Author Topic: AAR: Eco-Terrorism?  (Read 8270 times)

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Offline Eadee

AAR: Eco-Terrorism?
« on: July 11, 2015, 11:41:03 PM »
Link to the discussion thread

This is the first AAR I do, so wish me luck.

I feel the first few turns are quite important for the whole game. Therefore I will start with a pretty detailed AAR on the first years and zoom out a bit as the game goes on.
I use PRACX for some UI-comfort and a better Overview. It doesn't change the games mechanics (as far as I know).

Setup:
Its a random map on a standard sized Planet.
I play on Librarian Difficulty because I'm used to it.
These are the rules that I use:

its almost standard rules, I just changed two things:
Look first: I find the location of your first base is extremely important in SMAC so I don't want to start with a to crappy HQ.
Tech Stagnation: Without TechStag things get obsolete before they're even finished. And the list of unbuilt facilities grows awfully long. I really like it better this way.

Factions:

Its a SMACX-game but I use the traditional SMAC Factions. I never got into the new factions SMACX provided.
I'm playing as Deirdre. Mostly because I'm a terraforming junkie and want to improve Tiles asap and she starts with Centauri Ecology.

I called this AAR "Eco-Terrorism" because after playing the first 10 years I got the impression that I might have a good basis to be quite offensive this game. So maybe I'm going for a Gaian green police state, but hey, we'll see.
« Last Edit: July 12, 2015, 08:49:22 AM by Eadee »
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

First mission year
« Reply #1 on: July 12, 2015, 12:13:04 AM »
We finally made Planetfall and this is our first view on Planet:

I really like having two colony-pods and a foil as starting units. This means there will be no boredom the first few turns. Also, the Unity-Pod next to our Base means we have a Chance for special ressources in our HQ. I really hope for Nutrients to kickstart our pop-growth.

Well, we have no reason to waste a turn before building our first colony, so:

Did I mention I'm a terraforming-junkie? We want that Former asap so we can optimise our ressource-yield. The tile being worked seems allright, I always value growth more than Minerals in the beginning.

Time to pop that Unity-Pod:

Unity-Pod? Nonsense thats a monolith! Okay, thats nice, free promotions/heals for all our units at the HQ and the monolith yields as much as a normal tile can possible yield in the beginning.

Now for our second colonypod:

It got into the foil because it will move at double speed this way. And speed is relevant since the earlier we settle our second base the better. After the foil moved we see the confirmation that this was a good choice. The colonypod would've taken forever to get to a good place on its own.

Final Adjustments before we end this turn:

We work that monolith instead of the tile previously chosen. Thats one turn less for our former, and 2,5 times as much energy-yield in this base. Awesome!

Before we end the turn we should make sure we check our research priorities.

One of the first things we want is Biogenetics. This way we not only get a ressource boost because of the Recycling Tanks. We also work towards Gene Splicing, wich will lift Nutrient restrictions. Also we get closer to the Secrets of the Human Brain, but honestly, I don't think we stand a chance against Zakharov and/or Lal in this race.
« Last Edit: July 12, 2015, 08:24:23 AM by Eadee »
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

The Second City
« Reply #2 on: July 12, 2015, 12:44:33 AM »
Time passes and in the 4th year of our mission we finally find another Unity-Pod while our Foil is looking for distant shores:

We should be glad we didn't move our 2nd pod overland, we seem to be on a pretty tiny island and room to expand is critical.

Time to see whats in this pod:
(click to show/hide)

Our Former finished. We have to change production:

Seven turns until growth, ten until colonypod. We even have the money to afford a hurry in the second pod (not that we need to), our third bas will be out in no time!

Finally some Land:

Our Foil found another coast. The good thing is: It doesn't seem to be another tiny Island and we got some mineral Ressources right at the coast. So I decided to unload our colonypod and build our second Base.

Terraforming:

We start off with a Forest. We have some Tiles that give us 2 Nutrients and Forests on a River yield 1/2/2 so everything besides nutrients at maximum. Also Forests have a chance to spread on their own each turn. So the sooner we plant them, the more "terraformer-time" we save in the end.
Our scout simply does scouty things, nothing special about it.

Setting up Nessus Shining:

As much as I like to build another former, we need a scout on this land. So production remains unchanged and its the same with the tile being worked.

At the moment it looks like there's almost no fungus or mindworms around, some kinda bad luck when playing Gaian but hey, its allright, we'll find another way.
« Last Edit: July 12, 2015, 08:26:58 AM by Eadee »
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Discoveries
« Reply #3 on: July 12, 2015, 01:14:56 AM »
Our first Tech finished! it is:
(click to show/hide)

Moving on with our Foil:

There's a unity-pod in reach and we already delivered our colonypod safely. So lets take a chance!
(click to show/hide)

Shortly after this our Former finished the first forest and begins working on the second while we scout around a little:

Looks like we found another Unity-Pod. Lets risk this foil again:
(click to show/hide)

Mission Year 2110: This is the first point were I think we could think about the social engineering choices we want to make. I think we will encounter other factions soon, and with the tech advantage we have right now we might be able to stomp a faction that got a less lucky start than we did. Its still open for everything, but I just get the feeling a police state might be the way to go if we look for confrontation.
« Last Edit: July 12, 2015, 08:48:10 AM by Eadee »
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Expansionism
« Reply #4 on: July 12, 2015, 02:15:41 PM »
Now there's another pod next to our Scout. If we get another tech I'm gonna quit my Job and join the University:
(click to show/hide)

Next turn next Technology:

Why? just why? I want those recycling tanks so bad. We keep focusing on Discovery I say! However I told you before the Virtual World would be a great secret project and now we have the tech to build it. We just need a base that can afford it :/ .

However we can make our first social engineering decision:

We have a good amount of money and we really need that growth going on because we lack nutrient special ressources. Efficiency won't drop below 0 because we are awesome (and Gaian) and the industry bonus is a nice giveaway.

A little overview:

Besides some exploration we also build another colonypod in Nessus Shining. Our HQ seems to be on a pretty little Island we need to grab the space on the second one.

Did I mention I like expanding a lot?

Our foil is back to load this brand new colonypod, so we can build another one that will finally build another base on our first island.

And this new base shall be right here:

Our Former will work on a road to the designated area, the forests will soon start to spread on their own, at least thats what I hope for. The former to the left will start the forest thing on our second island as well.

As you can see our Scout found another Unity-Pod:
(click to show/hide)

Because of that I want to speed up our colonypod.

Since we might need our EC for defensive units when we meet Miriam or one of the other guys, I just focus on the tiles with the maximum mineral output without hurrying the production.
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Class Reunion
« Reply #5 on: July 12, 2015, 02:41:20 PM »
Suddenly! Zakharov!

Is he part of the spanish inquisition? I really didn't expect Zakharov right now. And I didn't expect an annoying base of him this close either! Well, his base is defensless. I guess "everything is proceeding as I have foreseen."

So, lets have a look what he has become like since we ditched him at Prom:

I ensure you I'm not gay... but this offer makes him SO SEXY right now. Finally! Biogenetics! *dance* No way I'm gonna refuse this offer.
(click to show/hide)

The rest of the Diplomacy is in this Spoiler to reduce scrolling time:
(click to show/hide)

I just have to do it:

This city is really bad for our expansion plans. Also maybe Zakharov won't be unsurpassed any more when we destroy his third City. Its a bit risky, but there's even a chance we can peace out for a tech or two later since I think we indeed are techleader right now.

The new borders:

I like it so much better. How about you? I'm gonna keep those EC in Hand in case he sends some troops, but for the Moment we still want that additional colonypod.
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Class Reunion pt II
« Reply #6 on: July 12, 2015, 07:41:38 PM »
This Post is Diplomacy only, I'm sorry. The next ones will contain more action I assume.

This is Spartaaa!

All our hopes for another island to settle were smashed when Santiago shows up. Dang. It'll take forever to find a spot for this pod. But maybe we can turn Santiago into an ally against Zakharov and his ecology threatening monstrous experiments.

Lets see what she's up to:

So her potence is "feeble", I think we can risk giving her the frequency, we will need that cash to buy defensive units against Dr. Frankenstein.

Next up:

Mobility, nice. With laserguns and rovers we might even get into offense against the University of Planet.
(click to show/hide)

She's still asking for more:

Well we still want to use that colonypod right? So maybe the spartans can show us a good place to build that next base asap.

That greedy b****:

You still want our techs?  Well I have no problem trading you tech, but it won't be for free my dear.

Our proposal:

Hey, you get your tech if you help me to get rid of Zakharov ok?

Her Answer:

Wow... this woman knows what she wants. I'm beginning to believe we ditched Zakharov for her that night. :o To hell, we need an ally to survive in a war against the top faction.

Her Map:

Meh... maybeI should've befriendet Zak and stomped her. It doesn't look like Santiago is going to be any help at all.

An overview at year 2118:

It doesn't look good at all for our next base. However maybe we can settle southeast enough to that Monolith just out of Santiagos Territory so we can push the borders a little without declaring war.
The western Island is going to be a sink for our EC soon. I'd even consider switching back to simple economics, but it doesn't get us any more income at all so it would just waste money instead of making some.
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

All about that Pod
« Reply #7 on: July 12, 2015, 10:47:31 PM »
Expanding, my favorite (and only?) Hobby:

I choose this spot to build our next base because we will get two special ressources that way instead of one, and we can get in Controll of that choky part of the island. Former's working on Forests, I think you got it by now. And hey, can you see that small line? it is OUR might wich is "unsurpassed" now! Take that Z!

Our first Prototype:

The colonypod finished, but we need to defend our base. We're gonna prototype a scout defensive, why? Because it has the same cost as a synthmetal garrison and it can move quickly to our new base.

Managing the Production:

We want that Rover fast. Usually I'd work a Tile with two nutrients first since we'd grow after 8 Turns and then we'd finish the Rover in 5 additional turns wich is the same total as we have now when working the two-minerals-tile. However 13 turns is too long, and 170 EC for hurrying is far to expensive. So we take the 2 minerals tile, that way the base can quickly collect the threshhold of minerals at wich hurrying gets way cheaper.

I told you:

The Forests start doing their thing. Not only once, they expand two times in one turn! That terraformer can now easily start working for our third base even before it's founded.

Even more expanding:

Our colonypod at our HQ finished and we can finally build our first recycling tanks. Also the new pod is on its wayand WHAAAAT?! How can Zakharov be that powerfull after this short period? We were at "unsurpassed" might a moment ago!  :mad:

Did you already forget our colonypod on that foil?

Mindworms? Really? Thats it... this pod is cursed... it will NEVER build a base, its just going all around Planet getting trolled from everyone. I... no... I won't speak of this no more... leave me alone.
« Last Edit: July 12, 2015, 11:10:51 PM by Eadee »
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Join the colonists they said...
« Reply #8 on: July 12, 2015, 11:09:59 PM »
The big picture:

So this is Planet at year 2122. Its scary how small a standard-sized planet turns out to be. I usually play on large or huge but decided to take standard size for the AAR to spice things up a little. I usually wouldn't abuse the map grid in that way, but since our colonypod gets trolled all the time I decided to look where I can see the indication of an island. And if you look closely you can see straight to the west from Sparta Command there seems to be an island. We will go for this one now.

Founding of Fallow Time:

The new base at the border to University's territory is called Fallow Time, you have to believe me here, I put the hurry-window in the wrong spot. However we instant buy recycling tanks so this base will have a nice minerals output to build military units.

We spend the rest on that scout defense at Nessus Shining. It'll rush to Fallow Time to defend it next turn.

At least that was the plan:

WHAT?! NO!! No don't do it Z. it was all a misunderstanding! I never wanted to ditch you at prom! Santiago forced us to!
A Battle Ogre? Seriously? 6p offense 3p defense... we're screwed... abandon ship!

Also, those woods I was so excited about, they prevent our scout defense to get to Fallow Time in time. I pull out our scout and move our former back to Nessus Shining. its time for prayers now.

It was inevitable, but I need you as witness, so I post it anyways. How can he dare destroying a undefendet base of pure civilians?! I'd never commit such a crime! *cough*
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Re: AAR: Eco-Terrorism?
« Reply #9 on: July 12, 2015, 11:43:45 PM »
Back to business:

We found another base, this time its safe from random Battle Ogres... for now. Starting with tanks since we seem to be pretty safe on this island, even without a military unit.

The Wheel of Fortune:

Okay pod, you never did ANYTHING helpful. We finally found some land for you, so... just find nutrient ressources on that tiny bit of Land and we are friends again... right?
(click to show/hide)

Final look at things:

I won't have that much time during weekdays, so probably the next post will take a while. Please, use this overview and if you have any Ideas that can save us from the University's wrath or give us some kinda boost just post in the discussion-thread.

Open Questions:
What shall be our research priorities?
  • Explore? cause this map doesn't seem to contain any land and we'll need Doctrine Flexibility asap to build underwaterbases. And Progenitor-Psych afterwards for Aquafarms?
  • Discover? Because Polymorphic Software might save our day with artillery units? (Can't imagine this one to work out, honestly)
  • Build? to get Social Psych, Ethical Calculus and finally Gene Splicing for lifted Nutrient restrictions? Or maybe to get Doctrine: Loyality for Policestate and spam units?
  • Conquer? Because we will stomp Zakharov as soon as we have Nonlinear Math and High Energy Chemistry for better weapons and armor?
Shall we build a base with our cursed pod? (Its on an energy special ressource that can't be seen on the screenshot) If not, where do we send it to?
How can we defend Nessus Shining?
Shall we go for a secret project soon? We could build the Human Genome Project, the Weather Paradigm, the Merchants Exchange and the Virtual World right now.
Why are Burritos so awesome?
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Taking Chances
« Reply #10 on: July 15, 2015, 12:27:23 AM »
Research Priorities:

Sadly noone suggested where to go, so I'm on my own. I decided to get into explore to get Doctrine: Flexibility. If we can't controll much Land, maybe we can make it in the seas.

Settling Plan:

Our Recyclingtanks just finished and we build another colonypod tol settle soon at the marked tile. Meanwhile our Former finishes up this road.

Finally we get lucky:

I decided to withdraw our cursed pod from that island to find a better place for its base (yes I still got some hope). But then our foil rushed into an unitypod that might save our day! Our Scoutdefense is instantly finished!

So, if we're lucky now...:

...lets just send that colonypod to gamble again and hope for another instant defense unit. The chance for mindworms is like zero because there is no land next to that pod. What could possibly go wrong?
(click to show/hide)
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Sword of Ogre decapitation
« Reply #11 on: July 15, 2015, 01:03:17 AM »
Suddenly I realised it was stupid to build defensive units against that Ogre.
Its a 6r/3r unit. We now have a 1/2 unit. If we defend, thats 6r against 2 (equals 3:1) and he gets the attacker bonus. And if we attack its also 3:1 for him, but WE get the attacker bonus. So I just begin to throw our precious defense units against that Ogre.
Scout Patrol:

20% damage. Not much, but we can't expect more.
Scout Defense #1:

Down to 70% !!! Seriously... we might kill that beast! Lets send our last military unit against him. We still got our former to defend.
Scout Defense #2:

NOOOOOO! 90%! So damn close! (actually the screenshot lies. Its obviously 99,999% damaged.).Okay lets build a Scout patrol, its built in half of the time, and it is as strong as a scout defense when we attack.

Short break for settling plans:

We send the pod this way. This way we get as much land tiles as possible for a coastal AND we get that energy special ressource.

Hurrying that Scout Patrol:

It would take 16 EC to hurry it all the way, but since the base has a mineral output of 3 we can just expend 4EC and get it done in just one turn anyways.

To late! Our base is under attack!:

YESSSS! Zakharov, I was never so happy you attacked me. This damn Battle Ogre just blew himself up. This is great. I'll award the defending unit the "Former of the Year" (doesn't mean that much if you recall that a turn resembles a full year... I should work on this whole awarding stuff.).

Breaking the Curse:

I din't see that coming, but our cursed pod ACTUALLY did something usefull. Lets celebrate our new base "Dreams of Green". Usually I'd start off with a hurried recycling tank, but we got rid of all our EC in this conflict. So we build a former first to help our new base to grow.
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Getting back on track
« Reply #12 on: July 15, 2015, 01:28:56 AM »
We got sidetracked by this whole Zakharov mess.

But there's a new breakthrough that...:

...doesn't help us at all. Did any of you ever find a way to use artillery efficiently? I did not.

On the western island:

We need to be warned if Zakharov is coming for us. So lets build a sensor right there, It'll also help us when defending in this area. Our scout patrol we hurried for no real profit does some souting while the former is at work.

Back on our home island:

We set up "Lily of the Valley" sadly we can't hurry the tanks because we spent those EC on the western island.

Our new island:

The former finished and is going to build a farm. Yes, no forest this time because we need more nutrients to grow and forests don't help on that. Also we change the production to the recycling tanks we couldn't afford before.

On the western island again:

We spend 40EC to hurry our tanks to improve growth and production in this contested area.

News in the Danger zone:

The bases of University both grow to pop 4 at the same time. And Z gets bitten by the "one drone per 4 citizens" in both bases at once. I really enjoy that view, even if it won't last for long. After the tanks we hurried are built, we change production to another scout defense, that might actually even defend this time (no promises though).

Overview at home:

The tanks in "Virgin Soil" just finished. It will build a scout defense to defend the while island. If the former finishes that road it can move from any of those cities to any other within one turn, quite nice. Oh, and Gaia's landing is still working on a pod because we want to take even the last bit of land. This time on the peninsula in the northwest.

Mission Year 2136:

Another look at the "whole" map so you can see whats going on. Z still seems to be our only threat. But I can't imagine he has another Battle Ogre at hand, so I think we might regrab that great spot between the minerals and the nutrients soon.

Its the end for today, but maybe I get another part done before the weekend.
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Colonypod Staredown
« Reply #13 on: July 16, 2015, 12:23:53 AM »
A  few Years later:

A Forest expanded. Our colonypod at Gaia's Landing is completed and on its way. And we start the Virtual World secret project. We won't build more colonypods on this island, so the bases will grow and the Virtual World will take care of the drones.

Western Island:

We start building that pod again while our scout defense saves our spot this time.

Main Island:

Our scout defense finished and indeed. It can reach any base on this island in one turn. We work on a network node now, we want the labs bonus but also will it count as a holograph theatre soon :)
The former rushes after our colonypod since the new base will only have crappy tiles to work.

Speaking of crappy tiles:

As you can see we build the tanks as usual. But meanwhile the former clears a fungus tile. He could've also levelled the rocky terrain but that would take even longer.

Border conflicts:

In the year 2141 an University 2/2/1-unit appeared at our border. We placed our scout defense right on top of our sensor. If he'd attack he would get the atacker bonus, but we the sensor defense bonus. It seems to be a to big risk for Z. at least he didn't attack for 3 years already.


The Conflict moves on:
(click to show/hide)

Then suddenly things change:

This damn colonypod reappeared. but wait... did Z just loose his second base to Miriam? Man, its the first time EVER I'm happy to see her! Oh and we build another scout defense because we need to defend two bases soon.
Disclaimer: No mind worms were harmed in the making of this post.

Offline Eadee

Class Reunion pt III
« Reply #14 on: July 16, 2015, 01:02:16 AM »
And now for something completely different:

Our new island got a bit formed in all that time and we just happen to have the money spar to hurry the tanks we want so bad. Also If you look closely you can see that the spartans finally built their second base. Wow... what powerful allies we made.

One turn later:

Improving that energy special ressource should've been a priority but I somehow messed up with this so it is done now. Also the tanks are followed by a sout defense. Not really for defensive purposes but to explore that island and collect that remaining unitypod.

Back to the action:

Meanwhile we build our base "Song of Planet" and start with the tanks as usual. Sadly we cant afford to hurry them right now. However since our recon rover arrived I moved our scout patrol down a tile to put some pressure on that colonypod. I don't think he will kill our scout patrol, since that would weaken his 2/2/1 to much.

Hailing frequencies open:

While Zakharovs retreats Miriam wants to have a little chat. I'm honestly happy to see her. Never thought that would ever happen.

Diplomacy stuff:
(click to show/hide)
Disclaimer: No mind worms were harmed in the making of this post.

 

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