...I had a feeling this would be the tech. And Industrial Automation is yet even more far away...
2216: Social Psych discovered, ...
In 2111, our noble faction popped a pod next to Gaia's Landing and found a monolith. What is even more curious, during this five-year term we found three monoliths (and a rover) in pods. Weird, huh? But also lucky, as monoliths always come in handy.It must be something in Yitzi's patch.
I'd be happy to join if a position is available.Term 2116-2121 is yours.
... who is not me ...And I hoped for a moment you would join us in this game :)
Lal appears to the SE, and in demanding mood tells us to give him Social Psych.HA HA HA!
It ends in vendetta.
...Lal has Planetary Networks! If there was a way to get that tech from him... Maybe sign truce/treaty/pact with Peacekeepers and then he makes a gift (the gift!) for Lady Deirdre?
There is a Peacekeeper probe team waiting to be destroyed near Garden of Paradise.
What's this Bodissey posts about 'demacing the save'?When using the Macintosh SMACX, it has different than windows path syntax. It uses more colons, that is "indigestible" for windows. SMACX just does not open a save window at this point, when you try to save the game. The game unfortunately loads the path for saving from the file.
You see, guys? The Master has spoken His wish. All hail the Master!Yessss.
What's this Bodissey posts about 'demacing the save'?When using the Macintosh SMACX, it has different than windows path syntax. It uses more colons, that is "indigestible" for windows. SMACX just does not open a save window at this point, when you try to save the game. The game unfortunately loads the path for saving from the file.
The fix is relatively easy, as I noticed, both singleplayer and multiplayer games have that path starting at file location 0x561 (that is hexadecimal location, the one that runs from 0 to F).
I do it in so-called hex editor, like XVI (free application).
Once someone made such an application to do it (exe file). And I think, I will make yet another one.
Anyway, the demacified save is here, and you can play the 5 turns.
[Edit]
Some mistakes, I must be tired and write 'funny'
The problem appears when trying to save the file.
Check it - try to save with a new name.
It may work for you though, but Yitzi patch does not fix that problem, afaik.
The problem appears when trying to save the file.=======
Check it - try to save with a new name.
It may work for you though, but Yitzi patch does not fix that problem, afaik.
We have 2 colony pods ready.
Was there a plan for those?
Also, I think we're done expanding for now - out of land/bordering hostile forces.
I would propose that we now switch all free (4 in total) bases to 2-1-1s later to be supplemented by 1-2-1s for an assault on PKs.
Go ahead!
The game is yours for 5 turns.
Now I feel like I impose the most. Guys, I know nobody is really bound by predecessor and other backseat drivers, but I'm worried that we don't get much done without at least consulting. We don't even lead in pop right now. Am I the only one to think that more collaboration is in order and, in fact, more fun?Debate and a hint of drama probably adds value for the lurkers and the rest of us following this...
Ok, but I think we should have more than 1?
2 to fend off PK rovers, 1 to bottleneck Hive, 1 in reserve?
We can also switch 1-2 to them to 1-2-1 which we will need anyway (for both aforementioned purposes).
There's little else we can build at the moment.
Rectanks are better rushed with credits, which we don't have.
We can and should also assemble a mind worm army, but this doesn't conflict with building some "heavier" units.
We can simply use the 2-1-1 or 1-2-1 as garrison while scouts comb fungus.
I do tend to agree with you, but working with what you found on your turn versus what you wish you'd find is sorta the whole point of the exercise.
What you're looking for is a democracy game, something a number of people have expressed interest in in the past - and certainly something I could promote the heck out of offsite, to the good of AC2...
...And what to discuss?
I think also that the next player should contact both Yang and Lal, for what it's worth.
... We don't even lead in pop right now. ...Actually, I am positively surprised about AI performance in this game.
Actually, I am positively surprised about AI performance in this game.I told you so: AIs have been improved by patches.
And maybe this is partially, because we have mixed playstyle, but this could be also due to setup, like blind research, tech stagnation, more food from world parameters and maybe also from the fact, that 2 AI were placed quite close to us.
Guys, please remember to take that scout back, it does only harm at this point.
Why? If Lal really wants it, he could have retreated his units towards the rocky tile east. He deliberatedly pushes things by maintaining his units south of our base.
I'd say its better to force things and demand a withdrawal. If he declares vendetta, we have 3 units in the vicinity to take out those rovers (one laser infantry, two scouts). And if we delay the withdrawal demand for 2 turns and run 100% econ, we can upgrade one of the nearby scout patrols to laser infantry.
You guys have left a base ungarrisoned several turns during a double vendetta?!? :oNerves of steel, but after recent sealurk attack in 2154, I believe, we need to have bases garrisoned due to possible mindworms attacks.
Can sealurks destroy empty base size 1?
In 2156, GoP just finished synth garrison. We could do it. But I placed also 2 synth garrisons in TV. We get there +25% defense, so it is even better. Yang is now much more dangerous with his 3 units of 2-2-1.
Vishniac, did you demand a withdrawal from Lal, or simply attacked?For some reason, there was no such option in 2156. I guess, there are cases, when you can and you cannot do it. Maybe this is due to no diplomacy standing, like the truce ended some time ago.
Lal will be able to mindprobe our 30% damaged synth on that forest in this turn yet. If he has enough EC, but we do not know it, and damaged units are easier mindprobed. Putting a second unit there will prevent it. You cannot mindprobe a unit when it is not alone on a tile.
I played without waiting for your advices...because I felt like it.
I must add that I would have not taken 2 full hours to play if I wasn't thinking all the time about "they would say so". It gives a lot of pressure and takes out a lot of fun...so play my legacy and don't complain! :D
Any ideas, anyone?
This will be soon heart of our territory away from borders.
... We've just lost a tile with +75% defensive bonus and getting rid of those 2 x 2-2-1 will take us forever now (the best odds we can get are 1:1 each, so we need 4 units to kill them).
...
No, I am not sure of that, but I read about it somewhere. There was a discussion, maybe it is not price, but chance of success.
If someone pulled the formula out of the exe, then we would know.
Prima Guide does not have it listed.
This will be soon heart of our territory away from borders.
And we do not know what Yang is going to do. We may get rid of them in another way.
Bad thing is that Hive has most often a lot of "fresh meat"
Restoring sensor array on (115,9) (forest with nutrient bonus) will cover the rocky tile next to it (117,9) from which (!!!) we can bombard The Hive hq base!
Yang, you will need to get to the bunker or leave your capital.
5) While I agree with RecCommons, I tend to wait with pop-booming until I get tree farms. Before that, I find mineral infrastructure worth more than farms. But that's me, we can do it another way.Expansion options at the moment:
And all that can be avoided by a mere Secret Project.Not really.
My impression is, that the fastest way to get to Industrial Automation with blind research is to select "Build" priority only. IA is build, after all. And we still need one more build tech, which is Ind. Economics.Yes, after you get information networks, you have to remove Discover.
@ Geo,...
My approach is, without discussion it's just clicking things around, and in a very ineffective manner to boot. We could use a plan and if it's not followed, it's because somebody else's got an alternative plan. But I don't see what you had in mind here and how you would follow this situation.I knew it! I knew I was playing [poop]... :-[
all in all, the entire Hive presence was eliminated and PK contained at little cost (2 x 1-2-1). We need to place our units at good tiles, they really fall for that. I brought back the forest and sensor next to TV so we can hold there.But it seems it wasn't that bad; you handled the situation like a chief. :P
Overall, we're in a MUCH better situation than when I left. :ok:Finally I think I did OK! :D
That's a fine mess I find myself in. ???
In addition, a lot of those same good people especially wince at overt blasphemy, which Kirov recently used a term I'd put into our lame swear filter if even touching it wasn't a nightmare - so I have to go find that post, now. The terms Hell and Damn and Ass aren't in the filter, but I ask everyone to use them sparingly, if at all, because Mom, and they make me wince every time I see them. I find actual moderator action distasteful, preferring to manage by persuasion, and I thank you all in advance for being cool about this.
I used them in a post instead of PMing everyone or something, so of course they're not forbidden - it's more of a 'take it easy on those' thing. [jerk, sphincter] is in the filter, which is easily circumvented - but I do moderate when stuff in the filter gets past. I guess [deity-condemned to eternal punishment] is kinda banned for the reason I already mentioned.In addition, a lot of those same good people especially wince at overt blasphemy, which Kirov recently used a term I'd put into our lame swear filter if even touching it wasn't a nightmare - so I have to go find that post, now. The terms Hell and Damn and Ass aren't in the filter, but I ask everyone to use them sparingly, if at all, because Mom, and they make me wince every time I see them. I find actual moderator action distasteful, preferring to manage by persuasion, and I thank you all in advance for being cool about this.
Jeepers creepers! The H word and D word are also to be shunned? Gosh. And I'm quite sure I use only the "A-hole" version, is that also a no-no?
And hello, Ms BUncle's Mom.
I would like to a\participate. If that is possible, please set me in turn queue as you see fit.
All forum members are invited to join.
I would like to a\participate. If that is possible, please set me in turn queue as you see fit.You are added to the roster. The
I'm suspended. ;nod
The closet.I'm suspended. ;nod
Locked out of the cellar? ;cute
I like to think it's something epic, like we're now in a Submission Pact (as junior) to Lal or something. It's too early for nukes, after all.It's not that bad yet.
2. On buying techs from Lal - we don't need D:Flex at the moment and can steal it later. I'd say we need to see what the tech bar's color is after allocating 10% and hitting enter and only if it's green, get D:Flex, as it's the only Explore tech we can research at the moment.
3. I would speculate that the massive reset in relations with Lal comes from the fact, he is now 4th in power, behind us and we're not 1st. AI "cooperate to kill first" mode enabled. As soon as we become first or he overtakes us, the stance may change.
His units roaming our territory do not seem that peaceful
4. On SPs. We can try rushing WP by disbanding probe teams unto it.
Back on Poly this was a strategy we used as Gaians to grab WP. I think probe team contributes 50% of its value upon disbanding.
I remember it being said probe teams are most efficient after crawlers. This would mean we need <10 probe teams and all bases except the one building SP should try to switch to probe teams ASAP.
At the moment only 3 bases are not building probe teams anyway.
We will also need to continue allocating max economy for credits to rush those probes.
Resplendent Oak seems the best base currently to start a SP in - high mineral output and size 4 in 7 turns.
5. We have enough units to take Hive. We have 2 artilleries, 2 mind worms and 5x 2-1-2 rovers. Mindworms in Hive territory should be backed up by 1 or 2 synthmetal units as mindworms are poor on defensive. Perhaps one or two of those 3 1-2-2 defensive rovers.
All those units use massive amount of minerals in support, so if we don't use them as aggressively as possible, we're handicapping ourselves.
1. On tech bar being red. It's "no tech set" due to 0 investment. We need to add investment (10% labs is sufficient as we need energy) and end turn for it to be set again and then see and perhaps put the investment back to 0% if it's not yellow.We can try it multiple times before that 10% reaches next tech.
Yes, but I think currently the red bar does not mean it's either of the Conquer techs, so we don't need to get Doc:Loy from Yang.I did it after, so it may be a conquer tech there, or maybe switching after does not really count.
That comes from assumption that you had switched to 0% labs before you traded tech with Lal.
Since your investment was 0%, game didn't bother to set a new tech.
Also, if we are not planning to use probes for rushing a SP, we probably don't need 7 of them. :)They will be useful. We may have some unsuccessful actions.
... like, it's soon going to be boring probably. Damn you, SMAC.In some future turns, we may consider restricting ourselves with some things, like e.g. "chop-n-drop", by maybe chopper cannot attack bases, etc.
...
If you pop boom only to work 2-1-1 tiles, I think the synergy could be better. Which is why I'm usually not that in a hurry with booming. Efficient mineral-related infrastructure is a cornerstone and I trade a condenser for half a borehole any time. Instead of working 2-1-1, it's way better to put a crawler on forest.
allow you not to juggle workers and crawlers in search for 2 nuts.If a forest to crawl exists, you don't work 2-1-1 if popboomed, but a forest.
In short, early pop boom requires you to have better terra infrastructure (condensers, farms, kelp farms)Most of our bases either have enough forest to work for 7 pop, or will shortly.
facilities (creches, everything drone related)We only really need Creches and they are not that expensive at 50 minerals (rectanks & reccomms are 40 each and we have them).
I hate holo-theaters and wait with them until late mid-game. They cost 3 maintenanceThis is the same as disussion as we had earlier - reccomms or not.
then tree farmsThis is only possible after you get EE + some turns until you build/rush them.
And when we get to the WP/EE, I strongly recommend to engage all our formers in building boreholes within 2-3 turns. Condensers can wait, not because they're bad but because they're not boreholes.If you get WP significantly sooner than EE, as is possible in our case, condensers are the better type of improvement, because they allow to popboom sooner, with less investment in infrastructure and bypass the nutrient limit, which means you are also arriving at tree farms faster due to increased production (and likely tech).
The same goes for sea formers and kelp farms - sure they're neat, but when you build sea formers, you don't build land formers and crawlers, and this is the part when you behave sub-optimum.Kelp spreads, so you only need very few sea formers to get the ball rolling.
Building crawlers and thanks to them building nodes faster will be more efficient in my opinion.A childrens creche costs 50 minerals and allows us to get 3 extra workers in 3 turns with some psych investment.
Knowing when to pop boom is of the essence in this game.Exactly.
I can't say our formers are out of work, in fact we have too few of them - we want a handful mines on rocky so they can be fully operational with EE (besides, mines are safe place to put crawlers as sometimes you run out of forests to crawl).Remember that it's tech stagnation, blind research, we don't have IA yet and have trouble getting there and that WP speeds up terraform by 50%.
And useless as they are before EE, you love WP precisely so that you can pre-build boreholes.In a usual game, yes.
- I say right now we should switch to full Labs and see what the next tech is (in one turn).; if it's IA, then we just build crawlers everywhere for some timeTo see what next tech is, we only need to switch to 10% labs.
On tech - if it's not set by game at the moment, we need to have it set it first, so we see, what it is.
This can be achieved by setting 10% labs at the end of this turn and checking F2 at the start of next turn.
If its yellow, then switch back to full labs and get it ASAP.
If its green - trade with Lal (and set 100% econ allocation if not enough credits).
If its anything else - set labs to 0%, infiltrate and see if Yang has it. E.g. Yang may not have anything from "Discover" that we don't already posess, thus making probing not worthwhile.
Basically, delay the discovery of this tech until we get it to switch to "Build", if possible, as then we would most likely get IA. Gene Slicing is also possible, which is also a good tech.
- Morgan started WP within the past 5 years. Usually AI takes forever to build Projects so quite likely we have still ca 20 turns (although you never know for sure)Probably not this time. University built Virtual World quite quickly. Counting on AI fooling around is very risky.
it can't sit idle and disband is wasteIf it turns out we're alone (w Yang & PKs) on a continent and Morgan is on the other side of an ocean, disbanding will pay for itself in half the turns of unit cost (disbanding nets half cost, support costs 1 min/turn).
...2184 to be exact. And yes, Morgan is quite dangerous. He may well have infrastructure to be able to build fairly quickly. AI can on occasion rush buy an SP, and he has usually more EC.
- Morgan started WP within the past 5 years. Usually AI takes forever to build Projects so quite likely we have still ca 20 turns (although you never know for sure)
- I say right now we should switch to full Labs and see what the next tech is (in one turn).; if it's IA, then we just build crawlers everywhere for some timeFrom color of the bar, we can see what that tech can be. And by probing Yang and buying Doc Flexibility from Lal we can possibly switch it to yellow (Build). In that case possible are:
... Maybe we'll have to wait for 4-1-2.Yes, you can get 4-1-1 prototype in 2 turns.
Maybe we'll have to wait for 4-1-2.4-1-1 will have better odds attacking a base.
Two turns? Where? The best I can find is Blackroot Palace with 4 turns. Not counting losing minerals to midswitch, of course.We can use some additional EC for hurrying. It is worth it, but maybe not for the first 10 minerals (price doubled).
.. My idea for the 2 formers near The Hive is to forest the road besides the base, to put defenders and to use later the infantry bonus to attack.My vote goes to do it also!
Miriam is now #1 in military and population.And there it goes. So if we just got impact weapons from Spartans, what she may have? Is it just a large number of laser troops?
Many things happened, most of them good, but PK downloaded our NLM and that's an excuse for war. Sorry, I could do nothing about it, even if I entered the same tile he was at. Any recommendations? If none, I'll let it go.Let it go for now.
Quest done! We have eradicated the Hive.Nice one! ;b;
2199And after viewing 2196 I lost hope for it.
Quest done! We have eradicated the Hive.
...Hmm, if that area was selected for escape for Yang, it means, the Unity Wreckage may still be unexplored.
Escape pod tracked @(91,43) along with 2x(2-2-1), 2x(1-2-1) 2xColPods and 1 former.
...
...Such an "inland" sea has its benefits. We could keep it with having some way to sail ships out of it. And raise land a bit farther from there.
We can also raise land northwards, but this means we should stop kelping that area and move the sea former towards former Hive territory.
4. We should produce one colony pod ASAP to "hook" the territory just W from PK HQ.We may put 2 bases there:
Time to have network nodes everywhere.Pop growth past 4 is very slow, unless you popboom.
Population to have more librarians...?
We should be picking up our tech rate soonTech costs will only grow.
We can at least start several boreholes with 1 former each and then raise terrain with others. Otherwise we'll never be able to pack them densely enough. You okay with that, guys?I'm okay with that.
If Geo intends to do it later, then you're 3rd in line, after me.
If Geo wants to skip, then 2nd.
As for me, that was a good move. It is difficult to calculate exact value of units, but certainly, they will attack more efficiently, so we gonna get this investment back.
I spent 320 credits on upgrading our rovers and artillery to impact.
I thought you'd bury me for this, but I got some very good luck with pods, popping a total of 350 (I think?), plus I got some credits from PKs too.
Retrospectively, the 200 credits to upgrade rovers were good investment as it allowed to completely overrun PKs.Exactly, this is bonus we get immediately, as we have these bases sooner. And we never know, how many laser units would be lost.
However, the 120 credits to upgrade artilleries were almost wasted.That is, cause we have to upkeep them now for some time. But they will be useful during next campaign. And they actually can start to sail there already. For that, it is difficult to put a price tag on. We will get some benefits sooner.
Each of them only got to bombard once and then they were not able to keep up with rovers anymore.
I felt intuitively before upgrading, that arties would not be worth it, but I still decided to do it. ::)
That will cost us a lot, though. Probably all energy we have.Yes and I think we're not that desperate. :)
I suggest setting blackroot palace to sea colony pod production (i have set it to secret project, which was probbly not optimal at all). That way it can provide a steady contribution to our expansion.Agreed that Command Nexus is probably not best use of our investment as we will only receive half of it's bonus after switching to Wealth ("morale bonuses halved").
As for the tech, we could probably get it faster via AAMy thinking is that this is inefficient, as we only really want very few of the techs that we have prerequisites for, thus the chance to get what we want is very low, probably 10% or less.
But what should it be "normally"?Yes, that 8 is a game changer, in that it:
I understand it's in alphax.txt.
Is it "Drone rules code" ?
I have 8 there.
8: If a base is all drones, and some are turned into specialists, an equal number will be turned into
superdrones. If a base is all superdrones and it is supposed to have even more drones than that, "phantom
drones" will be created. Superdrones and phantom drones do increase the number of talents needed to prevent
drone riots. (Thus, there is no way to stop drone riots other than psych, drone control facilities, and
police.) If a base is all talents and is supposed to have more talents, it will create "phantom talents",
allowing a specialist base to still have golden ages.
Guys, it seems like we got caught in a trap of our own success with pop boom. Running 40% PSYCH and using Librarians makes little sense to me. We need to take care of drone infrastructure.It was our mistake, not the popboom.
Spent some energy to rush, upgraded to police almost everywhere.And then build holotheatres in places where still more drone control is needed.
Managed to go down to 0% Psych.
In fact, I think it would be funny to switch sides to some pisspoor faction and take it from there. You know the 'switch sides', guys? I've alwaysI've played this when I got bored.
Regarding switching factions - for our next succession game we could make rule "switch to whomever gets eliminated and respawned or switch to weakest faction as soon as strongest according to graph/intel after current players turns".How about something like this (for next AC2SCG):
Could be fun. :)
Strange, let me make a test save for this...Saved. I'll try to find a moment to test ASAP.
=====
Ok, here it is. Year 2211. There are elite Gaian probe teams near the Hive. Try to free Santiago. She should be placed with colony pods, units, a former in some new location after that.
Should we switch to Hive?
Rushed the Research Hospital in Gaia's Landing and placed Stockpile Energy in the queue.I think this does not work with Yitzi's 3.4.
Rushed the Network Node in Thorny Vineyard and placed Stockpile Energy in the queue.
Had to start with adjusting specialists and the budget slider. 4 bases were on the verge of rioting. Energy allocation is now 30/40/30. Next research finished in 11 turns now.
We had a nice popboom, true, and it was detrimental to our economy. That's precisely the opposite of what popboom is supposed to do.I would not say it was detrimental, we now have quite a few bases running 3 librarians, which doubles their labs output.
And please stop trying to make this game as perfect as possible through your suggestions. It simply won't work with half a dozen or so players.
Since we refused to build hologram theatres, many bases had problems.
I almost fixed this in my turns by building them, but I did not notice that a single base that is building a network node is the main culprit.
So let's fix that one base (The Pines), reduce psych to normal levels and finally enjoy the results of our popboom.
Sorry, I think I got dismayed about how I spent my entire tenure to control the slider, only to see it undone with one click. I don't know about the number of your drones, but even starving down bases to 5-6 is better that this high PSYCH.1.
The only thing that brings me in is discussing ideas and mistakes. Otherwise it's just clicking around in singleplayer, and I don't even play it since like 2008. Maybe I was hoping for some brainstorming like at 'poly.
Look, I recommended against building holo-theatres, I didn't veto it. I don't expect anyone to do what I say, but rather to have good reasons to do what they do. So, we can either build Holo-T or get more condensers and work them (crawl them soon) for doctors. Or both, really.The end result is that they didn't get built for some 25 game turns.
We can't really play this effectively when we have different sets of rules. Is it any more of a problem than changing the number? And why does Yitzi's patch impose any rule changes? It's obviously a big deal in multi games.That was by mistake, as I understand (from testing)
...I corrected my alphax.txt to the state of: "out of the zip" with patch 3.4
Perhaps it would solve problems if Mart posted the alphax.txt version he uses in this game and everyone used that on the SMACX copy they play their turns of this on?
We should remove mind worms out of range of University aircraft.Well, are planes such a threat to large boils?..
Well, are planes such a threat to large boils?..PSI combat has a 3:2 ratio by default.
the mindworms are up vs resonance sentinels (+25%) sitting in base (+25%) near a sensor (+25%), thus even the attack odds are 3:4 as Mart reported.Never tell me the odds! (tm) i know them already.
You can see this odds in all battles by having "Confirm odds before attacking" on in preferences.
aircraft engages mind worms at 1:1That means mind worms are currently our best defense vs aircraft and thus should be saved and moved towards potential combat zones.
Am I missing some tidbit of the game or what? CoE growed to size 10 and of course rioted again. Hab Complex destroyed.Popboom needs +6 growth.
That's 3 turns in a row this base grows where as far as I know the game it shouldn't. No golden age. No more talents then workers. Nothing of the sorts.
... And if we're getting dropouts, maybe it's time to think about something more challenging, like switch sides or another scenario.How about this:
...
At the most general, what do we do?The idea was to free Lal from Deirdre and then switch to PKs.
The idea was to free Lal from Deirdre and then switch to PKs.
But if that's dropped, I'd say conquer Morgan ASAP.
Dreadfully sorryThis is an OCC thing - it's about 15 years old, and the AI is bad enough that some good players have switched factions multiple times and still worked each faction to the top before they moved on. Honest.
i would like to skip this time, if that is OK with you
Faction switch scares and confuses me. Once, a wise man said that if the enemy has more tech, bigger army, more energy and is coming right at you - it is better to throw in the towel. We have made Deirde the best, how can we beat her?..
... patch it with Yitzi's 3.6.Already?
So, what drone rules did we use again? 0 or 8?We seem to agreed on using rule 0.
Should we all move to 3.6 then?Current Yitzi patch is 3.4
I was playing it with 3.4.
Could it cause problems?
...Code 0 is the "old" setting, before new functionality. Which may be not true for all new alphax.txt entries, that Yitzi makes.
EDIT:
I just checked on the drone rules explanation that comes with the 3.4 patch, and code 0 doesn't seem to be active? At least, the codes run between 1-63 according to it.
Kirov? You are the next XO of our mission for 5 MY.
Lal? (Kirov? You are the next XO of our mission for 5 MY.
Who's the CO then? :P
One more thing: with Lal, I would try switching difficulty to Transcend so we don't get free non-drones.I think this is always so in "switch-games", that you get Thinker level difficulty in citizens and SE choices (24 ec switch cost).
Sunspots! All diplomatic activity interrupted for 20 turns! Means we will need probes.
...When sunspots end, they will open commlink immediately and in "unhappy" manner declare vendetta.
No vendetta if we steal a tech or something?
Though we benefit from the commerce, capturing his territory may be worth it.
Sounds like there's a recipe is in the making we switch sides again? ???No, none as far as I can tell.
Any scenarios, how to make Gaian treaty?
...I think, she wouldn't remember next turn...
Vote for her in Planetary Leader elections? ;cute
She still needs to conquer Zakharov, Miriam, Yang, etc.1. She invaded us already.
If they have Fusion Power then it means we need to make ALL possible effort to probe that from her before she finishes HSA.Quoted for truth :)
Or it's likely game over.Let us not loose hope.
Perhaps, in a few turns, we should try to free Yang in Gaia's Landing? :PAfter Gaians conquer Hive again, we should certainly do this for our comrade Yang :)
...
Opened the turn..There was an event, 3x energy from tiles the next turn.
Gaian's have 1 tech per 3 turns. :o
...Yes, let us probe Gaians for techs.
We have a foil probe @ 74,30.
How about we use it to try and steal tech from Last Rose of Summer?
...
... or mind control a unit with reactor so we can retro-engineer.A very good idea!
...
Rules for the fully patched game (including the unofficial patch):
...
8. Reverse-engineering allowed.
...
Update: University has finished the HSA. Whew.
Morgan has no DAP, yet he makes missile penetrators. A gift from Zakharov? That would be my guess.
Now, how to get this? If Zakharov does not trade DAP, we might buy a base from Morgan. Chances are, it will be in thousands of EC, though.
Any financial analysts would like to make an analysis of what is worth paying for a base with a penetrator (needlejet chassis)?
Geo, are you by chance still using the old drone rules?
What does Deep Community Psych screen show to you?
...That escaped me, I read them mostly once, and return to find only some details later.
Didn't you read my report? He mind controlled a base with a Gaian fusion needlejet in it.
I think our best shot still is my assembling a probe expedition and closing in on a not-probed-yet Gaian base.With fusion we do have a chance to be ok with <3> defense units. Gaians have only 6 in attack. They will though be more dangerous once we move north with our conquest.
One of the former Hive bases? Can probe teams in transports even probe seabases?As far as I know, they cannot. And the reason seems to be, at least in part, to allow having sea chassis probe units. Otherwise, a player could happily attack all bases from transports with cheaper land probes. Even much cheaper, land ones are for 2 rows.
She will destroy us and then execute us and it will not be personal.;lol
Attack odds on Unity Lair with a rover 64:95.Bring out the big guns!
We most likely will have heavy losses when getting that base.
I upgrade two Cadets to R-laser infantry, for 100 EC each!. Expensive, but hopefully,Are R-lasers any more useful than missiles though?
they will destroy next 2 planes in Unity Lair.
Are R-lasers any more useful than missiles though?They cost the same, so we get a bonus of +25% against mindworms for free.
Their attack value is the same.
Just thought of a long term mission.Very role-play. And we can do it, if we are going to win.
Reconquer lost PK territory and reestablish HQ at U.N. Headquarters! ::)
...;lol
So a secondary mission could be - free Miriam and switch to her. :D
I think it depends on where are we at when we get back to UN HQ.Yes, let us see later.
If the game is not nearly over yet, it would quickly become boring should we not switch.
Whereas going as Miriam from that point would be even more challenging than with PKs.
TBH, Hive was not really a challenge and PKs only had a few "tense" turns before we got Fusion Power.
Not necessarily. If we can place an infantry in a well defended place next to a base, then there will be no movement penalty next turn, and we get that 25% bonus.
Btw, to attack Unity Lair and pretty much any other base, we should build rovers.
They cost the same, but can attack and move on the same turn, so the infantry's "+25% with base" is moot.
Gaian unit lands near Unity Lair. So it will be cold war these turns.You got truce because of Green.
2340
Switching to Planned.
Switching to Wealth, we go from -2 industry to +1 industry.Power+Fundy -> Wealth+Demo:
We have terrible inefficiency, going democracy from fundy would be a good thing.
However, we at a peaceful moment can build Aerospace complexes and if luck helps Bioenhancement Centers. Energy would be better spent on these, facilities rushing is much more easier and have mostly flat cost.We have little use of these if our morale is -2.
Sorry for losing our elite probe team! Glory to the fallen who gave us MMI.Good thing after Gaian sneak attack.
...Undecided Deirdre... Wasn't expecting that to happen.
... She even asked for a truce, but come on.
Her combat odds make me consider nerve gas. The only problem – we’ll never get elected if we use it too much.I definitely agree! Let's make it Dune-style. With swords.
Did I mention she finished the NA? Because she finished the NA.Challenging AI. Great!
...We can make a rule, that a "turn-player" can spend several days making turns.
Also, if these turns continue to be such time-consuming, I'll probably drop out soon.
Also, how do you do that cool red and green unit names? Do you put them in tags or something?SMACX uses some text parser that, makes font coloring and efects like bold or italic when you make a text fragment using: '{' and '}' and also '[' ']'
Gaia launched a surprise attack.Hate to say so.. but I told you! ::) :)
To sum up, we're super hurt by morale, I even considered Power for a long time, however I decided to wait for your opinion.We should absolutely switch to Power and remain there until we're confident Gaia is defeated and no PBs coming our way.
Does this satisfy us, or we once again make the faction list ending with number 7?
...
EDIT:
We should probably be designing/upgrading drop units, then we can (partly) skip the need for transports.
I totally forgot about this option. Could've taken 3 bases like this already.. :(
So it seems we're doing quite well with this war. ...That was easier part. Bases were with minimal garrisons, apart from one, that costed 3 units to take it.
Would someone care to explain why it has RecTanks already built?Alphax.txt, #699+
Recycling Tanks, 4, 0, Biogen, EcoEng2, Bonus Resources
That EcoEng2 (Advanced Ecological Engineering) says at which tech it's free.