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D4everman
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Fort Dix, New Jersey
Jun 2000 time: 05:15
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I'm sure this has come up before but what Secret Projects do you find useless? I mean which ones do you never build or only build just "'cuz"?
I like to play the UoP or sometimes the borgs or the PK's. But mostly the UoP. So the Virtual World is a must have for me most of time. I usually skip over the Merchant Exchange.
I'm also not to crazy about the Cloning Vats. Its only good if you have the Telepathic Matrix and that comes to late in the game. If you can build both of those you're going to win anyway in most cases. I like the Space Elevator because I can then get my troops all over planet and plus its a denial strategy. If the AI gets its I know they'd be a real pain to hold off. But I'd like to hear opinions. Which SP is of least value to you and why?
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:15
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If you play UoP and skip the Merchant, then you are not using supply crawlers for energy. If you are crawlering energy, the Merchant is possibly the best project out there.
The Vats is good, but not necessary. It permits you to boom continuously in FM - but any booming faction can use the golden age instead. Or Eudaimonia late-game I suppose, although by then it won't make much difference in terms of outcome. I used to think the Vats were overpowered, but nowadays, in SMAX, I think it's powerful but reasonable. I've won in multi-player games playing against factions with the Vats, so that has altered my view quite a lot.
In single-player games, the Datalinks is probably the most useless, but it can be quite a headache for the opposition in MP. The Bulk Matter thingy is pretty useless - very late, and watch the ecodamage. I only ever build it if I need extra AC score. The Manifold Harmonics are only really useful very late game if a Transcend victory is not permitted.
I agree that Clinical Immortality comes too late to be of much use. But there's one thing about this game - I've revised my opinion of most of the SPs over time. Just when you think they're useless, you get waxed by someone else who knows how to use it 
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Tikhon
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I've found the cloning vats to be a drone nightmare with devloping or captured CPU bases (which are always terribly run, no matter how late in the game).
In the early game, I find the Empath Guild a must have, followed by being elected planetary governor. Being able to see everyone comes especially in handy for gauging secret project progress as well as defense.
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xeno7667
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The early SP's are really very, very usefull and cheap. I can't see anyone, that is useless. The Merchant Exchange is always underestimated. But if your HQ have build it you can get for every crawlers you use for it an extra energy. And with FM 2. With treefarm you get 4 energy from forest. From forest! Forest with its very low terraforming cost. The profit comes with the time.
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:15
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Merchant Exchange is far from useless, and provides its great benefit for a long, long time. Still, it is frequent that I pass it up in favor of the HGP. It is one of the worst to capture late in the game, because invariably you will lose half its energy to inefficiency.
I don't even build the Datalinks to keep it out of enemy hands (they gang up and trade for techs anyway). Useless to me.
The BMT and Singularity Inductor ought to be cool projects but are huge pains for their ecodamage. So is the Manifold Harmonics (the higher your planet rating, the more it messes you up in ED!?)
Nethack comes too late to be of much use -- if you've been trailing because you can't get through the HSA, this will be too late to save you.
I think the Xeno Dome is quite useful for movement at sea (and pod-popping!) more than anything else. The Pholus Mutagen, however, is generally of questionable worth.
And I'll cast my lot with the fans of the Vats. It can create a mess for Drone control but nothing a few specialists won't solve. As a greenie, it's nice to have the negative effects of Green SE eliminated. Its benefits far outweigh its downsides.
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Ned
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of Aptos, CA
Oct 1999 time: 21:15
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Ouch! So no one really appreciates the Datalinks. Now here is the problem: You conquer one, perhaps two, submissives. You can put them to work for you researching technology if you make sure that they have all your technology just one move prior to their researching their next technology. The next time you call up, they will have the honor of presenting so and so tech to you.
As well, they will have first rate technology to produce the best troops for the fight with the forces of the evil empire, your opponents.
However this strategy is frustrated in part, assuming one submissive, and totally frustrated in the case of two submissives, if, by giving them your tech, you also hand it to the enemy that has the Datalinks. So, you cannot do it. In effect, you have been stripped of one of the major advantages to having submissives in the first place.
The Datalinks is an SP to die for.
Ned
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:15
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quote: Originally posted by Ned
However this strategy is frustrated in part, assuming one submissive, and totally frustrated in the case of two submissives, if, by giving them your tech, you also hand it to the enemy that has the Datalinks. So, you cannot do it. In effect, you have been stripped of one of the major advantages to having submissives in the first place.
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Not if you've made the possessor of the Datalinks one of your submmissives
But seriously, good point! I'm waiting to try the Generous Earwicker style of treating submissives and will have to remember this when I do.
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Avenoct
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NC, USA
Apr 2001 time: 00:15
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I must be missing something. In Smac (don't know about Smax), when you gain one of the 'Secrets' techs by any other means than actually researching it, you get the message, but not the actual free tech that would have come with it. Therefore, getting the Uniball Trudgelater set up while researching one of these is a very BAD idea. You loose the free tech from the Secrets. Now, if this is different in Smax, I apologize.
I forgot to mention that I also consider the 'Elven Artifact' not too useful an SP either. While being able to read Tolkein's books on history in the original is nice, and the Artifact DOES make a nice Salad spoon, its just a little outdated for space exploration.
-Smack, who really will stop abusing this thread now.
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Blake
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Brainfallocatione
Oct 2000 time: 17:15
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I'm surprised no-one has put a word in against the PTS.
I avoid the thing, for a number of reasons:
I'm not an ICS'er
I expand to about 10-20 bases then stop, often by the time I've got IndAuto my bases are size 2 or 3 already, and I put a high emphasis on crawling nuts, so one of the first thing every base gets is a nut crawler. If I built the PTS I would maybe gain 5 pop-points (and lose a few of those to starvation).
I do minimal pre-terraforming, other than a blanket of forest. This means if I expand the 3rd pop point will die anyway. I don't like to starve my people even if:
The people came from nowhere , the PTS gets the "Most irrational SP" award IMO, this "people from thin air" is reason enough for me to avoid the thing, it just doesn't work/fit... however you arrange your people, you aren't going to get more of them.
That said, I can see it's immense value for ICS'ers , and anyone which likes to continue expanding, and can be bothered with a little pre-terraforming (and aren't bothered by the people from thin air paradox...). I will build it for the -1 drone, sometimes, but my target city size is 5, and I'm pretty prompt about building rec commons.
So, while the PTS may not be a universally useless SP, it is my personal most useless (though ME comes a close 2nd, seeing I avoid energy crawlers too).
Last edited by Blake on 09-08-2001 at 01:22
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Blake
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Brainfallocatione
Oct 2000 time: 17:15
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I disagree on the Space Elevator, it has 3 effects:
1)Orbital Insertions
2)Double minerals when producing sats
3)+100% economy in base.
It also comes at the same time as Hab Domes, making it a diserable tech.
effect 1) could be usfull if you have bee-lined to hab domes, you could be still quite a distance from Graviton Theory.
effect 2) could be what turns an orbital-war to your favour (getting ODP's up quicker), this is pretty much a non-issue in SP games, because the AI wont shoot down the Orbitals, but seeing as it comes at the same time as Hab domes you will be wanting to launch a load more orbitals anyway... Orbitals are cheap enough to buy though.
3) Could be usfull in a SSC to get a little extra cash, which is always a good thing after all.
The self aware colony could also have merits enough to be built, (even with a smallish empire would probably save you 200 or so upkeep per turn). If your a free marketeer with good trading partners then you would be rolling in cash, but for a poorer faction (Gaian's prehaps?) it could provide a handy cash boost. Basically the SA colony is not one for the marketeers. (it has obvious merit for the Hive)
Another SP which I often pass by is the Longlivity Vaccine, the only time I tend to build it is as the Hive, putting the final nail in the drone control coffin. It can also be usfull to provide extra drone control during pop-booms, either saving a little on pysch, or making GA's a little easier for the Cyborgs, Pirates or Hive. Overall of limited use.
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