Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => After Action Reports => Topic started by: Sigma on September 25, 2013, 12:01:56 PM

Title: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:01:56 PM
Taken from this thread, (http://alphacentauri2.info/index.php?topic=4338.0) this AAR will feature my seven custom factions, with me playing as the Technocrat Foundation.

Settings are as follows:

Average Size
Average Rainfall
Average Erosion
Average Native Life
30-50% Water Coverage
Thinker

So without further ado:

Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:06:18 PM
Our starting position. Not a heck of a lot to say about it just yet, except that we're near the north pole, so our expansion is going to be a bit limited on that front. On the other hand it means that the HQ is fairly well protected; on the other other hand, check out that fairly terrible base perimeter. I'm going to need to land formers on that landmass in the northwest if I want to exploit all of the base's space.

Fortunately the Technocrats can't exceed size 5 without a Hab Complex, so this shouldn't be much of a problem for a while yet.

I'm going to say right now that I'll probably put a borehole on that little island there in the southwest.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:11:40 PM
All right! Getting lucky already! My scout patrol found a Unit Rover and a Nutrient Bonus (basically useless until I can level terrain; the Weather Paradigm is a huge priority) right next to HQ, and then popped a hydroponics Pod to populate the landmass with Forests. Then my Rover found another Nut bonus, which I planted the Dilemma Archive on.

After the Dilemma Archive builds the scout patrol, I assign it to build a Colony Pod.
Title: Re: AAR- Techno Destructo
Post by: JarlWolf on September 25, 2013, 12:17:48 PM
I spy a new AAR.... looks exciting. I really want to see these factions in action, you did marvelous work on them. (I actually mix and match my customs with your own, like to think that their stories can intermerge sometimes, both sets are pretty canon friendly.)
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:38:00 PM
Centauri Ecology out. Formers are next priorities after our current bases build their colony pods.

A little bit of in universe background on this faction, the Technocrats:

Federov was the chief engineer on the Unity Project. On Earth, he founded a think tank called Deus Ex Homine. Unlike Zakharov, whose engineering focused chiefly on advanced physics and biochemistry, Federov's think tank was more concerned with pure mathematics and applications thereof, in addition to advanced computer science. DEH built the first AI device which could pass a Turing test, which they accomplished by essentially scanning Federov's brain into a computer and building off that. This success inspired Federov's later drive experiments in uploading living minds into computer hardware, which made him a somewhat controversial figure among the scientific community but earned him accolades among the likes of Zakharov, who recommended Federov to the Unity project during the design process for the craft itself. DEH engineered the Unity's reactor, life support and computer system. Ultimately, the entire think tank was brought onto the Unity Project, ostensibly because their expertise was needed to maintain the ship's systems but moreso because Zakharov wanted as many brilliant minds as he could get his hands on to further his own agenda on the new world.

Of course things did not quite work out that way. When Garland was assassinated and the crew was awoken from their cryogenic stasis, it was Federov, not Zakharov who took command of the Unity's science staff and made planet fall. Zakharov's fate is unknown; some say that he died during the mutiny, others that he joined Federov's faction under a different identity, still others that he took his own group of loyalists down with him to the planet.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:39:41 PM
Aaand we get Biogenics too. Thanks to the Dilemma Archive being parked on top of a forest and a Nut bonus, I decided to build Recycling Tanks before Formers once the Colony Pod comes out.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:41:28 PM
Exploration towards the south, because that's the only direction I can go. Unfortunately there's a giant Fungal Tower to one side, with just barely enough space to maneuver around it to the west. I think that's a Great Boil size, and with the Technocrat's morale issues I won't be taking it down anytime soon. Too bad it's sitting right on top of a Unity Pod.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:42:53 PM
Oh well. I don't really care about Secrets of the Human Brain anyway. Not surprising that the Genarchs got it; their research can easily equal or exceed my own. In my tests whenever I don't nab the Secrets, it's either the Genarchs or Satori that get it.

I pick up Social Psych anyway.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:46:14 PM
Crap. Worms in a pod. So much for that expedition. Turns out sending a squad of unarmed scientists into the wilderness goes about as well as expected. Worse is that I planned to send a Colony Pod down that way, and now I can't with that worm roaming around. Hopefully it'll move north and into range of the Foundation's scout.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:48:26 PM
More exploration to the southeast. Some very nice territory down that way. The Dilemma Archive builds its colony pod and I set it to work on Recycling Tanks. The Pod is going to land on that Nut bonus right there.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:50:50 PM
Progenitor Psych is out. Fairly useless in and of itself at this point, since I have no sea capabilities and there are no aliens in this pack.

My good luck keeps piling on as my rover finds a materials pod and some minerals underneath it. And what is that which I spy to the east? Could it be....
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:54:04 PM
An Authority rover is spotted killing some worms in the northwest. Unless they have boats though they shouldn't be a threat.

Meanwhile, my streak continues as I get a Unity Foil from a pod, which then proceeds to open another materials pod. The way this is going I'm going to snag a Chopper or a Ogre pretty soon.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:57:05 PM
HQ finally completes its Colony Pod, and a turn later the Pod sent from the Dilemma Archive reaches its destination. Turing Castle is founded.

I forgot to screenshot it, but the worms that killed my Scout Patrol earlier did indeed attack the Foundation and were destroyed, making it relatively safe for my colony pod. I honestly should be sending this pod southeast to take more of that amazingly productive land, but I don't feel safe with my western territory unsettled. At the very least I'd like something between whatever's out there and my capitol.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 12:58:08 PM
Well guess my lucky streak is over. Yeah, you can guess what happened from there.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 01:02:39 PM
That actually is not a wild spore launcher. It's controlled by Brother Joaquin's Advent Pilgrimage. They must be based to the south in those highlands still unexplored. Fortunately it sticks to poking its nozzles around then vanishing.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 01:05:36 PM
This one, however, is wild. The Pilgrims to the south must have chased it into my lands all wounded. I send out my Scout Patrol to put it out of its misery.

I also grab Industrial Base while I'm at it.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 01:08:32 PM
Exploration to the east. My luck returns with a Data Pod turning out Doctrine: Mobility.

Also, please take note of the giant crater in the center of my continent. I want that. Very badly. It's actually covered in Unity Pods, but I don't dare open then for fear that they might unleash a Fungal Bloom and curtail my colonization. A Tower sprouting from the center of the crater would ruin my day.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 01:11:49 PM
Hmmm, the pickings are not great for the area to which I've sent that colony pod. If I don't put it next to that one tile lake then I'll need to raise terrain to make it useful.

I've discovered the east coast, and no rival bases to be seen. Securing that crater is my #1 priority (after the Weather Paradigm, for obvious reasons).
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 01:13:43 PM
I make the call and plant Alpha Observatory in the west. That should actually create a pretty decent bottleneck for land troops trying to break into my territory, thanks to its zone of control.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 01:17:07 PM
The Weather Paradigm is going rather smoothly at the Dilemma Archive. Also note that the forests have almost completely taken over this central area. That takes a pretty big strain off the Formers. So far no word on any other factions starting projects, so I'm in the clear as of right now.

And in the east, another rover. I'll move it to the western areas to see what's there and hopefully suss out where the Authority and Pilgrims are hanging out.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 01:20:35 PM
Current standings. I'm in the lead right now, with the Genarchs breathing down my neck. I'm a bit surprised that the Pilgrims are doing so well-- that could be trouble if they are indeed that close to me and they decide to pick a fight. If you look at the rankings they're a little hilarious actually-- I have no idea how or why Basque has the most money and Atsumi has the biggest army, nor how I ended up with the most population. Terrible things must be happening out in the black that a faction with all of 4 bases, none of which are larger than size 3, is leading in that category.

That should do it for now.
Title: Re: AAR- Techno Destructo
Post by: Buster's Uncle on September 25, 2013, 04:35:04 PM
 :danc: :look: :win:
Title: Re: AAR- Techno Destructo
Post by: JarlWolf on September 25, 2013, 11:04:03 PM
Very mysterious indeed... what was the planet native life settings at? Abundant?

If so that may be why Brother Joaquin is doing so well.
Title: Re: AAR- Techno Destructo
Post by: Sigma on September 25, 2013, 11:47:38 PM
Everything is Average except for ocean coverage, which is 30-50% . I suppose it isn't that unusual-- the RNG is a fickle mistress, afterall. I have found that the Pilgrims are one of my stronger factions, so that would account for their performance here.
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