posted 09-01-99 10:53 AM ET
I've been playing SMAC for quite a while at Librarian level and just can't seem to get over the hump and climb to Thinker level. So, I need ideas, tips, etc., on what I need to do to improve my game to the next level.
Librarian level is not too difficult, but I find Thinker to be more frustrating than anything at this point.I typically play on a Huge map with average settings. From what I have been able to gather thus far, one of the big changes that occurs at Thinker level is that your research rate slows down tremendously. For example, at Librarian level, Gaians will acquire a new technology every seven years at the beginning of the game. At Thinker level, this rate is reduced to a new tech every 22 years (use the F2 key to see this). Mind worms seem to be more of a problem as well.
Sometimes, it's just bad luck. Have you ever started out on small-to-medium land mass with both the Spartans and Believers? As UoP? Well, I have and it ain't pretty. But overall, I have a suspicion that my basic problem is simply that I over-build base facilities and don't spend enough time and effort on other aspects of the game. I guess I'm one of those people that thinks every base has to have every facility (except that rotten Gene Jack facility and a punishment sphere), though I am getting better.
When I start out, I usually create one scout per colony pod and send the scout out to find a new colony site while making the colony pod. I do not overlap base areas, but try to incorporate all energy/mineral/nutrient special squares into some base's working range. Every colony I build has the responsibility of launching at least two--or even three--more colony pods until my entire land area is covered. Each base gets its own terraformer. I nearly always get the Weather Paradigm, so I can do some more exotic terraforming early in the game. I may or may not get some of the other early SPs, but can usually get at least one more.
Diplomatically, I'll trade technologies with just about anybody early on. I will usually pay the "protection money" or give a minor tech away just to avoid early conflict (However, I do carry a grudge
). I'll agree to a Treaty with just about anybody, but try to avoid a Pact simply because they almost always want me to get involved in a Vendetta. With some factions, a Pact is unavoidable simply because if you don't, they will "extend" their Vendetta to you. When a
Pact appears inevitable, I try to arrange it so that my Pact brother/sister is between me and the faction we're at Vendetta against. I will avoid a Vendetta against an adjacent faction--at least early on--if I can possibly do so.
As my technology expands and more base facilities become available, I seem to want to build one of everything in every base I have. There are quite a few facilities every base should have. Others are more optional; i.e., not every base needs a Skunkworks. I also try to upgrade those scouts I made early on. They usually have more experience and I try to preserve that and improve them.
Some other areas that may be problems for me
include the number of military units that are stationed throughout my land area. I don't think I have enough to deal with the mind worms. Also, I am a habitual "pod popper" and this can get you into trouble early on as well (mind worms again). I'm also wondering if I have enough terraformers. I don't seem to start building my energy park, etc., very early and wonder if building more terraformers early on and starting this would be beneficial in the long term. One other thing that seems to be a problem is that I don't focus on naval units early on because the early units are so weak that they seem to invariably become "Isle of the Deep" fodder. It drives me nuts to watch my very first Impact Plasma Skimship gets two spaces away from its point of construction and then get wiped out by an Isle of the Deep. Transport foils are even more vulnerable.
Now you know how I play it. Those of you who are Thinkers and beyond, how do you do it? How many terraformers do you build per base? How many military units do you try to have? How do you overcome the slower research? When do you start constructing your energy park? What else should I be doing differently to get my game up to Thinker level?
All comments, tips, improvements, suggestions, etc. would be very welcome. A lot of SMAC is about resource management and trade-offs, i.e., deferring what is "good" for what is "better". And that's what I think I need to understand better to get to the next level.