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Darsnan is offline Darsnan
King
New Syracuse, Beta Prime
Dec 2001
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  Old Post 23-05-2005 05:38
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Fun Hypothetical II: what free Special Ability would you choose? Support Apolyton, buy Civilization: The Boardgame

So I have always been intrigued by the Pirates getting the free Special Ability of the Marine Detachment, and all that this then offers to either an AI or human led Pirates Faction. This then got me to thinking about what would be the best Special Ability to give to various Factions.

Here is the pertinent section from the alphax.txt file that includes a brief description of the ability:


#ABILITIES
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
Deep Radar, 0, MilAlg, , 010000111111, Sees 2 spaces
Cloaking Device, 1, Surface, Cloaked, 000001111001, Invisible; Ignores ZOCs
Amphibious Pods, 1, DocInit, Amphibious,000000001001, Attacks from ship
Drop Pods, 2, MindMac, Drop, 000000111001, Makes air drops
Air Superiority, 1, DocAir, SAM, 000000001111, Attacks air units
Deep Pressure Hull, 1, Metal, Sub, 000000111010, Operates underwater
Carrier Deck, 1, Metal, Carrier, 000101101010, Mobile Airbase
AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacks
Comm Jammer, -1, Subat, ECM, 000010111001, +50% vs. fast units
Antigrav Struts, 1, Gravity, Grav, 000000111001, +1 movement rate (or +Reactor*2 for Air)
Empath Song, 2, CentEmp, Empath, 000010001111, +50% attack vs. Psi
Polymorphic Encryption, 1, Algor, Secure, 000000111111, x2 cost to subvert
Fungicide Tanks, 1, Fossil, Fungicidal,000000010111, Clear fungus at double speed
High Morale, 1, Integ, Trained, 000000001111, Gains morale upgrade
Heavy Artillery, -7, Poly, Artillery, 000010001001, Bombards
Clean Reactor, 2, BioEng, Clean, 000000111111, Requires no support
Blink Displacer, 1, Matter, Blink, 000000001111, Bypass base defenses
Hypnotic Trance, -1, Brain, Trance, 000010111111, +50% defense vs. Psi
Heavy Transport, 1, Disable, Heavy, 000100100111, +50% transport capacity
Nerve Gas Pods, 1, Chemist, X, 000011001101, Can +50% offense (Atrocity)
Repair Bay, 1, Metal, Repair, 000100100111, Repairs ground units on board
Non-Lethal Methods, 1, Integ, Police, 000000001001, x2 Police powers
Slow Unit, 0, Disable, Slow, 000000111111, -1 moves
Soporific Gas Pods, 1, Bioadap, Gas, 000001001101, -2 Enemy morale vs. non-native
Dissociative Wave, 2, CentPsi, Wave, 000000111111, Fizzles special abilities
Marine Detachment, 1, AdapDoc, Marine, 000001001010, Capture enemy ships
Fuel Nanocells, 1, MatComp, Nanocell, 000000111100, Increased air range
Algorithmic Enhancement,1, NanoMin, Enhanced, 100000111111, Halves probe team failure


Of course some of the Special Abilities automatically disqualify themselves: no one would want the free "Heavy Artillery" ability, nor would the "Heavy Transport" ability be something anyone would wish for if they could only choose one. However the rest of the SA's, under varying circumstances, can be extremely useful! If I could only choose one for a Faction (AI or Human led) why I guess I'd choose Clean Reactors, simply because I could then pound out tons of units without ever incurring a support penalty. A close second would be a Cloaking Device, but of course that only works against Humans.....

Cataphract887 is offline Cataphract887
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  Old Post 23-05-2005 06:29
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either super former or clean

Lord Nword is offline Lord Nword
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Aug 2004
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  Old Post 23-05-2005 07:43
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Either super former, drop pods, or maybe amphibious pods...

I'm a terraforming nut.

Drop pods help me get those colony pods where I want them. (or do they require an Aerospace facility?)

I generally like being able to attack from the sea with land units.

Chaos Theory is offline Chaos Theory

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Oct 2002
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Clean reactor is, of course, extremely useful. Other possibilities are those that increase mobility: drop, antigrav, and to some extent amphibious. Non-lethal methods are potentially useful for non-marketeers, and dissociative waves could be very nice on some factions such as the Cult (mind worms not encumbered by trance!).

Senethro is offline Senethro
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Jul 2004
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  Old Post 23-05-2005 12:37
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I haven't played long enough to get to graviton techs for ages, what do anti-grav struts do? Can they give infantry two movements AND two attacks?

+1 movement formers, rovers and probe teams sounds good to me. Just think of the momentum rush you could have with that.

Urban Ranger is offline Urban Ranger
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  Old Post 23-05-2005 15:13
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Superformer automatically trumps fungicide tanks, and who would want "show?"

My pick is probably superformer, followed by clean.

binTravkin is offline binTravkin
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Jan 2004
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  Old Post 23-05-2005 15:15
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Give me Nerve Gas and you won't even get to your "clean", "drop", "super former" or even less "antigrav" abilities!

binTravkin is offline binTravkin
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  Old Post 23-05-2005 15:16
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Hey Darsnan, you got a good idea for interesting game!

Just ask each player which special ability additionally to his faction traits he would want (IIRC all factions have less than 8 slots, so one is free).

I'd sign for a game where I have ability to have X after HEC.

#endgame is offline #endgame
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Dec 2003
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  Old Post 23-05-2005 15:50
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I'd take slow units!

Antigravs if you're giving them away without prereq. Otherwise trance = neural amplifier, which means my builder tendencies are less vulnerable to that pesky planet.

Nabvrimn is offline Nabvrimn
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Mar 2004
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  Old Post 24-05-2005 01:19
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I think free empath would be better than free trance. You don't get energy credits from defensive battles with worms as far as I can tell. Free empath would wipe out the free market penalty allowing you to get those credits.

Free soporific gas pods are also tempting. 2 morale levels is the same 50% bonus as nerve gas gives except against bases with creches and without the atrocity.

If it's any ability from the start I'd have to choose antigrav struts for what they do to mobility, especially air mobility, but if I had to wait for the tech it's not going to take effect early enough to matter.

Lazerus is offline Lazerus
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Jul 2002
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  Old Post 24-05-2005 01:45
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Super-Former no doubt about it, combined with WP it would be utterly awesome for getting nearly all terraforming done so quick it wouldn't be funny.

Close second is antigrav struts, again for the formers and pods to save turns (and rover rush if somebody is close)

Clean and non-lethal would be beneficial but can be worked around. A fun notion would be to use drop-pods and not build any roads - imagine trying to move through an enemy territory covered with forests while he just constantly jumps around and then surrounds you.

CEO Aaron is offline CEO Aaron
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  Old Post 24-05-2005 03:58
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Clean, without question. It's ubiquitously useful, can be got relatively early in the tech tree, and can wind up saving tons and tons of minerals.

Straybow is offline Straybow
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Free AAA or Jammer would definitely be worthwhile. If the associated tech comes with it Superformer would be better.

BlackCat is offline BlackCat
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Jul 2004
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  Old Post 24-05-2005 05:45
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Clean - superformer. Big question, and then not. From a starting point the clean are ceartainly the winner.

Dis is offline Dis
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clean reactors. I'm a clean freak, what can I say.

binTravkin is offline binTravkin
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  Old Post 24-05-2005 13:26
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Guys, you're all screaming out for super-former, clean etc, but remember that the ability is only given to you after you research the actual tech, so any bonus you might have from at least Super Former would come too late to change anything.

That was the reason I chose Nerve Gas.

Senethro is offline Senethro
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Jul 2004
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  Old Post 24-05-2005 13:50
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I think we're assuming that like free tech, we're getting all the benefits of this from the very beginning. I know I wouldn't choose anti-grav struts unless they were included on my first units.

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nerve gas is worthless (except against aliens)

Urban Ranger is offline Urban Ranger
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quote:
Originally posted by binTravkin
Guys, you're all screaming out for super-former, clean etc, but remember that the ability is only given to you after you research the actual tech, so any bonus you might have from at least Super Former would come too late to change anything.


Don't think so, because this is about free special ability. Thus, my interpretation is you get it at the beginning of the game.

Senethro is offline Senethro
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Jul 2004
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  Old Post 24-05-2005 15:40
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quote:
Originally posted by Dissident
nerve gas is worthless (except against aliens)


SO incorrect. Its a superbly powerful ability that lets you beat perimeter defenses. Most useful for the Hive and anyone else not making much commerce.

binTravkin is offline binTravkin
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quote:
I think we're assuming that like free tech, we're getting all the benefits of this from the very beginning. I know I wouldn't choose anti-grav struts unless they were included on my first units.


If you're assuming than it's ok, but turns into a pure fantastic.

quote:
nerve gas is worthless (except against aliens)


Play more MP!

quote:
Don't think so, because this is about free special ability. Thus, my interpretation is you get it at the beginning of the game.


Technically the only way you can give an ability to a faction from the very start is to set it's prereq to "none".
But then all factions will have it.

I think Darsnan was thinking about this as a future CMN project and a CMN can only add the "FREEABIL, X" (where X is the number of the actual ability) string to factional traits and it will appear to all units (although not work on some) after researching the prereq tech.

binTravkin is offline binTravkin
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Actually it'd be useless if the abilities are available from the start, some are just too ultimate.

But when they become available only after some tech, you'd want to look more for some easier-to-reach abilities.

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Nerve gas. Since every unit gets it for free, beeline for Impact guns and produce tons of cheap rovers, everyone is gone the next moment.

Dis is offline Dis
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quote:
Originally posted by Senethro


SO incorrect. Its a superbly powerful ability that lets you beat perimeter defenses. Most useful for the Hive and anyone else not making much commerce.


all I know is when I used it extensively with impact rovers, a few turns later, the mind worms came for a little payback. And they took over every one of my bases except one.

Senethro is offline Senethro
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  Old Post 25-05-2005 01:06
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quote:
Originally posted by Dissident


all I know is when I used it extensively with impact rovers, a few turns later, the mind worms came for a little payback. And they took over every one of my bases except one.


I've never really understood how atrocities relate to pollution.
Also, which parts of alpha.txt control pollution? I'm worried that I've set the threshold for fungus pops quite high by accident while messing about in there.

BlackCat is offline BlackCat
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Jul 2004
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  Old Post 25-05-2005 02:10
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quote:
Originally posted by Senethro


I've never really understood how atrocities relate to pollution.
Also, which parts of alpha.txt control pollution? I'm worried that I've set the threshold for fungus pops quite high by accident while messing about in there.


Try make a diff between alpha.txt on your disk and on the CD, or maybe the backup you made before fiddling .

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  Old Post 29-05-2005 05:33
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We should make a poll...

Urban Ranger is offline Urban Ranger
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quote:
Originally posted by binTravkin
I think Darsnan was thinking about this as a future CMN project and a CMN can only add the "FREEABIL, X" (where X is the number of the actual ability) string to factional traits and it will appear to all units (although not work on some) after researching the prereq tech.


What's CMN?

Urban Ranger is offline Urban Ranger
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quote:
Originally posted by Senethro
I've never really understood how atrocities relate to pollution.


Maybe it has nothing to do with pollution (you mean eco-damage) but Planet's way of telling you that it doesn't like what you did.

Senethro is offline Senethro
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  Old Post 29-05-2005 21:23
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quote:
Originally posted by Urban Ranger


Maybe it has nothing to do with pollution (you mean eco-damage) but Planet's way of telling you that it doesn't like what you did.


Thanks, but I wanted numbers so I knew how many clean minerals I can get after nuking.

 
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