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mark13
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Northampton, England
Sep 2000 time: 05:13
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I will not doubt that the Hive is a devastatingly powerful faction in the early/mid game. However, you must attack with the Hive, or you will simply be left behind in the tech race. I know, Garth (through personal experience ), that you are a momentum player, so you will be more inclined to play the Hive than most other factions.
Dry,
Morgan is a very difficult faction to play, but can be devastating if they are played well. I have not got much experience with Morgan, and to be honest, I have never fancied playing them much - although I am more a builder than a fighter, I do like to have some flexibilty on the military front.
The Hive, OTOH, as with a lot of momentum factions, need a lot of luck - they need to be next to the right people. If you are a builder, you will always come out second best with the Hive. But play them right, and the proverbial steamroller comes to mind.....
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Teeks
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Homewood, Alabama, USA
Feb 2000 time: 05:13
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I was goofin' around on Librarian over the summer, and decided to play Yang.... I ended up scoring 7766 (500 and something percent, well above my usual 290-300% on Transcend). I had 18,000 credits, which was pretty funny, since I was running Police/Planned/Power/Eudomonia. I got the vats pretty early and built orbital facilities out the arse. Most of my bases were in the 40's, but I was suffering from really, really, really bad ecodamage before I transcended. Overall, that was about the only game that I played Yang in which I enjoyed.
I LOVE the Drones, though, the +2 Industry really comes in handy to snag the SPs. The last couple of times I've beaten Transcend I've played the Drones, and when I've tried to build the Ascent I've been considerably short on credits to buy it. Just change gear into Planned/Wealth/Eudomonic and get a whopping +6 industry! That makes mineral costs go WAY down.
Another funny thing was, in another game with Domai when I transcended, I sat there for hundreds of turns building a SP which had already been completed...Turns out when I change that project to build the Ascent, the Ascent was at Negative 77 turns. I got a good chuckle out of that.

--Teeks
[This message has been edited by Teeks (edited November 06, 2000).]
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Capt Dizle
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I guess we could rewind the clock 1 year or maybe 1 1/2 years and find this same discussion.
There are lots of ways to play this game, UoP is the best all round faction. Configuration dictates the best choices for particular games.
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Dry
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Brussels
Sep 2000 time: 06:13
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Jimmytrick: I know that this is old story, but in all posts I've seen until now, I never had an answer to my question/problem. I saw a lot of answers to questions I don't have.
When someone posts about playing faction this or that way, he always gives middle or late game advices, (almost) never first turns advices.
I hear you all about the fact that the Hive has to be played diferrently, and I find all your solutions quiet intersting. In fact, they are what I would have done, if I had reached that point in the game.
My problem is getting those first energies that will start up the the research procedure, that will enable me to build terraformer (at least one!!!), probe teams, ...
I sometimes have the time to build 3 or 4 scouts, before I can build a first colony pod that will not destroy my city when produced or have the technology to build a terraformer that will improve my nuts.
More than often my start research is so slow that Santiago or Myriam or whoever, comes knocking at my green synthmetal door with impact weapons and I don't have even have a probe (or the money) to buy the bad guy's unit and build mines from the stolen design (which btw. bypass the problem of the prototype).
The problem with the Hive are the first 50-80 turns.
And don't tell me about sending colony pods to those energy ElDorados. I have tried. The poor b*****ds that survived the worms, and found one, arrived sooooo late...
Maybe I should restart/reload the game until I start in/trigger a 'good' location (river, monolith, ...)
The Hive IMO depends more of a 'good' starting location than other factions.
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cbn
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Newfoundland but soon to be Calgary, Canada
Aug 2000 time: 01:43
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My favorites in SMAC originally were the peacekeepers, gains and university. They were the easiest to play and the reasons for this are outlined in many posts above.
Then I got SMAX and after just a couple of games I can say this:
Aliens -- seem just way too strong to be fun in SP unless you enjoy just winning without challenge.
Pirates-- A very different faction that I found frustrating in my first attempt(I tried to go to land to soon without full knowledge of where the aliens were). However in my second try I came to appreciate them and will play them again since their mineral problems require different strategies.
Cha dawn-- can you say "lots of mindworms" -- this is a huge momentum faction as the worm rush can be irresistable in SP
Drones -- I had read a lot here about the strength of this faction and my first impression was that the research penalty would be crippling, plus the AI seemed to play the drones so badly. But after 2 victories I can say that industry bonuses rock and the Drones are my current favorite. This faction makes me re-evaluate my previous prejudices against some of the research-crippled factions such that I decided to stop playing only my "favorites" .
From now on I will play my transcend SP games with all factions random (including my own). I just started my first game and found myself as the Spartans. I have generally viewed them in a similar fashion as Mark13 -- their advantages had elicited a big "so what" and my new-found emphasis on industry bonuses means that they would be far from my favorite. I decided to play them in character and in accordance with their advantages. I'm about 110 years in and second on the powergraphs (my pactmate Sven is first) but I have the Command Nexus special project and with the help of a monolith and my SE choices I am now pumping out elite impact rovers (the missle tech is next). I figure that the only way to play them is to be aggressive (probably should have gone to war earlier but I love tech trades) since the other factions (Morgan, Sven, Miriam, Domai, Aki, Yang) have a diversity of non-military advantages over me. So I am going to war, using the only factional advantages I have. This goes against my builder instincts but what the heck, its fun.
While I doubt that the Spartans will ever be a favorite (I love the industry bonus of the Drones and now think that I might like the Hive), they are playable and do require a different focus. While we all might have different favorites and the debate may rage as to which faction is "strongest", I am coming to the conclusion that the most fun to be had at this game is to play them all. I do know that it does make you change your mindset. For example morale was never as huge a factor when the strategy was to out-research the AI to Chaos and MMI. But as the Spartans I have a new appreciation for what I can do with high morale units much further down the tech tree (Domai will be conquered next turn -- likely without loss of a unit).
As many more experienced players have said in this and similar threads . . . -- All the factions are good and favorites are a matter of personal choice just like the question as to an individual's favorite food.
cbn
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mark13
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Northampton, England
Sep 2000 time: 05:13
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weird god,
Absolutely no need whatsoever. If people don't want to discuss a topic, they just shouldn't post full stop, IMO.
Although the majority of these subjects have been discussed two or three times before, they are still interesting topics, and worth discussing again. In that way, it is often much more informative to have a discussion now about a particular topic than delve into the archives for the old threads, however good they may be. It is also much more fun, which is the reason we are here in the first place, is it not? That is not to knock the old threads, they can be very entertaining and informative.
And no-one can know everything about a particular subject - you might just learn something. Not much, I know, but something. 
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Capt Dizle
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Misotu, I stand ready and quite pleased to make supercilious, content-free remarks about how it was all over and done with a long time before you grew up and daddy bought you a SMAC toy.
Thanks for the zip file.
jt
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VoodooChild
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Atlanta, Ga. USA
Aug 2000 time: 05:13
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Fun with Pirates:
Build bases only on mineral specials. Between your auto pressure dome and the special your cranking out 5 minerals from the get go, and you'll need them for the inflated seas units costs. Kelp up to 6 squares around you, and harness as you have workers. After pop 6 all new borns become lab rats or doctors. You have plenty of food so if your next worker is going to be a drone, convert one of your pops to a lab rat. This will not only slow down your growth until you build more happy places, but it offsets some of your inefficiency.
After you get the standard techs, beeline to EthCal for the creches and built to reduce your horrid efficiency. Next goals are wealth, crawlers, lift nuts, and lift energy. Change to a Democracy as soon as you get the tech. Again you need to reduce your inefficiency, so what if you have to wait an extra two turns. Between the early limits and your harnesses, you don't need to fun free market. Green is the best since it will allow you to capture IoDs. You should let those IoDs explore and pop pods since they can carry AAs. Once you have Knowledge the tech race is yours.
Don't be tempted to increase your labs at the expense of credits. You need the money. Rush build every building, upgrade crawlers for SPs. Early in the game it might be worthwhile to switch to Planned to help with the first set of SPs, but after crawlers are on the scene forget about it.
By midgame you should be in fine shape, with more than enough income to deal with your lack of minerals. Your armies should be limited to trace garrisons behind a screen of ships and pfoils. Your destroyers should by laser or 3res with best armor. Keep your weapons small to increase your chances to capture ships. If you cause 80% damage without killing it, you'll have a new ship. Use your captured transports to dump armies onto the mainland.
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Zonk
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Texas, USA
Nov 2000 time: 05:13
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I would think that going from 640x400 to 800x600 would slow you down (in fact, I'm sure of it) The size of the map is probably the most important aspect here. If you have speed problems, the readme file addresses these issues.
Talking about the Hive, I don't enjoy playing them. The times I've been close to them in early game, they have caused a little trouble. I've found that if I have good enough weapon technology to mount even an averge offense, the good Chairman will usually pull back and defend, slowing down his offense enough for me to get up to speed. Of course, I'm talking about AI here, in SP.
I've been playing SMAC and SMAX since day one (SP) and the only faction that has overrun me early is the Cult (sorry little kid). Of course, I have had my problems with the Aliens. The key here is sending out some recon early, and adjusting your reasearch to weapon techs, if necessary. Know thine enemy. On the smaller maps, of course, you are going to have to be ready earlier. You won't have the luxury of 100 - 150 years of being all alone on your little corner of Chiron.
Just my opinions. I even had one game where Morgan acheived an economic victory. I was happily playing builder when I got notice that he would "corner the market" (or whatever the wording was) and by the time I could saddle up and get over to him, it was too late. Has anyone else been victim of an economic victory? I didn't have infiltration, and wasn't Gov, so I didn't get to take a look at his infrastructure. I can't remember which faction I was playing at the time.
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mark13
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Northampton, England
Sep 2000 time: 05:13
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quote:

Has anyone else been victim of an economic victory?
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I have to tell you about a game I had with the PKs, and the Morganites had initiated an economic victory. I was building a PB at the time, so I thought it would be a fairly easy job. What I didn't realise, though, was that his HQ was just too far away, so that had been scuppered. By this time, of course, I only had 12 turns to get him, so the plan was to build a base, get an AAA garrison in to defend it against missiles and the like, and use it as a stopping point for the PB. So I did that, and prayed that my two 1-<8>-1 garrisons would be enough to withstand the inevitable barrage of conventional missiles. I also rushed an Aerospace Complex there (this was SMAC, so no Cloudbase). Sure enough, SIX conventional missiles came in, but they could not penetrate the two garrisons, guarding the PB. So I sent it in the next turn, and blew up his HQ, with TWO TURNS remaining.
Man, that was some game, and I transcended not long after.
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