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Goit
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Kingston Upon Hull, UK
Nov 2000 time: 05:13
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It's a shame the AI plays Morgan worse than probably any other faction because of its insistance on running FM in keeping with the Morgan character.
The whole point of Morgan is NOT to run Free Market! - Morgan being the only faction that you can have the all-important +2 Econ (from Wealth) and still maintain a large standing airforce.
With Morgan you can play a purely defensive game from Doctine:Air Power (even more so after Clean reactors) onwards - secure your little corner of Planet, build a large standing airforce, a bunch of probes and run Green/Wealth.
You simply don't need to attack and can move for either transcendence or economic victory as your ultimate aim.
What I'm wondering is, are any of the other factions viable for a defensive game?
Obviously, the Caretakers suggest themselves with their +50% on defense but I wouldn't like to have to rely on that.
[This message has been edited by Goit (edited December 29, 2000).]
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Zonk
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Texas, USA
Nov 2000 time: 05:13
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Welcome Goit, it sounds like you play Morgan from the same standpoint that I do. I fully agree with your opinion of the AI playstyle. However, I did experience the AI gain an economic victory early in one game. It was before anyone had DAP, and I couldn't get to him in time to stop him.
I run FM up until I require more than the minimum military, usually up to the point where i begin my Air Force. Running Green, Morgan can be an awesome force. Converting all that energy lets me compete with just about anyone tech-wise, and if I can't keep up, just build a few probe ships and voila, you're right up to speed in no time. By late game, I'm running about 10/10/80, churning out tech quickly.
I have had much success with late-game Morgan. I can always count on having enough cash by the time I can start Transcendence; usually enough to buy the project almost immediately. I have to admit, it feels like a shallow victory.
Morgan rocks! I would probably have my hat handed to me if I played him in MP, but he is cool when going up against AI. Only Roze has really given me any trouble when playing Morgan. And it's so easy to ally with Deidre when running Green, and to get all those early eco techs.
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Christantine The Great
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Massachusetts
Jun 2000 time: 00:13
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I think that the best defensive faction is the CC. If you can secure even only 5 cities you can (eventually) get your research down to 5 turns per tech by running Demo/FM/Knowledge/(Not there yet). Of course it takes alot of luck to get this off if you are playing Blind. Your main aim is to snag as many early SPs to get an advantage and to maintain a large amount of SPs throughout the game. Don't forget the importance of short wars, the CC's only way to keep up their research and to keep away enemies at the same time. If you happen to get Wealth before Knowledge then use that first to rake in the profits.
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grimreap
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Bristol, England, UK
Nov 2000 time: 05:13
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mark13, i tend to rely on the HSA but it does take a while to get usually. I can't belive that in SMACX there is nothing to protect against probes (as the HSA does), what a bummer.
BTW I tried playing with Lal but it's really hard to change strategy, don't you think?
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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I'm talking MP here, not SP. In SP, a defensive strategy rules, no question.
In MP, any decent builder faction can play a credible defensive strategy. My favourites would be PKs or Gaians - not UoP, strangely, although that's probably my weakness. I'm not fond of drones.
There are many players here who would say that there is *no* viable defensive strategy. These are people who beeline for nerve gas/air and then blast everything in sight with the objective of being Irradiated Desert Ruler 
Well. Yes. There is a lot of truth to this. Defending is hard, because you have to defend *everywhere*. An attacker can pick a single point, and concentrate all their forces there. The defender cannot choose the point at which battle will begin - and therefore must expend huge resources reinforcing everywhere.
However, that is not the end of the story. The simplest defensive strategy is the one where you gain, and maintain, a strong tech lead. This will mean AAA, probability armour (at least), tachyon and ODPs plus the Hunter Seeker. Even in SMAX, this SP provides some protection. In order to get this far, you will already have tree farms and those critical food/energy/mineral orbital improvements. As a result, by keeping your empire *small* but highly developed, I have found it to be possible to play defensively and succeed.
It is easier to do this with a pop-boom-capable faction, which is why I would not consider the CyC to be an ideal candidate.
It is important to remember that the best form of defence is offence. Your goal is to watch constantly for possible attack, and be ready to counter it with ultimate force while continuing to build. To be successful, this strategy requires infiltration of all possible aggressors and a serious tech lead. And I mean *serious*. As in, you have ODPs before (preferably) but very soon after the opposition has buster capability. When they have air, you have air, MMI and tachyon.
It's not a winning strategy my friends Get air, nerve gas, choppers and be ruthless. This is not what I do ... but I know that it's a better strategy. Just not to my taste.
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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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My opinion to defensive play:
In most parts of the game, especially if you play blind
research, weapon will be stronger than the armour availiable at the same time. Particle weapons kills synthmetal, chaos gun kills 3-res etc. (On the other hand, I remember one funny blind research game, in which for a long time the leading 3 factions, including me playing Yang, had photon(5) armour but only missile(6)weapon!).
So I think it is not a good idea to rely on the armour of your garrison if Your enemies rovers(especially if it's Miriam with her 25% attack bonus) appear.
So I normally play a "offensive defensive" stile, whish is suitable for nearly all factions. Each base has at least 1 offensive unit (best weapon rover or best weapon needlejet), front bases at least two offensive units to kill any enemy unit BEFORE it can attack my base. But I am careful by moving in enemy territory, even if I am in vendetta with a neighboured faction.
Only if I am sure that I am strong enough, I will make a fast strike with an overwhelming force (and of course the use of probe teams in the same turn), capture one base and offer peace (and the treaty to get more $).
Exception of course if someone pisses me really off. If I am stronger than him (or her), I don't stop war befor I hear him crying in my punishment sphere!
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Lord Maxwell
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Uppsala - Sweden
Dec 1999 time: 05:13
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You can play morgan with a defensive air force even in free market. It is the inability to play fm properly that cripples the computer, not fm per se.
For every 10-15 cities you have you designate an air force base city. You build a (total brain lag, the building that takes away all drones and talents, but halves research output), you crawler in enough minerals to support your 15 or 30 (do you want 1 or 2 planes in each real city?) interceptors, support them from that base, and move them to the bases to defend.
Any base within 8 moves from the air base can build an interceptor, it moves there in one turn and is supported from there ever after.
Thus you maintain the wild advantages of FM and can still be a huge defensive force.
If you want to go to war, just add a few fleet bases, and a land force base or two, support 15 to 30 units in each of em, and go to war. With crawlers this can be real easy.
Off course, these bases need very little in the way of infrastructure, no need to build tech enhancing facilities, nor to build drone control facilities.
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