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Lucy In The Sky
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Been playing SMAC since June '99 & SMACX since it was released. Am a builder by temperament. Mostly play as Morgan or Santiago. Looking for something completely different, in SMAC mode, played as Miriam. What fun! Try it. You might like it.
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spartak
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At least playing Miriam means oyu don't have to play next to her and put up with her mean and untrusting ways...
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Jethro83
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Newcastle, Australia
Mar 2002 time: 15:24
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Indeed, I've had a good game as the Believers. However, I actually play semi-peacefully. That is, most of my warmongering is in the subtle realm of the spy.
By the time I'm finished draining Morgan's bank accounts, or stealing Zakharov's research data, well let's just say Lal did it shall we?
By framing the other factions, I can get everybody to war with each other. Since there will be bad blood between the other factions, it makes it much easier for me to gain Planetary Council votes. And if they need to be bribed, its easily affordable with Free Market and Wealth running.
The only faction I've been troubled by when playing like this is the Hive, who seem to want to try and crush me even though five other factions are pounding away at them.
If I do get caught, I can use the stolen weapons technology to hammer away at the enemy, or use my probes to turn their units and bases against them.
My social engineering choices for the Believers:
- Fundamentalist
- Free Market
- Wealth
- Thought Control (once the Cloning Vats are built)
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Hendrik
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Miriam is pretty fun, in the early 15+ years before you get cent ecology it is fun to stockpile scout patrols, and do a "scout patrol rush" on whatever hapless victim is nearby. Sheer numbers of scout patrols can do a lot, they cost *half* as much as the next cheapest military unit, and with miriam's fanatic attack bonus they can do some damage.
That said I try to replace them as soon as I can, but it is a rather humorous method of attack 
I think Miriam does pretty darn well with demo too, once you reach the midgame and have sizeable bases the support penalty doesn't hurt as much, you are still at zero support meaning 2 units per base and free minerals for new bases. You can also spread the support burden around at conquered bases.
Miriam in fundy is a military juggernaut, its like having the HSA. Elite probe teams make taking out perim defenses and the like easy, and once those are gone it is quite easy to take out any well defended base. Throw all your energy into econ and you should be able to utilize captured bases pretty well too.
The 10 turn tech penalty is really harsh in multiplayer games, especially games with any kind of an accelerated start (IE IP games). Once you get planetary networks, formers, recycing tanks, and some basic combat techs that is all you really need for a long time..
If you do manage to survive until the mid/late game, then +2 support is a pretty cool military rating. An absolutely phenomenal late game SE combo is fundy/green/power/eudaimonia. +3 probe, +4 support, +2 efficiency, +2 econ, and +1 morale! That is all any warmonger could ever desire, and the efficiency and econ bonuses mean you can allocate energy to your economy and still make a sizable amount of cash.
Some like to say that support is meaningless by midgame, but I find this isn't true. Clean reactor is a cost 2 enhancement, meaning that it adds 50% to a unit's cost. Being able to support 14 military units from your top bases means you can make units with 2 abilities at the same cost as your enemies clean units, or crank out a large number of units at a dirt cheap price.
Last edited by Hendrik on 13-12-2002 at 01:39
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dworkin
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Gotta love them scout rushes. Last time with the Believers I had the Usurpers land nearby. Got to squash the nasty aliens before they could work out what planet they were on.
I did have this vision of my scout troopers leaping en masse onto the battle ogre and heroically sticking themselves into the gears to stop it from working.
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