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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:22
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1) I don't know about the rivers...I think you might lose it by altering the elevation...you might not. Pholus Ridge loses its +1 Energy bonus if the elevation changes, wither by former action or by earthquake.
2) I always treaty rather than truce, if offered. Demand withdrawal is not operative with some truces, IIRC.
3) I left click on specialists...pops up a menu box where you can select which specialist you want it to be. The box has the additional benefot of being the only in-game place I know that documents the attiributes of each specialist type.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:22
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quote: Originally posted by Jamski
The trick is actually to kill Miraim early when she has practically NO tech If your 2-2-2 rovers are up agaists 1-1-1(fanatic) units, them its an easy ride. Use the 4-3-2 rovers these upgrade to on a tougher oponent like Yang. Don't go after Yang early because of his free perimiter defences, making even 1-2-1 units indestructible untill you get better weapons 
-Jam |
you were correct.
Yang wupped me.
I tried again, and santiago wupped me eventually, though at first it went well.
I have avoid building artillery, but i find the ai like to use artillery for stand off attacks. Id rush with rover (4-1-2) but hard when the target base is largely surrounded by fungus (dont yet have tech to move regular units quickly through fungus) I guess in such circumstances i should either send some artillery along for counter battery fire, or attack primarily with mindworms.
Also, my initial wars come a tad later than you are assuming, based on the unit stats above, perhaps cause im playing on huge map. I like building, but a smaller map and early war might ease beating the AI, given that the AI can never be all that good in war, and the SMAC AI seems pretty decent at expanding (well yeah they dont terraform well, but still not bad compared to the Civ2 AI)
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TimeTraveler
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Here are a few things I learned about playing Alpha Centauri successfully.
1. When playing the University, like what I do all the time, The Human Genome Project and Virtual World will make your drone problems more relaxed than those of Lal.
2. My strategy for maximizing energy output in the midgame is to create diagonal rows on the terrain, which alternate between solar collector and echelon mirror. This generates an average of up to 4 energy per square, plus any bonuses induced by the elevation.
3. In the early game, when you have yet to fight an offensive war and have yet to see major ecodamage, Free Market Economics isn't nearly as bad as it may seem.
4. When you have all the technology there is, as well as the Telepathic Matrix, the Engineer Specialist will be worth more to you than the Transcend Specialist, by 1 energy credit per turn per specialist.
5. I find it quite enjoyable to have a horde of 300 or so Clean Singularity SuperFormers of Rover chassis or faster turn just about anything into whatever my perfect terrain model is at the time.
6. No one seems to want to get around to researching Photon/Wave Mechanics until there isn't much else available. This makes offensive units, like those with plasma shards, very valuable, and commonly built.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:22
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A former turn that the former is bombarded doesn't count toward accomplishing the terraforming. If you want to terraform in the face of enemy artillery, you have to take enough formers to do the job in a single turn. Alternately, stack several of your own artillery pieces with the former(s). Remember, though, that losing an artillery duel in the open results in collateral damage to whatever forces you have stacked with the artillery unit just destroyed.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:22
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LoTM, it seems to me like you're breaking yourself trying to wipe out momentum factions with something approaching technological parity. By all means, capture what bases of theirs are convenient, but if you find yourself getting bogged down in a prolonged conflict, you're going to waste tons of turn-advantage building attrition units.
Your best bet is station a strong enough garrison to discourage all but a full-scale assault, then proceed to build your empire. Once you have air power their defensive terrain isn't nearly so useful.
If you MUST take the base, here's an idea: Move a couple formers to the front, but outside the base's artillery range. Plant forests. Wait for said forests to spread into the adjacent fungus tiles, then use an artillery piece of your own to destroy them, once the fungus has been removed. Now your rovers can roll in unimpeded. Admittedly this strategy requires patience, but will save you many turns of wasted builds on attrition units.
That trick won't work if the fungus tiles are on rocky terrain. However, rocky-fungus tiles are like pre-made little bunkers. Build 3 or 4 best armor infantry with com-jammers, then move them all on to the rocky/fungus tile at once, along with your rover force and a couple of probe teams. Unless Santiago has a TON of artillery, your garrisons should be able to preserve your rovers in relatively good condition for their assault.
Nevertheless, I can't emphasize enough that if you're not going to win a war quickly, don't bother. Just contain them and continue to grow. As a builder, time is on your side.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:22
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why am i attacking early so much?
1. well one is just to get better aquainted with combat in this game.
2. In some cases im hemmed in, and have trouble expanding as much as i would like
3. Im perhaps overcompensating, trying to avoid bad habits on lower levels of civ2. In civ2 one could win on lower levels fairly easily with peaceful strategies. Once you got to Deity, you tended to get in trouble if you werent prepared to attack at least some of the AI's early. Granted it was still possible to win deity peacefully, but generally harder (leaving aside special cases like OCC)
I would have thought that SMAC, a later game would have an AI even less inclined to lose a peaceful building race. I'd heard that SMAC AI was generally easier to beat, not being up to the complexity of the game. But I assumed that would show up most in combat.
Was I wrong? Is the SMAC AI relatively good at combat, but poor at peaceful building, compared to the Civ2 AI? Or is it just that the game is designed to make attacks difficult without a tech edge??
And a number of people have spoken of a "builder" strat. In civ2 there was a distinction made between "expansionists" and "perfectionists". When you say build my empire, do you mean expand with new bases, or build up a limited number of bases (which of course has implications for early war, if im hemmed in) ?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:22
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I never attack the AI unless I know that I can win-- As for the AI skills, I find that the AI is better at tactical combat than it is at long range strategic planning needed to compete with a human in building an empire
. . .. and when we say "go builder" we simply mean that you aren't out conquering but our building infrastructure. There are a number of good ways to do this and you will hear people argue the merits of ICS or having a small number of perfectionist bases. The use of crawlers to bring in resources means that a huge number of bases is not required to continue to grow
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:22
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quote: Originally posted by lord of the mark
I would have thought that SMAC, a later game would have an AI even less inclined to lose a peaceful building race. I'd heard that SMAC AI was generally easier to beat, not being up to the complexity of the game. But I assumed that would show up most in combat.
Was I wrong? Is the SMAC AI relatively good at combat, but poor at peaceful building, compared to the Civ2 AI? Or is it just that the game is designed to make attacks difficult without a tech edge??
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The thing that makes early game combat in SMAC different is the _substantial_ effects of innate faction bonuses. Certainly a successful early campaign can do wonders for your empire, but the likelyhood of being able to beat Yang in a ground war early without a substantial technological edge is, in my opinion, extremely low.
Later in the game, playing a builder faction, _your_ bonuses become more pronounced, which is why you want to postpone any protracted invasion til then. This is especially true against the AI, whose ruinously bad terraforming leaves it stagnating in the face of an exponentially expanding human opponent.
Now if the situation were reversed, and it was you as Yang versus the AI as Zak, I can't encourage you enough to press your advantages early. My point is that you need to make the most of the relative strengths and weaknesses of your faction. Make them play your game, don't play theirs.
This principle remains true in a multiplayer context. A human opponent should be more aggressive than the AI, but the relative strengths and weaknesses of your respective factions remain unchanged.
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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:22
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quote: Originally posted by CEO Aaron
The thing that makes early game combat in SMAC different is the _substantial_ effects of innate faction bonuses. Certainly a successful early campaign can do wonders for your empire, but the likelyhood of being able to beat Yang in a ground war early without a substantial technological edge is, in my opinion, extremely low.
Later in the game, playing a builder faction, _your_ bonuses become more pronounced, which is why you want to postpone any protracted invasion til then. This is especially true against the AI, whose ruinously bad terraforming leaves it stagnating in the face of an exponentially expanding human opponent.
Now if the situation were reversed, and it was you as Yang versus the AI as Zak, I can't encourage you enough to press your advantages early. My point is that you need to make the most of the relative strengths and weaknesses of your faction. Make them play your game, don't play theirs.
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interestiing point - ive been focusing on learning game specific features like combat tactics, forming, crawlers, etc while not focusing on faction strategies - that worked at librarian level, but at seem that even at thinker level it no longer works well - i need to begin focusing more on the right grand strategy for the faction im playing.
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