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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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I have argued here before that Wealth + GA is an ideal War Setting b/c it allows you to stay in +2 economy while sending troups forth to fight and/or to pop pods. The push back is that morale suffers horribly with this setting: -2.
However!
The morale penalty does NOT apply to native life forms. One can produce Demon Boils with Wealth + GA. If one also runs GREEN, Demon Boils are very effective on offense and typically can kill any non elite trance unit in a base without a sensor. (Adding
Also, and this is something I had never appreciated before, Sealurks, while slow, are simply the best naval power going due to their ability to kill units on land and in a base - power we have not seen since CIV's battleships.
The strategy takes a Green beeline to
- Nural Grafting for the Nural Amplifier
- Centauri Genetics for the Pholus Mutagen, Brood Pits and Locusts of Chiron
- Centauri Psi for Sealurks, Psi weapon and Dissacociative Wave (which leads to Sentient Resonance and 12r offense and 8r defense).
One can research all these techs before having to research Synthetic Fossil fuels.
Obviously, this strategy is best employed by Diedre, Fungboy or the Caretakers. It cannot be used by Morgan, Dee or the Drones because they cannot run Green.
Have any of you MP player run up against anyone playing this strategy in MP?
Ned
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Blake
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Brainfallocatione
Oct 2000 time: 17:14
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A quite bizzare property of Children Creches is they also boost the morale of native units (in base only), the effect of CC's is dependent on morale rating, basically the lower your SE morale the more a boost the CC gives, normally this boost is cancelled by the low unit morale, so the net effect is hardened morale, or better.
The bizzare thing is that the lower your morale setting, the more native life gets a boost from CC's, so with -3 morale you get something like +4 morale, this means demon boils can attack/defend with +90% (or so) morale . (Makes worms excellent defense against X aircraft, especially if you use locusts rather than mindworms)
In short, the lower your SE morale, the better your worms are in bases with CC's.
This makes Wealth an especially nice choice for players who use native life a lot, a +40% (or so) boost to attack/defense of worms in bases can never be a bad thing. The factions in the best position to exploit this are Gaian, with the -1 morale, and possibly morgan, who can do quite well with a green+wealth approach.
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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This is an excellent Cha Dawn strategy. He can easily attain +4 planet, and worry about other things while he destroys all...
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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I haven't built Brood Pits in forever, so could somebody remind me if they give you a police bonus or not?
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Horus
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Sweden
Nov 2000 time: 05:14
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I bump this thread as the dicussion were kindled in another thread.
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Nadexander
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Saratoga, California
Mar 2001 time: 21:14
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An all green army is only viable in the very early game (before trance and empath and when captured worms are a big percentage of your army). Later in the game you can only win with all green against idiots (such as the AI) or with an extremely big tech/economy/industry lead. This basically means that all green is simply a bad strategy in the mid game. Just look at the numbers. The "green war machine" consists of 1 mindworm (lets assume demon boil, +4 planet, and dream twister/neural amp) against 2 trance scouts and 1 empath rover with likely a +2 planet. The mindworms are simply not cost efficient. If you throw in brood pits (-25% cost) you get closer to breaking even. In order to be an effective strategy you need to add at least 20% conventional units to the mix, especially 1-bestAAA-1 defenders and a few Best-1-1 choppers. These will prevent the opponent from using cheap 1-1-1 empath and trance units. Probe teams are also an important addition to the mix. Rather than an all green army (2 spore launcher, 2 locusts, 2 isles, 6 mindworms) a mixed group (5 mindworms, 2 conventional defenders, 2 choppers, 1 probe team) while heavy on the native can be much more powerful.
-Nadexander
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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Nexander, Good observation about mixing good defensive units and choppers in the green army. You should realize that I normally use Locusts, which defend at 1:1, not 2:3. Thus a demon boil locust with the Nural Amplifier should be even up with an elite empath anything. If the attacking unit is not elite, it loses.
Trance by itself does not beat an attacking locust. The Locust will attack a ground unit at 3:2, IIRC, which evens the odds. If the Locust is demon and the defending unit is not, the Locust wins. Add in the Dream Twister, the Locust will still win against elite trance defenders.
Units defending against locusts get a +25% for being in a base, +25% for a sensor, +100 % for AA or an Aerospace complex (from memory). However they do not get any bonus from a perimeter defense. So it is possible to defeat invading locusts using trance AA in a base with an aerospace complex. This is where one rolls out the WAVE copters.
BTW, I have not tried using WAVE Psi attack units. These might be very good against trance AA.
Ned
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Blake
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Brainfallocatione
Oct 2000 time: 17:14
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Unfortunately (or is that fortunately?) there are still some REALLY cheap defenses against worms, which the AI doesn't use, a couple of examples:
4e-1-10, empath noodle/chopper, at 3 rows these can be thrown away at offensive isles / locusts etc.
1-2t-10, trance, clean noodle (3 rows!), this thing defends against worms 1.5:1, even if the psi unit has dream twister it is going to crash and burn once sensor/base/CC bonuses have been factored in. The improved psi defense of locusts/isles is equally appliciable for convential defenders vs psi attack. Indeed, with base+sensor (or geo-sync) even with WAVE psi units will be attacking at poorer than 1:1 odds, considering the defender costs 3 rows and is clean, this is really bad economics.
Best-1-6*best, the infamous exploding cruiser (chopper works well too), park it next to the offending locusts/isles and self destruct. With a decent weapon (shard) expect 50% damage per exploding unit, unless the locust swarm is very spread out about 3-5 should be caught per explosion, making it a good value for the defender.
Add to that the extreme vunerability of psi units to arty fire, and I dont consider psi units to be much of a threat. That is against a player which knows a few tricks (like arty, AAA vs locusts, flying defenders...) and has sufficent warning that a native attack is coming (ie infiltration).
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