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UnityScoutChopper
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Brno, Czech Republic
Oct 2000 time: 06:30
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I still maintain that Miriam is neither the worst nor inflexible (assuming you're playing with blind research off). Miriam's +2 support does NOT have to be used to attack, and is a more important part of her profile than the extra attack (unless you do happen to start right next to a scout-rush victim -- which actually happens fairly often even on large maps, in my experience). Use the extra support for formers, use it when running Planned or Green to easily field escorts for colony pods so that you don't need a doctor or RC to immediately apply the first pop point, use it to support more transport foils for overseas colonization than you could with other factions, use it to support more explorers, use it to run democracy sooner, which, if not running Planned, means a higher baselimit... the range of possibilities is quite wide, and there's nothing "one-dimensional" about it.
As to "spending an hour every turn with formers"... if you don't like using formers, what are you doing playing SMAC? (Unless you like no-formers challenge games.)
Again, Miriam is one of my favorite borderline builder/hybrid factions, second only to Domai.
IME, since one has plenty of other worthwhile things to build in the first 15-20 turn besides just formers, Miriam's real weaknesses are:
- part of her pluses truly are wasted until she can attack (that I'll buy, though I wouldn't say it makes her inflexible -- just penalized for certain situations)
- FM/Wealth is absolutely horrible until she gets trance or preferably empath (and eliminating those nasty fungal towers outright requires the latter)
- problems with blooms arrive sooner
- a bit harder to trade her way to science, since she obtains trading material more slowly
- IA comes later.
Still an all around pretty rocking faction, as all those forests that she builds quickly while still handling many other things means really goods FOPs per square... or if she has the chance and desire, she can just let loose, kick a$$, and gain early submissives with benefits equal to the formers she passed up.
In a way, you could say she's more flexible than, say, Morgan, who can be a builder and perhaps a hybrid, but never an early-momentum faction. Miriam has all three choices.
Incidentally, my vote for hardest faction in SP would also be for the Cult--most of the penalties of the Hive and the Spartans together, with very little to show for it. In my experience you are stuck without contact with other factions -- preferably ones suitable for worm-rushing, you're kind of SOL. But from the posts above, it's clear that there are those who have no trouble with them.
USC
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:30
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Any momentum faction gets weaker when tech steal is off, but that doesn't mean that Miriam is weak. Use the early support to expand aggressively and build lots of terraformers, get Planetary Networks, then probe rape every faction on the planet to eliminate your only significant weakness. Yes, you'll lose out on getting the early SP's, but you've got the muscle to go and grab them once you've caught up in the tech race.
The +25% attack is much better than +2 morale, IMO, since no matter how good your morale SE value is, your units don't get any higher than Elite. This means that Miriam's elite units are that much tougher than everyone else's. In addition, Miriam can pop-boom easily, something Yang has much more trouble doing. Finally, the crappy planet rating is a complete non-issue once you've got trance and tree farms to take care of worms and your clean mineral count, respectively.
Miriam is equally happy starting next to sdmeone and starting alone, since if you're next to someone, you can break out the scout swarm and make their life hell, and if you're off on your own, you can concentrate on growing and building, and rely on foil probes to cover your tech problems.
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Qualicide
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victor NY, USA
Mar 2000 time: 05:30
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I plant forests and build roads, forming is boring. It's not like you need it to beat the AI.
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UnityScoutChopper
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Brno, Czech Republic
Oct 2000 time: 06:30
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Regarding the pirates, also keep in mind that the pirates' -1 growth is really not much of a penalty on transcend level, as generally too much growth is as bad on that level as too little due to drone control problems, and the pirates tend to have plenty of nutrients anyway. In fact, I tend to find the largest problem with them KEEPING UP with their growth potential. It's a bit like support vs. industry -- in certain situations, you're better off with high support (raising your mineral production by 1 or 2, that is, by anywhere from say 33% to infinity, in the case of 0 --> 1) than high industry.
The real killer with the pirates is their inefficiency combined with the typically large distances between their bases and their capital. Other factions CAN avoid low efficiency. The pirates usually MUST avoid low efficiency, or they will soon be not only science-crippled, but also dead broke. This means that frontier/planned/?, which otherwise can be quite useful in many situations, is generally out of the question, and frontier/green/? is also out of the question as it means zero growth. Thus unless the pirates can afford to run Demo to unlock the possibilities of Planned or Green, they usually MUST run Simple or FM, making them a bit inflexible. Meanwhile their base limit remains low even when running Demo/FM.
My vote for their core strategy, therefore, is land bases but sea (not land) transports, investing heavily in fishing for artifacts, and using those to build the HGP. This makes hyper-early FM a palatable option for them.
USC
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AMD4EVER
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quote: Originally posted by Curiosity
Hive 11/18 - 61%
Drones 7/13 - 54%
Believers 2/4 - 50%
PKs 8/20 - 40%
Pirates 4/10 - 40%
Spartans 3/9 - 33%
University 7/28 - 25%
CyC 2/8 - 25%
Gaians 4/19 - 21%
Cult 1/5 - 20%
Angels 1/5 20%
Morgan 2/19 - 10% |
If this is right, then how can anyone debate that Morgan isn't the worst. Of course they are the worst. They simply were not made to deal with war especially once they are -5 police, -3 planet, -3 support, and -2 moral when running their democracy, FM, and wealth. Don't forget as well that their bases are often 3 smaller in size compared to their enemies. Morgan was designed to be a builder. In the modern world, the nation of Morgan would be powerful and respected, but in the world of AC they are weak and ready to be destroyed.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:30
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The probelm isn't with the Morgan faction; it's with the Morgan players.
Playing Morgan well is unlike playing well with any of the other factions. Most players never bother to learn how to do so.
There is a very great difference in playing with an economy based on minerals vs. playing with an economy based on energy.
I have had pretty good success playing Morgan in competitive (if not always structured tournament) PBEMs against some heavyweight competion.
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Lazerus
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Empires were built by dictators, not democracies.
Jul 2002 time: 05:30
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ps, are there any saved games of how misotu plays ? I keep seeing that name mentioned as a great player and all the wins associated with her
Last edited by Lazerus on 17-08-2003 at 16:37
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AMD4EVER
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So basically everyone accepts that Morgan will lose more games than any other faction in human v human competition because he is an easy target right from the beginning, yet no one agrees that this makes him the worst faction??? Also there is agreement that everyone who tries to play him is horrible at it yet this argument isn't used against any other faction, and Morgan still isn't the worst faction?
I guess the real problem here is that no one really wants to commit to declaring any faction the worst based on simple facts. I find it hard to believe that anyone would essentially say that he will lose more than anyone else and is the hardest to play, yet he isn't the worst.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:30
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quote: Originally posted by AMD4EVER
So basically everyone accepts that Morgan will lose more games than any other faction in human v human competition because he is an easy target right from the beginning, yet no one agrees that this makes him the worst faction??? |
Nope, I don't agree with that at all. Even if Morgan really was the weakest faction, player skill and opening position have SO much more to do with your success in this game than any minor difference in the relative merits of a particular faction.
quote: Also there is agreement that everyone who tries to play him is horrible at it yet this argument isn't used against any other faction, and Morgan still isn't the worst faction? |
I play Morgan, I am GREAT at it. I'm also good at playing Yang, Miriam and Domai, and I'll concede that all of them are better factions, overall, than Morgan. I've played plenty of Sparta, and I've determined, despite my love of the flavor, that her industry penalty is wildly oppressive.
quote: I guess the real problem here is that no one really wants to commit to declaring any faction the worst based on simple facts. I find it hard to believe that anyone would essentially say that he will lose more than anyone else and is the hardest to play, yet he isn't the worst. |
Present some facts that aren't in dispute, and maybe someone will come up with a conclusion based on those facts.
Here are some facts about Morgan:
He's weak at the beginning, but gets very strong in the midgame. Properly developed, he can expand faster than any other faction. His support limitations encourage players to make bad defensive decisions, which can lose games in a hurry. With a solid opening, left unmolested, Morgan can run away with EVERY SP in the GAME.
Good play with Morgan means you HAVE to know how to make the best use of your Energy Credits, you can't just switch to planned/police and rely on your huge support and industry to overwhelm your enemies.
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