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weird god
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EUROPA
Apr 2000 time: 06:13
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as some of you may have noticed iīm an addicted civer and dare to say i know almost everything about this wonderful game (the AI is no prob and iīm currently in the first spot of gameleague) - on the other hand i still have problems winning AC even i donīt play trancendent level. iīm wondering because civ2 and AC are very simliar....
civ2 has a lot of secrets which only show up very subtile but have great influence on the game. i now need your AC-knowledge to detect parallels which i guess would help a lot...
1)in civ2 the more techs you have, the longer it takes to gain another, depending on the NUMBER of techs you actually have, and not on the kind of techs. if you get certain key-techs itīs a waste to invent techs which lead to them most of the time.
2)in civ2 the number of cities you have influences riots. i already noticed that this does exist in AC too. any idea of the numbers depending on map-size and level?
3)the cost for bribing a city in civ2 does depend on many factors: MONEY/type of government of your opponent, distance of the diplomate to the enemies capital, who originally built the city, unit in city,...
4)the AI in civ2 seems to prefer building wonders you also try to build. it helps a lot to switch just before you finish it.
5)barbarians, the "civ2-mind-worms", tend to raise stronger in certain regions, especially the poles. certain techs cause to raise stronger barbarians.
6)if you are the strongest civ and no betrayer the AI kisses your feet and gives you a lot of money and techs for peace until mid-game, especially on deity (highest) level. else it shows no mercy. in mid-game the AIs almost everytime sign pacts against you no matter if you betrayed them.
7)connecting your cities to a road does increase trade-routes with other cities.
8)caravans could be used to support wonder-building at there full costs. deleting units in cities count half of there production-costs to the new production. is there something caravan-like in AC too?
9)itīs VERY important to play different styles: at the start exploring has absolute priority (you may find advanced tirbes, units or settlers). then itīs important to gain as much cities as you can - production rules. later on military or techs/gold and wonders have priority depending on your situation. in midgame it helps a lot to pop-boom. from now on gold/techs rule - military is primary for defence, gold for offence.
10)if you play on highest level youīll soon need to spend trade on luxury to keep your people happy. useful percentages are 40, 60 or even 80%. 10%-30% wont help a lot and 50% donīt really show a difference.
11)if you build a settler and you have only one city it doesnīt disappear even if it is only at size one. furthermore you can keep all your accumulated food.
12)if you build a city on a square which wouldnīt produce food at all, you get one "extra" food.
13)having diplomats in cities should help to prevent enemy-spy-operations. but it seems it only shows effect in cities of the AI.
i guess this is enough for now, thx for your help!
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mankind made alcohol, god made weed.....whom do you trust?
weird god, chief of EUROPA
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VoodooChild
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Atlanta, Ga. USA
Aug 2000 time: 05:13
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quote:

Originally posted by weird god on 11-09-2000 12:17 PM
1)in civ2 the more techs you have, the longer it takes to gain another, depending on the NUMBER of techs you actually have, and not on the kind of techs. if you get certain key-techs itīs a waste to invent techs which lead to them most of the time.
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Correct in that the cost increase by number. Depending on the situation at hand different techs can prove more or less important than other games. If you trade for a tech, but still don't have the prerequists, it is up to you if you want to research those techs based on their value to you, or you could continue trading or purchasing the prerecs from the other faction.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM2)in civ2 the number of cities you have influences riots. i already noticed that this does exist in AC too. any idea of the numbers depending on map-size and level?
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The numbers are based on the map size and your current efficentcy rating. Check the data links for the formula.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM3)the cost for bribing a city in civ2 does depend on many factors: MONEY/type of government of your opponent, distance of the diplomate to the enemies capital, who originally built the city, unit in city,...
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Not sure about this, the key factors I look at are population, distance from capital, and if the base is rioting. I know the cost are halved if under a riot.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM4)the AI in civ2 seems to prefer building wonders you also try to build. it helps a lot to switch just before you finish it.
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I havn't noticed this, they seem to start building when they get to a certain size and based on what techs they have on hand. Each faction has priorities, and I suspect that a SP that can be build with a tech from their priority may built sooner. Like I said just a therory.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM5)barbarians, the "civ2-mind-worms", tend to raise stronger in certain regions, especially the poles. certain techs cause to raise stronger barbarians.
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haven't noticed this. I believe at different years in the game you will see a stronger version of native life forms and of Unity units from remaining pods
quote:

Originally posted by weird god on 11-09-2000 12:17 PM6)if you are the strongest civ and no betrayer the AI kisses your feet and gives you a lot of money and techs for peace until mid-game, especially on deity (highest) level. else it shows no mercy. in mid-game the AIs almost everytime sign pacts against you no matter if you betrayed them.
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The Dipolmacy engine is a complex system. The #1 and #2 faction are programed not to get allong (rivalry) The other factions will tend to try ally with one of the other to increase their own importance. Also which SE settings you are running can influcence how the other factions treat you. At the start of the game it is real easy to set up treaties since most everyone has the same SE settings. If you are WAY ahead onh the power bar, then it is likely that the other factions will ban together to bring you down.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM7)connecting your cities to a road does increase trade-routes with other cities.
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no energy bonus for working a square with a road or a mag tube. mines will generate an extra mineral if it has a road to it. Other than that they are just a means to move around.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM8)caravans could be used to support wonder-building at there full costs. deleting units in cities count half of there production-costs to the new production. is there something caravan-like in AC too?
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crawlers will also put their full value to a prototyping project. They can also caravan resources from one of your bases to another one of your bases, but they take two and only deliver one. Crawlers can go to any square and bring back one type of resource from that square to the base that is its home.
now dont send your crawlers out to other faction' bases. SMACx uses a differnt system. There is a post running here about the returns from treaties and pacts that have nothing to do with crawlers.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM9)itīs VERY important to play different styles: at the start exploring has absolute priority (you may find advanced tirbes, units or settlers). then itīs important to gain as much cities as you can - production rules. later on military or techs/gold and wonders have priority depending on your situation. in midgame it helps a lot to pop-boom. from now on gold/techs rule - military is primary for defence, gold for offence.
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It is very important to be flexible with each game and do what is needed for the best result. Also different factions have different atvantages and disadvantages so you can be limited in the number of options you have to play with.
No advanced tribes and no settlers will be gotten from poping pods. It is good to go out an explore, but it is more important to expand as much as you can in the early game. Techs are ALWAYS important, money will be important throughout the game. Pop booming is important to wait untill your ready for it. Military is used for both as is money. Rush build defensive structures, Upgrade units, Bribe enemy units, Subvert Enemy bases, even bribe Faction leaders for peace or votes.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM10)if you play on highest level youīll soon need to spend trade on luxury to keep your people happy. useful percentages are 40, 60 or even 80%. 10%-30% wont help a lot and 50% donīt really show a difference.
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depends again on which faction your playing. Also it is debated wheather you should or shouldn't. I will at different times run it at 10%. There are other times in which I may have it higher for a turn to get my bases to have a "We love the () day". It all depends on the situation and you playing style
quote:

Originally posted by weird god on 11-09-2000 12:17 PM11)if you build a settler and you have only one city it doesnīt disappear even if it is only at size one. furthermore you can keep all your accumulated food.
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No, you base will uproot. If you build the colony pod before you reach a population of 2, you will be given the option to wait or to uproot the base. So plan ahead.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM12)if you build a city on a square which wouldnīt produce food at all, you get one "extra" food.
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Reguardless of what terrain you settle, you will get 2 nuteriants, 2 minerals, and 2 energy. If you settle on a special resorce or a river you will recieve the normal bonuses. Also there are geological areas with other bonus or penalties.
quote:

Originally posted by weird god on 11-09-2000 12:17 PM13)having diplomats in cities should help to prevent enemy-spy-operations. but it seems it only shows effect in cities of the AI.
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Probes of any faction in any base will protect that base from any sort of probe activity. The two units will actualy fight a combat.
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Simpson II
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varies
Jul 2000 time: 05:13
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WG,
It doesn't take a great deal of subtlety to beat the SMAC AI, so it's probably just some habits you've carried over. Most of this is in Vel's guide, but I'll put it down anyway. They're all things I had to learn or un-learn when I started in Smac.
When I first started playing SMAC the thing that caused me the most trouble was expansion. I kept up the Civ2 habit of just churning out colony pods for the first part of the game, but this doesn't really work in SMAC. Usually, the first thing any base builds should be a former.
Don't farm/solar every square in sight, forest is often better. If you do build solar collectors, do it on high ground (or raise the ground) and have lots of echelon mirrors around so that you get 5/6 energy per square.
Don't save your money like you did in Civ, bribery is too expensive for you to need the reserve. Instead build the first ten minerals of a recycling tanks and then rush-buy them every time you get 60 ec. This does amazing things to your productivity!
Stack your bases closer than in Civ, with 2 squares in between them unless you are playing the PKs. There's no such thing as double production, so you don't need to control the special resources so badly, and your bases will get to size 13 with only 8 squares of forest being worked. You can't get past 14 for most of the game, so just crawl in an extra nutrient or two.
Use crawlers. Enhance your productivity until eco-damage kicks in. Industrial Automation should be your first target in a builder-style game.
The nut/min/energy restrictions are even more crippling than despotism, so you need to get to the lifting techs fairly quickly if you want to play for the long term.
Air power is all important, and if you get to it before someone else who is close by then you can virtually always blow them away in just a few turns. Nerve-gas choppers are the SMAC equivalent of nukes!
Anyway, I hope that some of this is of help. Of course there are some interesting subtleties, just like in Civ... a fair few have not yet been mentioned on the forum, but I'm sure you will have fun finding them. 
[This message has been edited by Simpson II (edited November 09, 2000).]
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