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Rubin
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Datalinks
Mar 2003 time: 06:37
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Having been away from my favorite game of all time for half a year or so, I decided to have a go at the single player skirmish. I picked the Morganites and set my six opponents to be randomly chosen. The world is of standard size with weak erosion and abundant native life. To tone down the strategic and tactical management a bit I settled for blind research.
Here is the story as I progress. Feel free to comment.
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2101: Planetfall is made near the southern pole. Rubin Industries has access to the sea, a Unity pod--and what looks to be a sizeable stretch of land to the north. Probably a secluded landing site, but not bad. Social Engineering has been set to 30% Economy, 10% Psych and 60% Labs. I hope for a quick research breakthrough--hopefully Centauri Ecology to make Formers available. I set research options to "build". After the usual confusion of choosing which direction to send the Scout Patrol and which direction to send the Colony Pod, I struggled to recall what I usually start out building: a Colony Pod, a Synthmetal Garrison or a Scout Patrol? I went with the Scout Patrol and was somewhat surprised that I had completely forgotten what to build first.
2104: A pop-up screen reports aliens falling from the sky! Oh well, this could mean a lot of things... will the Cult of Planet be here too? And is this an early warning of both of the alien factions settling on the surface?
2106: With the discovery of Centauri Ecology during 2105, Rubin Industries has just completed the first terraformer. The initial Scout Patrol had been changed to a Synthmetal Garrison, which was again replaced with a Former. I lost a few minerals doing that. Native life has been spottet southwest of Rubin Industries and an emergency Scout Patrol has been initiated. I have discovered 2 monoliths, a cloning device and an alien artifact near the Unity pods so far. Not bad! Learned that the Peacekeepers founded a base during 2104. Rubin Construction was founded quite far away from my headquarters--I hesitated a year and found a river. Rivers mean extra energy resources and I couldn't resist placing the base on the river--even though I did lose a few years of building and base income. To me, rivers are natural base sites.
2109: A Unity pod caused a Xenofungal bloom and scouting revealed more fungus. This could set back expansion. Both bases are living off of monoliths, freeing the formers to connect Rubin Indutries and Rubin Contruction with roads. Mobility adds to the flexibility of the Morganites in many ways. Roads are good.
2110: The first big victory for Morganic Forces! A huge fungal tower was exterminated by a brave Scout Patrol. The victory also increased the energy reserves by 60 energy credits. So far the main focus is on expansion and exploration. Producing formers work well while waiting for the bases to grow and rush build colony pods.
Attachment: 2101_2110.jpg
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Rubin
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Datalinks
Mar 2003 time: 06:37
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Around 2116: A spore Launcher (remnant of the previous fungal bloom) is causing some trouble to my expansion and terraforming initiatives.
2119: Industrial Economics is researched and Free Market becomes available. Centauri Ecology and Industrial Economics make up for perhaps the two most treasured technological discoveries at this point. But I still have a Spore Launcher to deal with and I decide to delay the switch to Free Market. Without much trouble, though, the seasoned Scout Patrols deal with the native lifeform the following year... However, a road gets destroyed and Free Market is delayed. It appears that Rubin Construction was founded at the base of Mount Planet. A pleasing discovery.
2121: The Peacekeepers announce that they have unveiled the Secrets of the Human Brain. I am wondering how well Brother Lal is doing. I have access to the overall status of all factions by now: The Caretakers, the Gaians, the Peacekeepers, the Data Angels, the Spartans and the Believers. I am somewhat surprised to see no Usurpers present.
2123: The previously discovered Alien Artifact is used to boost the construction of the Human Genome Project at Rubin Industries.
2125: The Morganic territory is slightly divided due to the abundant fungus just north of Rubin Industries. Four bases are up and running, research seems to be going smoothly and no signs of a stressed economy. Psych allocation has been raised to 20%, lowering research to 50%. Having built a few Recycling Tanks the strategic focus is a mixed one (energy, nutrients and minerals). Oh, census shows that I am ahead in territorial control.
Attachment: 2111_2125.jpg
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Senethro
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How did you get the pretty colours to be correct in the screenshots :/
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Senethro
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Its annoying when the CPU completely fails to perform. I would be calling it game over as well by that point.
Out of interest, how much infrastructure do you need to pop-boom with Morgan? I've not had much experience with the situation. I found it extremely easy to Golden Age by 2200 using VW-Hologram theatres and Research hospitals which GAed all my bases from size 3-11. I was running Demo/FM/Wealth with 70% psych.
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mart7x5
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quote: Originally posted by Senethro
How did you get the pretty colours to be correct in the screenshots :/ |
If I understand your troubles correctly, try adding under your:
[Alpha Centauri]
DirectDraw=0
It is probably important to have it below [Alpha Centauri] but I am not sure of that
My preferences have just one option, since I use WinXP:
[PREFERENCES]
ForceOldVoxelAlgorithm=1
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Senethro
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I was doing a messy 2 square spacing targetting nut resources, monoliths and rainy/rolling/1000m tiles for fast growth.
What do you mean by psych limit? Does psych have trouble countering B-drones?
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:37
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Psych is capped at 2 per point of population in a base. This means that with psych, you can barely bring a base that's all normal drones to a base that's half talents and half drones, letting facilities/specialists eliminate the rest of the drones. If a base is odd-sized, you need a little more than half talents, so if it starts out all drones (1 bureaucracy drone), you can't enter a GA without another source of talents (HGP, Clinical Immortality, Paradise Garden, TALENT SE score, Lal's talents). Abilities like Domai's NODRONE can also help mitigate bureaucracy and allow GAs more easily, but drones must be removed before psych is applied to help psych make talents. Super-drones really tend to kill GAs.
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Senethro
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What happens to the rest of the Psych energy? Is it wasted or does it go back to econ/labs? At what point are the facility multipliers applied?
I feel like I should know, but I've gone through plenty games ignoring psych completely :/
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NanoDingo
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Herts, UK
Aug 2005 time: 05:37
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quote: Originally posted by Chaos Theory
...TALENT SE score... |
Huh?
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Last edited by NanoDingo on 27-08-2005 at 23:10
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NanoDingo
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Herts, UK
Aug 2005 time: 05:37
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quote: Originally posted by Chaos Theory
It's something that is implemented in SMAC/X, but just barely. You can assign a TALENT rating to SE settings, or grant a SOCIAL category bonus or penalty to TALENT in a faction's file. |
Cool. Eudaimonic could grant a +1 TALENT rating.
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mart7x5
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quote: Originally posted by Chaos Theory
... You can assign a TALENT rating to SE settings... |
Yes, it can be useful for modding with alphax.txt replacements.
What is lacking, however, is that this Talent is not on the list of social effects, it just does not show on the social engineering screen. It may be sometimes confusing.
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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