 |
|
Bearcat
|
|
Oregonia
Dec 1999 time: 05:22
|
|
Usually I play on Citizen or Specialist.
*shuffles feet*
|
|
|  |
 |
|
Tommara
|
|
No, this isn't a dig at folks who haven't played transcendence yet. This is just some of the stuff that this dummy did or didn't do, which might help other rookies.
1. RTFM! Sure, I read it when I first started playing, but there's a lot of stuff in there that I either missed, or didn't quite realize the significance of when I first started playing. Silly little things like interceptors having a penalty when fighting land units. Ohhh, that explains something odd I'd noticed about my Deathspheres...
2. Free Market and Wealth are good! But only if you spend the money! Sheesh, that was silly sitting there admiring how wealthy I was while getting my clock cleaned. Maybe I'd do better if I bought something....
I found that if I started the game with no one trying to pick a fight with me immediately, I could rush build base facilities and secret projects so fast, that I'd run out of things to build. Oh well, nothing else to do but build military units (and supply crawlers and formers to support them or maybe new colonies, making my own land if necessary) until somebody showed up to play...
And if I was lucky enough to get attacked immediately -probe units + lotsa money => instant army! Then go back to rush building while your army swells as you convert the invasion force (in my current game, I've got bases that are low on minerals because of this, so be careful - either transfer to another base or keep up mineral supply with crawlers).
3. Don't dispair if your faction rating lags behind initially. The AI is really dumb about building (take a peek at what your pact brothers are building sometime), and the strength of your infrastructure doesn't seem to affect the score as much as military units, population, number of cities, etc.
4. Expect some surprises from the military AI. If you see some little pitiful enemy unit lingering around one of your bases , expect a volley of missile strikes soon. Send out a unit to kill or intercept the land unit. That will also give you something to defend the base with after the missiles wipe out your garrison.
Well, all I can think of for now and better get back to work. Hope this helps. I'm sure that the vets here know this stuff like the back of their hand, never dreaming there might be dummies like me who didn't know this stuff. 
Edited note: And if you already know this stuff, and aren't playing Transcendence, what are you waiting for? I play it and win. 
Last edited by Tommara on 10-09-2002 at 22:30
|
|
|  |
 |
|
Kirov
|
|
Warsaw, Poland
Sep 2002 time: 06:22
|
|
Even on a tiny planet with all the opponents insanely aggressive (aliens/Hive/Spartans/Believers, etc.) ? I found this challenge rather hard, esp when playing Morgan (Builder-style is not an option on tiny planet, and -1 SUPPORT grows to be _very_ important factor).
|
|
|  |
 |
|
Clear Skies
|
 |
looking for a saviour in these dirty streets
Jul 2000 time: 05:22
|
|
If you're playing Transcend for the first time, pick your early-game SPs carefully. You will not get all of them, so make sure you get the ones you need most. If you're the University, beeline to the Virtual World; if the Morganites, the Planetary Transit System, and so on. The Empath Guild is a must on big planets - get tech trading early and often.
Other than that, watch for who's shooting up the power chart. Ally with others to take them out. When one of your allies gets too big for their boots, wipe them out next. Sure, you'll be a pariah, but SMAC isn't the place to be a nice person. Once you're on top, do anything to stay there, and you should make it through to Transcendence no trouble.
|
|
|  |
 |
|
Adalbertus
|
 |
Cologne, Germany
Feb 2001 time: 06:22
|
|
Clear Skies,
About the Early Game SP's in Transcend, you are right, but in a normal game, I think with some optimisations, it's even possible to grab them all. The first time I succeeded was playing Gaians (ruthlessly exploiting the fact that they could build formers from the beginning). But I have to admit, this requires quite some optimisation on gameplay. I arrived at it with the "specialized approach" in Vel's guide, which means to pump out exactly as many Colony Pods as needed to get to the efficiency limit, and then concentrating on finishing the SP's, which even means to build units only to disband them in a base with SP. But I guess, Weather Paradigm, HGP, and Virtual Worlds are worth the investment. Most for Uni, least for PK. And planning to set up a SSC (sorry, SSB), I usually don't want to miss the Merchant Exchange.
|
|
|  |
 |
|
Tommara
|
|
quote: Originally posted by Alinestra Covelia
I have only ever beaten the game on Transcend as the Hive. I have never been able to adequately balance Psyche in the SE settings for the other factions - something that you have to be able to do when your faction doesn't rely on Police to keep order. |
Heh, I've only beaten the game as University and would probably get my butt kicked if I played the Hive => it just depends on what you're used to. Although you are right - without Police control, your own population is your worst enemy until you learn to keep them happy.
So naturally, I switch to Free Market as soon as I can to get the negative 5 police rating. Heck, I already suck at police control, how can it get much worse? * I also generally don't allocate anything to Psych unless it's just going to waste in Research and Energy nor do I use any punishment (not even sure if I could if I wanted to, due to my social settings.)
How does it work? Obviously, I can't take offensive military action at first. So I take a purely defensive route.
With respect to research, I make a beeline for formers, Secrets of the Human Brain, Free Market, Wealth. I switch to Free Market and Wealth as soon as I have the energy to do it. Those research choices also give me probe teams, crawlers, and last but not least, lots of cash. The key is to spend the cash, which as I noted above, is critical to success with these social settings.
Recreation commons is the first building I build, which I generally time to appear before population size 2 (and the first drone) or shortly thereafter to avoid significant loss of productivity from losing a worker to drone control. I'll build crawlers as long as my formers can keep up and up to the point where I start doing enough eco damage to force a fungal pop. (That way, all my tree farms, once I research it, count towards increasing clean minerals.) Obviously, I'm using the crawlers to farm minerals, rather than allowing me to lay-off my workers. 
I'm usually able to build both The Human Genome project and The Virtual World, which of course, really helps a lot. As does the project, whose name escapes me, that nets you new colony sizes of 3. These projects not only overcome the effects of a poor Police rating, they over-compensate, except for the inability to take offensive military action. I use the cash that Free Market and Wealth gets me to rush build the projects, or lacking the cash, will sacrifice crawlers to the building fund. I may even start building a project I don't want, like Empath Guild (as University, I don't need to obtain technologies from other factions.) so that I've got a lot of minerals saved up for a project I *do* want.
If I'm attacked, I simply start building probe teams. I then use cash to subvert the invaders to being my defensive force.
*Edited note: that actually makes sense if you think about it. Kinda the opposite of diminishing returns - there's diminishing punishment as well.
Last edited by Tommara on 16-09-2002 at 22:23
|
|
|  |
 |
|
baturkey
|
|
Don't wory about losing the SP race early on. Why build projects when you can seize them?
|
|
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
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
|
|
|
|
|
|