Sid Meier's Alpha Centaurior SMACPicked it up recently and really enjoying it even if it takes a lot to get into and the unit designer is a chore.Anyone have any advice on economic victory? The other ones seem to be 10x easier, at least with their designated factions, but the fact that mind control costs double with bad relations, and everyone but the UN hates the optimal social policies for money, hurts.
>>2462073Play deidre and sell bathwater. You'll be flush in no time.
>>2462073Try and make early contact with everyone. Factions are usually more willing to sign treaties and pacts early on before SE and power differences really kick in. Make friends with peaceful factions that share your SE goals. Declare war on the asshole factions if they start to murder your allies. Rush planetary economics to unlock your victory condition and then just set yourself up to hoard energy credits till victory.Above all don't wait around to corner the market, mind control costs get ridiculous in the late game even with more energy sources like satellites and transcendi. Also be careful about growing too large/powerful, other factions are fickle and may end up hating you if you or they skyrocket ahead in power ranking, even if you're friends.
MAKEMORE BOREHOLES
>>2462379>spartans declare a surprise war>needlejet blows up your former>put AAA troop on next former>finish borehole>ecological damage: 85!!!>18 mindworms appear>colony destroyed
>>2462394SUCKSTOSUCK
>>2462403I haven't researched that technology
Is it a good idea to play with the Thinker mod if I've never played Alpha Centauri before?
>current year>still no organic superlube
>>2462412That mod sounds intriguing but play it vanilla first.
>>2462073>Anyone have any advice on economic victory?Secure the planetary governor position. It'll give you consistent extra income for your trade routes, and gives free view of everyone's bases.
>>2462201Early tech trading is almost a game in of itself. Basic principle is that you start with tech A, can exchange with other faction that starts with B (so you both have A and B) but then you exchange with other faction that starts with C (so you have three techs while the AI factions have only two.)This means the seemingly fraud AI offer to sell you some other faction's comm frequency can actually be a great deal because you can sell/flip stuff to them as well. Although there's a risk you run into their units the next turn anyway, I guess.Since OP asked about economic victory, I'll mention this just in case: Morgan can seem extremely weak faction. At least I remember just looking the amount of numbers and not realizing that Economy is much more impactful than the other SE modifiers (or at least it gives flat yield increases that can be extremely powerful) and one of their main downsides is very punishing at lower difficulties (default city pop cap is 4 instead of 7) but becomes nearly irrelevant in higher difficulties where you actually don't want the cities to grow bigger than that (in the early game/if there's not enough happiness buildings yet) because of the drone penalties.>>2462394Was it true that because of the way ecological damage is modeled, you want to pollute as much as you can in the early game to get a bigger "quota" for the middle/late game?
>>2462619>Was it true thatAccording to the wiki's formulahttps://civilization.fandom.com/wiki/Ecological_damage_(SMAC)... yes but no?The short version is every attack gives you budget for 8 tile improvements, bearing in mind a citizen working a road + solar + farm counts for 6, unworked it'd be 3, and any budget excess spills over into a quota for minerals.If you had, say, 3 tall cities with a tree farm and hybrid forest in each (all tile improvements will have zero impact), your quota would be 16 + attacks you suffered, which could afford all the minerals of those cities.Offworld minerals apparently don't count.Any preserves, temples and nanoreplicators effectively double, then triple, then quadruple, and so on, your quota.... but antagonising the planet early would mean using Free Market, which -3 Planet score hurts your Psi Attack by -30%, doubles your eco damage... you'll need either Morale for psi combat or Support to literally support a large if cheap army, so you'll be building a lot of uneconomical stuff and looking at social engineering... you'll need to constantly reform tiles lost to fungus and walking into fungus occasionally spawns worms... and very late on Green economics + Cybernetics you eliminate your eco damage entirely, which means even illegal ICBMs are A-Okay according to Planet if you're a vegetarian cyborg who composts his grandmother, recycles his refrigerator gases, drives a hybrid and offsets his needlejet air miles!What this has taught me is I want to stop building roads everywhere, use rivers as roads, and to consider building road mines out of sight and out of mind because Planet can't connect the dots even if it can see the minerals, but you need to build and protect a supply convoy so it's not great.Borehole spamming outside cities is probably not worth it for the time investment + global warming issue as you lose the dual income.I'd build more condensers and mirrors outside my cities if the AI didn't found on borders.
>>2462796oh and as a further point to make,Each forest within an early game base effectively provides budget for 1 tile improvement, or more realistically 6 forests are needed for a rolling mine farm. Wow that's not efficient at all especially in time taken to plant it! A tree farm, which would be post-mineral limit tech, would probably mean a rolling road mine farm needs 7 forests to counteract entirely, maybe 6 for a rocky road mine? But then again you're not supposed to be immune. Oh and there's also the negative that you need these forests in your polluting bases, Planet does care about pollution density.
>>2462796>https://civilization.fandom.com/wiki/Ecological_damage_(SMAC)Btw I generally recommend https://alphacentauri.miraheze.org/wiki/Main_PageIt's an older and fuller wiki.
>>2462882>exact same textI miss when games only had one wiki and the layout wasn't terrible, but at least adblockers solve the worst problem.There is less information on this one such as differentiating between if you have the expansion or not as to mines reducing nutrients, but then I don't know if it has things the other doesn't.
>>2462619In addition to halving eco-damage from terraformed squares, each tree farm increases by one the number of 'clean' minerals bases can make without causing eco-damage. But this only happens after your first fungal pop (square explodes with fungus and you get a story popup). So the strategy used to be redline eco-damage until the pop before building tree farms. Thinker mod removes this check so you can build tree farms whenever.>>2462796What is this schizo nonsense?General terraforming advice is to build ~2 boreholes and 1 condenser for mature bases, then forest every other tile. Forests plus tree farms have decent yields and reduce eco-damage. If you have rocky squares and want extra minerals then build mines and use crawlers on them. That should be more than enough production for normal play, and if you bump up against the eco-damage limit just build some Centauri preserves or hybrid forests to tamp it down again.
>>2463478>What is this schizo nonsense?Anon asked if you frack the planet early on to get fewer worm incursions later... which is unnecessary like you said, forests, tree farms, and one centauri preserve are how you dip under the threshold.>tree farms give you clean minerals...? There are clean minerals besides orbital mines?
>>2463800>There are clean minerals besides orbital mines?Yeah, it's the amount of minerals you can take in before causing any eco-damage. The default is 16 but goes up with every tree farm, preserve, temple, etc.https://alphacentauri.miraheze.org/wiki/Ecology_(Revised)This page makes it clearer.
>>2463893This is extremely different to the usual formula.How do people find these formulae?
>>2463962It's the same formula as in the above wiki pages, just restated more clearly.Probably datamined from the game files, if it isn't in the configs in plaintext.
>>2464137>It's the same formulaIt has at least one difference.The normal formula considers each base to only mitigate its own damage and if an arbitrary limit (16 + blooms) is not exceeded, that gives you free minerals.The revised formula does not consider trees to be local.It also points out that planet cannot be below 1, which I wish was said elsewhere.
>>2464225Well it is the 'revised' eco-damage formula after all.Most of the info on this game was written 20+ years ago and is probably wrong in places.
>>2462931>I miss when games only had one wikiit makes me laugh every time i find out there's more than one wiki for a videogamefucking autists
>>2462073>the unit designer is a choreheresy
>>2466028It sucks once you realize the designer is smushing chassis, weapon and addons together and they all clip horribly.
After finishing several playthroughs of both civ1 and civ2, I'm thinking it's time to get into SMAC. Anything I should know? I don't know anything about this game. Is it the usual "rapid expansion into military and just steamroll everyone" like civ 1 and 2?
>>2467089Infinite city sprawl is still the strategy of choice for peaceful expansion. For aggression, the choice is mostly between early rushes with 4-attack rovers, or waiting for the advent of air power.Your formers should be planting forests (and you should have a lot of formers). Forests produce 1/2/2 in the early game when your technology caps production at 2/2/2, making them hard to beat; as a bonus, they will randomly spread to adjacent unimproved squares.If you are playing the Gaians (or otherwise have a +planet rating), go walking around in the fungus looking for worms. Other factions can splatter them for credits, but you can capture them and build up an early psionic army for free.Economy +2 is THE major social engineering breaking point, as it grants +1 energy in every square. Before late-game, most factions require Free Market to do this, which has major downsides (basically it's the SMAC equivalent to Civ Republic/Democracy). The Human Hive starts with -2 and can't get there at all. Morgan Industries doesn't need Free Market at all since it starts at +1 and can use Wealth for the second +1; paradoxically enough they're usually better off going Green.The unit designer is a cute gimmick, but it's not really important. The basic units work just fine.Beyond that, it's all basically science fiction Civ 2, you should find it very familiar. Do go for a transcendence victory at least once so you can get the full storyline -- yes, this is a 4X with a story -- and enjoy all of the technology quotes, they are very good.
>>2462073Wasn't there a book based on this game?
>>2467151There were three and they aren’t bad. If you liked the Journey to Centauri short story you will enjoy them since it’s written by the same guy.It gives you more insight into how the tech in the game actually works, what talents are and what drones are, how nerve stapling actually works, how the faction leaders are living forever, and more of an insight deeper into their mind beyond the tech quotes. It also goes more into Lal and his family which in the game IIRC is only mentioned in a tech quote.
>>2467166Also Michael Ely doesn’t get enough credit imo for his contributions to SMAC. He directed the beloved project videos for the game. It’s not like the Halo books where the guy who wrote them had very little connection to the actual making of the game.
>>2467148Oh, this thing has a story? Guess I'll just vibe it out so I don't spoil myself. This first playthrough I'm just gonna do my usual world domination stuff as Spartans on librarian difficulty.
Also, why do I have to hold shift to use the numpad for movement? Is that an option somewhere?
>>2467212Well, I might not want to overstate the "story" thing too hard, but there is some important world-building that gets revealed over the course of the game.Have fun, Spartans are a good and flexible choice. One useful thing to know, elite units get +1 movement, and it's pretty easy for a Spartan unit to get there with a Command Center and a nearby monolith (they grant a free morale level to visiting units). Another useful thing, psionic warfare is purely morale-based and ignores weapons and armour, so your naturally elite troops will do well against worms and things.
>>2467270Oh, so the stats of my troops don't matter against worms? Is that why the worms have question marks instead of attack/defense numbers?
>>2467277Yup. It just takes a few seconds with a flamethrower to burn out a worm mass, and no amount of armour is going to keep them out, so it's all a matter of your troops actually doing that and not curling up into a ball screaming instead. There are some building quotes that talk about it. Also note that the attacker gets a bonus, so you want to pre-emptively strike if you can.
>unlock boreholes>description says they give 6 prod 6 energy>hell yea, start making a bunch>they only give 2 prod 2 energyy u lie to me, game?
>>2467455With the exceptions of base squares and bonus-resource squares, each square's production is capped at 2/2/2 until you research the technologies to remove those limitations. You normally unlock boreholes with the technology that unlocks unlimited mineral production; presumably you built the Weather Paradigm, which unlocked your booby prize earlier than you could profitably use it.
>>2467212Don't take it seriously, the so-called "story" is a bunch of tech quotes that someone (peantosmac.com) hallucinated a storyline out of.
>>2467476Yea, the weather paradigm seemed neat so I went for it. But wait, that means I could have made the borehole at the mineral deposit outside my base and still get the full benefit? I'm actually considering reloading an older save and doing that now...>>2467478Heh, I see.
There is a story, and it is more than just tech quotes.You'll get short story segments that popup at certain events.
>>2467594Oh, the Weather Paradigm is very good. Doubling terraforming speed on its own is justification enough. And if the boreholes aren't giving you full value now, well, they will be the moment those limiters are removed. (But watch out: 'full value' from a large number of boreholes may provoke, ah, 'ecological damage'.)The mineral deposit would ignore the mineral limit, but not the energy limit, so it would generate 0/8/2... I think that's how it works, not certain. That is huge, but I'd just play on; the limit-removing technologies aren't that high in the tech tree.
>>2467600Yea, I just kept going. I did make a new borehole on the deposit and you are right, it only uncaps the minerals. Which is still huge.
>>2467289>There are some building quotes that talk about it.Citizen's Defense Force - secret project.May or may not be obvious, but Deidre isn't talking about a Gaian base being attacked by wild worms - but some other faction's base being swarmed by Gaian-bred worms! (most likely Spartan or Hive, I've seen conflicting reports that both are the only faction that was canonically killed off because everyone else agreed they wanted them gone.)(even if it's not a deliberate thing designers intended, you can breed worms and release them near a rival faction so you're not **technically** attacking them with worms, and sounds something the Gaians were canonically doing)
I'm a little sad that taking over colonies doesn't steal tech in this game, but I'm glad to see I can successfully extort my good neighbor Zakharov for free knowledge. Nice to see diplomacy actually working as you'd expect for once. The ai in civ2 had no fear or sense of self-preservation, in my experience.
>>2467623The original Civ2 had working diplomacy, similar or even the same as Alpha Centauri. Later versions of Civ2 (Multiplayer Gold Edition, Test of Time) for some reason tweaked the AI to be an aggressive retard who gradually hates you over time and will eventually go to war if you don't placate them with gifts even if you are vastly stronger. If you didn't play the original Civ2 back then, then MGE/ToT would be the version you played, but I think there's a mod somewhere that returns the AI to how it should be.
>>2467623>I'm a little sad that taking over colonies doesn't steal tech in this gameIsn't that the special ability of the Cyborg faction?>inb4 an expansion factionYea...
>>2467647General trend across the entire Civ series is that AI is less complex. Even much of the "dumbing-down" can be explained, at least in part, through the goal of making the game easier for AI to play. I haven't really played Civ3, but based on your posts and what I've heard, it's safe to say diplomacy was gutted rather than make the AI competent at it.Civ4: things like unit maintenance deducted from the entire Civ's income instead of shields on per-city basis (don't need to optimize the AI to not waste shields on unit upkeep) Civ5: producing science directly instead of having a slider for it (even less things for AI to manage/screw over)TLDR: if you think/read that SMAC has bad AI, the newer games don't have any better AI, the games have just been made easier and/or streamlined, making AI less bad at playing them.
Whoa, just had Zakh surrender to me. I assume that means the University is like my vassal now? Are they considered to be eliminated for the purpose of conquest victory?
>>2467671Yeah, they'll stay pactmates forever now unless you do something awful like commit a bunch of atrocities. Forcing everyone on Planet into a submissive pact counts as a conquest victory.
i plan to live forever, of course. but barring that i'd settle for a couple thousand years. EVEN 500 WOULD BE PRETTY NICE.
SMAC is otherwise a quite serious game, but Yang is probably the closest it gets to being goofy.
Is there a canonical outcome of the game?
>>2467785Only in so far as people reading between the lines when putting a lot of the tech quotes together.>santiago, despite efforts to develop anti-psychic tech, is wiped out by deirdre's psionics and mindworms>miriam has her followers walk through a psi gate to their deaths>yang's fate is unclear but he vanishes at some point and most assume that lal persuaded everyone else to unite in eradicating yang>lal seems to fall behind ideologically and become someone's vassal>zakharov develops the device to communicate with planet and dumps every piece of datalink information into it>morgan almost finishes cornering the energy market to secure economic victory, but is narrowly beaten by>deirdre builds and activates the ascent to transcendence
>>2467796Was a fusion buster canonically used?
>>2467647>I think there's a mod somewhere that returns the AI to how it should be.https://github.com/FoxAhead/Civ2-UI-Additions
>>2467796Its a civ game, the tech quotes are one possible outcome. There is no canon end.
I'm going down to South Planet gonna have myself a time.Friendly factions everywhere, humble drones without temptation.Going down to South Planet gonna leave my worms behind.Ample magtubes left or right, talents shouting "Howdy Leader!"Heading on up to South Planet gonna see if I can't unwind.*mumbles of a nerve stapled drone named Kenny*So come on down to South Planet and meet some friends of mine
>>2467785There's the books, it's the closest we'll get to real canon but everybody pretends it doesn't exist because everybody dies.
I did it! The earlygame was much scarier compared to civ2, but once I got my bearings there was no stopping the spartan military-industrial complex.I like how I didn't have to fight Morgan at all. He immediately surrendered when I called him once everyone else was conquered.
I wholly blame this game and whatever dictionary i had at the time for making my reading go from a grade behind to college level within the year. https://www.youtube.com/watch?v=JJSxe7ytfgY
Everyone says Morgan should spam bases and run Dem/Green/Wealth, here's a counter-example of playing Morgan "as the developers intended." Thinker mod, mostly normal settings.Morgan Industries was founded in a fertile valley in the shadow of Mount Planet. My territory was in the center of a long, snaky continent, with a lot of room to expand to the east. I opted for relatively loose base placement, with just enough overlap to have every tile be workable. Usual terraforming strategy, a few boreholes and condensers for every city and forests everywhere else. Nearest neighbors were the University to the north, and Believers to the east. That was a problem - Zak had a very strong empire, and I did NOT want to piss him off by running Wealth. Instead I opted for Dem/Free Market/Knowledge, to get on his good side and sign a pact in prep for the inevitable war with Miriam. Also made friends with the Peacekeepers, but unfortunately they were sandwiched between Miriam and Yang and would not hold out for long. Dierdre and Santiago were off to the far north and I mostly ignored them all game. Running Free Market tanked my police and ecology scores, so I compensated with two bases founded in fertile areas with lots of rocky mines. These two received punishment spheres to completely eliminate their drones, along with morale buildings and genejack factories. Was just able to pump out enough missile rovers when Miriam inevitably declared vendetta and rolled over the border with her hordes of units. I briefly lost one city, but was able to fend her off with Zak's help.
>>2469032By re-homing units to my punishment sphere cities, I was perfectly capable of fighting an offensive war with no drone issues. Played around with building 'trained' units that were then upgraded with my oodles of FM cash, giving me instant elite units. Once air power was unlocked I rolled over Miriam with needlejets and rovers, conquering about half her empire. Zak declared on Yang after that, and I contented myself with bombing Hive units to bits while the University slowly took territory from him. Also defended Lal's remaining seabases to keep him alive while collecting that sweet commerce income. From there it was just a matter of building up cash and infrastructure to corner the energy market. I think Dierdre declared on me towards the end, but I had so many needlejets at that point that she couldn't touch me.Economic victory achieved in 2324. Could have ended it faster, but I wanted to get Cybernetic and the Network Backbone for thematic purposes.
>>2469033Sounds fun, and you work with what the map gives you, but if you're not gonna go Wealth, are you even getting any advantages from playing Morgan? You could have played Lal and done all those things without the Morgan downsides. The difference between +2 and +3 econ is one commerce rating, which Lal's shoo-in for the governorship gives you anyway.
it's time
>>2469123I think I was planetary governor most of the game, actually. And your commerce rating factors into the economic victory formula. Having a high rating (and being Morgan) massively reduces the 'cost' on your side of the formula. The enemy's cost might be really high if they don't like you and have a shit commerce rating, but all things being equal, it will ALWAYS be cheaper for Free Market Morgan to corner the market. It'd be even cheaper with FM/Wealth!
>>2469177You fool.
>>2469179Ah, I didn't know that, interesting. I thought I had read somewhere that cornering the market scaled based on the cost of buying out every base via probe team. I am one of those filthy Dem/Green/Wealth base-spamming Morgan players... if that's true, it might pay off to switch into FM right before buying the planet, then. I'll have to try that.It seems like it mostly it would just shorten the time you spend in a winning position before actually winning, though. It doesn't particularly help set up your winning position, apart from the direct energy income, of course. I still can't help but think Lal's talents and high population limits would have gotten there more smoothly if you're not going to abuse Morgan Wealth to reach the more important econ +2 and +4 breakpoints.Not surprised to hear you were governor, given your pact with that Zak and that stillborn Lal.
>>2469218Yeah, cornering the market is based on the mind control formula for bases, modified by your and the owners' commerce ratings, as well as faction relations. In theory it would cheapest if every faction was running FM+Wealth, but of course that would never happen. I did try going for economic victory as Dierdre a couple games later; maybe I waited too long, but the costs were an order of magnitude more expensive for her than for Morgan. I like playing factions 'thematically' and going for clean economic or diplomatic wins. More interesting than straight conquest or transcendence as you have to play the faction diplomacy game while carefully managing your own development. Shooting too far ahead in power or ignoring allied factions gets you in trouble when Miriam or Yang end up gobbling half the map. Of course you could bruteforce wins with ICS, popbooms, crawler spam etc. but I don't find that to be very satisfying.
>>2466028>>2467041>create varied designs to keep production costs down>build the equivalent of a pike-knight-trebuchet stack>also an anti-psi, AAA garrison>and up to two probe units, a cheap defender to prevent theft and/or one to use on the AI>have to do the same again for sea units>may have 1-2 air units>various default designs (fission scout, former, sea transport, probe, colonist) clog up the start of the list>research fusion/singularity/whatever>"We've added this new power core to all our designs!">check list>design limit reached!>try to upgrade the anti-psi, AAA garrison at least>"That'll be 14,000 credits"Can I turn off the auto upgrade somehow? I turned off the auto designer thing but I can't tell if there's an option for when you research a new powerpack.
>>2467623There's an option for that when you start a game.>>2467670>Civ4I feel if SMAC did the same as 4 in regards to the AI deciding to kill you because of a weak military, I'd get stomped on more in SMAC.There is a calculation to recognise a strong military, or at least one positioned to take a base, in SMAC, but it only seems to come into play if you're willing to call the AI's bluff, and then if overwhelming the AI seems to ask for loans, or offer gifts (I think? I can't remember if they do that or if that's just if you bring a large army over to them and they realise war isn't fun and games), rather than demand tribute.>>2467671I've had one get "eliminated" (escape pod) and resume the pact as soon as I found him again but not until I found him again. It was rather amusing, partly because I cannot imagine a modern game being so complex.
>>2469342>I did try going for economic victory as Dierdre a couple games later; maybe I waited too long, but the costs were an order of magnitude more expensive for her than for Morgan.It gets expensive for Morgan too if you wait too long. When I decided to just start buying bases to feed the engine so I could afford the final "mind control everyone" one, but the extortionate costs seemed to be entirely down to the garrisoned units and I assume their tech level. Ungarrisoned bases were cheap but of course making a base ungarrisoned doesn't play well with a negative policing score if you're not using punishment spheres like other anon said.How does everyone feel about the natural wonders?I think Mount Planet sucks, the Garland Crater is too good, the Sunny Mesa is useful but doesn't feel useful, and I would prefer to turn off UN pods outside of starting areas just because of how many times I get to the boreholes, freshwater sea or uranium flats and WHOOPS earthquake deleted half of it!Does that alien ruin place do anything? The one that is described as music frequencies when you explore it.
I started a game a Deirdre, and holy shit she's busted. Starts with access to Formers, can easily rush Weather Paradigm, has the ability to capture worms from turn 1 and can use them to explore because fungus is like roads to them. I thought I wouldn't like her because of the morale penalty, but that doesn't matter when half my military is worms.
Theres one thing i really wish this game had, visible entire tech tree like in later civs, its very annoying i just can only see small snippet when picking next tech
>>2469415Thinker mod fixes that, mostly>>2469464At least we have cool online trees to look athttps://game-point.net/misc/smacTechTree/index.html#/
map settings suggestions? i really like the default map but clearly i need to make navigation an unknown. the problem i have with generated maps is that they aren't as aesthetic. i find that "Huge" is too big though and "Standard" too small, so "Large" seems ideal.
>>2469464i like the unpredictable, blind research gimmick, it's a mystery planet after all.
i tried giving Gaia's Stepdaughters a go but my research is in the toilet. i got a couple of the early projects but i don't even get close to starting the later ones.it also took far too long to unlock the Green policy so i was stuck on Democratic for so long that Yang decided to attack. my Planet rating wasn't high enough either, so without the surefire ability to capture mindworms it all seemed a bit pointless.
>>2469428The one that stands out to me is the Monsoon Jungle. Whichever faction starts near it, human or AI, gets an insane step up in the early game. +1 nutrient per square, and it's large enough that half a dozen bases can take advantage. A forest in the jungle generates 2/2/1, which before removing limiters is about as good as it gets. Ideal for ICSing, which is what you want to be doing in early-game anyway.>>2469454>>2469922The duality of man.Deirdre doesn't get access to Free Market, so energy generation is a long-term weakness (not nearly as bad as Yang's Economy -2, though), but the early game shouldn't be a problem. You do have one advantage: on the social engineering window, you can adjust your 50/50 economy/lab split. If your efficiency is less than +4, this will cause some energy to be lost, but Democratic (or Green) with the Gaian inherent bonus is enough to get you past that. Now you can dump as much of your income into research as you want. You'll be making less money, but you can supplement that with income from the worms you fail to capture.
>>2469965>A forest in the jungleI thought forests replaced the tile bonus (or does food not count) and fucked up rainfall for condensers even if you removed the forest or because it's only modified on condenser completion or somethingThen again rainfall feels weird anyway because sometimes I notice a few tiles going arid for no reason and then other times I see a short lived message that X faction's terraforming has "altered" the rainfall at one of my bases but I can never find what difference it made nor how a faction half the planet away could have changed anything about my land>>2469464It takes so long to get to fusion, and then from fusion to quantum, but then singularity appears straight after quantum
>>2470095Forests replace the base tile yield but tile modifiers such as unique terrain, rivers and resource bonuses are still added on top of that. Forests also shouldn't have any effect on rainfall to my knowledge.>times I see a short lived message that X faction's terraforming has "altered" the rainfall at one of my bases but I can never find what difference it madeIn true 90s jank fashion the game will always show this message to you whenever any faction finishes terraforming anywhere no matter how far away you are.
>>2467780>t. vatnik
Transcendence victory as Deidre achieved, thinking if I should try out the expansion next. Does it even add anything new, other than new factions?
>>2469177Human behaviour, is economic behaviour
Am I missing something fundamental about needlejets? I am struggling as the Hive.>fly to gaian jet>combat starts>lose>"Oh I guess they were on Shift+L alert or something, a chaos gun would obviously blow up blue armour">fly second to gaian jet>no combat>fly into jet to initiate combat>no odds offered, combat just happens>dies after a repeat combat>>2470192>Does it even add anything newSome things are altered like tile food yield after you add a mine... I don't remember what specifically though.
>>2471275Air to Air combat does not factor in armor, the weapon is used to determine defensive strength instead. Putting armor on needlejets is almost entirely pointless. Needlejets with Air Superiority that haven't acted in a turn will automatically scramble and intercept if another friendly unit within movement range is attacked by an air unit. When this happens you don't get to confirm combat odds.
>>2471290different anonwhen a base with several defending units is attacked, does the game pick the best counter to respond? e.g. a SAM infantry if a needlejet penetrative attacksalso i did not know that about armour and it explains things
>>2471315>when a base with several defending units is attacked, does the game pick the best counter to respond?I'm not actually sure myself. I'd assume it'd pick the defender with the best combat odds but I don't know exactly how it determines this or how the presence of interceptors interacts with the whole thing.
>>2471290>Putting armor on needlejets is almost entirely pointless.And here I was putting it on because the AI clapped back whenever one of mine went out on Alert or whatever the mode is called.Thanks for explaining.>That haven't actedDoes Hold count as not acting?
>>2469123Ironically, even if it's not thematic, the best play for any faction is to go in the opposite direction instead of doubling down on the faction's bonuses. So he unintentionally made the right choice.
>>2471341>even if it's not thematic, the best play for any faction is to go in the opposite direction instead of doubling down on the faction's bonusesThe best play is to make the thematic choice, not the optimal min-max choice.
>behold! An ICBM!>please accept this strongly worded letter of condemnation and unilateral disarmament from the UN>... o- okayDoes the AI actually use busters or any atrocity or even conventional missiles? I've never seen it.>>2471341I was a bit saddened realising this when playing Yang that I had mostly beenFrontier/Police State (ditched as soon as I wanted 4 Efficiency)GreenWealthCyberneticAnd then I won an economic victory. Efficiency > Economy at money, for some reason.Some of it was for diplomatic reasons. Somehow the Gaians submitted entirely to me a vassalage despite them being I think in third place + owning half the planet (and conquering Spartan sea cities). I only retook one of my bases off her which made her submit and I owned none of her bases for longer than 5 turns.It almost feels ironic that Punishment Spheres, something I'd expect Yang to use, completely negate the use of police and are best applied to anarchic societies... oh and I'm now learning Yang apparently never has negative efficiency.Oh and the fandom wiki has had someone replace half the text with the akbar (Simpsons) font.
How is it possible that it has been over 20 years and nobody has tried to make a proper spiritual success to SMAC?>inb4 Beyond EarthDoesn't count.
>>2467780I kinda dislike yang cuz everytime Im playing against him I always have to start building nukes. Otherwise he will try to bomb me to hell, and Id rather play tall with my jets
>>2471537We lost the technology/Firaxis is probably 70% female and 30% simp by now/Paradox has no writers and prefers their existing IPs.Other excuses may include>4X is a high investment yet unprofitable genre>Sci-Fi is only popular if set on Earth, specifically in America>sociology students would get the ick from half of the original game's themes, including references to christianity or christian philosophers, despite the diversity and 50:50 gender split with Planet being a thick accented woman who wants you to die
>>2471537There's multiple, none of them are good>Beyond Earth>Pandora>Pax Nova>Shadow Empire this one actually is good but it's extremely autistic
>well it's not much but at least I have moist rolling tiles to make settling here worthwhile>...This is like when a rain condenser doesn't work. I don't know why it's happening.
>hmm I wonder why the hive are doing so well...
>>2472169i can never read that shade of blue
>>2472174Yeah it's a poor choice in any game or program.
>>2472174i think one of the SMAC mods everyone should uses (pracx or thinker) changes that color
>>2471531I just now realised Zakharov is the only White male in that lineup, lmao. I think the DLC pirate dude is another, desu
>>2472107You know, I'd really like to know why that happens too.
>>2472107Wind and rainfall travels west to east. If you have or get hills to your west, it'll lower the amount of rain you see. Besides your own terraforming, certain events can raise terrain, making it one of the ways Planet can fuck with you.In this case, the picture shows coast to the east, meaning the west is probably a higher elevation. Depending on how things look inland, that previous level of rain could've been hanging on by a thread when something relatively minor changed.
>>2471531>Does the AI actually use bustersIt does, when I was still learning the game Yang used to routinely send his first planet buster to one of my border bases in 2-3 separate games. I learned the hard way that the AI cheats with that, too - I used units to completely surround his base where the planet buster was about to be built, and it still somehow teleported past and nuked my base.What's funny about that is that the atrocity causes everyone else to declare vendetta on him, so for the sacrifice of one expendable base you get to enjoy relative peace and quiet when everyone is busy fighting a world war against the buster user.>conventional missilesThey spam them if they can get to them. Fun fact, Miriam's belief attack bonus applies to the conventional missile too.
>>2472107Pretty sure it's the forest. That always happens to me when forests are expanding nearby even if elevations remain unchanged.
>>2472912I don't believe the landscape changed by that point but the annoying part is the AI definitely hit two earthquake pods after that to the west, but that didn't affect rainfall elsewhere.Why might the south of this island (I wish my games would stop generating with islands, I know it can make larger landmasses) be a desert? It was practically one to begin with. Would a real hill help?>>2473462Maybe spamming forests and tree farms is just better if that's true.
>sister miriam on casting couch>emaciated group of morgans stood behind it
>>2473520And just after this he took one of my actually good bases I just lost a few turns ago because I destroyed all the defenders.It was on an island, I didn't expect him to snipe it with a literally who solo unit.
>>2473521that's Rover Rick and you will show due respect
>>2471874pandora deserves more credit than it's given desu
>>2471537neither modern devs nor the modern 4x playerbase are high IQ enough to make a new SMAC
>>2471537The biggest problem is that modern devs have forgotten to use 2D graphic's biggest strength: information density. Each 2D tile can hold a large amount of information, not just biomes but also things like humidity, elevation, wind, etc that go into SMAC's adaptive climate model.Compare SMBE, which just uses biomes alone.
I'm getting base placements wrong. My instinct is to give each base their own uncontested grid, and then put supply crawlers in the "dead" squares left behind, but currently I'm trying to learn Domai and evidently due to the discount on mineral costs his bases actually don't need all that space, and I could be packing in much more in the territory I acquire.
>>2473841That's too far apart. My preferred compromise is to have 2-3 squares between each base, and have nearly every tile in my core territory workable, while leaving 10-14 tiles for each mature base to work. Of course you could pack em in denser, but it's rather ugly and gamey to do so.
>>2473688>open civ6>map is so flat it's basically 2D>have to swap map mode to figure out if it's a hill>check for sea level map mode>there isn't one
>>2471317iirc, yes. The game should always give you whichever unit has the best defensive odds. Interceptors generally get picked first against air units because of the ground to air penalty, not any kind of special rules. You should be able to see this play out if you have an interceptor survive a few attacks while taking damage that lowers its odds to less than some infantry unit in the base.>>2471334iirc, no. Hold counts as an action and so will stop the scramble from happening. There should be a command to keep a unit on perma-alert just not in your list of shit to move each turn though.Needlejets are the "air to air" combat unit, they have the air superiority module. If you go into the unit editor the auto-naming will tack on needlejet to anything you add the air to air thing to. Essentially, they're supposed to be fighters so holding them back is generally a waste. They get to use their offensive weapon on defense in the air, so you still shouldn't put armor on them though. They are also terrible bombers since the air superiority module penalizes them against ground units, and you should pretty much never actually use them as one unless you're mopping up extremely low level dregs or, sometimes, worms.With air power you mostly want to be on the offensive. Needlejets main value is that they provide a range of air cover across tiles. But most of the time you probably want to doomstack anyway, so the extra coverage isn't much more useful than bringing along a dedicated aa unit in your stack. It can be nice to cover multiple bases, if you've ics'ed, using a few planes.Occasionally it can be a good idea to have your needlejet "hover" atop a land stack because units without air superiority cannot attack them. Needlejets get one turn of flying before they crash if they aren't in a base, so two jets can sortie out to cover a stack and rotate atop units. A single needlejet against someone without any of their own can stop all counterattacks.
>>2473841A base covers 20 tiles. I don't know if pop can go that high. You start limited to 7 pop. You eventually get up to 5 food on a tile (nutrients + rainy + tier 2 farm?) and can get off-map food from space. You can use crawlers on any of these tiles (until the AI blows them up). You will also want specialists even if it's just 1-2 doctors/empaths to keep the drones in line, so cannot work all the tiles you do have pop for.I will put two bases on the sunny mesa or in the garland crater, even a tile apart from one another.And conversely remember that shitty land makes for a shitty base.You basically want to place bases near bonus resources (primarily food) and to consider strategic locations such as a base providing canal access between seas, or a base being placed defensively away from a coast that could be invaded (hard to know who you're going to be enemies with when you don't even know where or who anyone is). Oh and it's not necessarily bad to put a city on a river. I think you still get the bonus energy but the more important part is rivers are indestructible roads even if they can't go diagonally, which might be an immediate benefit (or not).>>2474351>or, sometimes, worms.For some reason my brain is telling me a second worm boil always attacks and kills the pilot.
i'm getting crashes with the latest Thinker mod patch. getting unplayable in this state sadly.
>>2475574nvm i was running the wrong executable
>>2473688Optimization and maximizing usage of assets are lost arts
Is there a mod to fix the aliens or is it best not to play with them?They're absurdly aggressive, the AI can't handle them, and the best I can do is spam 4-1-1 units early game to simply wear down their assaults until their economy overtakes mine just before they launch needlejets and put the expansion plasma armour on everythingTheir demands are solely to join in their conquests, which if I'm already at war with them is just a blood truce that they then break, sometimes the next turnThe only thing I'd guess is the idea that you should join one to "fight" another when asked but the AI wouldn't be able to figure that out at all
>>2476934The expansion was poorly thought out. I like most of the human factions, but the aliens just suck.
>>2476934Install Thinker Mod, choose the SMAC in SMAX option, and forget all that shit ever existed.
>>2476934They're from the expansion so they're there so that experienced players can have a little bit more of a challenge. I'm afraid if you're getting beaten by them you're not the target audience until you git gud.
Waiting for the continuation of your AAR.
>>2476934Honestly don't remember how I did it, but its possible. I think many people don't understand how to play against the aliens. The main thing the humans have to do is diplomacy against the aliens.
>>2476934Biggest thing is to exploit >>2484764. If you are at war with one alien faction, the other will generally be your friend. Sometimes you just get stuck between them both or the map is too much water and they're far apart but the basic idea should be to immediately get in touch with their opposite and go all-in on being pals. You're right that they won't really honor a deal they have to offer you, but they're usually better about it if you make the offer first. Whichever is closer is probably going to end up at war with you, so it's best to just be proactive and declare it yourself so you can farm good relations with the other faction. I've also found you can occasionally play them off each other. Basically bounce back and forth between blood truces with one, then the other the second they declare war, and so on. It's awful, but at least then you only have to fight one at a time. If you need to cede land to get them fighting each other, do that too.If you're against Marr, you need to be really on top of counterattacks. His bonus is only offense so play him like he's Miriam without being behind in tech. If you're against H'minee you're kinda fucked, but you usually have more time. Don't bother attacking her, bunker down hard and endure until you can build an advantage or she runs into trouble with Marr.>>2476948They're a really cool idea. Delayed start with super faction bonuses is something weirdly none of the other civ games seem to have done much with. I suppose because the aliens are kinda a pain point but frankly I think that's mostly due to their actual bonuses being bonkers rather than anything else.
>>2476934They break treaties when they think they're stronger than you, like all AIs. Both progenitors start with a battle ogre which vastly inflates their power rating at the very start. You'll see that they're much more agreeable if you happen to find one yourself.Best thing to do is avoid talking to them as much as possible, build high-attack strength units of your own to appear stronger, maybe avoid SE that upsets them (FM, iirc), then when you hit high energy chemistry unleash nerve gas on them. Nerve gas and progenitors are made for each other. Or try to get them to play differently with randomized agends and personalities. You can end up with a pacifist builder Marr.
>>2485004>Nerve gas and progenitors are made for each other.Are atrocities allowed against aliens?
>>2485483Yes. UN Charter only applies to humans.
>>2485487...I love the world government!
Imagine getting into the escape pod to escape genocidal aliens with the promise of leaving for the land of milk and honey... and then you get a 1x3 island of flat & moist.I guess those minerals aren't mine then.
>wow using illegal weapons against aliens is great!>it's like I can't lose!>It's okay it's alien-on-alien atrocity
>>2486311
>>2467148Eh, Alpha Centuri's diplomacy is much closer to a prototype of III's where you're encouraged to at least humor it early game for tech-trading than it is II's where the other major factions might as well be Barbarians.
One of the things that I find most enjoyable in Alpha Centauri is terraforming and "city building". I know the game isn't really a builder simulator but I like watching the desolate, hostile and red surface of the planet gradually turn into a lively human colony with cities, roads, lush green forests, vehicles and units moving around and other infrastructure.To me it gives a nice feeling to see humanity adapt, grow and prosper on this strange planet, reshaping it's surface to something more beautiful and familiar.I remember there was a mod that made the roads on forest tiles thinner. It makes a huge difference when you build lots of roads connecting forested tiles because in vanilla building a road with multiple directions on a forest tile will make the forest turn into tiny separate green patches. It kills the beauty that vast green forests have. Tried searching for it earlier and couldn't find it anymore.
>>2489081It's one of the few map painters where you can actually paint the map.
>>2489081Is that a custom map?I wish trees didn't invalidate farms and minesEven when getting the secret project that makes fungus roads, or the extremely late game ones that make fungus profitable, I struggle to justify having any of it in my borders as a green faction and even as a dirty faction I'm building tree farms
>>2489508>Is that a custom map?It's the standard map. The only one I ever play in.
>>2489508I nerf forest yields to 1-1-1 in my rules settings. Works pretty well to encourage farms and mines on tiles with good base yields.
>>2462931>>2464658i miss the time before wikis when games only had dedicated sites with custom layouts and one autist cataloging the entirety of the information on them
>>2462073>the best part is a choreJust go play something else at this point
https://imgchest.com/p/6eyraeq64pz
>>2489753Yeah, that complaint makes no sense. You're not even forced or required to use the unit designer since the game automatically updates all units in the building screen with the latest weapon and armor.
Is there any reason to found sea bases when you still got land available?
>>2489081roads look prettier if you limit them to city-to-city, assuming you're not doing ICS. It can also sandbag an invasion a bit if the enemy keeps getting funneled into your cities more predictably.>>2490270Staging tiles for aircraft. But not really, it's usually easier to just capture them.
>>2490270if there's a bunch of tile bonuses or one of those regions like the inland sea
>>2490270I could write a long version of this full of caveats but I'll keep it short. No.
>>2490689Write a half-full version then. I'm interested.
Is it a viable war tactic to send a few of these bad boys over to your opponent's territory and lower terrain to sink their bases?I figure it could be useful if the enemy is parked in a very defensible base.
>>2491306amusing gimmick tier
>>2490270It gives you a bigger sea border, preventing AIs from building their bases right next to your continent. If there's only a sliver of land remaining along the coast I usually like to build a sea base that reaches those land tiles rather than cram more land cities in there. If there's a tiny 1x1 island it might be preferable to build a sea base and a borehole there rather than a land base that can only work water tiles.
>>2491306Planet busters are a far more efficient way to sink bases, as is the UN vote to melt the ice caps.A far more devious tactic would be to raise a mountain range and create a rain shadow, starving your rivals of food.
>>2491366>as is the UN vote to melt the ice caps.It's been a while since I last played so I don't remember but doesn't the sea level rise eventually anyway due to eco-damage even if you don't melt the ice caps?
>>2491495Yeah, but that takes a while and you can't really control when it happens.
>>2491495Neat map.
>>2490270Not really. Don't throw away minerals founding a sea city if it's not securing your land border or securing a really good sea area (bonus tiles + good land tiles).Against a player it'd be a different story but the AI can't exploit the ocean for strategic purposes. And if it could, you'd probably not want sea or even coastal bases for the endless foil probe teams you'd face.
>>2491495>eco-damageBorehole heat. It's a shorthand for ecological damage but it's just if you spam boreholes.I don't know if the borehole cluster counts but you need something like 5 before the ice caps melt within the game's timeframe.You could spam them yourself to force melting but despite their value when caps are unlocked, you could build better things that make Planet attack you less, like trees.
>>2489508The actual optimal tile improvements are a checkerboard of Boreholes and Condenser+Farm tiles. However, "optimal" in this case refers to ludicrous levels of ICS where you have a base every 1 in 4 tiles, using exclusively supply crawlers to work terrain and converting all actual pops to specialists so you never have to worry about drones.I'd wager most people don't actual play the game like this so forests are the next best thing that requires less than a fraction of the hassle. I personally still like to mines on rocky tiles for the minerals (replacing them with boreholes later) and farm+solar combos on very high altitude tiles.
>>2491876>good luck, i'm behind 7000 perimeter defenses>if Planet didn't want it, it'd send bigger worms>0 efficiency, 0 problem>activates your trypophobia>i AM the councilGod bless the YangGang power march.
>>2491876>supply crawlersHow do you protect them?
>>2491934An ICS strategy creates so much production and energy that it will obliterate any faction it is at war with, and while fungal pops might or might not cause some unavoidable damage depending on how far away it spawned, it will also be instantly obliterated on your turn, followed by instant replacement of any crawlers that were destroyed.
>>2491893>good luck, i'm behind 7000 perimeter defenses>mfw I destroy all your tile improvements with artillery fire and starve your base of resources while you sit inside
Are there any good mods for rebalancing ICS city spam in general? I want to play SMAC again but man I am sick of lategame civ gameplay. Any good mods out there to spice up the game in general, I already know of PRACX and Thinker.
>>2492418>Are there any good mods for rebalancing ICS city spam in general?WhatI've never seen the AI do it
>>2492425They don't, I'm just sick of gravitating toward it or the feeling of neutering myself by not doing it.
>>2492418>>2492427Pop booming is a natural counter to ICS. A dozen max pop cities is more useful and aesthetic than city spam micro hell.You should install Thinker Mod tho. You can tweak the settings to disable seabases and adjust how the AI spaces its bases.
its a tragedy this game released on Civ2 engine and inherited issues of that game, if it used civ4 as base it would be so much better and easier to stomach in current year.
>>2492623You can boom while spamming cities. The problem is that hab limitations are too harsh. Even with a hab complex you can't get the pop high enough in a city to work every tile, so you have to build cities close together to make the most of the land, or use crawlers. Hab domes are so far up the tech tree you never get to them before the game is over.Anyone ever try playing the game with hab limits off? I assume it's an easy edit in one of the rules files.
>>2492676>I assume it's an easy edit in one of the rules files.Yes, just change one variable in alpha.txt.Giving every base a full 21 tiles to work will leave your faction way too spread out though. You should have some overlap, with around 10-14 tiles to work per base, which is enough with a hab complex and an early pop boom. As opposed to ICS where every base is one tile apart and only gets 2-3 tiles to work max.
>>2492676>Hab domes are so far up the tech tree you never get to them before the game is over.If you have that ascetic virtues does that bypass this or does it not give you the full pop limit?I've never build a dome because the game truly is over by that point.I'm not sure why anyone would want to build a city every tile, even with the transport project. Doesn't the game have an efficiency loss to bankrupt you if you do that, let alone if you do it with -2 Economy or whichever gives you -1 Energy per city which you absolutely cannot eat early game.
>>2493076Ascetic Virtues is just a blanket +2 to pop cap in every base. It's nice but not exactly a game changer.>Doesn't the game have an efficiency loss to bankrupt you if you do thatThe mechanics that SMAC tried to implement to curtail ICS is woefully ineffective at actually doing that. Stuff like inefficiency cannot reduce the base's energy output to the negatives and adding a new base won't make your existing base's any worse so it is never a net loss to found a new base. Even the -2 Econ penalty just reduces the energy output of the base's central tile which is already free so at worst it's just slightly less good than it already is.The big thing that's truly meant to stop ICS is the extra drones you can get from overexpansion, which CAN affect the your existing bases, but as previously mentioned specialists can never be drones. The only time drones are a problem is in the early game before you've fully set up you crawler feedback loop, but nerve stapling gives every base up to 30 turns of not having to worry about drones whatsoever so even this isn't a very good deterrent.
>>2493076>I've never build a dome because the game truly is over by that pointI usually try to see how big my cities can grow when I'm going for transcendence. Spam a bunch of food satellites, build the telepathic matrix and cloning vats, build domes in all cities and then just keep hitting end turn until I've had enough. But domes tend to exist just for this kind of fun end-game victory lap rather than being practical for winning the game.Ascetic Virtues is amazing if you're running democratic+planned and are starting to reach the cap in a lot of bases, but it's only +2 to caps like the other anon said.
I don't know how some people are so good and efficient at developing their bases, fighting wars and getting all the secret projects they want easily.Until the mid to late game at least, I'm usually on my toes and I have to make strategic decisions all the time. I have to prioritize between developing my bases, founding new bases or amassing a military. I can't get all secret projects, sometimes I have to choose and concentrate all my efforts into finishing an important one before an enemy faction does. Everything has trade-offs and I can't do it all like some here say they do.Is this because I'm the only one here that only ever plays with blind research?
>>2493625Blind research is an interesting idea in theory, but in practice you're just handicapping yourself when playing against AI.It's better for multiplayer when tech trading is more relevant in mid to late game.
>>2493625The AI is basic and easy. I'm going to assume you're new/shit at 4X or even strategy games in general. I'm not going to give you SMAC-specific advice. This generic advice works for almost every game. You need to expand. More and fast. You don't have to ICS, but you do need to make new bases as fast as possible, up to the arbitrary limit. Every time you make a decision you should be thinking "When does this earn back the resources used to do this?""How many resources does it make per turn once it breaks even?""Is there something else that will give me a faster return?"Even if you don't know the answer to question 3, that's fine, you will naturally learn just by thinking questions 1 & 2.For the first few turns that means new bases. Build only bases and a minimum of units for exploration and defense. Just this mindset alone means you instantly outclass every rival you meet from the beginning. Growth is exponential, good decisions made in the early game will turn you into a titan in the mid-game. You will have two bases when the AI has only one. When the AI has two bases you will have six. And so on. You shouldn't ever lose a war or fall behind in tech, you're just too big.Not that you should ever have trouble with the tactical side of war. The AI simply and predictably moves towards the closest base in a straight line. This gives you perfect ability to choose your battlefield. Do whatever you want - stick a defensive unit on defensive terrain, or find a good spot for your rover to kill everything that approaches. As a human being, the only way to trade evenly with the AI is if you're mindlessly pathing towards the enemy exactly like the AI does.
Correct me if I'm wrong, but isn't the optimum tactic in SMAC to just rover rush?
>>2493625The AI has abusable quirks and even rushing with 1-1-1 infantry is viable, hence the escape pod rule.A lot of secret projects aren't purposeful to your chosen build and are just wastes of time. Later ones are very convenient and by that point the AI has stagnated so cannot fight you to build them.I've only ever seen the AI consistently create large cities when on the rainforest. I don't know why they seem to mishandle prioritising food. But then I don't play above the no handicap difficulty (librarian?).Whilst I don't particularly find probe teams useful (early game too expensive for their failure rate, mid game their return on value feels questionable, they die instantly in peace and war without a guard, and I don't know if any of my false flags do create vendettas), I find it easy to sit one in every city because the AI never upgrades its teams past fission and they're unnecessary for sea bases because the AI never builds probe foils.I also use blind research.
>>2493791>Blind research is an interesting idea in theory, but in practice you're just handicapping yourself when playing against AI.I thought that was how everyone played. Being able to choose your tech and beeline for the most important ones and secret projects felt like cheating.
>>2462073Good game but old and they couldn't make anything like this today. People are just kinda dumb and unimaginative now generally.They also didn't experience the same media the devs of SMAC did at the time or prior, which further dumbs it down. Content is just being dumbed down generally and has been so since the early romantic period. Money and if not money, totalitarian power or even the opposite. Maintaining gardens of knowledge capital is hard.
>>2494726>They also didn't experience the same media the devs of SMAC did at the timeYou can tell from just playing the game that in the late 80s and early 90s people really thought the UN was much more important, influential and serious than it actually is.
>>2494726It used to be games like Civilization, SMAC, and even The Sims came with recommended reading in their manuals.Now games are for people who have never read a book in their lives.
>>2494728Not really, even today 4X games and especially the Civ-series still have a UN-like mechanic. Even back then people were saying that it makes no sense that you have no choice but to obey the UN, but the UN game mechanic still exists and is as popular as ever.
>>2494951UN mechanics continue to exist because it is a good mechanic, not because anyone believes the UN is relevant.
>>2494728the UN represents the original authority launching the ship, feel free to call it the People's Union of the Federated Capialist States or the Taoist-Environmentalist Ummah, the concept is the same
>>2494728I like it a lot.
>>2495086>>2494951None of this contradicts in any way the fact that people really did think the UN was a big deal back in the 90s, retards.I remember in the early 00s when I was child there was a small window of time where it still seemed like something relevant.
>>2495103the UN proved itself farcical by the korean war at the latest. the only thing you're telling us is that you were once young and naive.
>>2495104You are a retard unable to comprehend 2 lines of text
>>2495107rejecting your clueless assertions is quite the opposite
>>2494728Most of the media I consumed at the time talked about the UN as "the harbinger of the Antichrist's One World Government"
>>2495103>I believed in Santa Claus as a child therefore so did all the adultsThis is how stupid you sound.
The height of UN relevance was during the Korean War. After that it's been a joke.
>>2469342>>2469218>>2469179>>2469123Just remember to turn of random events if you want economic victory to be viable. Otherwise you get the occasional stock market crash where you lose like half your energy for no reason.
>>2495188My boomer parents believe in it and international courts being a force of good. You could say their opinions are based on vibes.
>>2495418Technically you could live with market crashes by mind controlling bases the normal way.This would help slow down the AI to make it cheaper overall to pay for the mass mind control button.But it is a little awkward to when at greater distances, you could put those minerals towards building your economy rather than 20+ probe teams and an army to defend/offend, and if you don't finish off or subjugate the AI you pissed off the magic button does cost a lot more.What are all the modifiers again? Is it based on the economy score of the other empires?
How many crawlers per base are acceptable before it's considered cheesing or cheating?
>>2495418Bitch nigga can't handle a little capitalism.
>>2495482You're building worm and needlejet vulnerable crawlers instead of buildings, secret projects, soldiers or more colony pods.You're not cheesing except for how unallied probe teams cannot move through a wall of them.
>>2495482Infinity.
>>2495638I mean, at some point you're getting a ton of extra resources and that feels a little cheap, no?
>>2495482I usually do 2-4 in core cities for mines and condenser farms.
>>2495850I've read in some guides that it is good to build boreholes outside your borders and crawl them but that feels like a massive waste because you can only crawl one resource and it takes long to set it up.What I do is that I simply build one or two crawlers per base and crawl whatever a particular base is lacking the most so that I have balanced income of food, minerals and to a lesser extent energy in every base. I like when my whole empire is well balanced and every base is self-sustainable.
>>2495827Are you really?
>>2495418I thought that was mitigated by having enough Energy Banks? or am I confusing two events?
>>2495872Crawling boreholes is indeed a waste. Crawlers are best used for tiles with only one resource yield like rocky mines, condenser farms or solar parks. Siting a borehole outside a city radius would avoid eco-damage, but eco-damage is perfectly manageable if you just build tree farms and forests.
>>2495482zero. they're just that broken.
>>2492413You mean like...one at a time, or...?
>>2495943You're confusing two events.The energy bank one destroys all nearby mines.The one anon's referring to cuts in half(?) the bank account of the richest players and doubles(?) the poorest. I've had it fire what felt like five times in a row and it meant what would have been an economic victory on 7,000 energy ballooned to 50,000 energy, and so I instead chose victory via planet busters.
>Children’s Crèche — if no crèche Citizens Protest (extra drone for five years), otherwise Major population surge until base’s population limit reached (based on current food production and facilities)>Network Node — if no node then Network overload (lose all accumulated research), otherwise Major research breakthrough (free tech)>Energy Bank — if no bank then Power surge destroys all mines in base radius, otherwise, then surge absorbed and +50 Energy)>Biology Lab — if no Lab PlanetBlight destroys all farms and forest within base’s production radius (can also spread to other bases if they fall within that radius), otherwise +1 nutrient in all base production radius squares for 10 years>Prometheus Virus — if no Research Hospital or Nanohospital at that base, or if faction does not control the Human Genome Project, The Longevity Vaccine, or Clinical Immortality) then half a bases population is killed with an infection radius of squares equal to half the base’s original population and can spread to adjacent bases>------------------>Energy Market Boom/Crash — if energy reserves more than 1000 credits, 75% lost if more than 500 but less than 1000, and in 4th place or lower, reserves are doubled If you're in the top 3, you cannot get good events. If you're in the bottom 3 you cannot get bad events.
>>2496462Give the guy some slack, we can all see he's a dumbass.
>>2496462This is hideous. I cannot imagine ever playing this way no matter how effective, solely on aesthetic grounds.
>>2496911I'd not, solely on micromanagement grounds.You'd even need to increase solar shade more times than you'd be allowed to to prevent flooding.I'm surprised he hasn't put a city spam out in the freshwater sea or done any terraforming for any coastal cities anywhere.
I like to terraform
>>2496941>You'd even need to increase solar shade more times than you'd be allowed to to prevent floodingWhat flooding, you mean from eco damage? You can negate it completely by spamming centauri preserves.
Just in case there is an official Japanese localization of SMAC.https://archive.org/details/Sid_Meiers_Alpha_Centauri_Complete_Edition_EA_Best_Selections_Japan/05.%20Manual.jpg
>>2496462It's beautiful...
>>2497170Borehole heat.
>>2462073The sea faction is broken as shit.
>>2497540>not playing the original factions onlyNgmiJust kidding, I've yet to play SMAX but I've heard all the later factions are kinda overpowered compared to the originals.
>>2497548It's a mixed bag. >alien factions are overpowered, seemingly by design>pirates are overpowered because of jacked up ocean yields and zero competition for territory for most of the game >cyborgs are strong but not super strong, mostly just uni except no free tech/network nodes and an inability to pop boom in exchange for no probe weakness or extra drones >free drones are fine>angels are hyper specialised at best and fold pretty quickly against Hunter Seeker Algorithm >cultists are just bad
>>2497741I play with drones becase they are closest to the original factions and cyborgs because aki zeta 5 is hot and ignore the rest
>>2497323That's just flavor text, they don't actually melt the caps just by existing.
>>2497795Boreholes are the most ecologically damaging terrain improvements.https://alphacentauri.miraheze.org/wiki/Ecology_(Revised)
>>2497893Yes, and? It doesn't matter, ICS clearly works. Yelling at the sky and objecting about how you think ICS shouldn't work and writing fanfiction about how everything should be flooded is meaningless gibberish.
>>2497893Yeah and they still don't cause "borehole heat". See that part that says CleanCap? It means the number of minerals a base can yield before causing any eco damage, no matter what tiles it is working. You can increase that number infinitely in all bases by spamming the buildings listed on the next line. Build enough and Planet will forgive any number of boreholes.
All the technical junk around Yang's neck combined with the black shoulders of his suit blending into the background makes him look like a disembodied head on a support platform. How was this not noticed during development?
>>2497980It's a mining outfit.
>>2497980His head also fills more of the frame than the others.
>>2497741>cultists are just badYou mean OP. Having infinite amounts of mindworms and shit.
How do I prevent my superiority from causing controversy?To be more serious, is it because I chose to embrace Wealth? Some of these wars are because I refused to pay tribute to the AI. I don't know if I can build a navy to go and threaten the AI into ending their wars with me, for however long that would last.I started next to Santiago and just walked up to her with a lot of laser infantry which is the only reason why she isn't at war with me.