 |
|
The Bloody Baro
|
|
Well I have 16 bucks comin' from may uncle for helpin' him out. I was thinking about buyin SMAC obviusly you guys are gonna recommend it to me so what are some basic stratigies?
|
|
|  |
 |
|
Adalbertus
|
 |
Cologne, Germany
Feb 2001 time: 06:20
|
|
The only topic here where the answer is not "it depends": Yes, sou should get SMAC 
- The faction to start with depends on your preferred playing style: If you like to build, Gaians, or Peacekeepers are the easiest, as war hero you might prefer Spartans (maybe Believers but their research is catastrohic).
- Hive, Morgans, and University are a bit tricky to play but done correctly at least as powerful as the others.
- The very first thing to do is to switch research to Centauri Ecology (or Explore if you play blind research). Once it is done immediately start building formers. One of the major strengths of Gaians is that they can have the former a few turns earlier than the other factions. 1-2 formers per base (Believers or Hive with Police State: certainly 2).
- initially try to get a mix of 2-nutrient squares and forests. 2-nutrient for rapid growth (best on rolling for 1 mineral, and if you've former time left, also with solar collectors).
- Get Vel's Strategy Guide (sources in the FAQ thread). Excellently written, but might be a spoiler if you prefer to explore all the strategies for yourself.
|
|
|  |
 |
|
Frankychan
|
 |
In the Kingdom of Hawaii (CPA Member)
Sep 2001 time: 19:20
|
|
I say you should get it if you like these kinda games!
Well like the other Apolytoners have said, as well as the manual, the first thing you should do is pick the faction that you can most clearly identify with. Doing so will make gameplay more interesting and involving.
Basic strategies depend on what faction you pick, but the underlying strategy for any faction is to develop the land around you. Create farms, mines, solar collectors around your bases to help them grow. In the game certain tiles give you additional bonuses, so try and exploit these while you can. Also, it is generally sound mind to explore early in the game. Creatures called mindworms are really pests but early in the game they are easy to kill and they give you "credits" when you kill them.
For diplomacy with other factions, its all up in the air. Each faction leader can be fickle and unpredictable so thats all how you want to play.
Lastly, don't forget that you can change your societies policies (i.e. Police State, Democracry, Wealth, Power)! It took me a month before I found out I could change my society! Doing this will both help and hinder your faction as well as influence your standing with other factions so watch out!
Good luck!
|
|
|  |
 |
|
Flubber
|
|
With a view of the Rockies
Aug 2000 time: 22:20
|
|
The most basic strategy for most factions is to grow ( you can win with only one base but save that for later). Stress getting nutrients in the early game to allow growth to size two and then build a colony pod. If playing on a lower difficulty level you won't face unrest until your bases grow larger so delay building drone control facilities
Other tips
- watch your units near fungus in the early game- losing a colony pod or former because you did not guard it or screen it off from fungus can set you back
- Raininess of a base square is irrelevant but a river or specials can add to the production of the base square
- Explore as much as you can to pick base sites and if possible, build a road so a colony pod can get there more quickly -- OR follow rivers for quick deployment.
- A good base site has some rolling rainy squares-- a great one has a monolith or rainy squares with a river in the base radii
- Don't mind if your bases radii overlap (base spacing is a topic of much discussion) ... it takes forever for a base to have a population sufficient to work all its squares
- Think about industrial automation as another early technology target-- there are many useful techs on the route
- Once you have industrial auto-- build supply crawlers
- build more supply crawlers
-build even more supply crawlers -- I'm only half-kidding as a supply crawler is always useful
- make peace when you can but trust no one
- tinker in the design workshop to learn about unit design-- build a probeship-- probe team on a foil chassis
-press "e" and go to the Social engineering area-- many choices are available only after certain tech but tinker here once you have the tech needed- the different effects are impressive
- use probe teams to infiltrate the other factions- its much easier to make plans when you know what units and techs the others have
The biggest tip of all
Read Vel's strategy guide OR read a lot of the old threads on this forum in this help section ( Do searches for key terms)-- reading the threads will highlight common misconceptions, areas where strategies differ and almost every important point about the game
So get playing
|
|
|  |
 |
|
The Bloody Baro
|
|
Hey guys thanks for the strats. Plus are there any games that you know about that lets you create units like AC cause Ac is the only one that has that ablity that I can find.
|
|
|  |
All times are GMT. The time now is 05:20. Apolyton Time is 00:20. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|