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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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Obviously the Big Four: WP, HGP, VW and EG. The other late early and mid game biggies are good too: PTS, HSA
As Dee I take much more interest in Xeno Dome since it allows combined native/conventional attacks/defense. One item that I noticed is that it is much more useful at sea than on land since the seas are large and relatively undeveloped and land is infested by forests and other non-fungus terrain. Moreover, with higher moves of sea units (IoD with four and cruisers with 6 vs 2 for rovers and 1 for infantry) losing 3 movement in fungus is a bigger deal since you have more to lose. One word of warning - once you have Xeno don't expect to capture any more worms.
Another Gaian SP is MCC. With all those free IoDs floating around, and free passage through fungus for ships with Xeno, you can easilty control the seas when their moves go from 4 to 6 and 6 to 8 (or is it 5 to 7? I don't build many cruisers except as transports)! These two SPs work very well together.
Why control the seas? Simple: Unity Pods. They get scarfed quickly on land, but if you go to sea early and get lots of IoDs harvesting these goodies you will get a good advantage. I also like plopping a few worms from IoDs on undeveloped/unexplored islands and continents to scare up worms and harvest pods (and AAs!). Worms captured far from home have no support cost, and even those who do are support free in fungus. The IoDs are always nearby to take the Artifacts home!
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:30
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I agree with Hydro-- most of these Sps are nice with pretty much any faction
Later game, I find I like the Longevity vaccine for deidre more than I do for most factions-- Most of my other factions are in FM but deidre is often in Demo/planned/wealth for a perpetual pop boom and TWO more content citizens is big.
The Cloning Vats and the CBA are much more valuable projects but I think that they are high priority for every faction
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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I forgot one of the Gaian Sea Triad - neural amplifier. This gives your IoDs a huge edge in naval combat since any attacker has to beat your 'trance' in psi combat! That means they are at a 3:2 disadvantage unless their naval or air unit is Empath equiped (all attacks on sea or air worms are 1:1 - there is no 50% bonus to attack like for land worms). Another nice benefit is that when you pop a pod and a hostile IoD comes out you will almost definately win the defense - otherwise it is 50-50 (assuming you are attacked).
Anther reason to get neural amplifier is to deny it so someone else. Trance plus NA is a death sentance for worms, which decline in value enormously after late early game anyway.
One SP that is almost useless for Gaians or anyone else is Dream Twister. By this time conventional is much more efficient and cost effective. It is kind of nice to have when Green/Cyb to have a killer attack with Locusts, but it typically isn't worth it. If you are pressed there are always more important things to spend resources on than Dream Twister. Plus, this SP comes so late the game is over by this time anyway...
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Gufnork
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Gothenburg, Sweden
Jul 2003 time: 05:30
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I would remove the HGP from the big four for Gaia. With no FM and a +2 efficiency I don't see the need. I'd take WP first, then VW, then EG (EG last mainly because it comes later). I'd probably go for PTS before HGP even.
And never, ever build Dream Twister if you don't have Neural Amplifier. Then it's completly useless. But since it's easy to grab I'd get it as Gaia, but not sacrifice too much to get it. I tend to go all native when playing Gaia on SPlayer though, since it forces you to play differently. And Locusts are damn convinient on large maps.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:30
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Any SP that increases base stability is good in my book. But, if I have to chose among the big 3 it would be WP, VW, then HGP. EG does come later.
I like taking the Gaians to GA/wealth ASAP. HGP helps a lot. Another plus of HGP is it lets you expand more in your first phase and second phases, and you can get about 4 more bases w/o drones being your first citizen. This is really good since it allows you more depth, a greater production base, and more energy centers to compete better with the FM Planet-rapers out there (who need to be brought to heel).
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UnityScoutChopper
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Brno, Czech Republic
Oct 2000 time: 06:30
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I would agree with Hydro except regarding the EG -- in single player I would totally ignore it. Its effect is to provide part of the benefits of the governorship and to make the governorship easier to attain early. With proper exploration and diplomacy, you will be able to gain the governorship fairly early anyway, and once you have it, the EG is useless. Early production capacity is spread too thin already without spending it on this project -- use your production to build the many other useful things available at that point in the game.
The Longevity Vaccine is indeed a killer SP for Gaia, especially when combined with the PTS -- new bases start at size three (i.e. are never lost to worms) and can focus on building their mineral flows IMMEDIATELY.
With a near-infinite supply of spaces that provide 2 nutrients (fungus) and with a police rating always high enough to use one cop, Deirdre can also take very good advantage of the PTS (matched only by Miriam, who can rush a first-turn RC even in Democracy). Even before the Longevity Vaccine, there are police infantry to handle drone problems.
The PEG is as useful for Deirdre as for anyone... sure she won't have the energy boost of FM, but she'll be raking in energy from boreholes so soon it doesn't matter.
Since Deirdre can't go FM, building a large offensive air force will be fast (+2 industry) and painless (no pacifism, ironically), so she might as well build a large offensive air force, and thus the CBA can often be even more useful for her than for other factions.
USC
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Mead
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Anther reason to get neural amplifier is to deny it so someone else. Trance plus NA is a death sentance for worms, which decline in value enormously after late early game anyway.
One SP that is almost useless for Gaians or anyone else is Dream Twister. By this time conventional is much more efficient and cost effective. It is kind of nice to have when Green/Cyb to have a killer attack with Locusts, but it typically isn't worth it. If you are pressed there are always more important things to spend resources on than Dream Twister. Plus, this SP comes so late the game is over by this time anyway... [/QUOTE]
I'm still kind of new at AC but one thing I did like was getting Dream Twister (having Neural Amp to deny it to my enemies) and letting loose with a tidal wave of worms.
If you have a lot of worms with DT and NA it is hard to hold them back.
Good things about worms (and other native life forms).
1. Never go obsolete
2. Bypass base defenses (very useful if you are in a close fight, don't have blink yet and your opponent has tachyon shields, Aerospace Centers, and decent well armored AAA units).
3. The worms seem to be cheap
4. The Locusts have a good range and can occupy cities (which can be useful in the time before you death spheres
and for those bases you can't drop into (those having Aerospace centers and without roads or rivers leading to them).
5. If you have NA a tougher target to destroy.
6. Complemented/Enhanced by other SPs that increase life cycle.
7. A well-protected worm wave combined with Dream Twister is unstoppable.
Bad things about worms (and other native life forms).
1. Artillery can do horrible things to them. (Before I learned about clean minerals I discovered that it was a good idea to have several Drop artillery units made by mid-game to ensure that I could them as a 'fire brigade' to drop into any base threatened by a big mind worm fungal pop. A few volleys of fire from dropped in units followed by chopper or ground based assaults kept the worms at bay and the treasury overflowing.)
You need to protect the worms from artillery.
2. Locusts and IoD are expensive.
3. Attacking AAA units with Locusts is usually fatal for the Locust.
4. The worms are slow. Only one move per turn unless on a road/fungus/or mag tube. Sometimes by the time they get to where you want them you already have blink choppers with orbital insertion or blink death spheres, which makes the worms redundant.
Like many tactics in this game it helps to use a combined arms approach to either the attack or defense. Use the capabilities of one type unit to offset the weaknesses of another.
Note: I find it important to use choppers to recon ahead of the worms to find and take out any artillery. As stated above artillery can do horrible things to worms. If you do have to move the worms close to artillery it is essential to avoid stacking them so at least some of them avoid being hit hard.
One thing I'm not sure of - I think (from playing) that shard artillery will do more damage to a worm that impact artillery, but I'm not sure. I've heard that trance artillery is more effective than non-trance but I don't think I've seen the effects (generally, the only artillery that hits my worms is naval based because I'm usually able to recon far enough ahead of my worms with choppers to clear out the ground base artillery before they get in range).
Feel free to let me know what I've overlooked. I only have the basic SMAC with the original 7 factions so there may be some obvious things I've left out that I don't know about. I havn't found out where to buy the expansion for SMACX.
Mead
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Gufnork
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Gothenburg, Sweden
Jul 2003 time: 05:30
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DT +cyb +green +Dee +MW = violent death to anything in it's path. Counterattacking with empath scout rovers = violent death to MW. So unless your opponents are dumb enough to build fungus paths to their bases it's not that good. It chews through any AI though.
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