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swisscheese4
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Belfast,Northern Ireland
Nov 1999 time: 05:13
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Cult of the planet useless you say? I don't think so; they're the most fun to play with be because of the challenge they represent. Ok the -1 industry slows down building a large invasion force plus the -1 economy slows research. Oh and you have to wait until Centauri Genetics, E7 I think, before you get your free brood pits (plus your faction colour is pink!!!) but what about the up sides? They're what greenpeace should be, the ultimate eco-terrorists.
I have played a number of games with them (ok, in the first few I got stuffed) and have come to love them as much as Morgan. In my current game (PK, DA, CC, NP, MI, SF. Large map and transcend level) I'm kicking ass with all the early SP expect the Merchant Exchange, beating the cybrogs in tech and am wiping the oceans clean of the pirate scum. By the way I built not captured the SP and those isles of the deep are brilliant for taking sea bases with naval yards. When your main bases reach a reasonable size you can which to police state and Green and go on the rampage!! With mind worms of course! With +2 police rating those wee guys can police 6 drones! Plus they get +40% on attack because of the Green economy. Make sure to build biology labs and The Xenoempathy Dome for the life cycle bonuses. The cult can also produce a fine army to crunch its foes
All considered the Cult of the Planet is a tricky faction but used wisely is a force to be reckoned with.
Oh and when SMAC first came out Morgan was considered the most useless but is now considered to be many's favourite.
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zsozso
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of Chiron
Oct 1999 time: 00:13
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To balance the Cult:
I would give them +1 morale or an attack bonus to make them even deadlier as a
momentum faction, or even better +1 lifecycle bonus on every native lifeforms they breed.
They should get the Brood Pit from start not conditional on the tech. Also, they should get
different starting tech, Centauri Ecology is for builders. I would give them Centauri Empathy
(Green SE) at start instead.
Swisscheese4, I see your point and I played my first SMACX game as Cult. Result: met the Usurpers in 2140, eliminated them in 2160 (used captured worms only), total world conquer victory in 2260. But that's against the artificial idiot. I am now playing a PBEM as Cult, I'll see how they can perform against human Cyborgs, Pirates, Gaians and Believers.
However, they are definitely unbalanced, much weaker than any other of the 14 factions in my opinion.
zsozso
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Imperatus
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I'm a relative newcomer to SMACX (and this board) so don't take my opinion as authoritative but the one thing I notice about Cha Dawn is he tends to tick off everyone and get stomped early when the AI is in control.
Almost every time I infiltrate him (or get infiltration by the Empath Guild SP or election to governor), and check out his faction profile, he's got Vendetta against nearly everyone. And the alien factions seem to take special pleasure in womping on him.
Anyway, a couple thoughts on "saving" him:
-In general, sneakiness would be the catchword.
-In MP, he needs alliances. Buddy up with a stronger faction and get a pact going. Ruthlessly betraying said benefactor is optional.
-I would think he would need to do a lot of horse-trading, spying, and conquering to get tech. Industry is low, so building things quick doesn't work well. SPs can always be captured. Probes can steal tech.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:13
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Just played the first 100 years as Cha at transcend level, and have the tech lead, the military lead and am ahead in wealth.
Secret undoubtedly for Cha is pod popping and mindworm/spore hunting.
Pod popping gives early techs, and if you pop a worm, so what - you are hunting with a +2 planet rating (+4 if you have gone green) so it's a never ending recruiting drive or money-making exercise. So much so that I could afford to rush build the SPs I wanted (ME for my science city, VW, PTS and CDF)
So far, tho, I have only met Morgan, and traded three techs for 3 of his.
5 bases, about to build my sixth and commence a pop-boom (with the PTS)
5 scouts, 2 rovers, 1 strance synthmetal being prototyped, five spores and 7 mindworms form my army. All bases have tanks, commons, nodes and biolabs.
Maybe in an alternate universe, with a rampaging miriam, things might have been different........
G.
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swisscheese4
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Belfast,Northern Ireland
Nov 1999 time: 05:13
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Jebus! That was the first ever post I did in these forums!
I know the challange Googlie was talking about, it was Velociryx Ultimite Builder Challange. It was Rock Hard. But it goes to show that a good player can do even with a poor faction. As I said before the cult are quite a challange and then some.
Hey Googlie is Velociryx still around? He was the MAN!!!
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