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MoNoLitH
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This game is with Alien Crossfire (unpatched).
I began as Captain Svensgaard of the Nautilus Pirates for a number of reasons. First, the name is cool. Second, I like the color. Third, the ability to build in the sea from the start of the game is surprisingly useful. I find that as Svensgaard, the computers have trouble keeping up with me because not only are my units moving 4 squares at a time, I don't have to contend with as much native life or other factions for territory. I tend to go about 100-150 years without meeting anyone on these games.
Difficulty is Librarian (light work-out for me, but Transcend drones riot too damned much) and Map size is huge. I generated it randomly and selected all average features.
Rules are custom: no blind research, yes tech stagnation.
I begin in the center west portion of the map. The first 100 years are quite uneventful as I build and explore.
First contact is with the Caretakers, whom, in prompt alien fashion, declare war on me in about 3 turns.
Shortly later, I meet the Consciousness and Drones, both of whom remain cordial for the time being. The drones even agree to help me as I start to pound the Caretakers into the ground with my needlejets and chaos squads.
I meet the Usurpers before I am finished with the Caretakers, and, surprise, they decide to go to war with me also. Aliens really don't like me. I have NEVER had a treaty with them.....just a truce while they are seething. 
The Planet Cult discovers me now, and we go to war on and off for the majority of the next 100 years, neither of us really doing much damage.
After I finish the Caretakers, I have about 30+ cities in the year 2260, making me the #1 power on the planet. The Consciousness is #2, making us natural competitors. In another 10 turns, the Consciousness pulls a surprise maneuver and suddenly goes hostile, joining with Usurpers and surprise attacking me.
I fight both the Consciousness and the Usurpers at the same time. Somewhere along the line I met the Data Angels, who remained my ally for about 200 years. She helps me fight both the Usurpers and Consciousness. The drones agree to ally as well.
It is here that I have enough power to vote myself Supreme Leader of planet. The drones back me up, and together I win the 2/3 vote needed to win the game. of course, I prefer to keep playing after the game is won, so I did.
After I finish the Consciousness off, I take the Planet Cult out, who tried to help the Consciousness against me. The Usurpers fall soon after. The Data Angels have since cancelled their alliance with me (twice).
Then, the Data Angels go hostile, obviously envious of my superior technology and the fact that I have the Hunter-Seeker Algorithm (and just about every other SP). I kill them gleefully, detonating a planet buster on their last city, which seems to have contributed to the drones' decision to cancel their alliance.
With just me and the drones left on the planet, and the fact that I favor a Cybernetic society, it is clear there will be war. I use my vaunted Doomsphere strategy (Gravship chassis, 30!-12-10*4 SAM boosted by building large numbers of 1-1-10 SAM ships then upgrading them to the Doomsphere variant) to blast through the drones' 30+ cities in about 5 turns. I used 5 planet busters to speed the process along, and was quite amused to see the drone's single retaliatory buster strike be deflected by one of my many orbital defense pods.
I obliterate the last drone base in M.Y. 2520 and achieve world conquest, not many turns after the game would've ended normally. Hehe. 
Now, I control the planet, and I plan to use the scenario editor to bring back some of my enemies so I can kill them again and again.
All in all, I really should stick to Transcend from now on, hmmm? 
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Santiago_Claus
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I hate to say you "sucketh" ... it would be more accurate to say that you're not yet up to 'poly standards, but then few of us up to those standards are up to the standards of uber-managers such as Kody, so it's all relative.
Set this as a benchmark:
Research every tech, build every SP except 3, and Transcend by MY 2300, at the Transcend level of difficulty.
By 'poly standards that's a modest goal, but I'll vote "Yes" in your next poll if you can reach it.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:36
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An easy but very slow win on a lower difficulty level. While I don't believe you suck, this effort is far from notable. If you enjoyed the game well then it has served its purpose.
I was a little troubled by your statement about not meeting anyone for a 100-150 years. IMHO this shows a great flaw in your play since as the Pirates I would want to meet everyone as soon as possible ( and not call the council or sell comm freqs to maintain a communication monopoly). The goal is to be a tech broker. If the AI won't play ball with trades, you can always proberape them well before you get to the hundred year mark ( depending on distance but absolutely before 150 years). At a minimum you want them all infiltrated if its possible. Why are you foregoing meeting folks? Most factions are friendly early ( before your SE choices tick them off) and you are missing out on tech trades and commerce-- both of which will speed along your game
As for playing until 2520 or whatever --ouch-- I don't think I have seen a game into the 2400s in quite some time--in single player, 2300 is usually as late as I care to go before the win becomes so obvious that it is simply tedious to finish things off
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MoNoLitH
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See my new thread for your answer as to why I don't want to meet other factions early.
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:36
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Sven is too easy; Sea Colonies are too powerful. You get the equivalent of two Base Facilities free. You get a Pressure Dome for free, and the Pressure Dome doubles as Recycling Tanks.
3 fixes in Alpha.txt:
First, change Pressure Dome to have a maintenance cost of 1 instead of 0. Makes the most difference early in the game.
Second, add a basic vehicle type Colony Foil that includes the 8 row cost of a Pressure Dome in the vehicle cost (total 15 rows). Also set the Colony Pod cost at 3 rows (instead of 0=calculated) and add a Colony Wagon to keep the base cost constant (due to fix 3 below). Remember to change the number following the #UNITS line to include the added vehicle profiles, and new profiles must be added to the end of the list.
Third, change the cost for Colony Pod equipment from 10 to 32 to prevent re-engineering the Colony Foil at the cheaper costs. This will also slow cheapening of cost with advanced power plants (since we can't simply add the 8 rows or create profiles for advanced power plants in vehicles).
code: #WEAPONS
…
Colony Module, Colony Pod, 0, 8,32, -1, None, ; Noncombat packages
#UNITS
[total number of unit profiles here]
Colony Pod, Infantry, Colony Pod, Scout, 8, 3, 0, None, -1, 000000000000000000000000
…
Colony Foil, Foil, Colony Pod, Scout, 8,15, 0, DocFlex, -1, 000000000000000000000000
Colony Wagon, Speeder, Colony Pod, Scout, 8, 8, 0, Mobile, -1, 000000000000000000000000
#FACILITIES
…
Pressure Dome, 8, 1, DocFlex, Disable, Submersion/Resources
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:36
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quote: Originally posted by Straybow
Sven is too easy; Sea Colonies are too powerful. You get the equivalent of two Base Facilities free. You get a Pressure Dome for free, and the Pressure Dome doubles as Recycling Tanks. |
You're DEAD wrong. Sven is horrible in the early game, having to lurch onto land as soon as possible in order to be even vaguely competitive. The additional resource advantage offered by sea colonies is offset by the fact that building them, planting them and defending them is much harder than land-based bases. Land bases can be roaded together so that several units can be retasked to defend multiple bases from incursion. In order to do the same at sea, you must build considerably more expensive foil units as guards. Sea terraforming is much less effective in the early game due to resource caps, limited options, and poor overall mineral production. Finally, thin expansion in the early game is wildly risky, as unguarded bases can be mauled by native units with no warning, so your allegedly more flexible growth is stunted by having to defend virtually everywhere.
Yes, the sea start is effective in lending you relative immunity from harrassment by a hostile AI, much like beginning on your own continent with any of the other, better factions. However, a competent human builder player will blow clear past you in technology and growth, clinch a bevvy of early SPs and rocket up to D:AP. At that point, the mobility advantage of sea units shrivel into insignificance, and you'll soon watch your indefensible sea-empire get carved up by an armada of choppers and 4/4 foils.
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:36
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Got to agree with you, the whole point of the game is to have fun. FUN FUN FUN!!! Firaxis didn't waste a whole bunch of time to make a video game so people could argue about how you should have this and this and this by the year 2160 and this and this and this by the year 6789 and on and on and on...
Not that Firaxis really cares, after all, they still make money...
But anyway, the Pirates may look enticing (does that sound right?) at first because of all of there aquatic advantages, but honestly, have you ever considered how the AI feels having some water maniac constantly bombing their coast with 50 cruisers every turn? I mean, come on man, how would you like it if some water maniac like yourself did that to you? Don't like it, do you? First suggestion: don't play pirates; they're mean and annoying.
And by the way, do you have any remorse for the AI? Why do you have to such a bully to them? It's not their fault that they're stupid, it's firaxis's fault (suddenly Commy goes and planet busts the sid and brian factions...), so Planet Bust them, not the Progenitors. What did those poor, poor aliens every do to you? How would you like it if you came home and found a bunch of HUMANS taking over your home? Especially a bunch of insane maniacs like Svensgard (or however you spell his name) or that fungus boy that looks Chinese.
But anyway, coming from my perspective and lack of skill, I'd have to say it was a pretty good game, but when compared to people who win Ascent to Transcendance in the year 2200, I have to say, even though I suck myself, practice, practice, practice...
And I'm serious about bombing Firaxis, you know they deserve it...
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binTravkin
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Lord of Progress of the Council of Lords of Gaia
Jan 2004 time: 07:36
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Hey this thread has come to an conclusion which states:
Game is for fun, not for maths!
But I say:
If maths/strats are in your head, youre the winner & to win is much more fun than just to play!
In SP maybe youre winner even without b-lines, ICS & other math/strat based thingies, but its much more fun to play MP & way much more fun to WIN MP
And anyway -> if you've come to strategy section, means you want to learn something new & that "something" we're gonna show you!
I played a HIVE ICS game last nite & that's what I came up to:
2154 = 30 bases
2156 = IA
2160 = 36 bases (30+ )
2165 = 44 bases
Im not a good hiverian, it was the 1st time I played hive after ages of not playing it, & the 1st time I ICSed with hive, so any other more devout hiverian, like Lazerus will show you even better results!
Also it was SP, so it was slower than most MPs
&that ICS was achieved without help of PTS or any other ICS-helping SP, because the 1st SP I built was in 60's -> that was VW, then PTS & then MCC
In MPs I wouldnt even get them, because they'd be built in 40's or 50's!
If Morgan/Uni are played right with ICS, they can achieve even better results as techspeed is 4-5 times better till specialists become abundant (then ~2times)
See attachment for autosaves from 2130 till 2160:
Attachment: hive test ics.zip
This has been downloaded 4 time(s).
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:36
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quote: Pressure domes don't do much for most of the game besides be recycling tanks. Sea colony pods are 4 rows more expensive than colony pods, which is exactly the cost of rec tanks. Furthermore, units are more expensive to rush than facilities. Sven may be good, but you're exaggerating his strengths. | First there is no exaggerating, just as I say Dee is too easy. It's all relative. But there is a strategic advantage. Sea Colonies permit encroachment on the borders of another faction in a way barred on land, yet another benefit that you get for free.
Second, Pressure Dome permits building or survival of a base in the ocean. That is itself a benefit, whereas a base without it is destroyed if terraforming lowers the land or sea levels rise. And remember, unchanged the PD has no maintenance cost, so it is doubly free.
You can say the Pressure Dome itself is only half the cost, the other half being the built-in Rec Tanks. Fine, but it is still a cost that is avoided in building a Sea Colony.
If you say sea pods are 4 rows more than land pods which is the same as Rec Tanks, then they are getting the movement 4 chassis and the PD for free. When Fusion comes the price difference drops to only 2 rows or 1 row (can't remember atm).
quote: You're DEAD wrong. Sven is horrible in the early game, having to lurch onto land as soon as possible in order to be even vaguely competitive. | Against human opponents, undoubtedly true. Playing solo… that's another matter. But my feelings about playing Sven's faction and the cheapness of Sea Colonies are separate and only loosely related (hence the semicolon I used, but that's another matter).
I don't have SMAX installed on this computer yet I patch alpha.txt anyway.
The truth is, it should be way more expensive to establish a sea colony than a colony on land. A pressure dome should be quite expensive to maintain, and every structure should have increase maintenance cost, too. Everything has to be sealed water-tight.
If it were so easy we would be doing it now, or at least the envirowackos who feel we don't deserve to tread upon the precious earth would.
Last edited by Straybow on 16-06-2004 at 23:27
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:36
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Pressure domes do indeed permit colonies to exist in the ocean, but they have no bearing on whether the colony can harvest from the ocean. Being able to build a colony on an ocean tile instead of a land tile is helpful, but not greatly so. Being able to survive sea level rises is handy, but that's not an issue until at least past Fusion Power. Being able to survive hostile terraforming is nice, but picking off the terraformers is probably a simpler solution. Furthermore, hostile terraforming is usually very expensive.
Incidentally, a base is not automatically destroyed if it s lowered into water without having a pressure dome. Rather, it loses a little more than half its population and gains a pressure dome. Bases *can* be destroyed like this, but only smaller bases.
With fusion, sea pods cost only 4 rows, but this is not an benefit peculiar to Svensgaard.
The foil chassis is not particularly expensive on most units anyway, so getting it free is not much of a benefit. Furthermore, sea movement cannot be speeded with such things as roads, rivers, and magtubes. Foils can never move 20 tiles.
Sea colonies will let you build next to opponents' empires, but you do so at a risk and a cost. The risk is that your opponent can strike you from an established position while you are trying to establish yourself there. The cost is that you cannot harvest the tiles on the continent, and so have to make do with just ocean, which is difficult.
And I won't even bother to argue realism, because this is a game. Why don't planet busters knock Planet out of its orbit, given the craters they leave?
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:36
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A former is one of the first things I try to make, and it is the first thing I make if I start with Centauri Ecology (Deirdre, Zak). Otherwise, I research it first and then start making formers. Roads are one of the first things I create, to speed along colony pods and future formers.
Sea colonies can't be taken by normal land troops, but are much more vulnerable to random native life. Ships are also poor city garrisons, so if you want a good garrison you need a unit that can't move around by itself. This locks down your defenses and prevents you from concentrating them where needed, like you can do with land colonies.
Sea colonies can be established in otherwise useless deep water, but unless they're near some shelf or land tiles, they'll be completely unproductive.
I never, ever build pressure domes in land cities unless they are endangered, and by that point the game might be effectively won, and then I don't care. I wouldn't even spend 1 mineral row for that ability except at the time that I need it.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:36
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quote: Originally posted by Straybow
First there is no exaggerating, just as I say Dee is too easy. It's all relative. |
It certainly is, and almost every experienced player here will agree that the drawbacks of oceanic development outweigh any advantages.
quote: Second, Pressure Dome permits building or survival of a base in the ocean. That is itself a benefit, whereas a base without it is destroyed if terraforming lowers the land or sea levels rise. And remember, unchanged the PD has no maintenance cost, so it is doubly free. |
It takes a great deal of ecodamage to make a change in sea-levels even remotely relevant. Without the resources from acting as a recycling tank, a pressure dome is only insurance, and insuring against an event that never actually happens is 100% expense. The cost of the pressure dome isn't the upkeep, its the other things you can be doing with the time and minerals you spend building it.
quote: You can say the Pressure Dome itself is only half the cost, the other half being the built-in Rec Tanks. Fine, but it is still a cost that is avoided in building a Sea Colony. |
Not avoided, reduced. Sea colonies cost 50% more than their land-based equivalents. Furthermore, every other unit those seabasese will build will also cost 50% more, or be trapped inside the seabase. Just because the costs don't show up on your every-turn balance sheet doesn't mean they aren't there.
quote: If you say sea pods are 4 rows more than land pods which is the same as Rec Tanks, then they are getting the movement 4 chassis and the PD for free. |
As I pointed out earlier, the pressure dome doesn't really give you anything substantively better than a land pod, if you exlude the recource boost. You're paying nothing to get virtually nothing, so it's hardly unfair. The movement bonus merely compensates for the fact that you can't build roads in water.
quote: When Fusion comes the price difference drops to only 2 rows or 1 row (can't remember atm). |
You're actually building fusion colony pods?
quote:
quote: You're DEAD wrong. Sven is horrible in the early game, having to lurch onto land as soon as possible in order to be even vaguely competitive. | Against human opponents, undoubtedly true. Playing solo… that's another matter. But my feelings about playing Sven's faction and the cheapness of Sea Colonies are separate and only loosely related (hence the semicolon I used, but that's another matter). |
Any valid comparison can't account for play against the computer. The AI is horrible. Period. Any discussion of the relative merits of a faction MUST be made with the assumption that humans are at the controls, and that the competition is real.
quote: The truth is, it should be way more expensive to establish a sea colony than a colony on land. A pressure dome should be quite expensive to maintain, and every structure should have increase maintenance cost, too. Everything has to be sealed water-tight. |
While in terms of realism I might agree with you, balance-wise, I don't think that's a good decision. Sea bases are already quite disadvantaged in comparison to their land-based equivalents, with poor mineral production, feeble defensibility due to a lack of mutual protection, and make the construction of support units commensurately higher. The costs aren't as easy to see, but I assure you they're there.
quote: Most factions early on don't even have formers yet to build roads, so they're stuck at movement 1 or 2. And I didn't address defense, as this is more applicable to MP rather than SP. But as long as you're talking defense, a Sea Colony can't be taken by a ground troop until you get the special ability. |
If you're not opening your tech-tree with Centauri Ecology, you're either playing Morgan or losing, and maybe both. And the 'you can't invade without boats' defense is entirely irrelevant when your enemies have Doctrine:Air Power and are picking off your empire one by one.
My point is this: If Sea Colonies are so damned effective, why don't any of the expert players beeline to doctrine flexiblity and start seeding the oceans?
Last edited by CEO Aaron on 17-06-2004 at 02:44
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:36
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I always find it interesting that I always agree with CEO Aaron, but anyway...
Sea bases, simply put, are unpractical, inefficient for industry, for defense, and because, well, they're on the sea. They can't work all of the squares in the ocean, and of course, sea units, as said earlier, are more expensive. I fully believe in majority rules, and if 13 out of 14 factions like land better, well, then land is better...
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Enigma_Nova
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Then methinks you'd better stay well away from the internet, if you don't like to be flamed by immature idiots with too much time.
But you are here with us now.
We have trapped you in our world wide web.
You are now part of the Internet,
and cannot escape.
As for no expert players seeding the seas, I'm planning to conquer 2 seabases in the "You think you know everything" game.
Point taken that's not seeding the ocean, but sea bases have their worth, especially if they're on Energy bonuses in the Geothermal Shallows.
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