PM ET     Click Here to See the Profile for Zozo  Click Here to Email Zozo     
It has to be either PDL or UT for me.
PTS is quite useful for UoP together with Virtual World. Instant size 3 + instant network node + instant hologram would give a productive city immediately. If I also have Command Nexus + Cyborg Factory + Power then I get an elite scout the next turn which can then be upgraded to the best defender if necessary.

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