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DilithiumDad
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Here's my choice. I'd like to hear others.
Settings
1. High cloud cover (this really helps the AI with its poor terraforming ability).
2. Normal or high water cover (helps Pirates)
3. Normal or high native life (adds challenge)
4. Spoils of War --On (helps aggressive AI)
Opponents
1. The Aliens --Very powerful and designed to played by the AI. An extra challenge because you cannot just take over their bases --really slows your momentum.
2. Pirates --Very strong and wily played by AI. Makes you think twice before going to sea, which is otherwise a sage place to get nutrients and energy. Also, they tend to side with the Aliens against the human player, so Pirates plus Aliens are one nasty package to overcome!
3. Hive --For some reason, the AI tends to do this faction better than any other.
4. Miriam or Santiago --Either way, they are tough fighters.
5. Drones --Weak at first, then watch out. The AI does fairly well with them.
For my own faction, I chose from the weakest in the SMACX world --Peacekeepers, Cult or Morgan.
There are other factions that are great when a human plays them but weak as AI --this includes the research factions (U of P, Consciousness and Morgan). I won't use them as opponents as they are too easy.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:28
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quote: Originally posted by DilithiumDad
Here's my choice. I'd like to hear others.
Settings
1. High cloud cover (this really helps the AI with its poor terraforming ability).
2. Normal or high water cover (helps Pirates)
3. Normal or high native life (adds challenge)
4. Spoils of War --On (helps aggressive AI)
Opponents
1. The Aliens --Very powerful and designed to played by the AI. An extra challenge because you cannot just take over their bases --really slows your momentum.
3. Hive --For some reason, the AI tends to do this faction better than any other.
For my own faction, I chose from the weakest in the SMACX world --Peacekeepers, Cult or Morgan.
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I'd also add lots of land to the map settings - the more AI's coming at you (from various directions) at once, the more exhilerating the experience of trying to fend them off!
I almost exclusively play with the Aliens as part of the AI's. I've recently been experimenting with the Aliens, and giving them the free nerve gas ability with the discovery of HEC. 
Hive is also always an AI mainstay - GREAT AI Faction! 
Otherwise, for the most part, the other AI's just aren't nearly as competitive IMO.
As far as the Faction I play: I typically choose Gaians or PK's.
Finally, this is one of the reasons I generate my SP Challenges: I am always tinkering with ways to make the AI's play more competively, and the best of these scenarios (IMO) I then share with everyone else.
D
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DilithiumDad
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Interesting point about high erosion setting! I will have to try that with dense cloud setting.
Peacekeepers are very strong in SMAC, and OK in SMACX. Not so overpowered as to make things easy. I find the U of P with their free Network Nodes to be overpowered in SMACX.
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Ka Plewy
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quote: Originally posted by DilithiumDad
For my own faction, I chose from the weakest in the SMACX world --Peacekeepers, Cult or Morgan.
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I play SMAC, so I can't speak to the Cult. Morgan and Peacekeepers are not weak for the player. Morgan is played poorly by the AI, although, there have been times when he's done pretty well, that is the exception not the rule.
AI plays LAL quite well usually.
AS a player LAL is great since you're almost guaranteed HGP. Combined with the 1 talent, ICS is a dream.
The AI tends to play Sparta poorly; but I have trouble with Sparta, too.
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Quezacotl06
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Spartans would do good with +1 or +2 research. Since they have things slowly made, they might as well be even stronger, right?
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Blake
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Brainfallocatione
Oct 2000 time: 17:28
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Yeah the good old switching sides challenge is great fun. Typically you can get atleast 3 switches in, one of my very first SS challenges I started as santiago, built a nice empire, moved to morgan who was pissing away his life in the Monsoon Jungle (Morgan AI can screw up anything ), quickly ICS'd Morgan through the jungle to #1, moved onto Miriam (or was it Dawn?), pacted with Morgan and soon got her/it to #1 through military might mostly, some shred trading acquiring the two MMI SP's. You can pretty much keep switching sides until transcendence but I usually lose interest before that.
It's pretty cool looking at the power graphs, you can pretty easily tell when you take over a faction then when the AI takes it back. In particular the graph really jumps when you take over, get heaps of cash from loans, rush crawlers and treefarms everywhere and get the factions economy booming.
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:28
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I had an interesting game. I had planned on switching sides, but I had such a bad start, I played through with my original faction. I did not take the lead until after the mid point in the game.
I was the Morganites, one of the factions I struggle with the most. I lost 2 of my first 2 cities (other than my capitol). One I lost to mindworms. And one I lost to another faction. Not in a war mind you. I'm not sure how I lost it. I did not think I could lose cities to other factions. I think it was because of rioting. does anyone know? sometimes I get rules confused with civ3 (where you can easily lose cities to the AI). In any case, my first 2 cities were gone, yet I managed to build up and get some crawlers for minerals going and eventually took the lead.
though interestingly I never did attain governor the entire game. That's a first for me. I did one vote in 2497 just to see if I could get it. I was still less than 100 votes away from getting governor. The peacekeepers brought up unite for diplomatic victory twice, but they did not get the majority. 
And I stayed out of major combat in this game. I did get in wars when I refused demands (but these were distant factions on other continents). But for the most part I just gave them what they wanted. I had no military to take anyone on. But I should note this is the first game I did the punishment sphere trick. And I used clean reactors. Because I ran democracry, free market, wealth the entire game. Never changed.
Peacekeepers were actually fairly nice to me. Sure they demanded stuff, but they gave me free units to fight a war even though I wasn't pacted with them.
I also used arid planet with flat terrain. That made it more interesting as well.
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DilithiumDad
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2497? Are you serious? That's a lot of turns! My SMAC games last to between 2220 and 2240. SMACX is considerably longer --2250 to 2280. The record for me is on Ultimate Builder's Challenge where the object is to rack up maximum score --I gave up in boredom at 2300. I could have trascended and won decades earlier but I was pumping the score --I was on Transcendent Thought 44 or so. And that scenario had tech stagnation, arid planet and souped up AI.
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Clear Skies
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looking for a saviour in these dirty streets
Jul 2000 time: 05:28
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quote: Originally posted by DilithiumDad
Here's an eye-opening exercise to try. Play as usual until your might bar is #1 and at least twice as high as your nearest competitor. Now, instead of romping ediously to victory, activate the scenario editor. It will warn you that using the Scenario Editor in a game is cheating but that's OK --you are cheating to make it harder! Now, switch views to the WEAKEST faction and take them over. Now the challenge is to take the weakest faction and win! It's doable! |
I tried this - switching every 50 years, starting off as Zakharov. When I came to switch, the weakest faction was Miriam.
Little did I know how weak. She was one turn away from obliteration...
No, really. Only New Jerusalem left, population two, empty, with a Morganic unit just about to roll into it and destroy her. I had to plead for my life
Luckily it worked; went on to push Miriam to #1 in the powergraph before switching to Yang, who had four bases and had tied up every single mineral supporting military units. What IS it with the AI???
Eventually won through diplomatic victory. It's a wonderful way to play, but it's such a wrench giving up all those secret projects :/
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DilithiumDad
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I agree that the Pirates are very effective AI. Part of this is because you have limited visibility at sea. The pirate ships seem to "come out of nowhere" because they know exactly where you are and you have no idea where they are! Somehow this works much more powerfully at sea than on land, although Miriam is expert at hiding in fungus (despite her -1 Planet rating!).
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