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kt_butts
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I have similiar questions concerning the energy grid. Are SP generated base facilities counted when determining the Energy Grid? For example, if Marr builds both the Command Nexus and the Cloudbase Academy, does he get +1 Energy at each base for the facilities as well as the +5 for the two SP's?
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kt_butts
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I started a SP Marr game just to check it out. His advantages are ridiculous. He begins the game with a massive turn advantage. The automatic Rec Tanks and the instantly available formers, get production off to a huge start. Also, with the extra colony pod, a Special Project can begin ASAP without hampering early expansion. The Ogre allows for early rushes on neighbors. He starts with a significant tech advantage. To top things off, his Miriam-esque attack bonus (not just in air combat as the datalinks state) makes him a terror. In short, I think it's hard to screw up with him.
The only downside of playing as an Alien is that you are begging to be nerve-gassed. As such, Marr cannot play builder. If he lets human faction get close to him, he is extemely vulnerable. The easy solution to this is needlejet interceptors, and lots of them. A couple kept on alert in each city will prevent any x-njet penetrators for doing much damage, and a constant patrol of the surounding "hinterlands" will prevent any ground or sea forces from getting close.
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kt_butts
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All of those things help defending against air (inluding chopper) attacks. However, when dealing with nerve gas the trick is to eliminate any chance of attack. Never let an enemy base within 12 squares of your territory. If you zealously patrol your borders, you should be able to detect an attack.
Also, keep mindworms in your cities. Nerve gas does effect them or do damage to your population if they are killed.
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kt_butts
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All of those things help defending against air (inluding chopper) attacks. However, when dealing with nerve gas the trick is to eliminate any chance of attack. Never let an enemy base within 12 squares of your territory. If you zealously patrol your borders, you should be able to detect an attack.
Also, keep mindworms in your cities. Nerve gas does effect them or do damage to your population if they are killed.
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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Generally speaking, if you use interceptors to defend against nerve gas jets, you are dead meat (assuming tech parity). A missile xjet will mince a missile interceptor in a base - and take half your population with it. Actually, IIRC, my high-morale impact xjets weren't losing many battles against defending missile interceptors.
To defend against nerve gas, you have two options: empty your bases of troops if your enemy doesn't have drop capability and you can prevent land/sea units from taking the empty base. Alternatively build sentries with best armour/AAA and combine them with aerospace, creche and sensor. Perimeters do not help, but tachyons do.
Ran a test in the scenario editor, just to get the stats. The attacked base had aerospace, sensor, tachyon and creche. Armour and weapons were set to one in all cases.
The 1-<1>-1 sentry received the following boosts:
Tach: 100%
Aerospace: 100%
Sensor: 25%
AAA: 100%
Creche: +
The 1-<1>-10 interceptor received the following boosts:
Creche: +
Once you equip the attacking jet with nerve gas, the interceptor doesn't stand a chance. Even if it does manage to hold on by the skin of its teeth, a second air attack will certainly finish it with horrible consequences for the base.
The AAA sentry, however, will do a sterling job even with relatively poor armour.
It's true that mind worms negate the effects of gas, but they're not particularly strong defenders and they're pretty expensive.
I don't much like nerve gas, but in MP it's often necessary to use it. If it gets to that point, I always head straight for the bases with interceptors stationed in them, for an easy kill.
On the question of range, 12 squares may be enough against the AI, but not against a human player. I will quite happily send my jets out on a one-way trip to halve your base size - so my jets start with a range of 20 squares and this increases with reactor level 
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Basil
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Vancouver, B.C., Canada
Apr 2000 time: 21:13
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I think the Progenitor factions got their rep as superfactions from their strength in the early game. I hear that most multiplayer games end in the first 100 turns. The Progenitors' advantages would make them hard to beat quickly. And in single-player the AI is too stupid to keep up with a player, let alone catch up to a player with a head start. But how would the Progenitors fare if they didn't win quickly and if their opponent was capable of staying in the game?
H'minee would do well. Since the Caretakers are capable of using all SE settings, she can build with the builders if she wishes. Or her +1 Planet will let her play hybrid like Deirdre, and her combat bonus helps in a momentum game. She is a true superfaction. But Marr is a different story.
He has one big disadvantage: no Democracy. This means it is quite difficult for him to pop boom, and it makes it hard for him to run a large colony, since the best efficiency he can get is +3. So he shouldn't be able to match a human-faction builder or hybrid at building. Since he doesn't get trade, submissives are much less valuable for him than they are for more conventional momentum factions. And he has additional disadvantages in diplomacy, and, as the game goes on, in trade: later on in the game trade becomes more valuable than the aliens' energy grid.
This suggests that his strategies should be most similar to those of Yang.
This is why I picked the settings for my Marr challenge as I did. Huge world (in two of the games) to prevent them from winning right off. And Transcend to maximize the difficulties Marr would suffer from his low efficiency, and to maximize the importance of the AI factions: as a human faction playing against Marr, the human AI's are my friends.
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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Cbn:
It's true that mindworms neutralise nerve gas capability, which means that even if the attacker wins, you don't lose pop.
The main drawback to using native lifeforms of any kind as defenders is the cost of building them. In addition, as you observe, they are not particularly strong defenders once empath attack is available. And late game, they are pretty much useless without the appropriate SPs.
As you say, when playing Cult/Gaians, you could perhaps hope to replace them free of charge by capturing new worms. But this is somewhat hit and miss - if you are under sustained attack, you can't base your defence on hoping to find and capture more worms.
Here are your options:
*Within range of nerve gas, out of range of drop troops.
Under these circumstances, I would empty my cities and build only attack units (nerve gas jets/choppers primarily, with cheap little impact jets for ZOC and plinking formers, supply crawlers and expensive terrain improvements, like boreholes/mines). I would build air complexes a) to increase the morale of my attack units and b) to defend against drop attacks, even if there were no immediate threat.
Then simply attack, attack, attack with everything you have.
*Within range of nerve gas, within drop range.
Yikes! Big problem. Never get yourself in this position If you *are* in this position, then the strategy will depend on the exact circumstances involved - how good is your best armour, can you rush aerospace before they are ready to drop, if the base is taken, can they hold it? Worst case, should you destroy certain vulnerable bases to prevent them from getting a foothold and give you a chance to develop your remaining cities? And so on. It's hard for me (too tactical, no strategy I'm afraid) to speculate ...
Here are some general guidelines that I've found to be useful though:
I have always found it to be better to build *attack* units (gas jets, gas choppers) rather than defensive SAM units. By the time you deploy SAM, the damage is being done. And where are you going to put them? Unless you build best armour on SAM land units, they are useless as defenders. Outside your cities, they are dead meat and inside your cities are simply asking for a dose of gas.
If your best armour can stand up to a nerve gas attack given the relative tech positions, it probably makes sense to spend your money on decent armoured/AAA garrisons while building pure attack units to put your opponent on the defensive.
Many people advocate using interceptors to defend against nerve gas jets/choppers. Well, all I can say is that in MP I *target* cities containing interceptors. They are an easy kill for a gas attacker with equivalent weapons or even lesser weapons - in many cases, I can easily take a missile interceptor with an impact x jet for example. And halve the city size to boot ... Of course, relative morale is important here.
Prior to orbital improvements, you can try to house interceptors in air bases outside the radius of your cities. This can be helpful when playing a momentum opponent with many small bases and fairly poor production. If you choose carefully, you can find a site that is unlikely to be discovered by the enemy for a while. But once they have a satellite, this is useless.
In terms of preparing for a nerve gas war, it's worth noting the following:
Air complexes are key, because they prevent drop attack while boosting air defence by 100%. For this reason, I tend to build these in key/vulnerable bases as soon as they are available.
Perimeters don't help at all - but tachyons *do* boost air defence. By 200%. Unfortunately, they come late.
Other ways to boost air defence: sensors, AAA, geosynchronous survey, creches.
I should add that I am a pure builder, not an ounce of momentum instinct in me. So these are what I consider to be *defensive* strategies - I have never yet declared war on another player in MP.
By the way, the best way to learn is to play against other humans, rather than the AI. The first game I played against humans, I suffered the most humiliating defeat you can imagine (gulp) - and learned more than I could write in a somewhat thick strategy guide Since then, my performance has improved considerably 
[This message has been edited by Misotu (edited October 24, 2000).]
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Black Sunrise
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Buffalo, New York, USA
Aug 2000 time: 05:13
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I should not post this.
Because I'm tired, and in danger of looking stupid.
But if I build an airfield near a city, put interceptors in the airfield, none in the city, wont the interceptors scramble to defend the city, and if they die, not being in the city, wont they not cost the city any population?
So have an SAM rover in the city, with good attck, and a bunch of 1-1 interceptors in the airbase (as cannon fodder, they'll be much cheaper to crank out than your enemies attack planes), or if he uses choppers, a really good elite attack plane in the airbase.
Is this stupid? Does it make sense? If it's an error, I'm just tired, but it sounds like it might work....
Black Sunrise
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