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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:23
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Nope. Not many modpacks for either game at all. None are widely used. Absolutely none are used in multiplay.
Just be sure you have the latest versions patched. SMAC4.0 (comes with Alien Crossfire) and SMAX2.0.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:23
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quote: Originally posted by Urban Ranger
Build the Weather Paradigm, that way you can put boreholes everywhere |
CAVEAT:
obvious pitfall for unadvised players.
(sorry, I can't help chiming in everytime I see this happen again and again...)
The LEAST useful benefit for the WP is to build boreholes.
The WP does indeed allow advanced terraforming regradless of tech requirements.
The catch is, that you can thus build BHs, but only the normally required tech (Ecological Engineering) will lift mineral resources restriction. And the tech lifting energy resources restrictions comes even later.
So, even if thanks to the WP you can build BHs prior to EcoEng, you will only collect 0.2.2 from them (0 nutrients, 2 minerals, 2 energy) until you DO discover EcoEng anyway.
With the WP, a BH takes 16 formerturns to build.
A forest, requiring only 3 formerturns, yield a more balanced 1.2.1, much more useful in the early game.
The only applications for BH with the WP and prior to EcoEng are these:
- schedule your terraforming tasks, so that you complete forming your BHs *just in time* for when you discover EcoEng. At that moment they'll yeld a decent 0.6.2, and it would be useful if you have some operational ready -to-exploit, while WPless players can only *begin to build* them then.
- build BHs on mineral or energy specials, which lift the respective restrictions. Those tiles can yield 0.8.2 or 0.2.8 prior to EcoEng/EnvEcon. That will make them worth.
(Note that building a Mine+Road on a MinSpecial rocky tile will yield 0.7.0 and requires only 6+2=8 formerturns.
A BH on a MinSpecial yields 0.8.2, and although it requires 16 formerturns, its yield is regardless of a road and of underlying rockiness)
Apart the 50% increase in terraforming speed (=33% cutoff in terraforming tasks completion time), the WP is much more useful for:
- building Condensors early. Contrary to BHs, these DO lift the related restriciton (nutrients) on their own, effectivley allowing you to have 4-nut-tiles where you would have been limited to 2 nuts per tile. Various nutrient bonus make early Condensors even more desirable (see the table in this forum FAQs thread).
Early in the game, nutrient-intensive tiles can be even more important than minerals, as they tremendously boost your expansion: you'll have little use for too many minerals/forests, if you don't have enough bases and enough workers per base to exploit them (pre-crawlers)
- raising land earlier, and for this terraforming task the requisite tech (EnvEcon) would come even after EcoEng.
Raising land with the WP is fast and cheap, is more time-effective than seaforming in the early game, and apart "real-estate" expansion, if wisely used will also improve the raininess of your teritory. Not mentioning that it might give you easier access to other resourceful islands/continents, via landbridges
___
All this was only to shed correct light on the comment about WP and BHs...
To SMIFFGIG, I'd say that there is actually no single achievement that wraps the game, and this makes it so appealing.
It's more a matter of finely tuning and balancing all the game components so that you hum to the goals fitting your stile of play. You must focus on expansion and efficient exploitment of available resource in order to beeline to the goal you chose.
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:23
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So, talking about SP's, how would you guys rank those early-game SP's (HGP, WP, Merchant Exchange, Command Nexus, Virtual World, Citizen's Defense Force)?
For myself I think it would be:
1. HGP (I just hate these drones, and really like to force Golden Age having Wealth without FM)
2. VW (of course for UoP it's number one)
3. WP (I admit I once have been delighted by this SP, but at now I find it simply useful)
4. CDF (who wants to loose a base?)
5. CN (superior training and superior weaponry...
What do you think?
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:23
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Its hard to rank the relative value of Secret Projects, since my builds largely are constrained by the techs I've received. Given that in almost every game where I'm not pressed from the outset, I'll be grabbing Centari Ecology, Biogenics, then beelining for Industrial Automation, the Projects I build first would be:
1) Weather Paradigm
2) Human Genome Project
3) Planetary Transit System
4) Virtual World
5) Merchant Exchange
I often will miss out on Command Nexxus and Citizen Defense Force if my tech is being outstripped by another faction. I may reprioritize if I'm playing certain factions or certain styles of play. If I'm the University, obviously Virtual World becomes critical. Human Genome is more valuable with Peacekeepers, as is the Empath Guild.
Of the early SPs that I can most afford to let slide: Command Nexxus. Great wonder if you're going to play momentum, but I build frequently, and will often maintain only a couple Command Centers to provide my modest garrison and troop requirements, only building more in cities that are near an invasion threat.
Virtual World and HGP are nice to have, but if I'm playing Yang, Miriam or Santiago, I can easily rely on police to brutalize my drones into submission, and I will rarely bother to enhance my research capabilities, relying on probe teams to keep my tech current.
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