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Tech stagnation and other things that slow down research have the effect in most multiplayer games of the game being over before much more than 1/3 of the tech tree has been discovered.
SMAC was designed as a game promoting offensive play, I remember reading something about it. Maybe even in Vel's strategy guide.
Quote from: Earthmichael on January 25, 2013, 04:33:19 AMTech stagnation and other things that slow down research have the effect in most multiplayer games of the game being over before much more than 1/3 of the tech tree has been discovered. How does it usually end in that case? I presume by conquest, but with what units, and against what defense?
Most of the game was fought with attack 4 or 6 attackers against defense 2 or 3 defenders.
I also played a tech stagnation game on a medium map. The majority of the game was attack 2 and 4 against defense 2. On the medium map, Sythetic Fossil Fuels was the last major tech discovery, and it speeded the mop up quite a bit (although I felt the game had already been decided before the discovery).
Attack techs give larger % bonuses to combat ability, especially early. 2->4, 4->6 against 2->3, 3->4.
Even for defending, you really want good level weapons to counterattack.
The combat system is designed to give the attacker an advantage generally (though there are plenty of defensive bonuses which counteract it partially), and that's no bad thing in my opinion.
Plus I think many attack techs lie on better beelines, while defense ones don't immediately lead to much of importance?
1. The beeline to synthetic fossil fuels is attractive because of raising the food limit.
2. If a city is well defended (like silksteel D4 defenders and perimeter defense), then you go around it.
Eventually, I can bring artillery to weaken heavily defended cities.
3. Attackers have more flexiblility. I could just take the lightly defended cities, destroy all terraformers and supply crawlers, and then continue to build. The attacker's production ability is slightly increased, while the defender is ruined by loss of these terraformers, supply crawlers, and the less defended cities.
If bases are in all-out defense mode, the attacker can just sit around and blow up terraforming, or focus everything on one base and kill it for a place to recharge.
If bases are in all-out defense mode, the attacker can just sit around and blow up terraforming, or focus everything on one base and kill it for a place to recharge. Defenders have no power to force engagements, and the supply mechanics mean that covering each base with enough all out defenders to hold off a focused army is going to cost more than the army will cost the other player by a long way.As I said before, I think this is a good thing. Making attacks effective and the best defense a strong counter-attack makes for an interesting dynamic game, and reduces the sometimes very long "I have won but have to actually kill them" stage. I LIKE there being very strong offensive lategame units, and believe this was entirely intentional, my objection to 'copters is simply that they're much too cheap for their power.
I've found that increasing Base Defense and Defense due to Sensors by 25% apiece helps to balance that a bit better. And of course, once you have aerial units, setting them to auto defense can help shore up bases suffering from a pinpoint attack.
Sensors can be a HUGE help, IF you can defend the sensors. Sensors and monoliths are the only reason I am still hanging in there on WFOS verses Usurpers. If you have your formers organized well enough to build sensors under your peripheral bases that are most likely to come under attack first, this is ideal.
Most people do not, so the sensors only last until a unit gets there to destroy them.
Normally, if you want to get past the early midgame techs before serious combat, then you need to do two things:
As for the sensor under the base, I do not think this is a cheap tactic all all. It is very difficult and requires a lot of planning to achieve without greatly slowing down expansion. So if some does pay the price in terms of rapid expansion to get a sensor under their base, they deserve the benefit.