Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Command Nexus => Topic started by: Mart on May 29, 2015, 11:38:14 AM

Title: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on May 29, 2015, 11:38:14 AM
As in another thread with poll on playing commitment in 2015 one can see more people playing singleplayer, this maybe will give us something to do with larger response.

A Forum Succession Game.
It is kind of competition, but there is only one team. We play as a forum with intent to have:
- a game that we can talk about and share our experiences
- compete with ourselves, watch our progress in future games in this series (hopefully)

Post in this thread if you wish to play, so I can include you in the list of players.
All forum members are invited to join.

And here it goes, the first game, using Yitzi 3.4 patch
The first 4 victory conditions, no cooperative
- Flexible start
- Map not visible
- Blind research
- Tech stagnation
the rest is OFF

7 Factions of vanila. We play Gaians, as in another thread they received most votes for "intend to play next" faction in this set.
Map is 80x70 (west-east) elongated.
With only:
- Abundant native life
- Dense cloud cover (helps AI)
the rest is average/medium/...

RULES
- Succesion game, every player plays only 5 (five) turns. A player ends his/her turn, but saves the game (e.g. in 2106, 2111, 2116, etc.) in the beginning of the turn not making any changes in it. Then attaches the save for the next player
- We wait 3 days (72 hours) for the next player. If the game is not posted with progress of 5 turns, the next player can play.
- We can post short description/report of events in these 5 turns, but this is more of voluntary. 
- ... (to be determined)

And here it goes the first game save.
(http://drive.google.com/uc?export=view&id=0B8Q6s6tA4mcbdFZGc21yc3dINms)

= = = * * * = = =
Players:
1| Mart
2| Vishniac ----- inactive
3| Kirov
4| Bodissey ---- inactive
5| Geo
6| binTravkin
7| Kurvivor ----- inactive
8| ................(open)
...

Inactive player can return to the game during any round
=======================
Score:
+316; This is in 2246 as Gaians before the switch to Hive
+62; This is in 2267 as Hive before switch to PK

=======================
Short history of Planet:
We start as Gaians on northern hemisphere. Soon after we eliminate Hive, before MY 2200, so Yang escapes in a colony pod to some island near equator.
We eliminate Peacekeepers shortly after. Lal is imprisoned in Gaia's Landing.
From his cell, Lal signs a secret pact with Yang. They both are seeking revenge against Deirdre. Lal convinces top Gaian Council members to join his cause.
In 2246 large part of the council leaves Gaian faction and establishes a base of operation in new Hiverian capital, Chairman's Burrow. Their mission is to free Commissioner Lal from his prison.
In 2267 a single probe foil team succeeds and soon NuDawn base, the new Peacekeepers capital, is established on the southern hemisphere.
Mission Year 2295, Deirdre paying back to Yang for his involvement in releasing Lal, her enemy, captures Hive headquarter base yet again.
The story continues...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on May 29, 2015, 12:06:40 PM
The starting location is next to 2 fungus tiles. Maybe for Gaians this is not that of a problem, but to the west there is a tile with river, and having +1 energy per turn may be worth of loosing 2 turns for travel.

MY 2103
Establishing Gaia's Landing on that river coastal tile. It is next to 3 fungus tiles, but anyway...
Interesting, that Spartans were first in 2101 to get hq base. Since this is vanila set, it looks like Yang, Zakharov and Morgan were not so happy about their initial location and decided to move also. From covered tiles shape, map looks interesting, hopefully it is not crappy, like sometimes game engine makes that.
Formers... This will slow down exploration, but the first 10 minerals go for a former.
The scout patrol going along the river encounters a spore launcher... could be better. A mindworm boil would be a bit more usefull :)
And we do have our first native life unit.

MY 2104
Research priorities are asked:
Explore:    -
Discover:    -
Build:        X
Conquer:    -
We have Centauri Ecology. How about 'building' something first?
And checking the color of the next tech, it is white?! Interesting choice by the game engine.

And the second base to South-East from GL. Scout is first, better not risking some nasty mindworm attack.
And location is good, there is mineral bonus in the water!

MY 2106
We have the first former.
And now the next Gaian Governor term.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on May 29, 2015, 04:11:47 PM
Interesting. I don't know if I can help yet, but one question - isn't 5 turns abysmally little at the beginning? I mean, it's not like you're gonna leave any footprint with this.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on May 29, 2015, 04:26:04 PM
The 5 turns limit in the beginning is not large, that is true, but the idea of the game is to have some rather wider participation. Like the game is not limited to only several people that voice their access early enough.

So early turns have a chance to be dictated by more players who will have to, on one hand, adapt to resulting strategy of all other players before and on the other hand think: "what can I do in 5 turns, that will benefit the faction and give all future players some decent choices as for what to do next."

This way more players will 'taste' these early exploring/building turns of the game, not that when someone is like 4th in the player queue it is already midgame or close to it.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on May 30, 2015, 06:59:08 AM
I will be next.
Don't hesitate to comment on my choices!
-------------------------------------------------------

2106
•   Put Lab at 70%, changing research time from 9 to 7 turns (and losing only 1 EC a turn)
•   Production: scout patrol
•   Foresting the river

2010
•   Scout patrol completed.
•   I have put the citizen on fungus for a few turns until: colony pod would be ready 6 years too soon for base growth.

2111
•   Tech discovered: Biogenetics.  Zak had first discovery in 2109.
•   Forest already expanding
•   Former constructing a sensor
•   Former completed at Garden of Paradise

The spore launcher has explored the west coast.
I have put our units ready to pop the pod near Gaia’s Landing and fry any worm appearing.


Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on May 30, 2015, 10:37:04 AM
I can see, the next tech bar is yellow, so it is going to be either Industrial Base or Social Psych.
Hard to guess.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on May 30, 2015, 12:18:37 PM
Oh my God, I hope you won't hate me for this... But let me start from the beginning.

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.

This first pod was popped by our Spore Launcher, which then started to roam fungus, found and engaged a wild Launcher, growing stronger after the battle.

Technology wise, we added 'Discovery' option to help us on the way to Industrial Automation. It should be our outmost priority!

Production wise, we're building a colony pod in Gaia's Landing (but every time we pop a pod, production is switched to RecTanks in case of a rushbuild pod), and RecTanks at Garden of Paradise (which can't sustain the second citizen just yet).

It didn't escape our attention that our NW border is suspiciously close. We are not alone here!

2212: Another pod yielded a rover and we immediately pushed it to NW.

2213: Hive's Proletarian Knot discovered at (113,5)! Chairman Yang proved very amicable and offered a Treaty of Friendship. Of course, it was obvious that he's doing that only because he's weak for now. The Treaty was rejected. Also, we found and captured another bug close to our HQ.

2214: Alas! We're no longer so noble. We launched a surprising attack on the empty Proletarian Knot. All our units are pushed to crush Yang. The memories of his behaviour onboard Unity are still fresh and we won't believe a single word coming out from his mouth until he's on his knees, begging for mercy.

2215: Hive's Scout Patrol has been destroyed, our Rover took 20% damage. Fair enough.

2216: Social Psych discovered, next tech in 12 turns. I guess we need more bases.

And that's it! The reigns of Bloody Kirov brought intensified exploration efforts and an attempt to stomp out the Hive's threat. It's clear that at least one Member of the Gaia's Council is not above asserting domination over other factions in any way possible. Now that his term has come to an end, will his policies be continued? Let's find out.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on May 30, 2015, 12:25:39 PM
...
2216: Social Psych discovered, ...
I had a feeling this would be the tech. And Industrial Automation is yet even more far away...

=====
And I saw 2116 save, the next tech color is green. Having Centauri Ecology, that puts Doctrine Mobility as the only possible tech (?)
This is as I remember tech tree.
What I found some time ago, is that with blind research option this next tech is already decided. The player just does not see it, only its color.

=====
Well... Ethical Calculus is possible since we have Social Psych. Mobility is level 1. Eth.Calc is level 2. I wonder, if both had the same chance to be chosen.
Level 2 tech will cause more expensive techs.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on May 30, 2015, 02:30:37 PM
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.
In our current MP game, almost all my pods were monoliths or resources, plus one rover and one infested by worms. No tech, no instabuild, no money, no com.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on May 30, 2015, 03:16:28 PM
I had other outcomes from pods in other games. Still, the random generators are pseudo-random, and it may be due to some operating system weird occasional behavior. But this is my guess.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on May 30, 2015, 06:18:42 PM
Can those who want to participate step ahead? It may be problematic if we wait for another player who is just not there.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on May 30, 2015, 10:24:40 PM
I'd be happy to join if a position is available.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on May 30, 2015, 11:46:15 PM
I'd be happy to join if a position is available.
Term 2116-2121 is yours.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on May 31, 2015, 10:53:16 PM
2116
Popped the pod in (105,15) -> Nutrient ressources.
Worm headed back to Gaia's Landing in order to police it when pop reachs 2 (in 2118).
Spore launcher in (110,8) spawned hatchling worm in (112,8). Rover captured it from (113,7).
Decided that (106,12) was a good base spot (nutrient @105,15 & monolith @ 103,11).

2117
Switched worked square in Garden of paradise to the new forest in (112,12).
Worm popped a pod in (111,11) -> Alien Artifact.
Repaired the rover at the monolith in (111,7).

2118
Popped pod in (115,13) with worm. Spawned rogue worms in (115,11) & (115,15).
Partially rushed ColPod in Gaia's Landing (+4 prod for next turn).

2119
Gaia's Landing produces another ColPod.
The worm chase is on.
Attained larval mass with our own worm @(115,15) and 10 EC bonus.
Found another worm in (117,11). Chasing with Unity rover @(117,11)

2120
Capture attempt of worm by Scout in (117,11) failed. + 10 EC.
ColPod and Scout escort @(105,11) ready to get in (106,12) next turn.
Worm popped pod @(101,7) and tapped an underground river (100,6) & (99,5).
Road in (103,9) achieved. Road in construction in (110,10) - 2 turns to go.
Popped rogue worm in (116,8). Capture attempt by rover failed. + 10 EC.
Partially rushed RecTanks in Garden of Paradise. 0 prod bonus next turn.

EC 34
2121
EC 38.
Hive Unity rover destroyed our Spore launcher.
Production idle base in Garden of Paradise (4 nuts).
Hive base supposed in (120,10) (base grid deduction).
Hive Unity rover 70% damaged & Scout Patrol @(117,7).

Have fun.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 01, 2015, 10:39:10 AM
Waiting for another new player...

Yang started close to us. This is not good for him, but when defeated before 2200, he will get another chance.
Using land shape feature on hidden tiles, one can see Unity Wreckage most likely, SW or SSW to our location.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 01, 2015, 01:54:16 PM
I don't want to impose anything, but we can brainstorm here, can't we? So here's a thought - why don't we beat the everloving crap out of Yang? It's reasonable, fun and ethical to boot. My vote is, let's throw our mind worms at him! We'll either make him our pet or, if he makes it to his escape pod, we'll be able to find him and beat him again later on. Win-win, I say.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 01, 2015, 03:00:39 PM
Yang starts with an 'interesting' tech of Doctrine Loyalty, which gives Command Nexus SP. This tech is for the taking, for possible cost of loosing a probe team. And possibly he will research some more stuff, that may be outside of our first B-lines.
We would need to have Planetary Networks first though.
My vote would be to allow him to have like 2-3 bases until we probe him for techs.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 01, 2015, 05:02:32 PM
Is "steal tech when conquer base" enabled?
Kirov, did you get something when you took Proletarian Knot?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 01, 2015, 05:16:36 PM
@Vishniac - nope, the Spoils of War are off.

As for Hive handling - I think it's all about if we want to roleplay and have casual fun or brutally optimize in a competitive fashion. You see, Mart, the way it's usually done in MP is that until midgame you have certain strict beelines (CE, IA, Flex, 2xEE and D:AP) and until you secure all of them, any surplus techs are more liabilities than assets. Doc:Loyalty in particular, as it totally sucks in any capacity other than "beeline to Fusion", which is a very distant dream as of now. In my opinion, the Command Nexus sucks as well.

Another issue is, in the long run it will be more costly to contain Yang (who will be constantly churning out units) than to eliminate him. Besides, remember we can just put him on a leash as a submissive.

On the other hand, this is single player so we can really do whatever we want, optimization be damned. Up to you, people. I will probably employ my MP habits during my term. This includes more dense packing of bases. ;)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 01, 2015, 07:04:44 PM
Spoils are off, so we get somewhat more diplomatic gameplay. (probably...)
Blind research also helps AI, and together with this map size (more tiles than standard large map) and tech stag. we can expect IA later. But playing before-crawlers era is very interesting.
With Univ on like standard map that was possible to get IA around 2112. Over here, I wonder if 2170 is the right guess. No bets here though.

Yes, like in succession, every ruler gets his/her 5 turns and can do/screw everything as desired :) (... like our RL democracy)
I hope, we have the fifth player.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 01, 2015, 08:51:28 PM
I don't know what Yitzi put in his 3.4 but the AIs are much more dangerous.
Last week, I played a SP game like this one: Gaian, 7 original factions, map of Planet, transcend.
I found myself between Believers and Spartans, made friend with the former, killed the latter, but losing some time at the beginning was enough to never catch up to Lal.
I tried a lot of things from the book, I had bases churning 60 minerals/turn at the end, could build and orbital-insert 10 drop-disruption-infantries a turn...the only way I could win was by rushing the Ascent to Transcendence when he completed the Voice of Planet. I felt like cheating... :-[

To make a long story short: I am with Kirov on this. The sooner Yang is out of our way the better unless you want some very bad turns down the road.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 01, 2015, 09:17:03 PM
It looks like it is going to be an interesting play.

any more players? Anyone?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 01, 2015, 09:19:20 PM
Be bold and PM someone who is not me that you'd like to see involved.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 01, 2015, 09:33:16 PM
... who is not me ...
And I hoped for a moment you would join us in this game :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 01, 2015, 09:35:17 PM
Sorry - I'm not in an adventurous mood, and if I had any energy do anything these days, I'd be working on finishing the Official Firaxis pages...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on June 02, 2015, 11:50:41 AM
I'm in favor of "pruning" the Yang.
Let's milk his techs before eradication.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 02, 2015, 10:48:57 PM
Ok, let's play next round of 5-turns... I'm at it.

MY 2121
And the first disappointment. The Scout Rover with odds of 9 to 7 lost!
MY 2122
3rd base.
Lal appears to the SE, and in demanding mood tells us to give him Social Psych.
It ends in vendetta.
MY 2123
Lost a mindworm.
MY 2125
It is Ethical Calculus.
Signed truce with Yang for Centauri Ecology. One vendetta at a time.
The bar is red, Applied Physics?

====
On a side note:
I needed to de-mac the save, cause it did not want to save on my windows system. Worth mentioning to possible 5th player, if it's not me next time.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 04, 2015, 06:51:14 AM
Lal appears to the SE, and in demanding mood tells us to give him Social Psych.
It ends in vendetta.
HA HA HA!
What was I telling you? Same thing!
In my SP, first contact he declared vendetta and till the end of the game he would never talk except to say "would derive great pleasure to having you executed" :D
I could lose bases, take his bases, do anything, he wouldn't say anything else...
--------------------
I'll try to play tonight: travelling for work.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 04, 2015, 11:57:21 PM
2129 : new base founded
2130 : University has discovered Secrets of the Human Brain
Yang called to ask us to remove a scout on his territory. I did.

Preparing a sensor for the colony pod from Chiron Preserve

There is a Peacekeeper probe team waiting to be destroyed near Garden of Paradise.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 05, 2015, 01:45:24 PM
...

There is a Peacekeeper probe team waiting to be destroyed near Garden of Paradise.

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?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 05, 2015, 05:16:45 PM
Damn, things were happening this time around.

2131: I changed the production at Gaia's Landing from RecTanks to a Colony Pod. Sorry, expansion can't wait. Put all garrisoned units on alert (hit 'L' and they will wake up if any third party unit touches them). Killed the PK's probe team. Also, I moved the mind worm from Gaia's Landing into fungus to comb it.

2132: Another PK's probe team destroyed.

2133: We researched Applied Physics (I don't recommend prototyping it without Mobility just now). Also, our mind worm found and engaged PK's scout patrol and lost despite having 3:2 odds! Curses. The Pines established. Tighter base grid can be useful for now.

2134: After the last failure, I decided to start a bunch of scout patrols and move them out to comb fungus for native life. We need mind worms for fighting, we're too feeble to pull it off with regular units.

2135: Our scout patrol from Thorny Vineyard, moved a bit South, found the PK's scout patrol and avenged our mind worm. Two formers started to build a sensor array near our frontline, the Garden of Paradise.

the turn of 35/36: A sneak attack by the Hive, who killed our brave brave scout patrol! I was not allowed to deal with it this turn, but it's likely than a truce can be made. Sometimes the AI just "seizes the opportunity" and I believe that if our scout patrol was not standing there, Yang would have not attacked. Also, I sneak attacked him first so he already has the diplomacy setting "I was betrayed".  :whistle:


If I may suggest something: get those scout patrols out into fungus to earn their bread and butter. I would even take the risk of leaving empty bases, it's usually worth it. 2-1-1 are expensive and really not that good without the rover chassis. We don't need that many formers at the moment, we're good with the forest we have. Bear in mind that right now there's no garrison in Thorny Vineyard. If you want to stay safe, disbanding the former and buying a scout patrol would not be the silliest thing to do (although probably not that necessary).

Remember that in trouble, we can sacrifice our alien artifact to prototype the 2-1-1, but let's hope it doesn't come to that. Even a scout patrol standing on that forest with the sensor just right to the Garden of Paradise has a good chance of defending.

And guys, when setting colony pods to build take a look if the growth comes before the production so that we don't waste minerals waiting for the second populant.

EDIT: typo.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on June 06, 2015, 09:58:16 AM
2136
• former @(105,15) plants a forest for the new base @(103,15).

2137
• Founded Blackroot Palace @(103,15) and started producing a former.
• Partially rushed the Scout in Garden of Paradise.

2139
• Approached by Lal with 2 (2-1-2) rovers and a Probe team @(114,14). He asks for Ethical Calculus to end the vendetta. I decided to comply. Blood truce signed.
• Hatchling sealurk spotted @(101,15) near Blackroot Palace. A green scout team is defending the base...

End turn. The scout succesfully defended against the sealurk... Interlude from the Book of Planet. "Worm attack on base..."

2140
• Lal's rovers are now @(114,12). Dispatched 2 scouts in Thorny Vineyard to prevent surprise takeover.
• Rushbuilt former @Thorny Vineyard

End turn.
We discovered Information Network.
A Discover advance is the next tech: Secrets of the Human Brain maybe?

2141
EC 40. We might want to switch to Democracy if we are to placate Lal.
Thorny Vineyard and Blackroot Palace are ready for some new production.
Lal's two rovers are @(113,11) bordering Thorny Vineyard.
Scout patrol @(105,9) needs to police Gaia's Landing.
A ColPod @(112,4) can found a new base if deemed necessary.

Don't forget to "deMac" the file before playing...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 06, 2015, 05:26:25 PM
When PK rovers are gone, please put a scout patrol on (112,12), right next to the Garden of Paradise. There's no reason to allow them this close to Thorny. It's worrying we're kinda at his mercy now.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 06, 2015, 07:27:24 PM
I should play soon, just a bit of time for possible next player.

And I wonder why Lal is so strong. Looking at power graph, Zakharov is very big faction too. My guess is, they have contact and traded techs.

Lal is generally friendly towards Gaians. Maybe with some diplomacy we could get friendly response from Peacekeepers and get some of their "goodies"
We have truce now, I will see, if treaty is possible.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 06, 2015, 08:42:07 PM
What's this Bodissey posts about 'demacing the save'?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 06, 2015, 08:50:28 PM
Just installed a SMAX version with Yitzi's 3.4 patch. I could play the turn if placed on the roster.

EDIT: I'll just play 5 turns, and post it here. No good, somebody else can replay. ;)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 06, 2015, 08:55:02 PM
Have a go, please. The more, the merrier. Post any thoughts you have. Nobody is ever bound by sb else's suggestions, but personally I'd welcome more brainstorming and strategy discussion.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 06, 2015, 09:08:57 PM
...I wish the whole forum had more brainstorming and strategy discussion...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 06, 2015, 09:35:43 PM
You see, guys? The Master has spoken His wish. All hail the Master!
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 06, 2015, 09:46:21 PM
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'
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 06, 2015, 09:56:48 PM
You see, guys? The Master has spoken His wish. All hail the Master!
Yessss.

Oh, my gracious and wonderful people; how you love me.  How well I rule you utterly and take care of you... ;nod
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 06, 2015, 10:31:54 PM
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'

Appearantly I didn't need it, because I could open the turn without a problem. I placed it manually in the saves folder of my "Community Succession Game" installment.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 06, 2015, 10:39:50 PM
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.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 06, 2015, 11:01:35 PM
MY 2141

Formers:
Military:
Bases:
Social Engineering:
Interfactional:

MY 2142

Formers:
Military:
Bases:
Interfactional:

MY 2143

Formers:
Military:
Bases:
Interfactional:

MY 2144

Formers:
Military:
Bases:
Interfactional:

MY2145

Formers:
Military:
Bases:
Interfactional:

So, I leave us with empty energy banks, and the next tech should arrive on MY 2149.
Gaia's Landing, Chiron Preserve, and Children of Earth finished their production (2 colony pods and a former). CoE had a Scout Patrol in its queue. I put both other bases in Stockpile Energy mode.
Tile 115,9 (nutrients) is ready for terraforming. I suggest forest+sensor there.
I feel its time we start on the Genome Project for easier drone control.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 06, 2015, 11:03:41 PM
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.

Didn't have a problem saving (and renaming) either. :dunno:
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 06, 2015, 11:04:17 PM
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.
=======
Ok, so it is possible to save the file, when the windows saving box is not enabled:
WindowsFileBox=0
in "Alpha Centauri.ini" file.
When someone uses the windows one, the problem is present (at least for me).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 06, 2015, 11:05:45 PM
For the next player, please see my previous post on page 3. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 06, 2015, 11:17:41 PM
If someone new joins the game, that person will play after you. If not, we start another round, and it will be me.
We can wait some time, though I will not wait full 3-days. A new player can be added to roster at any time.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 07, 2015, 10:05:00 AM
I could join this if you are looking for more players.
How do I check which (Yitzi) version of game I am running?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 07, 2015, 10:54:56 AM
I added you to roster.
The patches are in: Resources > Downloads > ...Patches...

And the latest Yitzi, 3.4 is:
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=291 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=291)

There is also new alphax.txt. PRACX is included from that version.
It is worth to consider a copy of game folder to keep unedited vanila SMACX.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 07, 2015, 11:28:25 AM
Ye, I made a copy of my supposedly 3.4-patched SMACX, but I wonder if there is any convenient way to check if it's indeed 3.4.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 07, 2015, 12:18:01 PM
For some time now, Yitzi embeds his patch version into the exe.
It is on a screenie <CTRL>+<F4>
In script.txt is only a reference to a string from exe, so it is not a value that is in txt file.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 07, 2015, 07:13:18 PM
I think it's time we started to discuss grander issues. It's certainly fun that everyone acts completely independent, but I'm worried that our overall strategy suffers. Well, it kinda doesn't, because it doesn't exist at all. This mayhem is funny, but it will be triple hard to fight two vendettas and secure lebensraum this way. And we badly need it ASAP. So here are my 2 joules:

Research:

My most standard opening is CE and then beeline to IA. It seems we're doing IndBase now, which is good. But Doc:Mob and NLM would also be tasty. In fact, they're crucial to winning any war. So what do we do? Are we staying on the 'Discover+Build' path? It may stil yield us Doc:Mob the way it gave us AP, but I'm worried this might be not fast enough. I think I vote to add 'Explore' before the next tech. NLM can wait.

Frontlines:

First of all, guys we need to remove that scout patrol next to the Garden of Paradise. I said we needed a unit there, but that's after we get rid of those rovers. We're blocking their movement out with our zone of control, so you can't really expect them to withdraw... :)

Secondly, we need mobility, infantry is useless without support. The 2-1-1 design is not going to help us, this unit is easily destroyed by a scout patrol before it gets to attack anything (although notice the rocky tile next to the Hive, we can put it there). 2-1-2 and/or mind worms are a must. And I'd kill to have a probe team at this moment.

Thirdly, we need to manage diplomacy. Staying at peace with the PK is unfortunate must at this moment, even at the cost of techs. We'll get our revenge. And we have Demo now, maybe we could contact the PK and ask to withdraw his units? Worth trying. Remember not to call a faction too often, it seems to piss them off.

Social Engineering:

I'm against putting Democracy so early, when we're still building colony pods. Well, what's done is done. Maybe this would allow us to run Planned, but it would be nice if the player who gets Planned consulted it with the others. SE choices can have strong impact on the overall game. Of course, Wealth is a must and we should already have cash for that when researching IA. On the other hand, I feel Green is a no-no for the better part of the game, unless you want to roleplay or something.

The slider is great, let's always try to get max labs without running a cash deficit.

Secret Projects:

I vote against starting anything before we get crawlers. I know some people like to start working on a Project right away, but I find tying one base for 40 turns inadvisable, if only because this indirectly slows your on your path to IA (by not building more colony pods). With IA, we can decide which SP to take and do it quickly. The PTS is my favourite early-game Project, but the WP is also cool.

Please share your thoughts. Don't hesitate to tell me that you're not going to follow my suggestions so I can adapt to that.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 07, 2015, 07:34:12 PM
We're not playing against human players here, so there's no urgent need for Industrial Automation to snatch extra minerals.
The Democracy setting gives us at this time the best shot at signing a treaty with the Peacekeepers, which in turn is the best shot at asking Lal to redraw his rovers.
With a laser infantry trained, we have the possibility to upgrade scouts through the workshop for instant attack if there's a hostile next to a base. Also, I'd recommend training a synthmetal infantry ASAP if that's indeed Industrial Base we'll researching now.
We could always stop cranking out more colony pods and get energy by stockpiling it in the build queue. We're running out of available land anyway, unless we sneak south pass those PK rovers.
For secret projects, we have an artifact. It will decrease construction time of say the Genome Project by quite a bit. I think at this stage it would be a godsend to manage drones with our bases growing to size 3 all over the place, at least if we don't want to divert from 100% lab output.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 07, 2015, 08:14:53 PM
GEO, IA is the best technology in the game, it can't be written off as 'just snatching extra minerals'. There is literally no environment in SMAX where IA is not urgently needed. The early game boils down to making colony pods and getting IA ASAP. Whatever early tech comes to your mind, IA is worth double that. Wealth is the best and most universal SE in the game and in 99% cases stays with me forever, the crawler is the best SMAX unit and wins you most games, not to mention the PTS. The only other option is rushing enemies with 4-1-2s, and the worst drawback of this strategy is, of course, not having IA.

As for the projects - Our best (sigh) bases have 4 mins per turn, that's 50 turns for the cheapest project minus 1/4 (AA is worth 50 mins). So one base basically disappears for 38 turns. With crawlers, we'll have a project every 6-7 turns. I'm afraid I vote to wait. RecCommons are what's needed for the first drones.

And the choice itself - because we're running out of land, it's either early war or the Weather Paradigm, very useful for our purposes now. But again, I say let's wait for IA. I will probably support the PTS then, as is my habit.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 07, 2015, 09:22:31 PM
So waiting for binTravkin to play 5 turns from 2146.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 07, 2015, 09:30:21 PM
Yes, I will do it tomorrow.

Btw, agreed on IA being crucial. Cases where it's not are few and rare.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 07, 2015, 10:10:46 PM
IA is crucial, yes. But:
1) we are following blind research
2) you are talking about diverting the beelining to get rovers and impactors.

I don't disagree with that, especially when stuck between Yang and Lal, but that means it's gonna be a long time till we get IA. Probably more than 38 turns. So you'll get SPs every 7 turns later but only the remaining SPs...because the AIs will start some soon and they'll get them.
If we can divert a base, I say let's do it and be sure to get our most coveted of the first SPs (WP, HGP, VW). The PTS we'll get later with crawlers.

As for diplomacy, I know Mart is very good at it.
My opinion though is: kill the Peacekeepers ASAP!
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 08, 2015, 06:57:48 AM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 08, 2015, 12:03:40 PM
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.

There's only room either closer to Yang, or south towards Lal for new bases.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 08, 2015, 01:00:10 PM
Discarding* the option to go south and east I would settle on these spots:
 - 99,5 (river, flat, rainy, coast)
 - 102,10 (flat, moist, coast, outside city radius)
 - 109,7 (flat, moist, coast)

Other options
 - 117,7 (river, rolling, moist, outside city radius, border with Hive)
 - 116,4 (rolling, arid, outside city radius, in range of border with Hive, in range of river starting @ 117,7)

I like the first two because of river and because not overlapping so much as others and because these are safe (from Hive & PK).
And they are coast, which is beneficial (aquafarms, thermoclines).

* - we can discuss going East and South but then the CPs are essentially wasted as we are not getting a lot of turns out of their produce and are wasting 1 mineral on upkeep for each of them
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 08, 2015, 01:33:27 PM
I agree with 99,5 and 102,10, too. However, 117,7 is also tempting. As long as the Hive doesn't get rovers, that is (and use them smartly, which is another thing). I'd put our 2-1-1 there, add a sensor and watch flocks of the Hive units come only to die. IIRC, a well-placed bottleneck or just defence perimeter can fend off hordes of AI with only 2-3 units for a better part of the game. There is some risk to it, but the gains are considerable - the Hive attacking only at one place, us getting morale upgrades relatively safely.

binT (and others), what's your opinion about an early project before crawlers? So far it's two for, one against.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 08, 2015, 01:57:50 PM
We have 3rd CP in production, ready in 3 turns, so we can still also have that.

To bottleneck Hive we should position a synthmetal sentinel (tech in 3 turns) and a 2-1-1 @ 117,9.
We don't see what's north of it yet, but it's likely that invasion will come though "The Hive" base.
Blocking 117,9 would necessitate them to clear it before advancing.
It's a rocky tile, so with a sensor we can get a +75% defense bonus there.

The reasons you'd want to take an early SP:
1. Someone else grabbing it.
This is unlikely. No AI has started any SP yet and they don't know how to insta-build.
The strongest AI is likely to go to war with us soon and Hive is already.
Believers and Spartans might not even have the tech for WP yet (even PKs don't have it!).

2. Some benefit which offsets the cost.
HGP is currently entirely useless to us and we will only be able to use WP efficiently AFTER we have crawlers.
For now our formers are more than managing - we only have 1 base with good workable tile deficiency (fixed in 2 turns) and 3 bases with more good workable tiles available than they can work.

Besides, we're quite unlikely to finish the SP before we get IA.

So, I'm against.

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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 08, 2015, 07:19:56 PM
I'm waiting for your feedback on this:
Quote
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.

Or should I just go ahead with my evil plans?  ::)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 08, 2015, 07:23:41 PM
Go ahead!
The game is yours for 5 turns.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 08, 2015, 07:27:21 PM
Well, I'm not exactly convinced. I find little use for (best A)-1-1 units. They're slow and easy to swat like a fly with scout patrols. Yeah, you can drag 1-2-1 with you, for even higher support for quite a number of turns before they even arrive at the scene. Usually I prefer to hold off attacks until I get something actually useful plus infiltration.

Don't forget those PK rovers. If he fields more of them, even with 1-2-1 we're at risk.

In my (distant) opinion from such early wars, it's like this: you build infantry for relatively lots of minerals, they take forever to get somewhere, then they land right next to a bunch of 2-1-1s in order to die.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 08, 2015, 07:30:54 PM
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?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 08, 2015, 07:39:25 PM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 08, 2015, 07:44:47 PM
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...

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...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 08, 2015, 07:53:33 PM
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.

2 1-2-1 units on sensored forests will fend off both factions effectively, IMHO.

As for the rest of production, I'd put RecTanks in. We're going to be poor for a foreseeable future.

But by all means, add some units to production. I believe that in such a case it's best to find some offensive use for them, otherwise it's just tying our low support.

Adding 'Explore' before the next breakthrough will allow us to hope for rovers and mount a real offensive.

Go ahead and we'll work with that.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 08, 2015, 07:59:32 PM
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...

A demo game is a commitment, let's play this and see what happens. I do find it fun never to know what others will do, but:

1) I believe there are several aspects really worth working on together. War is the first to come to my mind, we can actually lose a fight to the AI otherwise. SE and projects, essentially any long-term commitments are another.

2) I strongly believe that bouncing ideas around is way more fun than just pushing turns in silence, no matter if what is said is actually followed in game.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 08, 2015, 08:08:41 PM
Oh, 2) makes it completely better for those of us following, too, whether you guy agree or not. ;nod
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 08, 2015, 08:39:12 PM
I don't feel it necessary to create a bunch of laser infantry after the first one is finished, but having a synthmetal prototyped should be a priority. Its all about having the capability without losing time still having to prototype stuff when the **** hits the fan.
And while there's indeed not much use for the Genome Project now, it would be useful by the time it is finished.
Lack of population was mentioned. Having enough overall talents to let our bases grow would increase it by at least a third in short time, without having to divert workers or energy to psych. That could put us in the voting field around the time the Planetary Council is called.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 08, 2015, 09:30:54 PM
Anyhow, we can discuss and of course play on at the same time, so go ahead bT whenever you're ready.

On the secret project thing, I see the pros, but imho they do not outweigh the con of losing a base for so long. Nevertheless, I'll go with the majority.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 08, 2015, 09:58:05 PM
Ok, so I played it:

2146:
 - moved scout in the north back towards our territory
 - moved 2 idle formers to 115,9 to rush a sensor
 - moved 1 idle former to 114,4 to make a road towards 116,4 with goal to put sensor there
 - switched all idle cities to scout patrols (for now)

2147:
 - sensor on 115,9 finished, moved scout - reveals Hive colony pod @ 118,8
 - forest @ 102,12 finished
 - moved idle former to 105,11 to start new forest
 - solar collector @ 100,6 finished, road started
 - switched scout patrol @ Blackroot Palace to recycling tanks since they are going to be ready in just 9 turns

2148:
 - new PK 2-1-2 appears @ 111,15
 - PK have founded a base @ 116,20 - borders moved
 - Hive CP @ 118,8 does NOT move
 - Blackroot Palace switched to 2-1-1 (panic!)
 - 1 former from 115,9 moved to 115,7 to create a road there
 - 2 idle formers @ 115,9 plant forests
 - Resplendent Oak founded @ 102,10, production left as scout patrol for now
 - Lucky Autumn founded @ 99,5
 - Children of Earth switched from scout patrol to rectanks to prevent it finishing it - we may need those 10 minerals soon
 - Industrial Base completing next turn

2149:
 - the 3rd PK 2-1-2 disappears in unknown direction that is out of range of our sensors, likely one of: 109,15 | 110,16 | 111,17
 - the Pines finish formers, switched to recycling tanks
 - road @ 105,7 finished
 - road @ 100,6 finished
 - road @ 115,7 finished
 - forest @ 115,9 finished (workers in Thorny Vineyard changed)
 - Children of Earth starts working on prototype Synthmetal Garrison, 10/30 finished, 7 turns to go
 - Thorny Vineyard gets switched to Recreation commons - city is about to grow in 5 turns and will have 1 drone
 - Garden of Paradise is set to build a Synthmetal Garrison to replace the scout sitting in forest @ 112,12
 - CP from Garden of Paradise starts movement north (final destination TBA), arrives @ 111,7
 - former from The Pines gets its home base changed to Lucky Autumn to reduce mineral loss
 - since we have more than enough former-power, I decide to build some farm+solar combos where it makes sense, starting with 103,7
 - idle former assigned to build sensor @ 105,15, to take a peek what's going on in PK coastline
 - idle former assigned to build sensor @ 116,4, pending decidion on CP (this may be mistake)

2150:
 - unfortunately I was unable to prevent drone riots @ The Pines as that would mean disbanding a former (-1 minerals)
 - idle former assigned to build road in 100,8 to be followed up by forest and sensor
 - idle former assigned to build farm @ 103,7
 - moving scout into 115,9 now allows to discover 118,6, which is a river tile covered in fungus - it now appears Hive's only connection to our territory is 118,10
 - I decide to move CP into 117,7, but it only manages to get to 115,7, same with it's escorting scout patrol
 - both of the idle formers @ 115,9 sent into Thorny Vineyard, just in case PKs decide to attack
 - idle former @ 115,7 starts to plant forest there
 - Gaia's Landing switches to rec tanks to avoid finishing scout patrol this turn
 - idle former moved to 103,7
 - our next tech likely is Planetary Networks, 7 turns to go - after we get IA we can milk them dry of tech :)

Bad news!  :o
At the start of 2151 2x ;yang; 2-2-1 appear @ 118,10.

Only 1 city have unchangeable production at the start of 2151 - Blackroot Palace (Synthmetal prototype), rest - up to you to adapt.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 08, 2015, 09:58:50 PM
And the turn 2151.

See prev page for rundown of what happened in my 5 turns.

Regarding discussion.
I think some discussion is necessary to avoid oscillating between mutually exclusive goals.

I suggest, whomever comes after me to revise production as appropriate except for the city that is producing synthmetal sentinels (as it would have retool penalty).
I only kept those scout patrols and rectanks as placeholders, they do not demonstrate intention, although I would have let rectanks stay if nothing bad happens.
The 2 Hive units are dangerous, so perhaps more military investment is necessary.
We have 2x 2-1-1 as of now.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 08, 2015, 10:31:44 PM
I will wait for some time to start another round (but not full 3 days)

Unfortunately, white (discover tech) bar in Labs can also mean Secrets of the Human Brain. We do have both pre-requisites.
I think we can in the present border state, squeeze at least 2 more bases near PK.
We can also hunt for mindworms and planetpearls in the north. As regions far away from bases, this should produce native life more frequently.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 08, 2015, 11:00:59 PM
I'd point out that bases placed on poor terrain near a border in a crowded game can still have very tangible tactical value for extending that border and as future forward bases in conflict - as well as becoming productive in their own right in the long run as tech advances.  A lot in the strategic short run would depend on roads to make pumping unit there effective before vendetta happens, depending on the distances involved.  -Naturally, this is a horrible idea when the border in question has Morgan and his well-funded probes on the other side.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 08, 2015, 11:40:30 PM
Well, just when I mentioned that war effort requires our collaboration, the Hive shows up with dangerous units... Fantastisch.

I believe some emergency mode is required right now, with disbanding units and pushing east whatever we have in the back. Even our best design 2-1-1 rather dies than wins against his disciplined units.

Guys, whoever comes next, please withdraw the scout patrol at (112,12), to the right of the Garden of Paradise. This scout patrol actually blocks PK rovers so obviously they can't withdraw even if they wanted to. It's really important that they stopped directly threaten thorny Vineyard.

I think also that the next player should contact both Yang and Lal, for what it's worth.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 12:54:49 AM
...
I think also that the next player should contact both Yang and Lal, for what it's worth.
And what to discuss?
Yang - truce?
Lal - treaty? I would go for this solution, but we may be forced to give several technologies. It would get my vote.
And withdrawal, I often get "we will see whose territory it is" from AI. If Lal is in hateful mood, I would not try this.

A period of peace, while we build our advantage over PK and Hive would be most desirable.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 01:16:29 AM
... We don't even lead in pop right now.  ...
Actually, I am positively surprised about AI performance in this game.
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 09, 2015, 06:26:10 AM
Actually, I am positively surprised about AI performance in this game.
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.
I told you so: AIs have been improved by patches.
We are in for a game of pain...  :D
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 09, 2015, 07:14:08 AM
About emergency mode:
1. I don't think we should disband military units. Some of them have good morale which can be useful, see below.
2. We can switch to full econ for a few turns and upgrade some of them instead. A 1-1-1 -> 1-2-1 / 2-1-1 upgrade should be cheap (20 energy?)
3. We could disband formers in cities that are producing military units, to speed them up. One city already has 2 formers in it, so perhaps a quick-build of 2-1-1 there?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 09, 2015, 01:36:17 PM
I'm sorry, but I refuse to believe that the AI can be dangerous. We just need to focus more.

My idea:

1) Disband a former at Thorny, move the CPod back to Thorny and disband it, too. Towards 1-2-1 of course. Yes, we're saying goodbye to one unbuilt base, that's what I meant by emergency mode.

2) The Hive will move closer. On the next turn, we put our new 1-2-1 on the sensored forest (115,9). With the morale bonus, it defends at 2,62 (+50 forest, +25 sensor, -12,5 green) against 2 (disciplined). Then we take damage but also gain morale. Who knows, this may be even enough.

3) If it's not enough, the surviving Hive unit will either stay to heal or push forward, depending on the damage.

4) We set ECON at 100%.

5) We move the scout at Garden of Paradise and (115,7) via our monolith (111,7) to Thorny. There they're ready to be upgraded as we see fit. We either defend agains the surviving H unit or upgrade to 2-1-1 and push back. If the Spoils of War are off, then you gain research points by taking enemy base. And there's going to be a nice and ripe H base to pillage soon.

6) The scout at (112,12) is moved back to GoP.

Guys, please remember to take that scout back, it does only harm at this point. And don't forget to upgrade units via the monolith, at this stage this can matter life and death.

If we're lucky with the fights, we don't even have to move the scout at (115,7). Who knows, if the Hive drops down that new base, maybe we'll be able to take it. It all depends on the H moves.

Mart, you're right with that diplomacy, there's no point in calling these bastards now.

Who's next, by the way? I feel like it's been a long time I did my last round and I'd love to see to our defence now.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 09, 2015, 01:42:23 PM
The disbanding thing sounds like a plan. :)

There's one 2-1-1 in the rear as well, but it might not arrive in time to change anything, especially if it investigates the monolith on it's way.

I think Mart is next, then Vishniac, then you.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 09, 2015, 03:40:57 PM
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.

I second the 100% econ proposal. We need cash now to upgrade units.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 09, 2015, 04:39:45 PM
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.

On the next turn we're putting a 1-2-1 at that forest/sensor and then PK rovers won't be able to move again. Don't overestimate AI brans - he may want to go somewhere else, but checks the rocky route and doesn't like it for some stupid reason. So I would give him more space. Besides, my suggestion was to push the scout from GoP to Thorny, which means we can use a garrison at GoP.

He can take Thorny each turn and that's why I'm worried. I'm not against killing those rovers, but first we need to tackle Hive and I suggest running a round of units through the monolith for upgrades (I know a monolith can disappear at 1/32 when investigated, but I have a trauma after on my watch we lost our mind worm in a 3:2 offensive battle).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 09, 2015, 04:54:45 PM
You guys have left a base ungarrisoned several turns during a double vendetta?!?  :o
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 05:30:25 PM
I'm playing, from 2151...

And the two PK rovers did not move after I took the scout patrol from that tile near GoP. Lal is seething, so he will keep them there to mark his presence.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 09, 2015, 05:57:54 PM
I think Kirov was referring to the fact that double laser rovers are enough to take or kill any single base of ours, since we only have scout defenders.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 06:38:34 PM
You guys have left a base ungarrisoned several turns during a double vendetta?!?  :o
Nerves 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?

I'm almost done with my turns.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 09, 2015, 07:14:50 PM
Can sealurks destroy empty base size 1?

I don't think so. There's more danger from IoD's disembarking mindworms.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 07:17:26 PM
2152
Lal did not move his rovers, despite giving him more room.

Yang advances through the rocky tile.
2 units: 2-2-1 (disciplined and green) Poor rookies, probably got there from draft...
Yang is ignoring communication.

And Thorny Vineyard switches its production to synth garrison.
And we have 30 EC this turn from 100% economy.
Prototype of synth garr. rushed in ChoE.

Zakharov starts Virtual World!
Yang (unexpectedly) moves two 2-2-1 units to SE from TV, not directly to the forest next to it! What does he "think"
Lal no move. He just wants to play on our nerves...

2153
Because of that action by Yang, I decide to upgrade the prototype synth garrison on monolith - we have that one more turn. It is discipled now. Equal to that best Yang infantry that is trained in harsh conditions.

Mindworm Pass established on a sensor, it has also a forest to work on.

Yang moves a colony pod, that is now on our territory. His infantry does not move this turn! Is Yang afraid now? We have higher power graph.

2154
Forest overgrows a fungus tile
A sealurk destroys scout patrol in Lucky Autumn (that was not so lucky this turn). And The Pines needs to dispatch its newly created scout patrol to defend the base. No worm hunting for them this time.

Yang makes some strange moves. He returns a cp to his territory. But a single 2-2-1 moves on that spot towards Mindworm Pass. Is he going to attack that new base?

2155
Sealurk attacks again, with starting red health, he is able to lower our new very very very green scout from 100% to 20% health!

I got screenie info about truce with Lal expiration.

Both Lal and Yang ignore our communication attempts.

Yang and Lal do not move. Yet another turn of peace.

------
Note:
- both our 2-1-1 units are upgraded on monoliths.
- both synth garrisons in Thorny Vineyard are upgraded on monoliths.
- some scouts I upgraded too.
- There are 2 scout patrols near The Pines and on monolith near Resplendent Oak, that could hunt for mindworms. Best if they do it to the north, outside of bases radiuses.
- Gaia's Landing has independent scout patrol. It is relatively safe, and this cheap unit should serve the longest (Morganic thought...)
- Thorny Vineyard could grow, but it will have to have a docter, that will only "eat" two nutrients. It's ok, as long as we have that 3-2-1 forest tile available, but as soon as Yang or Lal enters there, we could have starvation, and loss of 3 rows of food.  I stopped growth by placing the worker on forest without food bonus.
- Both "hunters" are also upgraded on monoliths.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 09, 2015, 07:54:04 PM
1) I'm quite sure sealurks can destroy pop1 empty bases, so watch out there. On the other hand, it's a risk I'm usually willing to take.

2) Mart, didn't you try putting a 1-2-1 on the forest/sensor? I think it'd be a good idea to provoke him into attack as we defend with better odds.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 07:57:43 PM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 09, 2015, 08:01:16 PM
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.

My first move this turn would be to move to the forest/sensor. Not only you defend there with +50 for forest, but you also deny this tile to the Hive who can use the bonus for himself (we won't easily get rid of him with our 2-1-1, it'd be 2:3). That's my two joules.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 08:48:13 PM
Yang seems to do some kind of flanking maneuver. He split his units south and north, and does not enter that forest.
We will not attack him there anyway, If he enters there, that would be to attack the base. Forest gives +50% bonus and Yang infantry has no base bonus too. But that comes with a price of leaving TV less protected. It would buy us some time though, he would need to destroy that forest post first. But we need to have there 2 synth garr. otherwise Yang could destroy one with double attack, (possibly).

TV will have 3rd synth unit, if hurried, that would be in 2159.  But if only Yang waited so long. So far, he is very slow in his advance. I wonder why.

Now, if Lal was actually our ally, he would likely donate one these 2-1-2 rovers to us. Pacted AI do that.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 09, 2015, 09:12:14 PM
Do we know if :danc: is effectively at Vendetta with :whip:? That could be the reason of the hesitation.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 09, 2015, 09:15:41 PM
Could Lal possibly be seething at a faction running democracy and in vendetta with someone he is?  Seems very unlikely before he goes nutty-aggressive past 100 turns.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 09, 2015, 09:37:26 PM
What secures the forest/sensor is putting 2 x 1-2-1 there. Both defend at a bonus so should survive 2 H units and likely the third one. Our disciplined units would fight at 2:2.75 and then our green ones at 1.88:2.62. In theory, both our units survive but with more than 60% damage, so then they die to collateral damage if the third H unit attacks.

We can tackle this problem in two ways.

1) put there additional unit, 2-1-1. The odds of the third fight are then 2:1.75 so we have a high chance at dying but increase the survival odds of any lucky 1-2-1 which survived with less than 60% damage.

2) upgrade our 2-1-1 to 2-2-1 (40 EC out of our 59), wait until our the H attacks the forest/sensor (his third unit is going to be damaged), then go out with this 2-2-1 and finish his unit.

Do I make it clear? Because I feel like I'm trying and failing to put a simple thing in simple words. :)

There is also one thing - please remember about the "self-destruct" option. I checked and 2-1-1 on self-destruct deals 10% damage to 2-2-1. The AI is super reluctant to attack with damaged units, so there is that - he could even pull them out. And right now we can damage 3 units at the cost of one. I'm not saying we should, I'm just saying it's worth remembering that we can.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 09, 2015, 10:12:58 PM
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

2156
I reallocate workers to have more minerals by base.
All productions of synthmetal garrisons changed to scout patrols: faster, and we earn enough to change 1  scout to synth every turn.
Scout in Mindworm Pass upgraded to synth.
The Hiverian colony pod goes away.

2157
‘Roquade’ between scouts green and very green from Children of Earth and Mindworm Pass.
Scout from CoE upgraded at monolith. Synth from GoP upgraded too.
Hiverian colony pod is back and a former is now on the isthmus.

2158
Forest expanding.
Put Children Creche as a placeholder till we get something interesting to build.

2159
Hiverian colony pod advancing to 115,7 ! I was ready to kill it before he establish on our territory but then Yang called and I secured a truce against Ethical Calculus.
A third PK rover (hardened) appears on 114,14. Following the Hive truce, I decide it’s time for a reckoning: VENDETTA! We lose one 2-1-1 but kill the 2 rovers outside Thorny Vineyard. I put a synthmetal on the forest sensor to block further access.
Rushing a Rec Tanks (we are at 40EC/turn, enough to turn a synth to 2-2-1)

2160
The 3 Hiverian laser infantries are bordering Thorny Vineyard. I smell a surprise attack but what can we do?
PK rover at point blank. I upgrade a scout to 2-2-1 if synth garrison defence fails.

2161
Yang launched a surprise attack (why am I not surprised?). His laser infantry dies, our defender upgrades.
PK rover attacks and dies. A probe is coming. PK ship spotted near Blackroot Palace.
Forest expanding.
--------------------------------------------------------------------------
So here we are. The 2 children creches are only placeholders, I don't know what to build. If you can fend off more attacks and don't need money to upgrade units, I think we should go back to 100% research (after we rush the network node for connecting the artefact).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 09, 2015, 10:18:01 PM
Vishniac, did you demand a withdrawal from Lal, or simply attacked?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 09, 2015, 10:23:51 PM
I just attacked.
You know: cutting the snake's head and all these things...
The third rover was a clear and present danger and a clear sign of Lal's hostile intentions.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 10:25:34 PM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 10:27:11 PM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 09, 2015, 10:29:05 PM
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.

Are you sure about damaged units being cheaper? I've seen the formula somewhere and I'm quite sure it doesn't mention the damage.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 10:40:46 PM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 09, 2015, 10:52:59 PM
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

Darn, that's a bummer, it seems we have the opposites of fun in mind. 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. 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).

Any ideas, anyone?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 09, 2015, 10:59:23 PM
Any ideas, anyone?

Switch to Conquer research? Or have our current research finished ASAP in the hope probes will come out.
By the way, if we do get Planetary Networks, do we reprototype rovers from our probe teams or not?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 11:02:07 PM
Chassis needs to be prototyped as well. But we could do it the cheapest, 3 rows. Any design with that price.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 09, 2015, 11:07:58 PM

... 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).
...
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"
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 09, 2015, 11:09:07 PM
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.

Yitzi did:

"-The formula for the cost to subvert a unit (before applying the effects of the target's PROBE rating or algorithmic enhancement) is (target faction's EC+800)X(cost of the target unit in rows)/(4+2Xdistance to enemy HQ)."

And the chance of success is surely only related to the probe's morale, so I'm quite sure that damaged units cost the same.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 09, 2015, 11:26:40 PM
This will be soon heart of our territory away from borders.

We need to actually do something about it, so far we're only on defensive. Being stuck to 100% ECON is also a drain and we need to switch out asap (which I don't think is now).

Quote
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"

Well, right now both factions are on their "I was betrayed" mode. IIRC, this means they can easily attack anytime, they never really care about the truce status, and they will usually engage if given good odds on a plate.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 10, 2015, 12:04:18 AM
Kirov, this is your turn now.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 10, 2015, 01:03:00 AM
2161:

Switched production at Chiron Preserve, GoP, TV and Mindworm Pass to 2-1-1.

Pulled back the scout patrol North to Children of Earth.

Put all units on ‘L’ command instead of ‘H”. This will wake them up when healed or attached by a third party unit.

Sensor started at (114,4) to defend Mindworm Pass.

Upgraded the scout at (113,7) to 2-1-1.

Move 1-2-1 from Mindworm Pass to defend (111,7). MP itself was backed with another scout from Children of Earth.

2162:

I'm quite sure the Hive would've entered (111,7) if he could, instead fortunately he attacked TV. One victory, one loss for us. I finished him with our 2-1-1.

Switched to 100% Labs but please save what little money we have for unexpected upgrades, don't rush any RecTanks.

H made a road (117,9) (that rocky tile), please watch out for any rovers.

2163:

Moved our 1-2-1 to follow H Colony Pod at 114,12 (later killed).

2164:

Added 'Explore' to the tech budget.

Survived an attack at (115,9), that's 3 Hive units down.

PK appeared at (111,15), a vulnerable place for us, we need a forest there. He came with 2-1-2 and two probe teams. I decided to put a 1-2-1 and former (to prevent probing) at (111,13).

Killed H former.

Mind Worm captured in the North.

2165:

1-2-1 lost near GoP, but PK rover heavily damaged.

Killed PK probe team.

2166:

LOL, I was so excited at the tactical screen that I allowed our HQ to riot. Sorry for that.  ;)

We got Polymorphic Software, this sucks. The next turn is green in 7 turns.

In the meantime, several RecTanks finished and I decided to build an army.

Summary:

Sorry for the riots, my bad really (late here), but 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.

There is PK coming through (111,15). We need to put 2 military units at (111,13) (to prevent mind control) and two formers from GoP to forest. This is also a place to defend infinitely, i.e. until they come with impact rovers.

Bodi, take it away.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 10, 2015, 01:10:15 AM
I think we have a large enough army now to leave several units at GoP (we need groups in fields due to those [blasphemy; condemned to eternal punishment in the afterlife] probe teams) and push the rest against the Hive. On the other hand, I'm a bit worried that we'd have to enter that fungus left to his HQ, we defend with a penalty there. I guess we need a strong presence to pull it off, no point to half-A this. If you decide otherwise, then I guess it's better to wait for bigger guns.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 10, 2015, 01:39:11 AM
Polymorphic Software means artillery.
While (2)-1-1 is not making a lot of damage, even 10% down to the enemy unit can bring our victory percentage up. And they will not be able to gather stacks without suffering from our bombardment.
I would make few laser batteries and place them where we expect Lal and Yang to station, especially in stacks.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 10, 2015, 01:50:00 AM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 10, 2015, 04:04:41 AM
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.

That's genius. I was worried about us not having Yang's infiltration (you'd never know what he has until you border his base), but bombarding will tell us the exact number and design of units at his home.  ;b;
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 10, 2015, 07:19:30 AM
Opened the save.

Situation looks quite good.
Hive troops gone, PKs battered heavily.

What do you think about moving that mindworm back to area of operations?
It has 3:2 odds by default, plus 10% from our Planet rating, which makes 3.3 to 2 - decent for first attack on "The Hive" base, as it bypasses the perimeter defense.
Some prior bombardment + mindworm + some regular 2-1-1s and The Hive should be ours.

It also looks like we can now rotate our damaged units to insta-heal them on monoliths.

Polymorphic software turns out to be cool for the artillery.

Btw, I noticed 111,13 is a bottleneck place for PKs. If we can get a road + forest combo there, they can't really touch us.

I see we have network node in HQ.
I would advise against using that AA on it - tech is random and increases our tech cost.
If we're not lucky, we're worse off popping it. And odds we're lucky are quite small.
On infrastructure side our growing cities now need reccomms to support extra citizens, then probably creches, to prepare for popbooming once we get Doctrine Flexibility and put some kelp.

Overall, we're in a MUCH better situation than when I left. :ok:

EDIT: Resplendent Oak and Lucky Autumn should have it's workers rearranged for more minerals as they are size 2 and we cannot support size 3. Both are working a farm now.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 10, 2015, 09:45:58 AM
1) I was thinking about getting some critical mass with that mind worm, but sure we can apply it to our war effort, up to you guys to decide. Good point with that Perimeter. Another good place to roam for our boy is that fungus patch South where PK comes through.

2) Usually I hesitate to use monoliths as they disappear at seemingly 1/32 when investigated.

3) 111,13 is definitely a bottleneck to hold. 2 x 1-2-1 to put there, at least 2-2-1 at GoP and maybe some reserve (2-1-1) and we're gold, the rest can go against H.

4) I forgot to mention - I am strongly against cashing the AA at the Node. Not only it's more useful for Projects but also cashing can get us like Doc:Loyalty, a bane to our research programme. And I'd like to keep that AA in our sleeve to cash for prototypes if we are under direct pressure, too.

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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 10, 2015, 09:54:19 AM
Quote
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:
1. Conquest
2. Vertical, using popboom
3. Horizontal, using terrain raising

2. requires rec comms.
1. seems to need them too (we already have 2 bases @ 3, with 1 citizen essentially wasted, will have more soon).

So, unless we go 3., we should build rec comms.
Each costs 1 energy to upkeep, but provides 2-4 extra minerals and 1-2 extra energy depending on population.
If we have a base that is itself a bottleneck for enemy, we might want a creche there for it's defensive morale bonuses.

And about popbooming - my general feeling is that it is so powerful that it should always be done as soon as it is possible.
For now it is impossible as we don't have enough good food sources.
Planting kelp would fix this, especially if we also get Gene Splicing, which is highly probable due to our build priority.
Another option vs kelp is WP + condensers. We don't need that many of them either to boom efficiently (1-2 per base until first hablimit).
Tree Farms are actually quite expensive.
And once you get going, you have enough minerals to also build holo theatres should you require to, as well as investing that 2-4 psych you need to control that last one citizen of first hablimit, which is not "covered" by police, reccomms and holotheatre.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 10, 2015, 10:21:11 AM
My proposal how to do popbooming, if we decide to do so:
1. rec comms (we likely need them anyway, so this can be combined with conquest with booming coming after it)
-- build WP and at least one condenser per city OR D:Flex some sea formers + kelp (or a mix of both)
2. creches
3. switch to planned, boom
4. while booming, build holotheatres
5. invest enough psych to prevent drone riots (should be like 10-20%)
6. build hab domes
7. build tree farms
8. revise strategy according to circumstances (e.g. switch away from planned, 100% labs again or whatever makes sense)

With pop 7+ cities building holo, habdomes and tree farms will be very fast as they will have large amount of minerals.

This is also something we need to discuss between ourselves, because strategies like these can not be executed over 5 turns.

* - "--" denotes some indefinite amount of time between now (where we already need rec comms in several of our cities) and then (where we have IA) :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 10, 2015, 10:28:09 AM
I think also, that AA is good to be kept for later use and hopefully for more valuable turn-out.

If all our bases are population 3 or so, and terrain is good/infrastructure too (recycling) allocating psych would be a good option. Like 20/30 or even 40%. It is a matter of that 2 psych points from 2 energy, that would allow a doctor to work in field and yield e.g. full forest or better instead of just changing 2 nutrients into 2 psych.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 10, 2015, 10:40:13 AM
And all that can be avoided by a mere Secret Project. :P
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 10, 2015, 10:45:02 AM
Yes, and the best is to instabuild SPs.
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 10, 2015, 10:56:12 AM
Quote
And all that can be avoided by a mere Secret Project.
Not really.
Consider these:
1. HGP offsets 1 drone, reccomms offset 2
2. HGP costs 200 minerals, with a x4 modifier for rushing, rec comms cost 40 with a x2 modifier, we now need 4-5 rec comms (I have to inspect all bases to see exactly how much), so current cost is less.
3. Rec comms can be built in <10 turns, HGP in 30+ turns.

Quote
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.
I forgot to do this during my turns.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 10, 2015, 01:12:14 PM
Guys, we still don't have Planetary Networks, do you want to set 'Build' only before or after PN?

@ Geo, if the AI doesn't come back in a few turns, we'll get some space to breathe and I'm fine with you allocating one base to a Project. I don't think it's a terrible idea, I'm just not that convinced about its cost-effectiveness. And I know you like the HGP, but the WP is something we could really use right now.

I'll write more about popbooming later.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 10, 2015, 01:20:02 PM
I think Build eventually "needs" PN, because there aren't many "build" options and one of them needs it (IA).
On the other hand - explore+discover+build can go into SoHB and other unneded branches as well.
If we want Doc:Mob, then better just go to explore only, if we want impact, then probably conquer only, etc.
Having several adds to uncertainty unless we know it doesn't.

If we do start HGP, then it's best to only spend the AA on it when doing so would finish it next turn.
It's also best if the base doing it also has reccomms. Building it with 2 effective citizens will take ages.
That having said, I'm still against building any SP until we either have IA or are hard pressed to compete with AI.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 10, 2015, 03:10:04 PM
@ Geo,...

I'm not next in line to play. ;)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on June 10, 2015, 03:44:53 PM
I'm on it. But I first need to digest all your comments... ;lynchmob

Once I have made up my mind about them and assessed the situation the turn should run smoothly... :wall:
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 10, 2015, 03:50:51 PM
Nah, that's just some chit chat you know.  :D
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 10, 2015, 05:26:12 PM
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

Bodissey, don't digest too much, follow your instincts!
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on June 10, 2015, 05:26:58 PM
Meanwhile, back on Chiron.

2166
• Mind worm finds and captures a spore launcher @(118,0). Scout patrol @(114,0) moves toward it in order to escort him back to the battlefields south.
• 2 military units (2-1-1) and (2-2-1) along with two formers are in place @(111,13). Medals of the Order of the Great Pines are being held ready.

End turn
• PK has attacked with the damaged rover. Unit destroyed. PK probe team made a move northeast. In for a nasty surprise.
• Forest expands near Children of Earth.
• 4 PK (2-1-2) just appeared in stack @(114,14) heading North. 2 green, 1 commando damaged 40% and 1 hardened.
• Hive ColPod spotted @(117,7).

2167
• Thorny Vineyard produced another (2-1-1). Started RecTanks.
• Very green (2-1-1) @(111,13) took good care of the PK probe team in the fungus @(112,14) and is now green.
• Moved disciplined (2-2-1) 20% damaged from (111,13) to (112,12) [forest & sensor array]. Added (2-1-1) very green from Garden of Paradise.
• (2-1-1) from (113,7) made an eastward move @(115,7) toward the Hive ColPod @(117,7) and destroyed it. Now disciplined.

End Turn
• The forest and sensor array didn't really work. Our two units were destroyed. The PK suffered only one loss  replaced by another rover coming from south.
• One commando PK rover 40% damaged made it through the fungus @(114,10).

2168
• (2-1-1) commando in Thorny Vineyard attacked and destroyed the damaged PK rover @( once a (2-1-1) from (111,13) cut the PK retreat line by moving temporarily @(112,12). The (2-1-1) is now veteran.
• Started a forest in (104,8).

End Turn
• The 3 PK rovers didn't move from (114,12) [2 green, 1 hardened 50%].
• The Pines builds (2-1-1). Starting RecCom.
• Blackroot Palace builds (2-1-1). Starting RecCom.
• Lucky Autumn builds RecTanks. Starting (2-1-1).

2169
• Spore Launcher ready to strike next turn.
• Doctored Resplendent Oak [turning pop 3].

End Turn
• Garden of Paradise builds (1-2-1). Starting RecCom.
• Resplendent Oaks buidls RecTanks. Starting RecCom.
• Another PK rover green spotted @(114,14).

2170
• Partially rushed NetNode @Gaia's Landing. +1 min next turn.
• Artillery strike from spore launcher
• Put a synth sentinel very green on hold in the forest @(112,12). Hopefully it will stand against some of the PK rover assaults.
• Advanced a synth sentinel in the rocky @(115,11).

End Turn
'Crave this crazy gaian witch...' NetNode produced in Gaia's Landing. RecCom started.
• Chiron Preserve builds Synth Garrison. RecCom started.
• Children of Earth builds RecTanks. (2-1-1) started.

EC 56.
Tech breakthrough next turn.

Suggestions
• Produce some artillery units to soften the PK rovers.
• Make artillery strike from (115,9) with the spore launcher (height bonus).

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 10, 2015, 06:09:21 PM
I had to edit Vish's post.  Sorry 'bout that.

Gentlemen, I hate to be all boring, but I ask you to be conscious of when our inadequate swear filter fails and police your own phrasing.  I'm trying to run a place I would be proud for my mother to browse - she's flexible, but a lady, and I think that's a very reasonable standard for public behavior.  We attract (cool) young people of conservative personal standards sometimes, and I want those women and young people in the mix.  To reverse something Spock once said, it is easier for us, as barbarians, to cool it with our language in public than for civilized people to put up with our [poop].  We need the largest number of (cool) people we can get to be a robust community.

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.

This ain't CFC, and if you don't mind your [intercourse gerund] posts having bracketed comedy translations, have a party with that - but, should you cuss, please be sure to glance at your post after posting to make sure the translation happened.  ;)

---

I'm really enjoying following this game, and I'm very pleased with you all.  Keep up the good work - and discuss what you're doing as much as you can bear, if only to entertain me and the lurkers.  :D ;b;
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 10, 2015, 06:22:40 PM
I think we should put only "Build" in research priorities. For example, extremely valuable tech of Optical Computers (discover) has all prerequisites. We actually can get Planetary Networks faster with having only "Build"
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 10, 2015, 08:14:52 PM
That's a fine mess I find myself in. ???
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 10, 2015, 08:19:03 PM
And I would recommend to bombard these 4 Lal rovers, from TV base. They could take both our 1-2-1 on forests that block them.
I mean, by bombarding we lower the risk of loosing these 2 units on forests.

Was that already mentioned by Bodissey?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 10, 2015, 08:58:37 PM
That's a fine mess I find myself in. ???

At one glance - this is actually not that bad considering they all have D1. I would pull back the units bordering PK rovers and let them move in. If they enter fungus, they're gonna be super easy to kill. If they enter that forest or rocky, they're still gonna lose two A2 attacks by us, leaving the rest collateral damaged into uselessness.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 10, 2015, 09:04:44 PM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 10, 2015, 09:23:51 PM
MY 2171
MY 2172
MY 2173
MY 2174
MY 2175

Okay. 71 energy in the banks, 3 years for the next breakthrough, 1 Hive Laser Synth at 117,9 and 2 PK Probes at 113,9 and 114,16 ready for destruction. Children of Earth grows next turn so I already made the precaution of switching a worker to doctor.

NEXT!
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 10, 2015, 10:08:14 PM
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 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.

Mom ain't looking - not my point.

Again, sorry for having to be a wet blanket.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 10, 2015, 10:48:44 PM
MY 2176:
 - 2 PK probe teams died

MY 2177:
 - 2 PK 2-1-2 retreated
 
MY 2178:
 - 1 PK 2-1-2 retreated
 - 1 PK probe team died
 - the base @ 116,20 is called UN HQ and it's sitting on a side of volcano.. there you have an answer how they managed to build so much
 - mind worm captured

MY 2179:
 - Progenitor Psych - very nice, now we can .. talk to aliens
 - PK 1-1-1 defending HQ died

MY 2180:
- 7 PK units were destroyed defending their HQ, no defenders remaining, no attacking units were destroyed

The mind worm bombardment must have been horrible, good thing it is not officially an atrocity. - Cpt. Aidan McLeod, Planetary Datalinks


Sorry for being laconic, its late and I'm a bit tired.

We're quite victorious on PK front, only the final blows and mop-up operations are remaining.
I remember somebody not believing me it can be done with infantry. :P

On Hive front the situation is a mixed bag.
In a bizarre twist of logic, Hive has vacated the road/rock spot it used to occupy and went full steam towards Mindworm Pass.

The 2 units next to Mindworm pass now pose a direct risk, which could be removed in this way:
 - bombard from highest possible location (the garrisoned forest was 1700m something)
 - upgrade the garrison @ Mindworm Pass to 1-2-1
 - move in another 1-2-1
 - move in 1 2-1-1

Hive will likely be 20-30% damaged and thus significantly reduced odds.

Meanwhile, we can occupy the rock/road tile Hive vacated.

I've almost moved one of our mind worms in position to be used against Hive.
It can now be put to good use.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 10, 2015, 10:50:13 PM
And the save.

EDIT:
I forgot to mention - University is almost done with Virtual World, so we should start worrying about SPs.
Perhaps Gaia's Landing or other base with high mineral output should be switched to WP?
Since we now have reccomms in many bases, HGP is of less value.

After we build a 2-1-2 / (2)-1-2 force large enough to kill Yang, we can then do Creches and start booming.

The PK HQ is best occupied with the commando unit, as it will be insta-healed and thus can be used for further advances as soon as there is also a 1-2-1 with full health.
Also - 1 1-2-1 unit could be rebased to PK HQ, to reduce our upkeep costs.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 11, 2015, 12:38:37 AM
Hm, guys, what about Mindworm Pass? ;) we could have already safely occupied that rocky tile in the H border.

One suggestion - let's not kill that H former, I'm sure it removes fungus and that is precisely what we need. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on June 11, 2015, 11:44:58 AM
I would like to a\participate. If that is possible,  please set me in turn queue as you see fit.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 11, 2015, 12:05:40 PM
I would like to a\participate. If that is possible,  please set me in turn queue as you see fit.

Well, BinTravkin was last in the player queu, so I suppose you could join right in and play the next 5 turns. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 11, 2015, 12:11:18 PM
I guess so, because the first post says:
Quote
All forum members are invited to join.

The save is a few posts above, just download it and check it out.
Be sure to check the situation with Hive front and available units there thoroughly as it now requires some effort to fix it.

Be sure to also read first post for important details, e.g. - we're using Yitzi 3.4 so you should too, etc.

Also, you can get yourself acquainted with the discussion in the last 2-3 pages to gain some understanding why things are as they stand as well as ideas for what to do in your 5 turns.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 11, 2015, 12:41:15 PM
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 2176 2181 is yours to play for 5 turns.
So in 2180 2185 you hit the end turn, watch events but in the beginning of MY 2181 2186 you save and attach to a post in this thread.
===
Yes, correct is 2181-2186
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on June 11, 2015, 05:29:32 PM
But someone has already made the turn up to year 81...
I am so very sorry. Could i postpone my participation until Monday?..
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 11, 2015, 05:43:59 PM
Mart mistaked with numbers, the turns you can play now are 2181->2186 (without doing anything in the last turn, as it belongs to next player).

If you want to skip to next cycle, that's fine, we will probably be @ MY 2216 by Monday. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 11, 2015, 06:07:40 PM
Well Mart, it seems you're on again. ;)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 11, 2015, 08:12:03 PM
Ok, I'm playing...

Oh, frack. You will have fun here. I did not see that coming...  :D
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 11, 2015, 09:23:31 PM
Building suspense, are we? :D
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 11, 2015, 09:45:50 PM
I'm suspended. ;nod
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 11, 2015, 09:51:05 PM
I'm suspended. ;nod

Locked out of the cellar? ;cute
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 11, 2015, 09:54:43 PM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 11, 2015, 09:55:59 PM
I'm suspended. ;nod

Locked out of the cellar? ;cute
The closet.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 11, 2015, 10:33:24 PM
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.
The event I am refering to pertains to U.N. Headquarters. Any guesses?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 11, 2015, 11:01:09 PM
2181
Strengthened Mindworm Pass with 2 synth garrisons.
Occupied rocky tile towards The Hive.

Gaians sieze U.N. Headquarters! 108 EC diverted from local nets!
Gosh, Lal is rich!!! That is double our energy reserves. Though upgrading scout takes 30 EC.
Lal calls immediately... hmmm, let's see.
So he says he is in our service, though we need to pay him 100 EC.
No, you are in no position to make demands, Lal.
He will ruthlessly crush our faction.

Yang attacks MP, our unit survives with only 10% health remaining.
Buran Prospect builds The Virtual World.
Zakharov starts HGP
Lal mindprobes U.N. Headquarters!
He is rich...

2182
Nothing really interesting.
Made some new designs in workshop. Placed some new units for building. We need to recover from loosing all these units to Lal.

Yang attacks MP, again victory with heavy losses.
There is still one more Hive unit, but it does not attack.

Miriam starts HGP.

2183
Moving mindworms to Lal border, they will be most useful there, as there is a lot of fungus.
Building another foresty post with sensor, this will extend our view on Lal territory.

Lal wants to talk... He salutes us.
We can buy end to vendetta for mere Polymorphic software... Hmmm.
I take it.
Well, Lal is willing to sign Treaty! For Social Psych.
I take it.
I can't believe it! Lal signs Pact with us. Just like that. Apparently these 2 techs milked him enough. Now, we finally can see what's there.
Most interesting. He has treaty with Yang and vendetta with Santiago. Three technologies, that we do not posses:
- Planetary Networks
- Industrial Economics
- Doctrine Flexibility.
How about trade? Lal offers Ind Economy. for Ind Base, but I ask for Planetary Networks. Exchanged.
No further trade...
We take a loan, 43 EC for 66.
And asking for Santiago commlink. For no charge, of course. :)

2184
Santiago is Belligerent. Being in vendetta with Lal, she asks for renouncing the pact, but I refuse.
She has a rover 4-1-2.
Ok, we know where to obtain impact weapon.
We are told to transfer Polymorphic Software to Spartans, cause we plunder Chiron.
Ok, here you have it. Lal will not be happy, I suppose...
And Santiago is willing to sign Treaty! Yes.
However, we are not worthy any technological progress, cause we are Nature Loony.
She will lend us 31 EC for 48.

I call Lal again. Now, having enough money in the pocket :)
We buy Industrial Economics for 100 EC.

Bombardment of The Hive brought 6 units there, the last being Alien Artifact. For sure, worth taking.

Hive 1-2-1 near MP attacks base. Desperation? Our synth garrison is damaged, so barely survives.
Morgan starts Weather Paradigm!

2185
Bombardment of The Hive - 5 units. Last two are some rover and AA.
Lal and Santiago politely refuse to talk.
Pact with Lal gives us 5 EC/turn.
Lal switched to Free Market.

Hive 2-2-1 attacks near the isthmus our 1-2-1 on rocky. We win. But this place needs more defensive units.



========
Important notes:
- I set Economy for 100%. Worth keeping for several reasons until:
-- we trade all we can with Lal. Even buying for 100 EC, is cheap, since it is tech every 2 turns, not 7!
-- We have all prerequisites for Industrial Automation, though the bar is red. Unfortunately, so the tech can be:
--- Doc Loyality
--- Field Modulation
--- Nonlinear Math
--- High Energy Chemistry
I guess, the last 2 techs are more desired now, but if they are the first 2, they are not that crucial.
Let us probe Doc Loyality from Yang, and then see what happens, the bar may change, even to Industrial Automation!
-- We can probe Yang for technologies first. All that he has.
- We could go planned economy, but then due to efficiency, we would need to share labs and economy.
- Our formers are making roads in Lal territory. They will be useful later, when diplomacy "goes bad again" You know what I mean. And also, through Lal territory we have better access to Yang's bases for probing. Road in that direction too.

Can you imagine, that Lal can (and maybe will!) "donate" to us. as Pactmate, some of the military units of Gaian origin, that he brainwashed in UNHQ? Ironic? I can see, there are many PK units going to Thorny Vineyard or another base. I hope, this is "donation"... :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 11, 2015, 11:03:57 PM
In short:
We take UNHQ.
Lal mindprobes it back! We loose tonnes of troops.
Then Lal is willing to finally sign Pact.
Obtained from him techs: Planetary Networks, Industrial Economics.
Unfortunatelly, the bar on F2 screen is red. Could be something we can probe from Yang - Doc Loyalty
Lal has Doc Flexibility, I think he will sell it for 100 EC. That's 2 turns of income. Cheap.
Ah, and we have contact with Santiago. She has impact weapons.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 12, 2015, 03:46:49 AM
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.

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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 12, 2015, 08:07:55 AM
Good work, guys!  ;b; Almost too good - like, it's soon going to be boring probably. Damn you, SMAC.

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.

The shortest path to IA? Can't quarrel with that.

Quote
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

He can't sneak attack (pact ending leads to withdrawal of units), but one thing I agree with - although sometimes it's worthwile to seize a opportunity to make peace, the next time he has a problem with something, we should beat him down into a pact of submission.

Quote
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.

Probes are as efficient as any other non-crawler units, they all give 50%. If there is no direct need for that, I'd rather pass. WP is good, but not at double the price. If I saw my opponent cashing probes towards a project in an MP game, I'd think he's making a mistake.

Quote
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.

Let's beat him. It's my habit to keep AI as pets, but here it's up to the one who gets to deliver (or not) the final blow.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 12, 2015, 09:10:18 AM
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.
But getting Doc Loyalty by probing Yang is a valid switch to another tech, similar like buying Doc Flex from Lal.
We are only small number of turns from IA now, so getting more techs does not matter that much. Our own research may soon become minor way of technology acquisition. We can probe, buy or exchange technologies.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 12, 2015, 09:17:13 AM
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.
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. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 12, 2015, 09:21:30 AM
On SPs

I also think, that rushing WP is not that crucial. Yes, it is nice to have it earlier, but with IA and crawlers we will get EE and EE2 rather sooner.
Later we anex the Morganite base, that is going to have WP. If it is not far away, we could do it sooner for reason of "such an offense to Gaians."

Probe teams are better for disbanding for 2 reasons: they are fast (rover chassis) but what is better, they cost no support for travel time to base of building SP.
But I will not hide, that my intention for probes was: probing, probing and probing, plus defense against such cases like loosing UNHQ to Lal a turn after taking that base.
And Doc Flex, my thoughts: having sooner probe foils to sail towards other factions would be great.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 12, 2015, 09:27:54 AM
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.
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.
I did it after, so it may be a conquer tech there, or maybe switching after does not really count.
But the game will still switch after what you propose we do. And that is worth trying.
Quote
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.
Yang may have several techs to take.
After we have Doc Flex, they can be used to sail to multiple directions.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 12, 2015, 09:39:23 AM
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.

On probe disbanding - yes, I think the lack of support cost was exactly the reasoning to use them for SPs.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 12, 2015, 10:16:25 AM
I also placed 3 scout units for hunting in the north.
In 4 turns increased native life period begins, so we may have opportunity to catch many mindworms.

Just to remaind - mindworms when on fungus cost no support. We should keep them there, when not really using them. Like not in bases for sure.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 12, 2015, 11:47:52 AM
... 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.
But let us see how the game develops. We may have some ideas after issues emerge.
AI drops to empty bases, once I lost a base to AI this way. However, it will most likely not coordinate that with chopper attacks. I am not sure, if I have ever seen this.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 12, 2015, 12:19:02 PM
We haven't discussed which way we want to win.
Because it's important to know after we have IA.
To not make it very long, I think it should be either Conquest or Diplomatic.
Conquest is probably faster and more fun and can showcase use of various tactics.
When the going gets hot, we could probably even have a Twitch session with turnplayer showing how they are doing the attacking.
I think military was always my weak spot in SMAC, 10 years ago and now even more. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 12, 2015, 02:45:06 PM
An idea.

Since this is singleplayer game and not a fierce multiplayer "death match," we can make some role-play additions:
Current Mission (or Chiron Quest, or any name like that can be used).

And this would be not-obligatory, as for our succession game rules. So if a player facing next 5-turn round has no good idea what to do, Current Mission is an option.
It could go like this:
A player that is currently playing turns and finishes last Mission, names another one.
However, this would need to be reasonable, like for example "Win the game in 500 turns!" would not be a good Current Mission.

So I go first, and the Current Mission is:
Conquer Hive till M.Y. 2200
Yes, the intention is to have Yang escape, so we can meet him again and can have twice the fun.
Well, I guess this puts some pressure on Vishniac, Kirov and Bodissey, but you really do not need to do it... :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 12, 2015, 03:22:18 PM
That's a good mission!
At least I would try to do it.
I too had thought about the MY 2200 limit in the context of Hive previously.

But in long term I vote for conquest victory.
Gaian conquest can actually be fun in it's own way.
We could do a mindworm+probe invasion.  :D
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 12, 2015, 07:55:25 PM
Mission: have a SP before MY 2190. :P
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 12, 2015, 08:07:58 PM
That would be for Vishniac. He will play till 2191, so if he accepts...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 12, 2015, 10:16:33 PM
I wasn't serious, Mart. Also, please check the Average World thread regarding a bug.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 13, 2015, 07:25:41 AM
It may actually be possible to build a SP by 2191.
Either if we have IA in 2 turns or with the probe disbanding approach.
AA gives 50 mins, one of the bases has 5/mins turn (50 total in 10 turns), plus disband 5-6 probe teams, plus some credits to finish it.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 13, 2015, 11:49:45 AM
Actually, thinking of it, I'd now be in favour of building WP.
It's very powerful if we want to popboom (and I think we should).
To get to size 7 most of our cities would need just 1 condenser, 2-3 for size 14.
And we're only missing Creches as infrastructure.
A size 7 city would have base mineral production of 14 (base + 1 condenser tile + 6 forests/monoliths), whereas our current cities manage 8 at best.

We also have a good chunk of ECs. If we top that off with running 100% or 90% econ for a few turns, we can rush the SP directly at 4 energy per 1 mineral, assuming prior investment + AA + some probes disbanded.

WP would also enable us to increase our territory and put more bases by raising land.

On the EE/EE2.
We're theoretically 2 techs away from EE, but it is really unlikely we will get it so soon.
I'd say its 4 techs away as an optimistic estimate.
Since we have tech per 7/8 years, thats ~30 years vs <10 for WP.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 12:18:25 PM
It is Vishniac's turn now. So decision is his how to proceed. We are in succession game, so every player can pursue his/her aims. Our discussions are strategy brainstorming to give options.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 12:26:40 PM
On research, probe teams, WP and pop booming:

I agree that pop booming is a no-brainer but the crucial question is 'when'. Of course it's a powerful tool and population is the most important thing on the power graph, but I say it's not that powerful in itself. Pop itself gives you votes (which is a good thing) and might (which is a bad thing actually), apart from that it's worth as far as it translates into minerals and energy. Populants mean workers and specialists, otherwise they're just mouths to feed. 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. Which is, in essence, what I do to grow before the 2xEE era. Take care of minerals, use them to expand (new bases with PTS), explore (probe foils), grow upwards (commons, creches, nodes) and take care of more minerals ('when in doubt, build a crawler' is my motto).

In short, early pop boom requires you to have better terra infrastructure (condensers, farms, kelp farms) and facilities (creches, everything drone related) at the moment when what you should crank out are crawlers, crawlers, and then maybe some crawlers.

This reminds me: I hate holo-theaters and wait with them until late mid-game. They cost 3 maintenance, a lot, and it's always better to put a crawler on 2 nuts and make a doctor than build a theater.

But back to the topic: The above is why I build crawlers, then tree farms and then I pop boom. Tree farms, as pricey as they come, allow you not to juggle workers and crawlers in search for 2 nuts. With tree farms, all you need is just add a few facs, maybe change the PSYCH slider and voila, pop boom going as smooth as good whisky. 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. 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.

You can argue about specialists, but I'd like to remind you that the ivory tower bastards need good infrastructure, too. Building crawlers and thanks to them building nodes faster will be more efficient in my opinion.

As for WP: I agree it's powerful. And maybe even worth cashing those probe teams, although I'd hate to do that as I love probe teams. Paying cash towards projects is a worse idea, while staying at Econ 'for a few turns' is way way worse. Guys, Econ is addictive, tempting for quick short-term boost but very harmful to us in the long run. It's ridiculous that we don't have the IA yet. We need to get back to full Labs and only go back to Econ for very good reasons; building WP is not one of them, in my opinion. However, I'll help with that if I'm outvoted.



Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on June 13, 2015, 01:06:14 PM
I'm with Kirov a 100% on these matters. I've seen him at work too often for my own good and his strategy is one of the best.
Knowing when to pop boom is of the essence in this game.
I therefore support his motion.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 13, 2015, 01:10:34 PM
Quote
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.
Quote
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.
And you don't have to juggle if you build a condenser.
The math goes as follows:
Base food: 3
Condenser food: 4
Each forest tile food: 1
So, with 1 condenser you only need one other tile that produces > 1 food and several of our bases have them in form of monoliths.
With a single crawler, food becomes non-issue as it can be set to crawl the condenser and thus free extra citizen to produce 1-2-1.

Quote
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.
In fact, our formers are nearly out of work, clearing fungus, building mines on rocky tiles.
And we only need 1 condenser per base to get to pop 7.

Quote
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).
Once boom starts, building a holo theatre will be quick due to increased minerals.

Quote
I hate holo-theaters and wait with them until late mid-game. They cost 3 maintenance
This is the same as disussion as we had earlier - reccomms or not.
You have to factor in what you get for the expense.
If you count the extra energy you get from the citizens they allow, they cost 1 at most.
Also, they cost half the cost of tree farms while producing the same psych benefit and a drone reduction of -2 on top of that.
If we're not relying on the forests for food as in case with condensers, it's better, cheaper and earlier.
We're also not going to run much econ allocation, so tree farm econ bonus changes little in equation.

Quote
then tree farms
This is only possible after you get EE + some turns until you build/rush them.
So, you're only delaying something you would do anyway, which means, unless you offset it somehow (like, with ICS, which we're not doing), losing time.

Quote
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).
That is, with exception of mineral/energy bonus tiles, which can and should still be boreholed, but of which we have none.
Boreholes are useless until EE except for the mentioned bonus tiles.

You can ICS as it is stronger than vertical growth, but not in our case, as we're out of land.
WP fixes that too by allowing raise land option early.

Quote
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.
And you need none if you build WP as condensers are better (kelp does not bypass nutrient limit).

Quote
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.
Each worker would produce 2 minerals and 1 energy as a bare minimum.
Each crawler costs 30 minerals and will produce 2 minerals until we get EE.
So 3 crawlers cost almost double while producing only the mineral equivalent and are much longer to build.
And we don't have IA yet.

In any case it's not popboom vs crawlers because they are not mutually exclusive.
To popboom past 7 we need IA.
And as per your strategy, even crawlers first strategy would eventually popboom.
The alternative is to crawl + ICS, neither of which is possible at the moment and ICS can be enabled by WP even if we don't popboom in the end.

In any other game I'd say go full ICS and just wait until you get IA, then crawlers + PTS + more ICS ad infinitum.
However, this requires land which we don't have.
To be able to ICS soon, we need WP, which also enables us to popboom, should we choose so.

We only have one real growth option at the moment - conquest, and conquest is slow, limited and unreliable.
Popboom can be enabled either by WP soon or by IA+EE some time later.
ICS can be enabled by WP soon.

So, WP enables us to do either popboom or ICS or both and do it soon.
And it will help us significantly even if we decide to do neither.

EDIT: I also don't argue about delaying IA. I actually drew up a plan in previous page, how to increase chance of getting it sooner. It may include running 90-100% econ but there's a good reason for it. Also, I see no problem running 100% econ for a couple of turns after we get IA. It could even be used to rush first crawlers.

EDIT2:
Quote
Knowing when to pop boom is of the essence in this game.
Exactly.
And the rule is not "only after treefarms".
It's just the most common situation that ends up happening.
I think the general rule is "as soon as feasible and has better ROI than other options", which does not tie popboom to anything specific apart from having the prerequisites to enable it and which for us is if/after we get WP.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 01:57:01 PM
A few observations:

- the second Hive base is at (122,6), according to base grid. So he's overrun in a moment and we get space for 4-5 bases more

- instead of cashing probes, we can use them to provoke Lal into war; this will save us money for Flex and save integrity loss. And of course, give us space to expand. On the top of that, we can squeeze in 2-3 bases into our territory (S and SE from GoP) even now

- remember to move the worm at (115,15) into fungus, the unit is supported by Lucky Autumn and is eating support minerals now

- 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)

- and if he does get it, we can find him and pay him a visit; we need to do something with our army anyway; it can't sit idle and disband is waste

- 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 time

@binTravkin - we still have time to discuss further development, no worry. When pondering strategy, I don't bring out my calculator but rather consider what I can do and what I can get from the situation. A few sea formers are always useful, so no problem with that. 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).

And when it comes to advanced terraforming... I think condensers are great, yes, and yet I find myself building 2-3 of them per game. The borehole is quite simply the improvement. Everything is better with a borehole. And useless as they are before EE, you love WP precisely so that you can pre-build boreholes. When you get EE and suddenly 6-7 boreholes come fully online, in addition to rocky/mines... This is a turn advantage to beat all the other turn advantages. You throw even more formers and crawlers at your problems and when EnvEcon steps in, you have 8-10 boreholes (before anyone else has his first) and suddenly tree farms take 5-8 turns to build. These are actual numbers I have from our current game with Bodi.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 13, 2015, 02:08:20 PM
Quote
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%.
EE is 30 MY away, that being an optimistic estimate.

Quote
And useless as they are before EE, you love WP precisely so that you can pre-build boreholes.
In a usual game, yes.
As I already explained this is not a usual game and outlined a strategy to use WP to our benefit for early popboom or resuming of ICS.
If we wait for EE, boreholes are a good 30 MY away from now, same for ICS and popboom some 50 MY.
If we get WP, we can popboom or ICS in 15 MY and have boreholes pre-built once we arrive to EE as WP not only enables them, but speeds up terraform by 50%.

I'm not questioning the logic behind boreholes or treefarms, but the problem is, they are (otherwise) so far future, I just don't see how they can be an argument against building WP now, especially as WP enables them now and speeds up their production by a third.

Also, pre-building is only a superior strategy to building something useful, if the alternative costs are less.
If building a condenser gives us +6 minerals (due to being able to popboom and max out pop) in 15 turns, it is better than a borehole in 30 turns, as it starts repaying itself sooner and the return is not that much different.

By the time we get to EE (at least 30 MY from now), we can:
1. Build WP (in 10 MY)
2. Popboom (starting from 15 MY from now, probably for 3-4 turns, then stop, then repeat either shortly or after EE) or raise land and resume ICS.
3. Build boreholes (starting from 15-20 MY from now) and have them pre-built by the time we arrive at EE.

Quote
- 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 time
To see what next tech is, we only need to switch to 10% labs.
Switching to 100% will mean that we also instantly finish it, which means that, if it's not IA, we need to wait full tech "cycle" for next chance to get IA.
Here's what I wrote previously on this:
Quote
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.

Quote
- 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.

Quote
it can't sit idle and disband is waste
If 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).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 02:25:12 PM
I didn't say anything bad about the WP, quite the contrary. All right, let's do it. Then we need more formers anyway and I will want to assign a few of them to drilling.

However, please leave 1-2 probe teams, we really want that war with PK soon and I really want that Flexibility of his. Preparations to pop-boom or not, we need to send out 3-4 boats, preferably probe ones. We need already to think about future conflicts (yes, I'm for the 'Conquest' option) and we can already think about excuses for them because I'm a sensitive type and I like to be the good guy in the story.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 13, 2015, 02:30:47 PM
I think we will build probes anyway as they are useful both for probing and disbanding. Excellent dual-use technology. :)

As for killing PKs - perhaps lets finish Hive first.
That way we also gain some commerce cash from PKs.

Anyways, next 5 turns are with Vishniac.
During those turns we should come clear as to what our next tech is and whether we buy D:Flex from PKs, which would need to be done if next tech is explore one, just to switch techs to build.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 02:39:44 PM
...
- 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)
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.

Quote
- 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 time
From 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:
- Industrial Automation
- Adaptive Economics (at least we get PEG SP option)
- Gene Splicing

So it is better to accumulate EC before we flip the bar to yellow color. Now it is not.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 13, 2015, 06:50:59 PM
Here we are!
Not all good, some defeats, but we're advancing towards our goals.

2186
Artillery bombardment + rover destroys Hive infantry near Mindworm Pass. Rover upgraded disciplined.
Mindworms to fungus.
Scout hunting.
Initiated The Weather Paradigm at The Pines (32 turns).
Labs 80% ! (more would see us lose ECs). Enough procrastinating, we can’t forever for techs.

2187
3 forests expanding
Doctrine Flexibility.  Change probe to skimship probe at Children of Earth.
Scout hunts and kills mindworm (20EC)
Hive former has achieved the road to the Hive then dies (very green laser becomes green).

2188
Our worms advancing on Hive territory.
Formers building roads towards Lal
Defensive rover moved to block any probe by Lal.

2189
First probe team built.
Scout popped a pod built got a worm…
Worm spies what’s inside The Hive: 2 synth-sentinels (green 100% and green 80%) laser (disciplined 90%, green 80%) et the AA
We lost a worm attacking with 4vs2 odds against a damaged laser infantry…

2190
We lost the scout to the worm attack (I could swear the worm wasn’t so mature last turn)
Hive infiltrated! 2 probes ready to attack next turn:(steal tech? Hes only has Doc:Loyalty but next is in 5 turns / steal ECs? He has 96ECS
Bombardment continues on Hive and the synthmetal blocking us.

2191
The synthmetal won’t block us anymore: he attacked a 1-2-2 and died.
Forest expanding
----------------------------------------------------------------------------------------
3 probe teams have just been built and can be used or cashed for WP / 2 others are ready at Thorny Vineyard / 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.
Miriam is now #1 in military and population.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 07:00:40 PM
This doesn't sound bad, losses to worms and despite better odds are inevitable. Don't fear to upload your turn, valiant warrior! We're ready to take it on. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 13, 2015, 07:09:48 PM
Ah, yeah, I forgot that...

Since I agreed fully to your and Bodissey's thinking, you should be ready to implement your (our!) policy.  :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 07:13:33 PM
Ouch! I didn't expect so many units at Yang's HQ. With his Perimeter Defense, this is going to take forever. I'm afraid we need more artillery...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 07:37:29 PM
Does anyone know for sure if you can't sabotage faction-wide buildings? Because I believe you can't.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 13, 2015, 07:38:18 PM
Not special ability ones, no, I don't think so.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 07:39:54 PM
So Yang has 3 bases - what was most probably expected from what we have seen so far.

How about checking with Santiago for tech trades? She does have Nonlinear Math.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 13, 2015, 07:40:26 PM
Try it. I think it is possible.
Because they are not "ghost" facilities.
E.g., when conquering University bases, you can get lucky and capture the Network Node intact.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 07:43:43 PM
HQ bases can be equipped with special security, so it is like difficult to sabotage something there. I mean, it is game engine (some rule) or something like that.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 07:48:11 PM
Just checked in another game, it's possible.

@Mart - the chance is higher only if you target your sabotage. I'm sure that if you just sabotage, then it can target the PD with the same chance and difficulty.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 07:58:51 PM
Sold PlanNetworks for NLM  :danc: and EthCalculus for her map. She really wanted Doc:Flex and later demanded it, but I declined (she refused to pay EC).

The PD at HQ doesn't exist anymore, however our odds are still 8:9. My bad, I shouldn't have bombed when PD was in place. Maybe we'll have to wait for 4-1-2.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 08:09:24 PM
... Maybe we'll have to wait for 4-1-2.
Yes, you can get 4-1-1 prototype in 2 turns.
Then upgrade units, after 1 additional turn we are good to go.
Hive will not resist for long.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 08:14:47 PM
Two turns? Where? The best I can find is Blackroot Palace with 4 turns. Not counting losing minerals to midswitch, of course.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 13, 2015, 08:15:08 PM
Maybe we'll have to wait for 4-1-2.
4-1-1 will have better odds attacking a base.
And I'd say: let's wait! Yang can't hurt us anymore till he gets NLM and prototypes impactor.

First priority should be research and SPs now, or Zak will have fusion, planes and Hunter-Seeker Algorithm before we can build a tree farm.  ;)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 08:18:13 PM
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).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 08:25:10 PM
.. 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!
Quote
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?
Is she on jungle...?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 08:53:38 PM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 08:55:18 PM
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.
We can take care of Lal later.

It is good to have defender probe teams in every base.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 09:31:15 PM
2191:

Got NLM and map for PN and EthicalCalc from Sparta. This puts us in the tech lead.

Sabotaged PD at The Hive.

By Jupiter, I had a brainfart – I stole Doc:Loy from the Hive. Sorry, I was musing what I can do with a probe and I thought it’s time for his map. LOL.

Got units closer to The Hive.

@Vishniac – that Defender unit didn’t block anything so I moved it support our mind worm. With Pact, allies’ units are invisible to each other, i.e. treated like one faction (you can even refuel at friend’s and get no pacifism drones). PS: And as I checked out, pact's probes are invisible to you, as well.

Also, I find very limited use for rovers with armour and they are very expensive, all things considering.

Moved AA to the Pines but didn’t cash it. It’s a simple way to verify how many minerals are left. Right now we’ve got 41 mins. That’s more than 7 probe teams (with AA).

Set production of formers, sea formers and probe boats.

2192:

Our worm at The Hive was killed. Worst part is, I knew there’s a unit 2 tiles farther as I moved the worm to check the odds at HQ, but I forgot there is no hasty penalty for the PSI attack… Thanks, Obama.

The Hive taken after bombardment. One unit lost (despite better odds). I used only Rovers to increase their morale. AA taken. Rovers seriously damaged and need repairing.

We are officially number one. Yay, us! Old boys as we are, we can still show that frolicking AI that we’re not to be frolicked with.

Disbanded one 1-2-2 towards RecCommons at the Hive. Sorry, we really don’t need this design that much.

2193:

PD at the Colony destroyed, but our hero died at the attempt. A posthumous Order of Earthworm was granted.

2194:

PK got our NLM, but I let it go. He willregret tha.

Units healing at The Hive. Made a sensor array.

2195:

Got closer to the Colony, destroyed one more unit.

2196:

The Uni completed HGP and started ME, Miriam switched to WP.

Suggestions to the next player:

You can finish WP this turn, we've got 2 AA's and a few probe teams now. At the front, your units are healed with a little luck you can take The Colony even this turn (unless you upgrade). Remember to start bombarding Unification Cavern this turn, as well. You can use our probe team to sabotage the PD (but don't do direct sabotage).

I'm not sure if you can complete Mart's quest without upgrading units. I didn't do any upgrades, as at first I couldn't do that before taking the Hive and then I had to heal the rovers anyway. But if you upgrade, this will shorten the time of healing after The Colony and you can take UC faster.


Having said, guys, one thing - I encourage you to be fiscally responsible and conservative. It can be fun to reload the Hive, but apart from that, please don't use EC to rush or upgrade unless we really have to. It's always a good idea to have some money on you for unexpected expenses and it's best if we could stay at high labs.

On the map, I put some suggestions as to boreholes and condensors, sometimes I use the landmarks as post-it notes for myself.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 13, 2015, 09:34:19 PM
Yeah, frolic the Hive! :D ;)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 09:58:25 PM
We can switch to Planned after cashing AAs and probe teams. That will get us WP for 180 minerals only.

=====
Also, from the map it looks like Santiago has contact with Morgan. Maybe worth checking? We could get good trades with him, and maybe get Treaty or Pact for some income.

Wait! What am I talking? It is Lal, that had Doc Flexibility. It was him.
We can get Morgan commlink for free! from PK.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 13, 2015, 10:30:56 PM
Here's when I'm in doubt. Usually I only use Planned for pop-boom. But usually I don't play Gaia and I can push FM. What do you even do as Gaia? Planned negates her very cool ability, Green completely sucks at this point of the game... I don't know, maybe Planned after all.

BTW, this map sure is huge, isn't it? Maybe we could consider the Empath Guild? Not even that good in single player, it still helps some and I sure haven't seen this thingy for a long time. And it's cheap.

As for defender probes at every base - a must in multi, I'd say it's a waste of time in single player.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 13, 2015, 10:34:55 PM
We just let Lal to download NLM. Probe defenders are still useful. His military will get stronger sooner. There is some disadvantage to us.

Yes, number of tiles is more than standard Large, or maybe closer to standard Huge. Yet since of its shape, north-south distance is not very long.
Morgan is not that far from us.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 13, 2015, 10:36:18 PM
I always play Gaian, and I go to Planned as soon as I can - still have a +Planet, and the pop compensates for the research/energy hit pretty quickly, and the production bonus, oh my goodness.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 14, 2015, 06:15:47 AM
Planned only really gives 10 minerals toward WP.
Because you spend equivalent of the other 10 switching to it.

Also, we don't need help with WP - 2 AAs and 2 probes gives us >200 minerals and we have another probe nearby + a lot of cash.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 14, 2015, 12:46:05 PM
I did a single player test run as Gaians, using only Build priority.
Here's what it resulted into;
1. Social Psych
2. Biogenetics
3. Information Networks
4. Ethical Calculus
5. Industrial Base
6. Doctrine: Mobility
7. Doctrine: Flexibility
8. Industrial Economics
9. Planetary Networks
10. Gene Splicing
11. Some kind of Explore tech (did not finish to see)

It looks like AI research algo values Gene Splicing higher than IA.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on June 14, 2015, 03:52:37 PM
2196
Our forces didn't take The Colony this turn despite heavy fighting. One (2-1-1) laser infantry lost. 
Using The two AA, a probe and a mere 32 EC cash we are finishing the Weather Paradigm this turn.
A probe action turned sour in The Colony but we managed to divert 11 EC from the Hive network.
Started a farm in (105,15 - Nutrient bonus) east of Blackroot Palace.
 
End Turn
House of Martyrs (Morgan) builds The Merchant Exchange.
University redirects efforts toward The Weather Paradigm.
A rogue worm attacked UN Headquarters.
Gaia's Landing builds Sea Formers. Started a Former.
The Pines builds The Weather Paradigm.
The Morganics redirect efforts toward The Planetary Energy Grid.
The Pines start a former.
Children of Earth builds a skimship probe team. Started a former.

2197
Took The Colony that was left with only one defense unit. Yang has moved 4 synthmetal sentinels outside of The Colony.
Yang demands Non Linear Maths to end this vendetta. I suggest he tends his own garden.
Destroyed two synthmetal sentinels in the open around The Colony @(124,6) & (123,5).
Moved the formers toward the marked borehole site @(109,11).
Partially rushed RecCom @Lucky Autumn.

End Turn
The two Hive Synthmetal Sentinel suicide @(124,10) attacked the stack @(122,10) freeing the road to Unification Cavern.
Lucky Autumn builds RecCom. Starting (4-1-2).

2198
Unification Cavern is defended by a single synth sentinel. Bombardment is on. One of our probes sabotages PD in Unification Cavern. We might be able to finish the quest after all.
Starting borehole @(109,11) and condenser @(105,15).
Partially rushed (8EC) the RecCom @ The Hive.

End Turn
We achieved Adaptive Economics. Next tech is an Explore.

2199
Quest done! We have eradicated the Hive. 50 EC bounty. With one (2-1-1) as the sole casualty during my mandate and no upgrade.
Escape pod tracked @(91,43) along with 2x(2-2-1), 2x(1-2-1) 2xColPods and 1 former.
I pledged truce with the good Chairman and signed a treaty.
Changed production in Lucky Autumn to a Transport Foil.

End Turn
The Pines builds former. Started a NetNode. (6 Labs)
Resplendant Oaks builds SkimProbe. Starting a NetNode (7 Labs).
Mindworm builds RecCom. Starting Probe team.

2200
Spore launcher captured @(112,0).
Sent a few units to the monolith @(125,13) for seasoning and repair.
Paid 25 EC for the Morgan commlink to Santiago.
Contacted Morgan. He wants to hear for Yang. We sell him the commlink in exchange for 50 EC. He demands Ethical Calculus. No. Treaty of friendship signed. Sadly, no technical data. No other commlinks. Possible loan of 361 EC for 8 EC x 90 years. Didn't follow through.

End Turn
Forest expands near Garden of Paradise.

Suggestions
We might want to establish another base around (108,16).
Started a transport foil in Lucky Autumn to pop some sea pods.
Starting some land gain would also be in order. Maybe in (103,13)?
Sea probes are on their way to infiltrate (Morgan, Santiago?).

We now have 277 EC. We're leading in tech and overall. And we're at peace with everyone we know.
Our first borehole and condenser will be ready during my successor's turn. Two more formers are being produced.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 14, 2015, 03:57:05 PM
Quote
Quest done! We have eradicated the Hive.
Nice one!  ;b;

Explore tech is Intellectual Integrity I guess, that's the only Explore we can do at the moment.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 14, 2015, 04:51:37 PM
2199
Quest done! We have eradicated the Hive.
And after viewing 2196 I lost hope for it.
Congratulations! To all three governors.

Bodissey, now you name another quest.

...
Escape pod tracked @(91,43) along with 2x(2-2-1), 2x(1-2-1) 2xColPods and 1 former.
...
Hmm, if that area was selected for escape for Yang, it means, the Unity Wreckage may still be unexplored.
This would be map for all other escape pods, two units (copter! and mining laser) and possibly quite large amount of EC.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 14, 2015, 05:36:39 PM
Took a closer look at the turn.
Some conclusions

1. The tech IS Intellectual Integrity. There are no other Explore techs we have prerequisites for.
2. One tech now takes 17 turns @ 80% labs, which means:
 - IA is a minimum 25 turns away at the most optimistic (we grow fast and IA is next) scenario, more likely 30+ turns and 40+ if IA is not next tech.
 - EE is 50+ turns away at the most optimistic (II -> IA -> GS -> EE) scenario
 - which leads to: no use building boreholes now, we have plenty of time to pre-build them, focus on what can be used sooner
3. We can and should resume ICS by raising land. I suggest W&SW direction from an imaginary line going from Blackroot Palace to Lucky Autumn - does not eliminate any known bonus tiles and is close to our core territory; BP also needs some more tiles as the current ones are fairly useless until EE.
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 14, 2015, 05:50:52 PM
Time to have network nodes everywhere.
Population to have more librarians...?

...
We can also raise land northwards, but this means we should stop kelping that area and move the sea former towards former Hive territory.
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.
Quote
4. We should produce one colony pod ASAP to "hook" the territory just W from PK HQ.
We may put 2 bases there:
- one on that forest tile with sensor, near the border and 3 tiles from GoP
- one to the SW from there.
This will push PK border to the east.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 14, 2015, 06:07:42 PM
binTravkin and Co., congratulations on handling the Hive, the timing was really suspenseful (unfortunately I prototyped A4 after I took the Hive with heavy damage).

bT, I fully understand your concern with boreholes, but I'm afraid their issue is closely tied to land raising. If we start raising now, core bases won't get their boreholes due to that 'adjacent slope too high' thingy. 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?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 14, 2015, 06:10:55 PM
IIRC boreholes are destroyed if land nearby becomes sloped.
So, building boreholes would mean that the area they are in is off-limits for land raising.

In any case, if terrain becomes too uneven, you can always lower the higher points back to just above 0.

Our priority is to grow. We've stagnated significantly.
Anything that is useful in some far and uncertain future, is not exactly helpful for growth.

Quote
Time to have network nodes everywhere.
Population to have more librarians...?
Pop growth past 4 is very slow, unless you popboom.
So by building Nodes now and Creches then, we're just delaying those Nodes becoming fully useful by the amount of time we spend building Nodes, which is 10+ turns.

I'd say either get serious about ICS by raising land or get serious about popbooming, by building what's needed and starting boom.
We have all the needed things in place for both, including the willingness to spend large amounts of production for expensive infrastructure. :)

Boreholes, crawlers, tree farms - when we have them or are soon to have them, then we can "put them into picture".
For now, we're talking future and missing the opportunities that already exist.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 14, 2015, 06:13:51 PM
Oh I would know if boreholes get destroyed in such cases, trust me they don't. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 14, 2015, 06:19:06 PM
I still fail to see how investing former-turns into something that will be usable no sooner than 50 turns from now, is a good idea.
For the same amount of former-turns we can raise land 3 times, which means space for 2 new bases.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 14, 2015, 06:26:06 PM
We should be picking up our tech rate soon, but ok, grumble grumble. But when we do get close to EE, I want all the boreholes.

And although I find ICS most efficient, here I recommend vertical growth. ICS is time consuming, boring even and its main advantage consists in providing an edge in multiplayer environment. Otherwise no need to bother. I'm probably going to drop out when/once we hit 50+ formers, SMAC is really no fun at that moment.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 14, 2015, 06:30:28 PM
I may point to one thing, this game has settings:
- quite large map
- tech stagnation
- blind research
So though it may seem, like compared to "standard settings" game we are lagging in development, we may actually be "on time"
On one hand, we are no. 1 at the moment, on the other hand, we lost race to 2 SPs now.
What worries me more now, is Morgan getting PEG. This SP is really good (Morganic thought... :) )
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 14, 2015, 06:38:08 PM
I tend to prolong my games and play builder around a rendered-impotent enemy like it was Sim City w/ terraforming, and Kirov's right about sloping up not destroying boreholes (and one lower land action on the slope always works around starting new ones, except on coast-level squares, and on borders where you don't want to provoke a fight).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 14, 2015, 06:40:31 PM
Quote
We should be picking up our tech rate soon
Tech costs will only grow.
We're building infrastructure, which costs maintenance, which means we will have to scale down labs from 80 to 70%.
Nodes don't help that much, because the base inputs they are working are yet so low that they add very little.

If we decide popboom, it will take some 15 turns to start paying back.
Similar, maybe slightly sooner with raising land + ICS, but not much.
We will get some bases from PKs, but this will not be immediate, and they will not be usable immediately (reccomms).

So, I wouldn't expect tech rate picking up anytime soon. I'd say notable improvements 15 turns at the soonest.

We're currently "lagging" in tech because we got several techs that significantly increased our tech costs and didn't use opportunity to get D:Flex from Lal.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on June 14, 2015, 08:17:35 PM
For our next quest achievement let's try to field choppers of our own design before 2300.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 14, 2015, 08:55:13 PM
Bit late to play my 5 turns now. It will have to wait 'til tomorrow.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 14, 2015, 11:22:49 PM
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.

And I'd say getting the Planetary Energy Grid should be first building priority.
More formers would only deplete the mineral capacity; network nodes would need energy to work efficiently.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 15, 2015, 09:22:34 PM
I haven't found the time to play. Next in line can take over if he wishes.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 16, 2015, 06:57:40 AM
No worries. You can play today or tomorrow, but if you want to skip, let us know.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on June 16, 2015, 08:27:24 AM
Can i have a go at it now? )
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 16, 2015, 08:32:39 AM
If Geo intends to do it later, then you're 3rd in line, after me.
If Geo wants to skip, then 2nd.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 16, 2015, 11:53:42 AM
If Geo intends to do it later, then you're 3rd in line, after me.
If Geo wants to skip, then 2nd.

I'll skip. So go ahead and play.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 16, 2015, 12:55:36 PM
Ok, I'm doing it now.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 16, 2015, 03:29:28 PM
---
MY 2201:
17th January 2201
With great celebration the first new advanced terra-forming project enabled by The Weather Paradigm has opened near Blackroot Palace. Named “condenser” this massive structure produces water for nearby agricultural establishments. While the facility is just starting up, scores of tourists visit it to see it for themselves and hear a lecture about it’s inner workings. The project creates much enthusiasm for technology among Gaian people and as a famous writer puts it “The drumbeat of progress is once again resonating within our society. I was born on Chiron, but I think I can now understand the optimism our terran ancestors felt during Industrial Revolution.”

2nd February 2201
A wide-sweeping anti-corruption probe has been launched against the previous cabinet of Gaia (2196-2201) after activists and scientists determine that the massive facility near Blackroot Palace is in fact a desalination plant in disguise and is thus not producing water by condensing atmospheric moisture. The scandal rips through Gaian official circles as a giant shockwawe as first confirmed case of embezzlement on mass scale since Planetfall.

7th February 2201
In an attempt to calm the media storm surrounding condenser project, Gaian government announces that another massive infrastructure project, called “borehole”, is to be finished ahead of schedule.

8th February 2201
Parliament opposition proposes extending the anti-corruption probe to the borehole project. Coalition is falling apart and fails to prevent the notion passing in parliament. The probe is extended.

11th February 2201
A video is published on Gaian network containing an interview with famous ecologist, leader of environmentalist “Harmony with Planet” movement. He claims that, according to unofficial insider info, borehole project is not only not ready for launch, but the technology to fully utilize it is experimental at best, thus limiting the efficiency of facility to about one third of the promised. The video quickly goes viral.

February-March 2201
Widespread protests in all native Gaian cities.

24th March 2201
The probe preliminary results are published. Conclusions include phrases like “embezzlement of unprecendented scale” and calls for the major perpetrators to be tried for criminal offenses.

26th March 2201
Two of the ministers from previous Gaian government are declared missing and wanted by Gaian High Court. Rumour is, they have left to Peacekeeper territory.

29th March 2201
After two teenagers die in a clash between environmentalist organization and local police, an unheard of incident since Planetfall, curfew is announced in Blackroot Palace. At midnight 30th March a nationwide curfew is announced on Gaian state TV.

2nd April 2201
By a narrow vote, curfew is approved by parliament and extended “until security situation improves”. Massive MP bribing suspected. Opposition restrains itself to oral disapproval without taking political action.

3rd April 2201
Several famous scientists and industrialists speak in support of the condenser project during a government-sponsored ad campaign on all major media channels. The message of campaign: “At least it works!”.

5th April 2201
A report surfaces claiming military build up near the borders of Peacekeeper territory. Report contains blurry espionage images of large tanks which supposedly contain chemical weapons.

13th April 2201
Government announces a massive modernization program of Gaian Armed Forces citing “the growing Peacekeeper threat”. Peacekeeper ambassador dismisses claims of Peacekeeper threat as “pure fantasy”..


12th January 2202
Reports coming in of shelling by Peacekeeper forces of a small farming settlement near Garden of Paradise. Pictures of a killed family are broadcast across Gaian News Networks. Widespread outrage follows. Corruption issues fade away from day-to-day news..

---



2202
Traded 50 ECs for Lal’s commlink from Morgan.
Morgan wanted Eth Calc, refused.
Declared war on PKs.
On moving up unit, Lal offered first truce, then his research.

END Turn:
Our probe destroyed by PK probe @ 123,15

2203
PK HQ captured.
Lal wants to be our slave. We don’t want him.

2204
UN Equality Village captured. Lal threaten’s us.
UN Information Agency captured. Lal threaten’s us.
We download Adaptive Doctrine from U.N. Planning Authority.
We capture AA from U.N. Planning Authority.
We capture U.N. Planning Authority.
U.N. Commerce Commitee’s (last remaining base) support screen shows that there is still an Impact Skimship roaming around somewhere. Got to kill PKs quick!
We got first B-Drones, in Resplendent Oak. This base can go max 3 until further drone control.

Sister Miriam is leading in pop.
I’m beginning to suspect she’s landed in some particularly fertile place..

END Turn:
Solar flares, all bases produce x3 energy next turn!

2205
We successfully drain 4(!) energy from PKs.
50 credits traded from Santiago for Yang’s commlink.

---

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.
Please note the units on the top line that are on autoexplore. I did this because I can not click that top line - SMAX either becomes extremely slow or crashes.

We have 389 credits.
Could spend them on boosting infrastructure where it's most needed - reccomms in PK bases after they have finished starving.

Initially I thought I'd raise land and thus started 2 boreholes with 1 former each.
I then reconsidered, but left those working to not lose their former-turns.
I started building condensers instead.
This should be continued with the goal for every of our "old" cities to have 1 condenser to work on, preferably, on food resource or flat land.
Part of our former force should also be sent to PKs, as there is lots of unimproved territory with potential.
We could also re-home those formers to PK bases, 1 per base, so that our support costs are reduced.

I also produced 3 colony pods. These are meant to "cover" the unused lands in the freshly conquered areas.
I did not decide where to put them, so you are free to look around and choose best spots.

Finally - PK cities should be garrisoned as soon as possible.
Likely the artilleries can be assigned to this task as they cannot keep up with rovers.
Otherwise they are dying out very fast due tu hunger.

Intellectual Integrity may actually be very helpful due to Police special ability - many of our bases would now benefit from extra worker.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 16, 2015, 03:32:43 PM
Kurvivor, you can now take over. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 16, 2015, 06:09:50 PM

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.
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.

Morgan switched to PEG, so this SP can be close to completion. I can see, there is a probe foil going in that direction. It would be very interesting to infiltrate Morgan soon.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 16, 2015, 06:14:45 PM
Retrospectively, the 200 credits to upgrade rovers were good investment as it allowed to completely overrun PKs.
However, the 120 credits to upgrade artilleries were almost wasted.
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.  ::)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 16, 2015, 06:23:26 PM
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.
Quote
However, the 120 credits to upgrade artilleries were almost wasted.
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 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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on June 16, 2015, 08:17:42 PM
A short summary of events that transpired.
Our foil met with one of Miriam's at sea. Deluded fanatic had the audacity to demand Industrual Base from us without offering anything in return. Naturally, she got nothing (although she did sell Zakharov's frequency) and declared Vendetta. Fortunately, there was enough time to upgrade 2 scout patrols to Impact Squads and wipe out her forces as they landed.
Our forces continue slow track to last Peacekeepers base. They have destroyed their former en route, but now they are finally at their doors.
Taking clue from Hive, a switch to Planned economy was made. I believe that would stimulate our population growth, at least in short term.
To make use of alien artefact at hand, another Network Node was constructed. Since currently research rate is slow, it should prove most beneficial in next decade or two.
In related news, our sea exploration team made away with another alien artefact and is currently enroute back to the land with it.
Negotiations with other factions in regards to governor election went poorly. There will be lots of buttering needed to elect Deirde into Governorship.
Captures cities were pitifully starving. it seems they are close to naturally stabilizing, though. We shopuld probably rename them more fittingly.
I have also started a small military foil building program, if only to prevent further Believer incursions.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 16, 2015, 09:14:02 PM
It might help to put some psych allocation.
2 energy adds an extra worker to many of our cities.
And that extra worker brings back at least 1 energy and also 2 minerals.
We should have a period of growth before the elections so we can possibly elect ourselves without help.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 16, 2015, 09:57:20 PM
I will wait some time and then play.
There are very interesting issues at this point...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 17, 2015, 07:34:34 AM
I think governorship should be our short term (~10-15yr) goal.
Before Miriam gets all commlinks and elects herself.

We can grow by a total of 13-14 pop in next 4 turns by rushing a few half-built creches, which is probably not enough to elect ourselves governor.
The main limitations are:
1. 3 of our bases with infrastructure to boom (or in production) still lack condensers. Those are Children of Earth, The Pines, Resplendent Oak (has food resource). 3 of the condensers are not finished - near Garden of Paradise, Mindworm Pass and Thorny Wineyard.

2. Many of our bases are having a doctor (drone). We can fix this by temporarily allocating psych. Or we can wait until II and mass upgrade to police units. IIRC that upgrade is 10EC per unit. If we set 100% labs, we can get to II in 3 turns.

3. These conquered bases could boom, but need creches: The Hive, U.N. Information Agency

4. U.N. Equality Village could boom, but needs reccomms (has creche).

If we can get these new/lesser bases in order to boom, it could be possible to elect ourselves governor in <10 turns.

Also, Blackroot Palace needs some terraform attention.
It has boomed to size 6, but only 2 of it's tiles are efficient.

We have 489 ECs.
We should rush reccomms wherever they reach 10 minerals as the cost pays for itself in ~5 turns if 2 doctors and ~10 turns if 1 (2 citizens = 4 minerals, 2 energy).
Rectanks pay for themselves in <15 turns, so we can rush those too.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on June 17, 2015, 08:25:20 AM
On the other hand, we can probably buy votes of Morgan or Zakharov. Either one of them will be fine. That will cost us a lot, though. Probably all energy we have.

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.

As for the tech, we could probably get it faster via AA
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 17, 2015, 08:40:32 AM
Quote
That will cost us a lot, though. Probably all energy we have.
Yes and I think we're not that desperate. :)
Spending some (but not all) ECs on enabling faster vertical growth will help us in more ways and will eventually enable us to take governorship.

Quote
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").
Sea colony pods are expensive though.
If we can't find better ROI in vertical growth here, we should build normal Colony Pods instead and raise land.

Quote
As for the tech, we could probably get it faster via AA
My 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.
In any case, we should first see what we can trade from AIs.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 17, 2015, 11:03:40 AM
Playing turns...

2211
I decide, that infiltrating Morgan is of importance, more than Yang, so Hive will need to wait.
Checking a pod near Hive base: tidal wave! -> going 6 tiles east.

Lal is ignoring our transmissions.
The attack against sole PK defender is 20:7, defenders destroyed.
And Lal refuses to talk.
The last base of Lal, U.N. Commerce Committee taken. Deirdre will take care of conversations from now on.

So Westeros Island has a fungal tower, interesting. Unity rover gets 7:9 odds. Returning to foil.

Morgan would like Adaptive Doctrine, but not for High Energy Chemistry. Taking loan of 356 EC for 8/turn for 80 turns. A Pact, CEO? No, Morgan refuses.
Zakharov demands Doc Loyalty... What to tell him? Now, that Lal is in Gaia's Landing prison, I propose U.N. sanctions, he can contact Lal for that.
Santiago is talkative, but will not sign Pact. And I do not want to check some options, like paying her for that. We need EC!

We get total 50 EC from planetpearls.
I set 40% to psych, some rearranging workers and doctors to have growth or better production.

2212
Children of Earth starts Planetary Energy Grid.
Fallow Time established. This is a coastal curort for Gaian doctors and other medical personel.

Chopping down forests for PEG :)

A sonar buoy!?

Morgan refuses Pact.
Santiago somehow found out about commlink for Miriam, and now asks for it offering 50! A dilema... but I agree. We can benefit here, while stil winning elections.
But no Pact, either for techs of her price.

And it happened! Santiago calls for elections.

First Round:
Deirdre |66| --
Yang    | 3| for Miriam
Zakharov|37| abstain
Morgan  |19| abstain
Santiago| 7| for Miriam
Miriam  |58| for Miriam

Miriam --> 68 votes

We do not need much, let's talk to Santiago. She wants 444 EC.
Morgan 1068! Do you have some sales occasionally, CEO?
Zakharov 624.
Yang refuses to talk...

So... paying 444 to Santiago.

Second Round:
Deirdre |66| for Deirdre
Yang    | 3| for Miriam
Zakharov|37| abstain
Morgan  |19| abstain
Santiago| 7| for Deirdre
Miriam  |58| for Miriam

Deirdre--> 73 votes ELECTED!
Miriam --> 61 votes

2213

Checking infiltration. Morgan's PEG:
120/180 (15 turns)
11/180 (23 turns)
He has 397 EC in the banks, +24 EC/turn. Dangerous, he can buy rush it.

Infiltrated Morgan, but probe foil was compromised.

2214
Checking Morgan, 14 and 22 turns to PEG.

Chopping forests...
---

Suspicious sentimental activity among Gaians
As recently could be noticed, many Gaian citizens enjoy old games from Earth. Sid Meier's Civilization 4,
being the best in the series for over two centuries now, at least on Chiron since 2060, gained tremendous
popularity. In interviews players report, that their most favourite action is chopping down forests
to build so-called Great Wonders. Gaian Voice News Network just yesterday suggested, that mysterious
decrease in forestation of Gaian territory has something to do with it.
Meanwhile, Central Bureau of Internal Affairs and Morale started an investigation into possible mind control
hostile action by another faction, which makes so many Gaians to behave so un-Gaian, even being it in a computer game.


Santiago offers Miriam map for 50 EC, no, we do not need it now. And anyway, it's too expensive,
and we do have need for every joule.
I have some other plans. Gaians recently showed so much care for Spartan economy, it is time to return the favor.
Wanting Adaptive Doctrine? Not for free...
Returning 18 EC to Santiago.

Virgin Soil base established.

Just got a second unity foil... we will have soon a fishing boat navy :)
Two tidal waves in a row, plus isle of the deep. This planet is stormy!

Zakharov starts PEG.

2215
We have Intelectual Integrity
Morgan PEG: 13 and 21 turns.
Zakharov PEG: 24, 32, 57, yes, he started that in 3 bases!

We have yellow bar. Possibilities:
- Gene Splicing
- Cyberethics
- Planetary Economics
- Industrial Automation
This gets more and more interesting :)

Morgan refuses Pact. And I am not going to exchange or sell for 100 EC the Intelectual Integrity.
Free perimeter defense is too important. Both it's better to have it and denial to others.
Santiago refuses to talk.

Ok, so PEG ready for completion:
- 3 units disbanded
- some forests chopped
- 2 AA units included
- 356 EC

2216
Built some police units.
We have Planetary Energy Grid.

============
Notes:
- Almost certainly Unity Wreckage is not explored. Some possibility is, that Yang got there recently,
but we still have a chance. There is now close a foil transport with rover.
- I would take another loan from Santiago, as soon as she wants to talk.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 17, 2015, 03:48:25 PM
And that is something!!!
According to what I checked, Morgan has yellow bar on F2 screen.
But this is the best:
His only option (prerequisites) is:
Industrial Automation
Ready in 3 turns!!!

So future governors, probe teams get in line to be the one to make that action.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 17, 2015, 03:55:47 PM
Haha, you sure seem to have had a good time.  :D
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 17, 2015, 03:57:32 PM
Just noticed, Morgan has a base near the Wreckage!!!

So, there is a probe team in Black Root Palace. The closest to probe would be Morgan Robotics, from coast through fungus.
Morgan is doing a probe team there, but ready in 10 turns.
We can probe Morgan for Industrial Automation like in 5 turns (my guess).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 17, 2015, 04:08:57 PM
Yes, we definetely should! ;b;

Haha, I loaded up the turn.
THAT Miriam build screen.  ;lol
Just look at the base called "The Lord's Mercy". ;lol
Her techs are amazing too.
Wow, but.. she has 16 formers! I think I've never seen AI have that many. Usually <10, often <5.

Btw, could it be that my game is showing things differently than yours?
I noticed these things:
UN Equality Village and Chiron Preserve and Blackroot palace are all 3 "red" (>drones than talents), but not rioting.
Do you see the same Mart?
This would indicate that your game "thinks" these cities are ok, as otherwise they'd have the "riots" flag.

Also, when looking at F4 screen, the "Police" units seem to be lighter green for some reason, whereas they look yellow when looking at single city screen.

I'm using fresh install of GoG + Yitzi's 3.4 linked in the downloads section.
Am I doing something wrong?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 17, 2015, 04:14:16 PM
Yes, I may have drones rule at 0, which is default "vanila" SMAX value...
Yes, that is the case.
Yitzi left that from some testing. For me, that is a bit too harsh rule, not to mention, you no longer can have all-specialists bases, that solve drone problem

I made Police name as:
{Police}
that's a trick with SMACX text parser.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 17, 2015, 04:20:34 PM
But what should it be "normally"?
I understand it's in alphax.txt.
Is it "Drone rules code" ?
I have 8 there.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 17, 2015, 04:30:21 PM
But what should it be "normally"?
I understand it's in alphax.txt.
Is it "Drone rules code" ?
I have 8 there.
Yes, that 8 is a game changer, in that it:
Code: [Select]
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 17, 2015, 04:38:26 PM
You (a general "you") guys shouldn't make this already complex game into something overly complicated.
Why can't a drone be a drone and that's it? Which number should I put where to have it so simple?

And also: how is it in multiplayer ? (I have a game running with 3_4 and I wouldn't like to have stricter rules than my opponents)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 17, 2015, 04:48:37 PM
I guess, this rule stays in official 3.4 for that exact reason - there are multiplayer games started.
The drawback is, that people who are used to some "old" to them strategies of dealing with drones, may have difficulties with it.
I thought of talking Yitzi for releasing an update with "vanila" values, but he thinks of making the change in 3.5
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 17, 2015, 04:52:28 PM
Ok! So I won't change anything in my files.
But can you explain in plain text what happens? I already noticed in SP that sometimes the HGP doesn't calm drones anymore (superdrones/phantom drones/WTF drones...)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 17, 2015, 05:16:21 PM
This seem to me exactly this rule 8 issue. As I cited in "code" tags, there is some effect given: "(Thus, there is no way to stop drone riots other than psych, drone control facilities, and
    police.)"
So assigning specialists, other than doctors or other non-psych ones that is, no longer solves the problem, or at least in that extent.
HGP gives that 1 talent, but possibly those additional drones make it less meaningful.
The vanila SMACX, as I remember, also has that additional drones, but they are not that harsh in standard rule (value 0).
As given in the rule 8, one can make overall strategy assumptions (that is how I understand it):
- the situation is worse with drone problems, making a librarian or technician no longer helps you as well as before
- the strategy of "all-specialists" bases, like you crawl nutrients to it and under free market home your needlejets there, may not work. Base would riot.
- but when you achieve high psych/talent, you can "golden age" a base, which in "rule 0" would not have a golden age. Here it is beneficial.
- In other take on it, the rule 8 encourages you to assign more percentage to psych

For me, this is quite a game changer. I would solve the MP games problem a bit differently, but this is my take on this.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 17, 2015, 05:43:55 PM
And I should change this rule for playing in my game 3.4 folder, to its original "out of zip file" state... sorry for that.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 18, 2015, 10:06:57 AM
I think for MP games these parameters get embedded in save, right?
So it's only a problem because this is essentially a SP game with save sharing.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 18, 2015, 10:54:50 AM
No, they are not embedded into save. The problem is in MP games. This is in general, not only to that one particular case.
Sadly, in this respect, SMACX did not do a good job. E.g. a player could manipulate his/her alphax.txt and play MP turn doing things you would never notice, cause they leave no trace of it.
Only parts of alphax.txt get embedded, e.g. additional predefined units, and I am not sure now what more. But not much.
In civ4 there is an option during game start: "lock modified assets" that is making that "embedding." They learned some lessons from SMACX and Civ3.

When you play singleplayer games, there is no other human faction and whatever you have currently, all AI get that too (unless you specifically change the alphax.txt only for your turns and not for AI, and would replace the file twice in a turn). But yes, it was easier to control drones with this rule 0.

This is something to discuss rather in a thread about the patch.
The rule 8 also is less predictable, like you have certain experience and can tell what is going to happen next turn: will there be a drone riot or not. With it you do certain things "on the edge" of a drone riot. Now, with rule 8, you would need to learn this new game behaviour, and it is more difficult. On the button of psych in a base you have a value in parenthesis, that tells you:
1, capacity to have one more drone (I think "regular" drone)
0, border value, no capacity for a new drone
-1, there is already more drones than talents
etc.
But I had cases, when I mistakenly predicted wrong what would happen next turn. Just used to old mechanics.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on June 18, 2015, 08:32:31 PM
I let my turn to the next player, maybe for good.
Catching up on 21 bases after 25 turns seems too big a hassle; I prefer keeping my motivation for MP.
Good luck, I still follow the thread.  ;)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 18, 2015, 08:36:05 PM
I definitely am still following, and I want to add that I linked this thread three places on Facebook and it's drawn a lot of interest, more than my usual modding files content.  Good for promoting this venue and growing the community, and a lot of entertainment for me personally.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 18, 2015, 09:10:24 PM
Well, Kirov (next player) should have plenty of experience handling 25 bases...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 19, 2015, 01:18:00 AM
Oh I'm sorry, I read the topic but I didn't realize I'm the next one. Will follow up soon, been busy with work recently.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 19, 2015, 02:47:51 PM
2116:

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.

Having said that, I swapped some workers at HQ so that we have lower minerals but one more Librarian.

Found 300 EC in pods! Rushed some tanks, upgraded some police units, but overall being thrift.

CC at Lucky Autumn experiencing a major surge, bumping us to 8 pop (and inciting riots). Does it mean it can grow to 14 with the Hab Complex? Worth checking, so I’m starting to build the Holo Theatre and then we can continue the boom there.

Miriam destroyed our probe foil in the east. She must pay for this.

2117:

Killed 3 worms, spent some more money.

Guys, are army is too spread after our conflicts and more often than not wasted as police. My goal now is to build police units and group our army in two bases – Chiron Preserve and UN Commerce Committee. We’ll then decide who’s going to die next.

2118:

What Morgan got was Gene Splicing, not IA… Nevertheless, I was happy to trade it for Intellectual Integrity. I don’t agree that the CDF is any good or any dangerous in the hands of AI. It will become obsolete in the air power era and we won’t get to Morgan before that.

Our tech switched to blue Discovery, which means we were doing the GS, too.

Spent some energy to rush, upgraded to police almost everywhere.

Managed to go down to 0% Psych.

Money/Labs – 30%/70% = 21 ec/11 turns

2119:

Darn, overlooked riots at ChironP. Oh well.

Found an AA in a sea supply pod.

Found a Morgan base on the Unity Wreckage, on the same island where the Hive is.

Sending two combat units to the eastern island.

Captured a mind worm in the North Pole.

2120:

More condensers on the way, the AA is heading home, the island in the east contains the Sunny Mesa.


Next fella:

Please remember to pop the supply pod at 101,13

The Uni signed a Treaty with the Spartans.

I put Stockpile energy at Resplendent Oak to remind you that the foil probe has completed there and you can do something else.

Overall, not bad: we run our economy at 19EC/10 turns now, we’ve got 343 EC at hand and 89 pop. Next tech is Discovery, in 5 years. Our units roam the fungus in the east and soon we’re ready to mount some kind of offensive. I’d rather stay on good terms with Morgan, however, he may still finish that IA before us.

Also, I recommend not to build any more bases, more people will just get bored with this and I fully understand them. 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 always thought it's quite entertaining.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 19, 2015, 02:56:51 PM
Quote
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.
We should've done what you did here at the very first turn we got II:
Quote
Spent some energy to rush, upgraded to police almost everywhere.

Managed to go down to 0% Psych.
And then build holotheatres in places where still more drone control is needed.
That's one of the good things about popboom - those extra citizens give enough minerals to quickly finish missing infrastructure.

Quote
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 always
I've played this when I got bored.
Once I ran through three factions like this.
But the 2nd one I left became so powerful that it was just steamrolling everyone with amphibious invasions.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 19, 2015, 03:03:25 PM
I'd rather not build Holo-Ts except for Lucky Autumn (the one with 8 pop). Morgan should complete IA within 15 turns, then we'll be able to crawl nuts. I'd start with ResHospitals instead, they're pricey but very useful.

Switching sides is essentially playing against yourself in a manner you can't really win (there's always a switch to be made). I believe four factions is my personal record. I still remember AI using my own planes, it was very funny. If we switched now, Gaia would be a nightmare.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 19, 2015, 03:12:43 PM
Switching to Hive now would be fun :)
But, hey! We could free Lal from Deirdre's oppression. He would be in lifetime debt to our new us.
Let's think about it...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 19, 2015, 03:17:33 PM
One City Challenge.  We might consider doing one or two...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 19, 2015, 03:33:17 PM
I just wanted to put it out there, this game can be still entertaining even as Gaia, but if more people drop out, I'd say we can switch to a worse faction. However, playing the Hive would be very challenging and we can likely die.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 19, 2015, 03:39:09 PM
Just noticed, Yang has a second colony, sea one, and is making yet another sea colony pod.
With a bit of diplomacy we could win...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 19, 2015, 04:05:48 PM
Regarding Gaia, now that we have PEG, I would run around the same Labs and Economy, or even made some more economy as long as there is no loss of raw energy.
We have PEG = Energy Bank everywhere, +50% economy.
Having so many bases we have only 2 Network Nodes.
There is this event, that can wipe out all our gathered research points, and that may be hundreds of them.
More energy from economy would mean we can rush-build Network Nodes.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 19, 2015, 04:40:10 PM
It appears Kirov is also using the 0 drone rule.
4 of the bases are red with 8 drone rule.

We have reqs for 2 Discover techs - Optical Computers and Secrets of Human Brain.
Should try and get those from AIs.

On mil units - I guess we can fungus-farm near UN commerce commitee, using the river between it and UN Equality Village.
That should give them something to do while not being useless and possible earning some promotions.
It seems that's what you already have been doing there.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 19, 2015, 04:48:37 PM
Both techs can be traded. And paying 100 EC for each is dirty cheap. I would do that.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 19, 2015, 05:06:10 PM
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".
Could be fun. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 19, 2015, 05:40:28 PM
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".
Could be fun. :)
How about something like this (for next AC2SCG):
- Aims to eliminate a faction by MY 2200, to which it switches after its escape in a pod.
-- If not achieved, is there another re-spawned faction? Switch to it, if the weakest. If not the weakest, switch to the weakest.
-- If not achieved, is there a eliminated/conquered faction? If yes, free its leader by MY 2250, switch to it. If not done in 2250, switch to weakest faction.
-- If no eliminated faction, simply switch to weakest in 2200.

And further in MY 2300:
- Switch to weakest faction.

===
And some addition here:
We cumulatively add score when leaving a given faction. That would give us some incentive to play better, not that we play bad, cause we are going to leave the faction anyway.
If you think about it, staying the weakest would mean, you get no switch.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 19, 2015, 07:38:12 PM
Question:  I thought eliminated factions couldn't escape as late as 2200.  It seems to be that or until all the map is inside someone's, anyone's, borders.  Does anyone know for sure?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 19, 2015, 08:11:13 PM
They still can after 2200, as far as I know.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 19, 2015, 08:21:17 PM
Late-game, escape pods simply do not happen, and I wonder what the limiting factor is.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 19, 2015, 08:42:56 PM
For elimination escape pods (the option, that can be set ON or OFF) is the first 100 years, or 2200. Not sure exactly. What I know, is that it is like 100 turns.
Getting a captured leader free is different, and can happen later. It is interesting new concept in SMAX (it was not in vanila SMAC), very role-play oriented.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 19, 2015, 08:50:25 PM
I've never gotten leader freeing to work - and I've tried in my scientIfic copy of the game.  The probe team option simply does not appear at the capturer's headquarters...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 19, 2015, 08:53:54 PM
Strange, let me make a test save for this...
=====
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 19, 2015, 09:29:22 PM
I wonder if Bodissey will show up this weekend to play? He seems absent lately.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 19, 2015, 09:54:23 PM
He never stays gone for long.  'Spect it's just work/RL, and weekends do tend to see him by for sure.

Strange, let me make a test save for this...
=====
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.
Saved.  I'll try to find a moment to test ASAP.

The 100 turns for pod escapes sounds exactly right, BTW.  I was having a brain poot about the game beginning in 2100 - and I long assumed it was the unowned land limiting and only recently concluded the 100 turns.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Bodissey on June 19, 2015, 10:13:46 PM
Please allow me to apologize from being away from this board. Real life has taken its toll lately. Feel free to skip my turn in order to speed the process.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 20, 2015, 07:19:54 AM
So.
Should we switch to Hive?
Just for the fun of it. :D
And attempt to drag it out of the hole it's in.
Even if we fail, it could still be quite fun to try.

I think we should be able to conquer Morgan quickly.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 20, 2015, 01:07:08 PM
Should we switch to Hive?

Let's not do that until another forum game where we're sure everybody uses the exact same info in Alphax.txt.
Very frustrating to have to solve drones all the time which fall out of the sky.


Report:

MY 2221
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.
Put a number of HT's in the pipeline. Rushed some productions in occupied territories to put formers in their queue.
One of our Unity Foils discovered the Believer base Terrible Swift Sword. It sits in the Monsoon area. Another Unity Foil picked up an artifact.
Pod popped at 101,13 finishes the Sea Former production at Resplendent Oak.

MY 2222
Triple Energy event kicks in.
Despite my specialist allocation, 3 bases rioted. Don't understand why since things looked okay in the citizen screen.
Sunny Mesa pod pop cloned our impact infantry. Its clone destroyed a mind worm.
Another mind worm destroyed and captured at the north pole detachment.
And now the bad news. Our southern foil (with AA onboard) encountered an IoD. We'll probably lose it next turn. :(
Probed a Believer laser skimpship for 37 ec.

MY 2223
One of our probe teams was returned by Morgan. Didn't even know we had one in Morganite territory.
We lost a foild and AA due to native life activity. :(
Believer base The Lord's Mercy discovered. 2 tiles north of Terrible Swift Sword.
One of our Mesa units popped a pod full of native life. Quite a sight, its completely surrounded.
An AA arrived in Blackroot Palace.
Rushed the NN in Chiron Preserve for the AA next turn.
Rushed the HT in Lucky Autumn.

MY 2224
AA gives us Cyberethics. I switched to Knowledge in SE.
UN Equality Village remains a thorn. Can't get heads nor tails from the drone situation there. I let the base starve to get control back.
Rushed some Nodes so HT's can be started next turn.
Polar patrol killed a SL.

MY 2225
Drone riots at Equality Village and The Colony have ended, but now The Pines got 'm.
Morgan urgently requested to remove our units from his territory. I complied with the provision he'd do the same.
Rushed the Research Hospital in Gaia's Landing and placed Stockpile Energy in the queue.
Rushed the Network Node in Thorny Vineyard and placed Stockpile Energy in the queue.


Okay, inbetween turns Zakharov cornered our Foil in Believer territory, contacted us and declared Vendetta. We lost the foil.
The Pines has stopped rioting, but Equality Village got 'm back (and the base suddenly grew to size 5? WTF?).
MY 2227 should give us a "Discover" tech.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 20, 2015, 02:13:49 PM
Quote
Rushed the Research Hospital in Gaia's Landing and placed Stockpile Energy in the queue.
Rushed the Network Node in Thorny Vineyard and placed Stockpile Energy in the queue.
I think this does not work with Yitzi's 3.4.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 20, 2015, 02:42:38 PM

Guys, cashing AA towards techs is actually not that a good idea, in 99% cases it's better to hold it for project purposes. I'm quite sure it was discussed earlier here.

Quote
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.

Why would you do that? It took me some pains to take care of the slider situation. 40% PSYCH is not an acceptable price for higher population. 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 believe that mitigating high PSYCH is our most important thing to do now. We don't have to keep our eye on booming anymore, the bases which were supposed to grow have grown already. Let's cap that population and take care of research.

Putting stockpile in queues does nothing in Yitzi's newest.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 20, 2015, 03:20:28 PM
Kirov, your drone number in alphax must be different then mine. I simply needed psych+doctors to handle the drone situation. I tried to get around it but it simply wouldn't work. I placed the stockpile in the queue of those 2 bases exactly as was done by the player before me, to indicate to the next one in line that this base needs a new production and because its his tenure its his choice to make.
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 20, 2015, 03:28:56 PM
We are at cap population 7 presently.
The best would be having all of them as workers, but for that we need terraformed tiles.
A moist rolling giving 1-1-0 is something not good. Forests, farms with solar on higher altitudes give us better yields.
Unfortunately in standard SMACX this means micromanaging larger number of formers. There is no good way around it, unless someone has good experience with automating formers, like there are these settings what they can and cannot do. In singleplayer that is acceptable (only in multiplayer strongly not-recommended)
Personally I can micromanage certain number of formers, just not too large...

On infrastructure side, our bases should be getting facilities, that make them more productive. Network Nodes, at least in larger bases, if not everywhere, but we are already with 6 of them and soon will be more.
Recycling tanks are ok, though it may be one of the first or the first facility (after Recreation Commons), that we build in a new base.
And we can now build Research Hospitals. And though they are high maintenance, our largest bases should have them. That is my view. The Res. Hospital also gives +25% Psych. And when we have more of such facilities, that is including Hologram Theatres (+50% Psych), we can have some psych allocation constantly. Probably that is something for base size 14, when we hit the second population limit.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 20, 2015, 03:33:58 PM
Such games always create more heated conversations.
But I guess, that is why we play them, to have exchange of views and experience in interacting.
Like in RL, anyone in coordinating/managing job position probably knows how it is.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 20, 2015, 03:38:48 PM
In this turn Gaia's Landing is a prime example what an early popboom looks like (though it's not early as we delayed it).  ;b;
Single 4-food tile allowing a bunch of forests to be worked to the point of reaching ecodamage.
It only lacks holotheatre and has network node and research hospital, which could've come after popboom, had we decided to do it earlier.
It can build a holotheatre in 5 turns even with a -3 mineral support.

MY 2226
 - our mind worms encounter a University former @ 13,1

MY 2227
 - 3 of the condensers not having farms finally will

MY 2228
 - we lost a foil to malfunctioned pod @ 89,15 I didn't see that coming :D
 - Optical Computers and our next tech is Conquer

MY 2229
 - we stole High Energy Chemistry from University

MY 2230
 - our next tech is Build! It will be ready in 11 turns.
 - scaled down psych to 30%,


However, Morgan will also have a Build tech in 5 turns.
That tech will most likely be IA.
So, I suggest using the probe team @92,14 and the transport foil @ 110,12 (Garden of Paradise) to steal it and back this combo up by the Skimship probe team @ 104,2 and the one currently in progress @ Blackroot Palace.
There's also a probe team @ 69,21 and it may make sense to redirect it for this effort too. It was previously going to University.

There is now a SINGLE base which prevents us going to 0% psych and it's called The Pines, please allow holotheatre to finish in this base, and then switch to 0% or 10% psych, whatever makes sense at the moment
Otherwise all my investment in bringing psych down will be in vain.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 20, 2015, 03:42:05 PM
Quote
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.
But it may seem so because popboom means you have to build drone control either immediately after starting to boom or pre-build it.
Research hospitals are nice, but they aren't really a drone control measure and are expensive. The delay we made building Nodes and Hospitals is what made us run into high psych allocation.
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.

It doesn't help either that we're running on different drone rules.
So people with 8 like me and Geo have to rearrange citizens at the start of our turns.
With rule 0 I could run 0% or 10% too, so the point about detrimental popboom would vanish entirely.
People running drone rule 0 should not see any detrimental results whatsoever as 2 drones are taken by police, 2 by reccomms and the remaining 3 citizens can be made librarians as it is in quite a few of our bases.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 20, 2015, 03:43:29 PM
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.

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.

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.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 20, 2015, 03:51:17 PM
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.

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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 20, 2015, 03:51:25 PM
We're top dog anyway, so it won't hurt in the long run.
And starving bases deliberately is not an option in my book. They're necessary bits in the byte that is our faction. :P
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 20, 2015, 03:57:27 PM
Quote
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.

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.
1.
You were only able to do this because you are using drone rule 0.
With drone rule 8 you'd have to do different things, like build holotheatres, to be able to bring psych down.
Which is exactly what I just did and succeeded except for one base.

2.
Brainstorming requires flexibility to be productive.
It doesn't help to say that you hate this and that and refuse to do it or do even if it makes no sense.
The situation we're facing in this game is starkly different and the "usual tactics" which are fine for directed research and no stagnation just don't work here.
It's not anyone's fault, just how this game developed.
We're getting angry because of not realizing how different game is for drone rule 0 and 8 and because we're trying to fit "usual tactics" where it is not even possible.
We don't have IA or EE yet and even after we will have IA crawlers will make sense only in a few of our cities simply because we're at ecolimit already and no treefarms to start working on it yet.

Here are 2 reasons which people sometimes forget:
1.You build crawlers to get minerals.
2.You build treefarms to get food for popbooming.

And our solution to these problems are:
1.We have them by popbooming.
2.We have it from condensers.

We just did it in a different way, because crawlers and treefarms is not the only way and because it's not even available for us.

Quote
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.
Which is directly the reason why we have psych problems now.
So instead of getting worked up how something went wrong, let's just realize we made mistakes.
And I already almost fixed it, so we can move on merrily. :)


It's Kurvivor's turn.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 20, 2015, 04:01:53 PM
Have you noticed, how Yang is rebuilding, I would say, skillfully?
He has 3 bases now with sizes: 4,3,1.
Building a colony pod (there is 1 active transport foil, possibly he will use it?) and 2 (!) sea colony pods. So soon 6 bases.
He has no land connection with Morgan, but that was to be expected, how game places escaping pods.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 20, 2015, 04:26:37 PM
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 20, 2015, 04:32:48 PM
Yitzi's a modder - modding was his main purpose in teaching himself the .exe decompiling/patching.  He wanted to make the patch more widely useful, and made the default .txt no changes, I think, just the bugfixes.  I need to talk to him more about presentation and making the situation with his alphax.txt clearer in all sub-releases, not just version number jumps.

Kirov, I like the strategy discussion, as I keep saying.  bin is right about the need for flexibility in a collaborative process, too.

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?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 20, 2015, 04:34:15 PM
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 think, he left that, as intending to release soon the 3.5 version, so we will have "back to standard" there.
People, who just simply unpack zip with patch 3.4 have rule 8.
Problem starts, when some mp games agree on going to rule 0. Then if you do not have separate instals, it is easy to get that messed up.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 20, 2015, 04:41:22 PM
...

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?
I corrected my alphax.txt to the state of: "out of the zip" with patch 3.4
So if anyone is not sure, can overwrite the file in his/her patch 3.4 game folder.

If someone has additional agreements on changes in alphax.txt, it is good to have a separate folder.
I know, this is additional ~500MB of disk space, but alternative is to manually replace correct file each time one plays a given game.

So in short:
we play with alphax.txt from patch 3.4 zip
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 20, 2015, 05:50:12 PM
Kurvivor, when you play the turn, be sure to check the post with save and the one before that.
There's some helpful information, especially about the probes.
Our long term goal is to obtain IA ASAP and Morgan seems to be researching it.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 20, 2015, 08:32:11 PM
And there is an idea for an option to that whole drone riots stuff:
http://alphacentauri2.info/index.php?topic=16569 (http://alphacentauri2.info/index.php?topic=16569.new#new)

We could discuss some of these things there.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 22, 2015, 10:18:36 AM
Mart, I did a test on your 2211 save back from page 19.
What happened:
1. Santiago was liberated. (75% chance, 67% chance to kill probe)
2. She gifted me all her tech and made "eternal Pact".
3. She got 2 colony pods, 1 former, 1 scout rover, 2 1-3p-1 sentinels, 1 5-3p-1 infantry.
4. She landed on what seems to be an island.

And Yang declared war on me.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on June 22, 2015, 11:20:39 AM
Sorry for late post. I was somewhat preoccupied with bees last several days and did not have a PC on hand

As for what happened:
1) several (quite a lot) of Hologram theaters were built. Subsequently i have set bases to make sea units, impct skimships in particular. I am worried by sighting of Univercity ships near north polar regions and Hive's aggressive policies
2) More of the latter. Hive demanded Cyberethics from me - and when refused, declared Vendetta. Hive may be an ideal target at the moment, as its expansion is now sea-based and we could easily outproduce thei measly 3 bases with waves of impact skimships
3) Morgan (before the incident with Yang) offered truce for 175 energy, but, seeing as we have debt to him, i decided against it. Only losers pay their debts
4) From the other hand, Miriam has called for another election which she has lost by herself. Beware: now, with most of factions in vendetta against us we could easily lose next elections. I suggest making peace with Morgan after putting a little hurt on him. There is a little invasion heading for his seemingly undefended north at the moment
5) polar exploration has bore fruit! We have discovered land route to Univercity. At the moment 3 boils (two small, one big) are converging on one of his cities. Probably we should refrain from outright attacking and send them to try and ruin his infrastructure though
6) It seems that Sunny Mesa is a very good place. I have prepared a settling expedition in Gaia's landing to go there, on ready infrastructure
7) native lifeforms frustrated mine attempts to probe Morgan. Probably ferrying a probe team on his island will work
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 22, 2015, 02:04:06 PM
Morgan has IA and we have 2 probe ships in position to get it within 3 turns.
After that we should make all effort to probe University as they have SFF and D:AP and will probably get D:I next (1 turn to Explore tech).


Some notes on terraforming:
 - we shouldn't be building farm + mine combos as they are probably the worst type of improvement save for echelon mirrors
 - farm + solar combos are only useful for a few situations too, e.g. high elevation + rainy + rolling + energy bonus or Sunny Mesa or Pholus Ridge

Generally, before deciding on what type of improvement to build for a free former we should look at the base screen and decide:
1. Is it possible for this base to get to 1st poplimit at all?
2. If 1 is no, skip to 5.
3. If 1 is yes - does it have enough food for that (including the perspective tiles after pop expansion)?
4. If 3 is no - build farm + condenser; condensers without farms are a waste;
5. If 3 is yes - does it have ecodamage or is close to it? (generally 14 minerals, but can be seen on bases that haveecodamage, like Gaia's Landing)
6. If 5 is no - build minerals - forests, mines on rocky in that particular order (if space for forests exist, forest is always better); we currently have little use for boreholes, so they should only be built if land is planned to be raised near that location; after EE - build boreholes as first priority (and plan carefully for max density);
7. If 5 is yes - see if energy output can be increased by terraforming (this is rare and cases where it makes sense are very specific);
8. If 7 is no or gives too little improvement (like, +1 energy), see if former should be assigned to other tasks (road, sensor, different base);

Another way to save former turns is to build road with 1 former before moving other formers into same tile.
You save 1 former turn per additional moved in former this way.


Some notes on units:
Unallocated military units should not be accumulated at bases unless a transport is incoming which will transport them shortly (1-2 turns).
They should be used to farm fungus.


Some notes on expansion:
The plan with colonising Sunny Mesa is good, but not because we need more land - that base can be put in such a strategic position as to be in air range of Believer territory.
It is also likely Believers will attempt to destroy it immediately, so we should put both of those 4-1-1s into it as well as bringing up some naval support.
This will also serve to localize their threat as they will focus on this forward base instead of invading our maindland.
It looks like base @ 153,13 would both be useful as forward base and productive in general (minerals & food in radius).

We now also have 2 sea colony pods in an advanced stage in production.
Normally they are next to useless and should not be built, however, in this case we can use them to create forward airbases next to University and Hive+Morgan territory.

I'd propose these locations:
Morgan / Hive forward air base:
 - 98,22 (minerals + food in range, can control straits to SW with a single sensor array on that island)
 - 81,23 (2x minerals in range, can control approach and straits to SE with double sensor arrays)

University forward air base:
 - 73,17 (minerals in range)
 - 70,28 (on energy bonus, can control nearby area with 2-3 sensor arrays, blocking a strait, kelp in range)


We shouldn't attack University northern bases with our explorer mind worms.
These bases are garrisoned by 3r sentinels.
We should remove mind worms out of range of University aircraft.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 22, 2015, 06:08:25 PM
I will play later this evening.

Yes, and when it looked like we were No. 1 and maybe we are going to have easy walk to victory, there is something to be afraid of. Zakharov and Miriam have Pact agreement. And Zak has Air Power. Their power graph combined is probably larger than ours. AI sometimes performs poorly with planes, but let us see.

Probe teams already learn IA action details. Morgan is interesting. It looks like he gathered troops close to Hive new hq, but there is no land connection. So one base has a lot of troops, other are empty.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on June 22, 2015, 09:29:07 PM
Quote
We should remove mind worms out of range of University aircraft.
Well, are planes such a threat to large boils?..
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 22, 2015, 10:09:40 PM
Its just that several ones can attack the same (stack of) boils until they're destroyed.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 23, 2015, 01:01:57 AM
2236
Nauk Science Center is too strong to be attacked, 3:4.
Assigning 70/30/0 eco/psych/labs. Getting 192 EC/turn.
Also, a faction wide "loose weight or loose" programme is instantiated.
Signing Pact with Santiago, also taking 188 EC (return 3x90).
I checked, what she would need for next voting. Either Cyberethics or 168 EC.

Zakharov starts CDF.

2237
Morgan Industries completes Citizen's Defense Force!
Morgan starts PTS!

2238
Zakharov is 1 turn from Command Nexus, 96/100.
But for 568 EC we will have CN.
Santiago plans to strike Zoloto-Gold, but I suggest her to strike Zarya-Sunrise.

University armoured foil bombards our formers on east coast.
U.N. Headquarters completes Command Nexus.
A probe team foil gets Industrial Automation. Successfully returns to U.N. Information Agency. Promoted to hardened.
Research bar switched to red.
Morgan Distribution taken, 17 EC acquired from energy banks.
I contacted Morgan, but refused to pay 275 EC for truce and he closed the commlink. Let's wait a bit longer. He may change his mind later.
Switching to Wealth.

2239

Fungus grows near Garden of Paradise, forest destroyed.
From now on, our tree farms, etc. lift "clean minerals" limit.


Interlude: Planet Dreams II
  Ever since the incident in the gene therapy tank, you have experienced
recurring dreams and nightmares centered around the fungal blooms which
encroach ever more rapidly on the outskirts of major human settlements.
You even postponed your most recent longevity treatment in an effort to
avoid the trance state, but the dreams have now crept into your normal
REM sleep as well.
  In your most recent dream, just before the major bloom near Garden of Paradise,
the presence you have come to call "the Voice" returned once again.
  "earthdeirdre." From some invisible spot just behind you.
  "Hello, Voice. Who are you?"
  "who. difficult concept for we, earthdeirdre. mind and flower: many
dreamings. never before another. you may call we 'voice.' growth dream
comes! beware."
  "Beware? What do you want, Voice?"
  "want. more confused deirdre thinking. ache of slumber broken. earthdeirdre
is animal we. stranger we. animal: energy! mines! roads! sensors!
condensers!! boreholes!! breakers of flower dream. end of joy.
growth dream now comes: end of animal."
  "Stop it, Voice. Why are you telling me this?"
  "why! dream word! dream song! why why why why why why why why
why why why why why why why why why why why why why why . . ."
  "Silence! Get out of my mind!" >discontinuity<



2240
90 EC from destroying an Isle of the Deep with mindworms.
Morgan wants to talk. Now he wants 240 EC for end to Vendetta, and does not agree for 120.

=====
Zakharov has quite a lead in research. He has 5 technologies that we do not possess:
- Superconductor
- Field Modulation
- Secrets of the Human Brain
- Synthetic Fossil Fuels
- Doctrine Air Power

Miriam has 3 of the above:
- Superconductor
- Field Modulation
- Synthetic Fossil Fuels

We could get from that red bar Superstring Theory, but other techs are possible like Adv Military Alg., not sure what else.
Anyway, I think we could probe Miriam and Zak and until then we could run more economy and take advantage of these EC.

Morgan distribution is making Cadets. They will get a morale upgrade, but the intention is to upgrade them to either some attack or one more defense unit. A trick to get +1 morale without loosing ability slot.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 23, 2015, 06:39:56 AM
Quote
Well, are planes such a threat to large boils?..
PSI combat has a 3:2 ratio by default.
This means that if you attack, you have advantage, but if you defend, you are at a disadvantage.
Thus, unless you have overwhelming odds, a force consisting solely of mind worms is a bad idea.

In this particular case 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.
You can see this odds in all battles by having "Confirm odds before attacking" on in preferences.

Finally, we don't yet have AAA tracking ability, which means we're at a significant disadvantage vs air power no matter what we do.

Thinking of this, it may be that actually forward base vs University is not yet a good idea as it may get harassed all the time.

We don't need forward sea colonies anymore either.
We have captured forward bace near Morgan/Yang and more Yang bases can be captured to give us forward bases vs University. ;b;


We should attempt to take care of University Impact Foil near UN Commerce Committee with our spore launcher and that 4-1-1 artillery in fungus.


If we plan to use Command Nexus, Knowledge is the better SE choice as it does not halve its bonuses.


We can now have 10% psych allocation, with adjustment in 5 bases (crawlers crawling food to make up for lost intake).


Also, we should now add "Explore" to our research priorities as we need to get the EE line and may possibly get other good techs as well.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on June 23, 2015, 08:12:15 AM
Quote
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.
You can see this odds in all battles by having "Confirm odds before attacking" on in preferences.
Never tell me the odds! (tm) i know them already.
But -those mind worms we have gotten for free, and what are they good for? Even if they harm our opponent a little, we are good. If they destroy enchancements (for example,  that sensor array), they have done plenty. Way i see i, they should be run as deep into Univercity territory as possible, scouting cities, destroying sensors and farms along the way. If they can kill a former unit - great.
Eventually they will be destroyed by Univercity, sure. That's the way of all flesh, as the saying goes.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 23, 2015, 08:22:31 AM
1. If we get something for free, it doesn't mean its useless. We're using them to explore and they will be useful later when upgraded and coupled with proper units.
2. Mind worms cost no upkeep when in fungus. Since there is no cost, there is no reason to dispose them at all.
3. We don't hurt University by making a suicide and damaging some unit. We might even help them as they get promotions.
4. If properly fungus farming, mind worms are actually generating energy credits.
5. They cant rampage in University territory. University has enough units to dispose of them swiftly.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 23, 2015, 12:54:27 PM
I was not sure, if taking Morgan Distribution near Unity Wreckage was a good idea. But I did occupy it.
The main problem is, that Morgan has a lot of units in a base 3 tiles away. Only one is 2-2-1, the rest like 1-x-1. And that convinced me, that we have a chance to keep it. Though getting quickly more units there would be a good thing. Morgan is making (or was) a colony pod in that area. He can switch to it again. We also do not know how many units he may have in the area, that we do not see.

Yes, we have still land area to colonize. Westeros to the west and Sunny Mesa to the east. We can use them before colonizing sea. We could make some sea bases or a base near our present coasts, if there are some good tiles (bonuses). Sea pods are expensive though, even though they have recycling included.

With crawlers our development will speed up. While I would advocate economic growth at this point and probing for 5 techs (or more), exploration could be made by probe teams and foils, which would also scout for incoming Univ and Believer units.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 23, 2015, 12:58:33 PM
But it was a good idea.  ;b;
We also have a bunch of units to complete conquest of Unity wreckage island.
By then we will have D:AP and can take out Yang.
We don't really need Morgan posessions down south nor perhaps any others, but the Unity wreckage island poses direct threat if air units are used from it.
Since University is pacted with Morgan, that's a realistic possibility in the next few turns.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 23, 2015, 01:47:36 PM
If you think about it, Morgan is an excellent pactmate for generating trade income.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 23, 2015, 02:36:45 PM
Well, Geo, I'm sorry for being harsh but I thought you had made a blunder. I didn't know it's that rule that changes the gameplay so much. So sorry for the misunderstanding, obviously you did what you had to do.

That we all knew we play different versions and still believed it can work somehow is another story, isn't it?  :P

Mart, what's the current status of the rules? Because I see PSYCH at 30% in the latest file. Does it mean you play at 8? Because I don't think I want another copy of SMAX with a temporary rule which was neither asked for nor needed.

And with IA and AP soon to be stolen, the game is essentially won. I wonder if we could make a side-switch or play another game with some self-imposed rules (no crawlers, maybe no air power, etc.). Tech stagnation combined with blind research worked great.

One thing about PSI fight - aircraft engages mind worms at 1:1, only ground units get 3:2.

Neither Santiago nor Morgan would be our pactmates for too long due to our SE choices.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 23, 2015, 03:59:15 PM
I play with rule 8, as the original 3.4 patch files, as it seems mostly players in this game have it.
However, if the change is made in the "First Pbem" game, we will have more players with rule 0 over here also. And we might all switch to rule 0.

As this game is not as strict as MP game and we play here on "the fun of it" side, we may relax these things and even agree on playing with either 0 or 8. So far, this is a question of adjusting psych and/or specialists in bases. Not perfect to have different settings, but this is singleplayer, so AI gets everything as the human player currently has.

There is quite more to tell about that whole issue (of rules in alphax.txt and patches). But this thread is not for such discussion. I already "stole" several posts on the topic, and this says only part about it. I am not sure, there is point in going much into a lot of writing about it, as it was because of a mistake during coding and testing (as I know). We all make mistakes from time to time.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 23, 2015, 04:09:56 PM
Since Rule 8 is just a mistake as it was not supposed to be in the patch, I suggest we all switch to Rule 0.

But even with Rule 8 it's possible to lower psych to 10% without serious consequences (5 bases need adjustment).

Quote
aircraft engages mind worms at 1:1
That means mind worms are currently our best defense vs aircraft and thus should be saved and moved towards potential combat zones.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 24, 2015, 10:40:57 AM
My vote also goes to: we can play with drone rule 0.
But if someone wants to have the patch 3.4 version with its value 8, that's ok.
Every player in the beginning of the 5 turn term can adjust psych/doctors.
They can even run constant drone rioting if they wish so...  ;domai;
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 25, 2015, 09:14:02 AM
Set rule 0 and checked with 0% psych - 4 cities need adjustment, 2 of which need to crawl condenser to make up for lost food.

Vishniac is next I think, but he may be skipping it.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 25, 2015, 09:36:50 AM
Its about 3 days after the previous player posted. I'd say next one in line can have a go.
Just put my 'drone rules' on 0, down from 8.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 25, 2015, 01:27:31 PM
I'm sorry guys, if it's me, I need to skip until Monday. Some work today, leaving for the weekend tomorrow.

Instead of skipping I can swap with someone, depending on how many of us are left. And if we're getting dropouts, maybe it's time to think about something more challenging, like switch sides or another scenario.

EDIT: Be back Monday but maybe also Sunday.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 25, 2015, 01:29:58 PM
So, Geo, you can have a go.
Because Bodissey seems absent for a week or so (been waiting on him in a PBEM).

I see somebody has been checking out my profile at Apolyton.  ::) :P
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 25, 2015, 02:44:23 PM
Stumbled over a 2005 post yesterday.  Was tempted to go with Kirk getting his drank on...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 25, 2015, 02:47:25 PM
It's likely I'll fit it in tomorrow, but can't say for sure. Geo, go ahead if you want to play today and maybe I'll take your turn tomorrow.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 25, 2015, 02:52:18 PM
Okay. Downloaded.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 25, 2015, 05:50:15 PM
MY 2241
Changed energy allocation to 40/10/50 (79ec/turn, 11 turns research), and adjusted drones to Technicians/Doctors where necessary.
Probed a Morgan scout rover for 38 ec near Morgan Distribution.
Rushed 3 RH's to completion.
Switched production in Morgan Distribution to an impact artillery.

MY 2242
Drone riots in UN Planning Authority and Fallow Time.
Started to rehome former units to newer bases without formers of their own when passing through.
Popped a few seapods and took out a couple native life. Over 200 ec's collected and an impact foil was brought closer to the University foil bombarding the area around UN Commerce Committee.
Added "Explore" to the research options for the change of starting research on SFF.
Rushed the Hab Complex in Children of Earth.
A damaged IoD healing in seafungus in Hive territory survived attack by an Impact foil.

MY 2243
Severe clouds and haze causes -1 ec/tile in The Hive for the next 10 years.
Drone riots in Fallow Time.
Gathered 150 ec from a pod pop.
Lost an arctic scout due to native activity.
Children of Earth grows to size 8.
We researched Field Modulation. New tech is a green one, and comes in 12 turns.

MY 2244
Drone riots at UN Planning Authority, Children of Earth and Virgin Soil. Something weird at CoE though. The base growed 2 turns in a row while it shouldn't have. It is now size 9.
Probed Morgan Interstellar, but only a map was found. Lost our team though.
Dreams of Green founded on Westeros Island. Bureaucracy drones warning. Had to ajdust some Specialists.
Our local rover popped the enearby pod and 'cloned' itself.
UN HQ finished our first speeder supply. Could be used (upgraded) for quicker construction of a Secret Project.

MY 2245
Am I missing some tidbit of the game or what? CoE growed to size 10 and of course rioted again. Hab Complex destroyed.
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.
Probed Social Artery (The Hive). Only the map was present. Next opportunity would be better spent on infiltrating The Hive.


At the onset of MY 2246 the University Impact Foil destroyed a seaformer near UN Commerce Committee. It is within range of our Mature Spore Launcher though, with 2 impact artilleries coming hot on its roots.
A small force can be moved next to Morgan Interstellar this turn for attack next turn.
We have to watch out with Morgan Collections' stalled probe team production. It could mind control Morgan Distribution if finished, so I recommend 2 units to be moved on the road between both bases.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 25, 2015, 06:11:37 PM
Quote
Am I missing some tidbit of the game or what? CoE growed to size 10 and of course rioted again. Hab Complex destroyed.
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.
Popboom needs +6 growth.
Planned: +2
Democracy: +2
Children's Creche: +2
Total: +6

Golden age is just another way to get +2 growth if any of the prior are not available.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 25, 2015, 07:17:41 PM
Oh darn. Totally forgot the CC. :-[
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 25, 2015, 09:23:51 PM
The food rows can only get to 50% length. At least in such games, where standard is 10 nutrients for human.
So +6 growth gets this to 5 nutrients. Easy to spot when you look at the nutrients rows.
When the length is 6 or more, you can be sure, there will not be a pop boom.
However, +5 growth is also 50% length, but no pop boom.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 26, 2015, 08:01:23 AM
... 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:
1) We switch to Hive. Our mission is to free Lal from Gaia's Landing. After which:
2) We switch to PK and play to win the game.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 26, 2015, 08:10:41 AM
Im for. I already proposed switching some time ago. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 28, 2015, 05:56:28 PM
Nobody played those past two days?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 28, 2015, 06:11:36 PM
No, it was like you switched with Geo.
But we have yet another matter to decide. More people seem to like idea of switching faction.
And my proposal is above: Yang, then Lal.
I guess, we may have a chance to loose such game :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on June 28, 2015, 06:31:47 PM
Weekends in June are pretty automatically slow - I don't know that there's cause for concern.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on June 28, 2015, 07:29:04 PM
isn't it binTravkin's turn?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 28, 2015, 07:39:28 PM
Hm, as suggested by Mart, I started to do Hive's turns. However they'll probably come tomorrow.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 28, 2015, 08:23:45 PM
binTravkin will be after Kirov this time.
Great, it will be interesting to play Hive now, which goes into aquatic faction doctrine.
To remind, we want to free Lal from Gaia's Landing.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 28, 2015, 08:35:10 PM
I switched sides to the Hive. When you do that in the future, please remember to click that right-hand lower button to switch from full minimap to local one. This way you will not glimpse into the full map when in the scenario editor.

So the entire process is:

1)   change the map in the corner
2)   Press Shift+K
3)   Press Shift+F3
4)   Choose your faction and then ‘yes’
5)   Press Shift+K again; you may now revert to the full minimap.

2146:

Our police state is in shumbles, so I started with diplomacy.

Deirdre: asked us to attack Miriam, refused. She asked for Truce, I agreed.

Morgan offered Truce and then even Treaty. However, he reminded us that we’re all treacherous con artists. Yest, that means every one of you.

Santiago asked us to attack Uni. I refused, to which she said nothing. When I asked to trade tech, she said our research is worth precisely tick. Seriously, I don't even remember a diplomacy line about "mindless minions". I wonder if AI exchange such quips every now and then.

Miriam demanded GS, I tried to trade it for SFF but in vain so no. I offered Treaty, she demanded 50 bucks, no.

Zak asked us to attack Santiago, I said no but got Treaty anyway. No tech sell, either.

I disbanded some excess units and switched production to land colony pods and network nodes. What we badly need is energy-related infrastructure.

Energy allocation 20/10/70, giving us 1 ec/31 turns.

2147:

Gaia started PTS and Datalinks, Uni started PTS.

I’m preparing to roll some colony pods and then formers onto the ground.

It seems we inherited some AI bonus like for the example only the fourth guy is a drone. Industry has been changed as should be. I don’t exactly remember how it all works.

2148-9:

More unit moving, slow news day.

2150:

Gaia completed both PTS and Datalinks. However, after the switch she dropped down on the power graph, a clear punishment for not being us.

51:

Port Yang finished a colony pod, Social Artillery – RecTanks.

A few notes:

I set only “Build” as priorities but we should discuss it.

I wasn’t sure if we want to start a conflict over tech probing. What are your thoughts, guys? On the one hand – free techs, on the other – we may come to regret that. Infiltration should be done before we decide, however I pushed our transports way more to the west.

I realized I made a mistake with disbanding – we need 2 police units in each base (I thought they do double duty but not at our stage).

I started to remove fungus near our HQ as I didn’t want to dismantle that farm.

Remember that we have poor lab output but OK portfolio of techs, so we can use that.

At the most general, what do we do? I think we need more bases with energy (forests/harnesses/RecTanks) and maybe popboom for librarians? The decision to go back to war depends on infiltration, really.

And of course, our holy quest - we can pull it off either by squashing Deirdre like a bug or like cool people do - by staging a small invasion directly at her HQ.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 28, 2015, 08:55:22 PM
our difficulty level may be the AI - librarian? As SMACX set's that at the game creation.
That can be changed in scenario editor. And the option is "force difficulty level."
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 29, 2015, 05:19:15 AM
Quote
At the most general, what do we do?
The idea was to free Lal from Deirdre and then switch to PKs.
But if that's dropped, I'd say conquer Morgan ASAP.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 29, 2015, 11:07:49 AM
The idea was to free Lal from Deirdre and then switch to PKs.
But if that's dropped, I'd say conquer Morgan ASAP.

I know and I keep that in mind, but the issue right now is "what do we do with our awful situation?". We need to get a grip with the Hive before challenging the rulers of this world. I'd start with some densely packed bases, add infrastructure and then then probe one of the other factions (maybe start with Zak for his Air Power; whatever happens, D:AP is always a huge advantage to the human player).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 29, 2015, 11:19:11 AM
Freeing PKs only require a couple of probes though.
And then we will arrive at a completely different situation.
I will try it later today.

Also, you can switch factions without using scenario editor:
1. Start multiplayer TCP/IP game lobby.
2. In map field choose "load game", browse to file.
3. after game loaded, switch first player (you) to needed faction.
4. Start game.
5. Save.
6. Reload in single player.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 29, 2015, 11:53:48 AM
Ok, so I loaded it up and it looks like indeed it won't be so fast simply due to time required for our probe foils to travel to Gaia's Landing.
They should have a decent chance to sneak past, but we will likely need 3 of them as elite probe teams in the test game had 75% success rate and our disciplined ones would probably have 50%.

I still think we should conquer Morgan. Should be easy with some fleet acting as artillery.
Once we conquer the 1 base that is close, we will not be in range for his air power either if he obtains any.
At least we can get some of the needed techs from him because he's right next to us.
Our research is useless at the moment and I don't see it becoming competitive before we free PKs, so probes all the way. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 29, 2015, 12:18:57 PM
Ok, here's a plan, roughly.
I'm posting it because it is longer than 5 turns, so I can't execute it alone.

1.
Build 3-4 probe foils ASAP. Set them en route to Gaia's landing via Western approach (West along former PK territory). It may be longer, but it seems safer. If one of them is produced significantly sooner than others, infiltrate Morgan.

2.
Use our "normal" probes to obtain techs from Morgan.

3. (meanwhile)
Prepare for war vs Morgan.
+2 foils for a total of 3
+2 1-3-2 defenders
+2 4-1-1 attackers
More attackers + probe teams later, when invading Morgan's mainland.

4.
Be ready for arrival of our probe teams at Gaia's landing to immediately probe techs and capture both Gaian bases near us as soon as Deirdre declares Vendetta in retaliation, so Gaian's can't attack us easily.
Capture those bases before switching to PKs or Hive will be doomed after switch (but on the same turn, if not managed, switch to PKs to not lose turns).


I think we should go full probe + conquest until switch to PKs.
The chance we can catch up by our own research is something really close to 0.
And with probing and conquest we can at least give a chance to Hive after we've switched.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on June 29, 2015, 02:30:44 PM
You better sign me off the player list. Had to reformat my hard drive, and I don't know how long its going to take to have the desk top working properly again.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 29, 2015, 08:19:57 PM
So, I'm playing it now.

MY 2152
Got two loans - from Morgan and University.
This creates negative balance, but we should use it to build a force to conquer Morgan Collections and possibly all Morgan bases.
I suspect University might also declare a Vendetta on us sometime soon..  ::)

End turn: a sudden worm destroys our unit at Social Artery.


MY 2252
3 new bases build - People's Endeavour, Unity Lair and The Drone Mound.

End turn: Mindworms attack Social Artery, half of citizens slaughtered, Recycling tanks destroyed


MY 2253
Nothing worthy of note happened. :)


MY 2254
Two special ops teams depart to Gaia's Landing. Their voyage will be long, but we trust them to fulfill their mission.
They are accompanied by an escort ship
They will be followed by a naval special ops group, after it completes infiltration (?*) of Morgan Collections

MY 2255
A special ops team departs Port Yang towards University territory.
The transport ship is not fully loaded though - it will pick up another special ops team from Sea Hive.

* - we should probably try to probe for tech first as it may give immediate benefit

A few comments on what I did here:
1. I loaded two probe teams unto a foil and departed them in general direction to Gaia's Landing. As of start of the turn, they are @ 93,45.
2. I kept our Impact Foil in area with the idea that it will escort the transport foil in its mission. It is currently at 97,51.
3. I built a probe foil team with the intent that it would be the 3rd probe team which will attempt the mission of freeing Brother Lal. However, since it is faster, it can take two probe team actions and still catch up with the transport foil. It is currently @ 87,39.
4. I started building a probe team at Social Artery, it could be used to infiltrate Gaia.
5. I built a few probe teams in bases further to the East. The idea is to unload them in University territory, next to base and steal tech. The foil carrying one of those probes is @ 72,78 and I moved it to pick up another probe team from Sea Hive.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 29, 2015, 08:20:54 PM
And the save
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on June 30, 2015, 02:32:32 AM
So we earned as Gaians 316 victory points.
A message to all score-oriented team members.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on June 30, 2015, 01:08:24 PM
I forgot that freeing captured leaders is done via probe not HQ conquest. This shouldn't take us long, right? Maybe instead of focusing solely on our mission, we can help out our Chairman a bit?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on June 30, 2015, 01:25:31 PM
It will take some time as we have to probe HQ.
That's why I sent those probes already.
Meanwhile we should get up to tech with probing and conquer Morgan.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 01, 2015, 09:25:13 PM
GAIAN NEWS NETWORK

Gaian government in shambles

Lady Deirdre has not been seen in public for past three days. Government official are silent.
What is more, some of them seem to be missing. Our sources in the government report, that
a number of Gaian Council members have left faction territory. Where? Unknown yet.
Following this news, we acquired information from our secret source, that Commisionar Pravin Lal
has been transferred to another facility two days ago.  The same facility, where the newest mind control
techniques are researched.
"Is he interrogated again?" we asked public relations Gaian Government official, but there was no response.
It is also worth mentioning, that Hive Division of Gaian Probe Office has been put on "high alert" yesterday.
We are eagerly awaiting new developments.

And as always, for you, the most recent and most important news from Gaians Stepdaughters.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 03, 2015, 12:07:23 PM
It's Kurvivor's turn now, right? And I hope Bodi gets back to us for his turn, he's been gone for some time now.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 03, 2015, 12:10:19 PM
Yes.
But it's been 4 days since turn posted.
Maybe he's enjoying the summer. :)
So I'd say Mart can play it and let's move on.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 03, 2015, 12:12:47 PM
Kurvivor is around, he just probably wasn't sure who's next.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kurvivor on July 03, 2015, 07:38:57 PM
Dreadfully sorry
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?..
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 03, 2015, 07:49:52 PM
Ok, I can play next round.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on July 03, 2015, 08:31:09 PM
Dreadfully sorry
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?..
This 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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 03, 2015, 08:59:40 PM
Morgan can sell to Hive Social Psych for 100 EC.
My guess is, that Lal will give him [Yang] that tech, but it is not certain.

Anyway, worth buying or not?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 03, 2015, 09:02:02 PM
I think not.
Only really good techs are now worth our credits.
The likes of IA, SFF, D:AP.
The rest we will get from probing.
We don't even need socpsych anyway. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 03, 2015, 09:03:59 PM
Yes, I got Police and Cadets already. Military Academies are being built as we speak...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 03, 2015, 09:42:46 PM
2256
Traded Intelectual Integrity from Santiago for 100EC
Well, well, well... Zakharov was ruthlesly attacked by Miriam!

2257
Deirdre takes the only remaining Morganic base near Unity Wreckage.

2258
... +60EC from planetpearls. This is abuse, it should not be in the game with such large energy bonus.

2259
Gaian foil (4)-3-4 spoted. Deirdre has some considerable military spending...
Interesting, Morgan would sign Pact, but only if we [Yang] join vendetta against Deirdre.
Not really worth it that way, having truce with Gaians makes our approach to Gaia's Landing so much easier.
Zakharov returns two our probe tems to HQ base.

2260
I tried to infiltrate Morgan Collections, but the area is strong with Gaian Probe teams.
That's luck! Our hardened probe team survives an attack by commando Gaian probe team, near Morgan Interstellar. They are returned to Sea Collective a moment later though.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 03, 2015, 11:38:39 PM
It is possible to approach Gaia's Landing from south. Unfortunatelly, only 2 probe teams would have a shot at freeing Lal.

Upon mission completion, I would propose:
1) give all techs to Lal, as he is going to give all his to Yang.
2) switch to PK the very same turn.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 04, 2015, 07:05:54 AM
Looking at the map now it seems that the foil containing 2 probes should be redirected West as the East approach is very long.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 05, 2015, 05:39:39 PM
Is our game too intense? We seem to be loosing momentum.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on July 05, 2015, 05:44:10 PM
I'd guess a lot of it is summer in the northern hemisphere issues.  AC2 shouldn't be as busy as it is in July...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 06, 2015, 12:15:30 PM
Yea, it's the summer. :)

But we should not worry and move on.
Kirov is next, if he wants to skip, I can do it, as Bodissey and Geo may be skipping too.
Or maybe Vishniac wants to come back now that we've got much less MM to do each turn.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 06, 2015, 12:40:07 PM
Desktop is patched again. Only need to install the game and patch it with Yitzi's 3.6.

I'll wait until Kirov pops in to see who's next.
So, what drone rules did we use again? 0 or 8?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 06, 2015, 12:44:04 PM
... patch it with Yitzi's 3.6.
Already?
Quote
So, what drone rules did we use again? 0 or 8?
We seem to agreed on using rule 0.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 06, 2015, 01:02:25 PM
Should we all move to 3.6 then?
I was playing it with 3.4.
Could it cause problems?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 06, 2015, 01:04:00 PM
Should we all move to 3.6 then?
I was playing it with 3.4.
Could it cause problems?
Current Yitzi patch is 3.4
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 06, 2015, 02:06:45 PM
My mistake. ;cute
No 3.5? :P

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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 06, 2015, 03:10:25 PM
...
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.
Code 0 is the "old" setting, before new functionality. Which may be not true for all new alphax.txt entries, that Yitzi makes.
The remaining values can be added to have multiple functionality, e.g. 3 means 1 and 2, both active.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 06, 2015, 03:31:06 PM
I thought Kurvivor was next?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 06, 2015, 03:32:51 PM
Kurvivor skipped his turn.
It is Vishniac's turn, but he did not play his last one, so I don't know this one.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Vishniac on July 06, 2015, 05:36:31 PM
I won't come back, thanks for all!

Someone revived an old PBEM where I need to fulfill my duty.
And this succession game finally wasn't so appealing (but at least I learnt new tricks  8))
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 06, 2015, 07:15:05 PM
We are presently in Hive faction, performing some actions that Lal brainwashed convinced us to do.
We are on Deirdres blacklist. So far she has not attacked Yang, but for how long?
Kirov? You are the next XO of our mission for 5 MY.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 06, 2015, 09:12:33 PM
Kirov? You are the next XO of our mission for 5 MY.

Who's the CO then? :P
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 06, 2015, 10:04:55 PM
Kirov? You are the next XO of our mission for 5 MY.

Who's the CO then? :P
Lal? (Brainwash Followers Master)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 06, 2015, 11:22:22 PM
2161:

Moved one transported probe at C. Burrow to infiltrate Deedee.

Tried to speak to Zak, but he politely declined.

Home wise, I decided to continue to build RecTanks and formers and add forest where possible. I decided not to spend a single penny until I have to.

2162:

More unit moving.

2163:

Zak and Dee started Ascetic Virtues.

Dee called me and demanded to go to war with Miriam. Terrified, I nodded in silence. I managed to murmur an invitation to a Treaty, but instead she scolded me for my central planning economy. I run away and cried all night.

We infiltrated Deirdre. More crying.

2164:

Truce between Deirdre and Zak. That was fast.

2165:

Truce between Miriam and Dee.

The northernmost foil probe run into an IoD! Just two turns away from Gaia’s Landing.

2166:

Several things happened:

- we got SFF; next is Build in mere 30 turns
- C.Burrow finished a foil probe team
- drone riots at Sea Collective; sorry, I thought I’m safe; that second garrison units needs upgrading
- the poor foil probe in the north survived, but please proceed with caution


So you get a shot at freeing Lal plus we've got free transports and probes to infiltrate Morgan or whomever we want. Gaia is going a very interesting way and she may prove pain in the cheek to overcome. Which is good.

One more thing: with Lal, I would try switching difficulty to Transcend so we don't get free non-drones.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 07, 2015, 06:38:31 AM
Quote
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).
Unless you know a way to edit it in file or scenario builded.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 07, 2015, 09:22:52 AM
Deirdre, when being probed for freeing Lal will most likely stop being polite. Then, if we fail, any subsequent probe teams may have very difficult time to approach Gaia's Landing. So the intention to place first multiple probe teams is very valid.

We could try southern approach. There is this bay south of Gaia's Landing, that reaches quite to the north. A probe team could land there and arrive to the base yet the same turn. We can hope for having clear path along the roads.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 07, 2015, 10:12:48 AM
Remember that unloading the probe team takes 1 move. So, it needs to be no more than 2 tiles away from Gaia's Landing to manage arriving the same turn.

What do you think about switching our research priorities to either Explore or Explore+Conquer?
We should get IA from probing Morgan and we have prerequisites for D:AP which is now THE tech to have.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 07, 2015, 11:43:22 AM
Yes, I think it is like exactly 3 tiles.
Single Explore is better, the game will choose a tech from all 4 anyway, just with varying chance.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 07, 2015, 11:48:07 AM
Disembarking units from a transport always takes 1 mp no matter the terrain, so we either unload next to the HQ or on some road 2 tiles away.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 07, 2015, 01:57:21 PM
So, Bodissey is next according to the list. Do I wait a couple days or play my turn?
Also, is the plan to switch sides the moment Lal is freed?
I never switched sides before so would need the procedure spelled out.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 07, 2015, 02:04:21 PM
Yes, immediately.
You can probably finish the turn actions though for Hive (without clicking endturn) and maybe do some "ordering-up".

Procedure:
1. Save game
2. Go back to SMAX main menu
3. Start multiplayer game, TCP/IP, Host
4. Click on map option, should show you dropdown with one of items "Load game", choose that
5. Select the save, it will be loaded
6. Choose first player (you) as PKs
7. Load
8. Save game
9. Go back to main menu
10. Start from the game you just saved as normal (just note you will have <5 turns).

Looks long, but it really is not. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 07, 2015, 07:44:37 PM
MY 2266

Upgraded the plasma garrison to police plasma garrison in Sea Collective.
Weird though, I can put psych energy allocation down to zero and run 3 specialists.
Moved the available probe teams/foils out and about. One down to Morganite territory, the rest cautiously norths.
Our 'friendly neighbour' up north is in 3 tiles of Gaia's Landing.
Switched C. Burrows to a trained plasma foil.

MY 2267

Drone riots at Sea Collective have ended.
Deep Community finishes Sea Formers and starts on a Network Node.
The Gaians have signed a ToF with the Morganites.
Our probe foil has, before being discovered and captured, freed Commissioner Lal from his cel and accompanied him to an unknown location together with a band of his followers.
Due to his eternal gratitude, he releases the Peacekeeper files on Social Psych, Polymorphic Software, Progenitor Psychn, and Adaptive Doctrine to us.
Lady Deirdre is none too happy about this and declares vendetta. The Spartans intervene on her behalf.
Since we're at Vendetta anyway, 2 probe teams near Greenhouse Gate follow up with and manage to frame Colonel Santiago in return for Gaian files on Ecological Engineering. They are both captured though.
The escorting Impact Foil attempts to pop a nearby seapod, but only discovers and IoD.

MY 2267 continued

I contacted Chairman Yang to express our gratitude, but get rebuked for flying Democracy under our banner, and presses us to declare Vendetta upon Miriam of the Believers, which I do.
Must be the lingering effect of our former residence, the Punishment Sphere.
Nevertheless, when asked for a file exchange he magnanimously offers us Intellectual Integrity and a complete map of Planet as he knows it.
We arrive near the south pole southeast of a landmark with deep intrusions in Planet's crust, and plenty of fungal fields.
It seems quite a number of our people have kept the dream close at hears, because we are accompanied by 30,000 colonists and 4 high-force military units, a basic Former unit and a scout rover.
2 pods are nearby, but for now I let them be until we founded a new base.
We arrive 1 tile away from the sea, so decide to move one colony pod to the coast, while the other 2 move on a fungal river tile into the nearby canyon.
A mind worm blocks the way though, but is taken care of.

MY 2268

Our column moves cautiously along the river in the Nessus Canyon, and finds a perfect location smack in the middle of fertile riverlands and ore-rich strata.
We found the base NuDawn right there, and it already proves to be a popular place since 40,000 citizens flock there, with enough building materials to provide NuDawn with a Rec. Tanks/Commons, Energy Bank, and HQ.
A Network Node is put in the production queue due to the opening of a nearby pod, but unfortunately it was occupied by a Spore Launcher which was quickly dispatched by our scout rover, yielding us an extra 30 ec.
After this stern reminder of Planet's reality, production is changed to a former. Because fo the fervent celebrations, a new unit is created, named Peacekeeper Platoon.
Second base is founded at a dry spot on the coast, and since its location is so southerly, is aptly named Amundsen Station, and starts on a Rec Tanks.
With energy allocation marked at 50/0/50, we receive 4 ec/turn, and technology every 31 years. We're only 12 years away from finishing a Discover tech though.

MY 2269

Prokhor Zakharov orders the start of the Supercollider.

MY 2270

Hercules approached perihelion.
Our third colony pod pops a pod at the northern end of the Nessus Canyon, it contains an alien artifact.
An independent Pulse Sentinel pops a coastal pod east of NuDawn, and gets cloned.
Our free former finishes a sensor array between Amundsen Station and NuDawn.


MY 2271 brought us a notification that Deirdre is about to finish the Ascetic Virtues.

Well, that's it. Not too shabby a start.
The third colony pod is adjacent to two tiles which might be fine for settling (73,57 or 73,59, with the latter having a seamineral bonus within reach) at the northeastern end of Nessus Canyon.
Next tech in 8 turns, we have 98 ec, and NuDawn is ready to start a new production (the base is now in Stockpile Energy after finishing a former).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 07, 2015, 09:31:13 PM
Wow, that's nice! :)

I shall continue right away.

MY 2271:
U.N. Temple of Sol is founded @ 73,57
We trade University's commlink for 95 EC
We ask Hive for tech, get Optical Computers. This resets our tech progress, apparently it was the tech we were researching.
We contact University. Zakh is nice and gives us Deirdre's commlink. Zakh offers Treaty which we accept. Zak sells us IA for our maps! We borrow 97 credits for -2/year from Zakharov. We buy Morgan's commlink for 25 ECs.
Turns out we're @ Vendetta with Deirdre. Since she is also in Vendetta with our master Yang, we will not contact her for now.
We sell PolyMorphic Software to Morgan for a Treaty. We take a 222 EC loan for -4/yr from Morgan. He closes commlink.
We switch to Wealth SE choice.
We redirect our research to "Explore".

END Turn:
We get warning of Ascetic Virtues almost done.

MY 2272
We switch to Free Market SE choice.
We make Pact with Morgan.
We get SFF from Morgan!

END Turn:
Chiron Preserve (Gaian) builds The Ascetic Virtues
The Coming of the Lord is captured by University forces

MY 2273
Nothing in particular

END Turn
University moves some more units into The Coming of the Lord.

MY 2274
Nothing in particular

END Turn
University captures House of Martyr's who then capture it back.

MY 2275
We get 100 ECs from a pod.
We get Advanced Military Algorithms from Morgan.
We trade EE for IA from Yang.

END Turn
Sunspots! All diplomatic activity interrupted for 20 turns! Means we will need probes.
University destroys House of Martyr's.

I leave PKs with 289 ECs and +15/turn.
I suggest we not be shy and use ECs to rush rectanks, crawlers, formers, colony pods, foil probe teams (or foils + normal probe teams) and whatever other things that make us grow faster as we need every bit of speed to catch up with Gaia.
We now also can and should build condensers and popboom.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 07, 2015, 09:31:54 PM
And the turn.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 07, 2015, 10:08:45 PM
Interesting, that in that point of the game, such faction gets 3 colony pods and the new hq is size 4 at the beginning.
This makes it easier to grow.
We have a lot of unexplored land (islands? or minor continent?) to the west.

Kurvivor's turn, if he wishes to play.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 08, 2015, 12:18:15 PM
Sunspots! All diplomatic activity interrupted for 20 turns! Means we will need probes.

No vendetta if we steal a tech or something?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 08, 2015, 12:24:06 PM
I think so, but am not sure. Maybe others remember?
If yes, we should be building probe foils ASAP!   :danc: ;lol
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 08, 2015, 02:26:59 PM
...
No vendetta if we steal a tech or something?
When sunspots end, they will open commlink immediately and in "unhappy" manner declare vendetta.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 08, 2015, 02:32:46 PM
Ok, then we should be careful.
We don't need to upset Morgan as he is happy with us.
We don't need to upset Yang as he is geographically close to us.
We should be vary to upset University, as he seems to be open to trade.
We should be vary to upset Spartans - they may be cooperative. They won't like our Wealth choice, but they probably have little tech anyway.
We are free to probe Gaians and Believers as much as we want. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 09, 2015, 09:33:53 PM
Ok, I'm playing...
===
2276
Found 50 EC in a pod.
2277
Sunspots. No TV.
2278
Sunspots. No TV.
2279
Another AA.
Time for some investments. 44 EC into Recycling Tanks.
2280
Forest expands near our capital.
U.N.Headquarters (Gaian) builds Empath Guild
Buran Prospect (University) builds The Supercollider

Lal took a note handed to him by the communications officer.
"Just received from the postal hiverian boat 'The Pigeon'."
"Hmmm... I didn't know we were building this facility. So do we have infiltration now
into all human settlements on the planet?"
"Ahmm... The United Nations Headquarters, Commissioner, is currently occupied. By Deirdre, Commissioner."
"Ah, yes. Hmmm. I must be loosing my mind. So, Zakharov can play now with this new toy of his,
THE see-you-per-collider. And we? Hurry the network node. I want it operational next year!"


Spendings for building companies:
48 EC - recycling tanks
112 EC - network node

Forest expands near Amundsen Station!
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 09, 2015, 10:57:40 PM
Completed network node in NuDawn. This is more for avoiding "network overload" event, than for real research speed up. While we can trade, infiltrate for additional techs, I think economic growth is more important now. We are out of land for new bases, but to the west, there seems to be a lot of land or islands. Good to explore there. sea colony pods are a bit too expensive, but still worth making, as we get free recycling.

=====
Well, to the north-west, which is west from Yang's position, there is some largely rainy terrain. Fast growth.
I designed in workshop a transport with deep radar. We may have like in around 10 turns a base there.

=====
This transport is called just "Transport"
It's price is also 3 rows, so we get the deep radar for free.
It may be worth designing armored transports, as hostile factions do have some navy.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 10, 2015, 09:09:56 AM
Mart, it would help if you updated the list in the OP with only the current players. IIRC, two of them left?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 10, 2015, 09:30:19 AM
I updated the list with players.
Some are given inactive status, that can change any round to active, if/when they wish so.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 10, 2015, 11:44:53 AM
Thanks. Now its relatively clear I only need to wait on Kirov. ;)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 10, 2015, 11:56:29 AM
Thanks, yet again I wasn't aware it's me now.

I'm thinking about SE - are we sure we want to have FM just when we embark on a life of sweet pirateering, mateys? My take was that our own research won't matter for a while.

But yes, I'm quite sure than in sunspots you still get vendetta for probing.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 10, 2015, 12:00:06 PM
Probably planned would be better at this moment, especially, when hurrying, we just have benefits by paying less EC, which may be better than having larger energy income in our current state.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 12:17:09 PM
With Planned our EC income drops by 31%, while rushing becomes 12.5% cheaper.
So cheaper rushing wouldn't be the reason to switch.
We don't have any fleet either, so no pacifism drones until we have it.
And we don't have much surplus food to make use of the growth bonus.

So, Planned may be good, but probably not at the moment.

About Vendetta from probing during sunspots - perhaps we can cut ourselves loose from Yang this way? :)
Though we benefit from the commerce, capturing his territory may be worth it.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 10, 2015, 12:59:36 PM
Though we benefit from the commerce, capturing his territory may be worth it.

Do we have a big enough army to conquer him?
And wouldn't pacifism drones kick in once they leave our territory if we switch FM now?
And lastly, Hiverian bases are pretty close to Deirdre's territory now. Are we ready to tangle with her already? :-*
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 01:17:30 PM
The question is not really if we can defeat Yang now, but rather IF we should and how soon.
I would say yes to IF and we can start around the time sunspots end.
Our HQ has 10 minerals/turn, so producing the necessary units will be fast.
We only need transports and a couple of foils.

And we'd get pacifism drones then, but that's some 10+ turns from now.
That would also be the only reason to switch away as otherwise FM seems better.

IF we decide to attack him, first thing to do is to steal SFF so we can build proper units.

Regarding fighting Deirdre, I have confidence, that we will do it better than Yang. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 01:41:39 PM
Actually, scratch that.
We don't need to probe Yang, we already have SFF, I got that myself.  ::)

Techs that Yang has and we don't:
Gene Splicing
Adaptive Economics
High Energy Chemistry
Field Modulation

We don't really need any of those.

So the question is purely military/expansion one - do we want to conquer Yang now?
Probably we can expand unto those islands to west/northwest as an alternative.

EDIT:
We have Ecological Engineering.
Wasn't it the tech enabling raising terrain?
If so, why not use this option?
Should be faster than island hopping.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 10, 2015, 03:27:21 PM
Environmental Economics rises terrain.
I think expanding now before attacking any other faction is better. We need "leverage" in case something goes not as we expected. With more bases we will have more production centers.
With 10 production we can make many crawlers quickly already.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 03:30:25 PM
Yes we should then spam crawlers and rehome them to new bases after we hit mineral limit in HQ.

And raise land to put more cities.
I'd say going up to at least the city count of Morgan or Yang may be a good idea since each of our cities would then get commerce from them.

Also, I wonder if AIs would agree to doubling the planetary commerce rates.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 10, 2015, 03:54:32 PM
So I infer from what you say that our long-term strategy is to deliver some good ol' thumping overseas?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 04:13:00 PM
Thump or be thumped, as they say.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 10, 2015, 04:15:47 PM
Doubling commerce rate:
Morgan - probably yes. He is making now with 8 bases +60 EC/turn. A colony pod in building, 3 energy banks in building!
Deirdre - I guess so. We do not have infiltration, but when Morgan Industries gets +2, Deirdre gets +3, and this is from treaty.
Yang - making only +4 EC/turn from commerce. One pact and 2 treaties. 3 vendettas. Probably not.

We may get 4 votes. I think Zakharov would vote yes.
Deirdre has veto.

Gaians have 333 votes! I wonder when we will be able to win the elections.
Both Zak and Miriam have like 73 votes. Unlikely, that Miriam would vote for us.
We probably could try having around 40-45 population, cause of votes doubling.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 10, 2015, 04:21:43 PM
Sounds like there's a recipe is in the making we switch sides again? ???
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 04:22:30 PM
To challenge Gaia on Council we will need to popboom.
If we can get all of our cities to 16 pop, we will not need that many.
She has 16 pop limit too, but she is now most likely running Green, thus her growth will be quite slow.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 10, 2015, 04:24:56 PM
New goal for us: be elected Planetary Leader. ;cute
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 10, 2015, 04:42:53 PM
Sounds like there's a recipe is in the making we switch sides again? ???
No, none as far as I can tell.
I will vote, that we stick to PK till the game ends.

I checked Gaians in 2281:
Fundamentalist, Green, Power, None.
Playing offensive.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 04:57:49 PM
"Preaching her tree hugging fantasies while running naked"

Means she could pop up with some elite units any time.  :o
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 10, 2015, 05:08:06 PM
Social Artery (Hive) is attacked from a monolith tile by Gaian elite unit, in 2281.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 10, 2015, 06:35:09 PM
2181:

I set supply crawlers to be built everywhere. There’s no direct need for police units right now.

U.H. High Commission founded! One step closer to total domination

One unit at the South Pole encountered a mind worm and promptly died on the offensive. No fungus combing on FM, guys.

2182:

More unit moving. Deirdre experienced some kind of bad event at Unification Cavern.

2183:

Brought AA home but didn’t add it yet. I just think that's a waste of Artifacts.

Rushed crawler at Amundsen. We need some production in coastal cities.

2184:

Hive lost Social Artery to Dee. I almost pity the poor fool. Also note there are Dee’s units at that island with People’s Endeavour.

2185:

Crap, a pod at the South Pole revealed some bugs. It’s a launcher, so maybe we’ll live.

2186:

UN Temple of Sol built a crawler.


From now on, when something gets produced and you hand over, you can always insert a supply crawler. Building another crawler is never a mistake.

I'm still thinking about Planned, both for industry and growth.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 10, 2015, 07:51:44 PM
MY 2286
Just some movin' around, switching productions where possible. No use for crawlers if there ain't improvements they can work. :p
Moved our antarctic explorer west (bad odds attacking).

MY 2287
NuDawn started a missile rover, AS and ToS work on fungal sea formers, and HighC rushed a Rec Tanks for 40 ec.
Moving one of NuDawn's crawlers to HighC for transfer.
formers near ToS and HighC start on a sensor network. Better be prepared for native incursions if they're dangerous.

MY 2288
Sunspot activity back to normal. If we wish we can communicate with other factions again.
HighC starts on a probe foil.
Crawler transfer to HighC complete, now onto somewhat more fertile grounds...

MY 2289
Some movin' around. solar collector finished just east of NuDawn.
Rushed the fungal seaformer at ToS.

MY 2290
Sensor finished near HighC. Former inactive.
Fungal seaformer at AS is awaiting instructions
Farm finished at 72,62 (east of NuDawn. Formers start on a condenser.
Hercules recedes from perihelion. Native life behaviour back to normal.
ToS started on a probe foil.

Okay. Next turn we'll discover a new tech. 309 ec's at the bank, and population stayed stable.
For now, I suggest to use those probes only for infiltration. Gives us something to gape to during our turns. ;)

The Hot Potato now goes to...?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 08:24:50 PM
MY 2291
Morgan gives us Gene Splicing
Yang would sell us Cyberethics for 100 EC, but we don't need it now.
We get Spartan commlink from Yang. We are in Vendetta with Sparta.
University is "Seething" vs us, refuses to sell any tech.

END Turn:
Gaian transport foil appears.
She asks us for 300 energy credits or she will destroy us. We refuse. She unloads 2 units in 74,54.

Things are getting interesting, aren't they?  ::)

MY 2292
Our scout rover is upgraded to missile rover for 100 ECs.
Production in NuDawn switched to missile rover.
Skimship probe team in U.N. Temple Of Sol rushed.
Amundsen Station starts on Missile Artillery.

End turn: Gaian foil runs away, Gaian units move to 73,55

MY 2293
Turns out the Gaian units are both 6-1-1. They are promptly eliminated.
U.N. Temple of Sol will build a probe team - just in case.

Gaians have started The XenoEmpathyDome.
University has started The Hunter-Seeker Algorithm.

MY 2294
We lose our newly upgraded scout rover to a sudden mindworm. :/
Our probe foil finds Gaian transport foil @ 84,50.

Gaians are attacking Chairman's Burrow. It is about to fall.

END Turn: Fungus grows near NuDawn, forest destroyed. I missed that it is over ecolimit..

MY 2295
We capture Gaian transport foil for 132 ECs, turns out there is another transport foil next to it @ 89,47 which contains a unit.
We get Planetary Economics from Morgan.
He also has EE2.
We get Cyberethics and Adaptive Economics from Yang.

END Turn:
Hive loses it's HQ to Gaia.
Gaia starts MCC.
Yang renounces our Pact.
University starts MCC.
Gaian transport foil moves SW past our probe foil (we can catch it!).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 08:25:35 PM
And the turn.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 10, 2015, 08:32:19 PM
We are on Librarian difficulty.
Should we switch to transcend?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 10, 2015, 08:59:22 PM
Yes, if still possible.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 10, 2015, 09:33:01 PM
I made sure I put all difficulty levels to Transcend (the general one, and for all faction slots) when I 'started' the TCP game. So if it didn't work then, I don't think it will work now.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 10, 2015, 09:49:26 PM
Apparently this TCP/IP launch is not correctly setting up the difficulty.
For now, I just set that in scenario editor, also we loose that "cheated!" flag.
And it seems it must be done by this special way, that Rubin recommended to me years ago.

Attached is corrected for difficulty file:
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 08:35:52 AM
Playing...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 11, 2015, 08:41:58 AM
If we capture that 2nd Gaian foil, we could mount an invasion. We have enough units to.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 09:56:57 AM
Yang is spreading fast, that's true, but we need to build while we can.
I signed pact with Yang again, also infiltrated Gaians, and it is not a pleasant view, what I see there. :)
Deirdre has 12 techs, that we do not. A lot of work for probes.
Report will follow.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 11, 2015, 11:15:53 AM
300 ec's for a truce?
How much did you spent again for rushing production, and upgrading that rover? 150+ ec's already?
Might have been a bargain!
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 11, 2015, 11:17:53 AM
We will have to probe her anyway, to get the techs.
Also, if we truce her, we lose Pact with Yang.
The rover upgrade was just panic rushing.
Could've skipped that entirely.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 11:23:37 AM
Yes, with Deirdre we cannot be sure what she is going to do next.
We might sign truce that would bring no benefits to us.
She has Yang to worry about. For now, Hive is still like twice our power bar.
Gaians are stratospheric in comparison, but anyway...
So until Yang is weaker than us, we may have relative peace. That is my guess.

Meanwhile, let us probe, probe and probe "green" bases. 12 techs await, and every 9 turns she has a new one.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 11, 2015, 11:25:13 AM
All hail the mighty probe thus. :danc:
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 12:17:04 PM
2296
Switching to Planned
Our foil probe infiltrates Chairman's Burrow (Gaian), but is lost after mission completion.
Yang signs Pact, sells Field Modulation for 100 EC.
Morgan refuses to talk.
I call for Council, agenda: Global trade pact.

Deirdre:  YEA
Yang:     YEA
Zakharov: YEA
Morgan:   YEA
Santiago: NAY
Mirian:   NAY
Lal:      YEA

Measure passes 5:2
So we get +27 from commerce.

Trading Cyberethics for truce with Santiago.
Zakharov refuses to trade technologies.
Trading Industrial Automation with Miriam for truce.

2297
Spartans capture that single Believers base on the east, it is anihilated (size 1?)
NuDawn pop booms! Population 4 and soon going up.
Bought High Energy Chemistry from Yang, for 100 EC, still.

2298
Deirdre starts Hunter-Seeker Algorithm.

2299
Gaians are about to complete The Xenoempathy Dome
There is Gaian transport foil with 2 units 6-1-1, going somewhere towards Unity Lair.
Or (?) is it our territory?
Again, some foil probe encountered, this time, I can check its faction: Hive.
Is Yang sending them in larger numbers towards Sparta and Believers?

Morgan wants to talk, finally, but we cannot trade with him. We are poor...
No can do with Zakharov. He was mentioning something about Lal and pusilamous...?
Miriam. She seems to be low on techs. Now, she asks for Advanced Military Algorithms.
Hmmmm... She is in vendetta with Yang, who is our pactmate at the moment.
But this is polishinel's secret, that it's really pretended. Yang has Deirdre to worry about.
Besides, he doesn't need to know.
Zakharov, now that is some reason to donate that technology to Miriam.
And from all the planet like increasingly hating us more, recently she became more friendly.
Ok, done.
Well, that was not good for much. When asked for Treaty, Miriam would do it only if we join vendetta
against Zakharov.
Let us not to have too many wars.

Finally, High-tech Engineering Company established in NuDawn.
(Technician specialist)

2300
Tripple energy next turn!!!
Gaian's Landing (Gaian) builds The Xenoempathy Dome
Chiron Preserve (Gaian) builds The Maritime Control Center

Chairman's Burrow (Gaian) is getting busy with Gaian troops. Colony pod, a transport and 2 military units.
No probes though, so we can connect to their internet.
Clean action is 100%,50% with our disciplined probe team.
We get Centauri Empathy. Probe team lost...


"Reporting, Commisioner!" The young functionary stands stiffly at attention.
Born in the early years of planetfall, she belongs to a generation
which knows Earth only as a distant legend.
  "Sarita, I have a special assignment for you," you say, fixing her with an
intense stare, "These samples must be taken to Dr. Brown at Amundsen Station.
See to it personally."
  You hand her a lead-lined security case. The cryopack inside
contains the stuff of nightmares: mind worm specimens. [Viable]
specimens, captured and preserved at the cost of untold lives.
Brown's team has studied the recent mind worm upsurge, and claims
that the worm boils act as a sort of regulator for Planet's ecology.
Human settlement is disrupting the native ecosystem, and the mind
worms are swarming like a kind of ecological antibody.
  Brown has also reached an even more ominous conclusion: with
modern Biology Lab facilities, mind worms could be bred in captivity
and used as horrifying weapons--against other human factions.
  "At once, Commisioner" Sarita says, stepping backwards into the accessway.
Efficient, competent and far better disciplined than the youths of the
21st Century Earth you left behind, Sarita has grown up in a world fraught
with very real dangers. Terrifying dangers once the exclusive province
of the same manner of legends and tales to which Earth itself is now
consigned.


End turn:
Gaian impact skimpship (4)-1-4 destroys our transport returning after probe action
The transport was 0-3p-3, so not that cheap.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 11, 2015, 12:22:55 PM
Why bother with transports+probe teams? Probe foils are faster!
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 12:30:07 PM
Probe teams are cheaper, so as long as you can get them by transports (that return safely) it is a better way.

I was constantly (every turn) checking AI for trading technologies, so it is worth trying, especially Zakharov and Morgan.
We know both have techs that we do not.
Probing Gaians will not be that easy.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 11, 2015, 12:33:18 PM
Well, I'll see for myself now how long we have until Algorithm is finished...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 12:48:39 PM
Oh, crap, I forgot that....
She is making 7 copies of that SP :)
The soonest is 17 turns.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 12:53:50 PM
Well, after she makes HSA, how about, we try to make her friends.
And then get her techs by trade, buying or simply she may gift some to us.

Any scenarios, how to make Gaian treaty?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 11, 2015, 01:15:54 PM
Any scenarios, how to make Gaian treaty?

Vote for her in Planetary Leader elections? ;cute
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 01:38:42 PM
...

Vote for her in Planetary Leader elections? ;cute
I think, she wouldn't remember next turn...
How about, we later switch to Green economy (for some time)
Then take her techs.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 11, 2015, 01:42:08 PM
She will probably not be selling the techs we will want, like Fusion Power, D:AP, Orbital Spaceflight.
If Gaians build HSA, it's either we go in full conquest mood and stop her or it's game over.
She is currently doing conquest without air power, so we can counter. We can also get air power from University, but if she gets to Fusion Power and has HSA..
I'd say appeasement is not going to work here. :)

We may also want to switch our research to Discover as soon as we have the prereqs for Fusion Power.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 02:06:16 PM
Gaians have fusion power already.
And she is building Air Power, like 3 bombers, 3 fighters. Missile, 6 strength. Operational in 2301.
There is this boat 1-<3>-... of hers.

We may be forced to "play low" for some time. She still needs to conquer Zakharov, Miriam, Yang, etc.
We can "under the table" support her opponents, while preparing for military action and being safe (I hope)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 11, 2015, 02:08:06 PM
If they have Fusion Power then it means we need to make ALL possible effort to probe that from her before she finishes HSA.
Or it's likely game over.

Quote
She still needs to conquer Zakharov, Miriam, Yang, etc.
1. She invaded us already.
2. She took Hive HQ and has units next to 2 other Hive bases.
And that's without Air or Fusion units.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 02:15:09 PM
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 :)
Quote
Or it's likely game over.
Let us not loose hope.
Gaian techs are: 54, 50, 40, 38 %
Average is 45.5%, and it will be some time before we get to transcendence.
Can she win by domination? She may have a chance sooner, but we can do something to prevent this.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 11, 2015, 02:50:19 PM
Perhaps, in a few turns, we should try to free Yang in Gaia's Landing? :P
Did the Gaians add 50something population in the last 10 turns? They're way over 400 votes now...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 02:53:49 PM
Empath Guild gives some multiplication
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 11, 2015, 03:10:50 PM
Perhaps, in a few turns, we should try to free Yang in Gaia's Landing? :P
...
After Gaians conquer Hive again, we should certainly do this for our comrade Yang :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 11, 2015, 04:20:44 PM
So we should hope Yang is captured before 16 turns pass, and we in position to drop a probe on Gaia's Landing. Or we succesfully sabotage 7 project bases as to give the Gaians some more time to capture Yang.

Now that I think of it, what did the Gaians do with all those crawlers we left behind for them?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 11, 2015, 05:45:22 PM
Don't worry, we can either conquer the base that has HSA from them (or planet-bust it) or wait until we get algorithmic enhancement to bypass HSA. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 13, 2015, 08:31:31 PM
I'm sorry guys, I need to pass for a couple of days, I've something on my mind and can't focus on SMAC now. Play some without me and I'll try to be back.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 16, 2015, 02:42:45 PM
Nobody's playing? I won't be able to play for probably a couple of days, maybe someone will swap?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 16, 2015, 02:44:27 PM
Geo can play, as he is after you.
Anyway, we are not in that of a hurry. Though for keeping interest we could maintain some pace.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 16, 2015, 08:07:26 PM
I'm not in the mood for playing right now. Someone else can take my turn if he wishes.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 16, 2015, 08:13:49 PM
I can do tomorrow evening.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 16, 2015, 08:34:31 PM
So can I. It's just that tonight its too late already.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 17, 2015, 10:36:11 AM
Ok, so you do it and then we can move more rapidly over weekend. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 17, 2015, 11:41:14 AM
Opened the turn..
Gaian's have 1 tech per 3 turns.  :o
And they are building fusion missile needlejets and fusion missile cruisers..

We have a foil probe @ 74,30.
How about we use it to try and steal tech from Last Rose of Summer?
If we don't get Fusion Power soon, Deirdre is just going to roll over our best defenders (6*2 vs 3*2).

I think we should get all the tech we can get and then go full military.
Otherwise it looks like game over.

Gaians will likely stretch themselves by going unto island with Unity Lair and conquering it.
We can then retake and start moving from there.
Sea Collective is the last base Gaians can take without us coming in their air range.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 17, 2015, 01:13:02 PM
Opened the turn..
Gaian's have 1 tech per 3 turns.  :o
There was an event, 3x energy from tiles the next turn.
This Gaian energy should be back to normal the next turn.
Quote
...

We have a foil probe @ 74,30.
How about we use it to try and steal tech from Last Rose of Summer?
...
Yes, let us probe Gaians for techs.
I think, the situation will change as turns progress. Still, I think, that Deirdre is to be put at ease with us. For some time, we can hide under "Green" economy. We can try this and see what happens. And we do not need to do it immediately, we can wait and switch to green when Deirdre starts to threaten us more directly, like after Hive conquered.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 17, 2015, 01:52:44 PM
I haven't taken a look at the turn, but maybe in order to survive we may need to expand somewhere else, onto some islets or whatnot. It takes ages for the AI to invade such small lands.

Green also seems like a very viable option right now. We don't want to repeat Earth's mistakes, now do we?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 17, 2015, 01:58:12 PM
We cannot escape Gaians.
We will be in their air range within a 5-10 turns.
It's better to start fighting them before they have massed forces and while they are also simultaneously engaged with Hive, which distracts the AI enough for it to not be able to launch a proper invasion.
We shouldn't sign truce at least until we get Fusion Power from her or mind control a unit with reactor so we can retro-engineer.
And even if we do sign it, there are no guarantees. She can do a surprise attack and then it will be worse because it will be @ our home.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 17, 2015, 02:22:10 PM
We are at present "a small fry" Chances are, if Deirdre is pleased with our social setting, she will pay more attention to other factions, giving us time to build potential.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 17, 2015, 02:42:19 PM
... or mind control a unit with reactor so we can retro-engineer.
...
A very good idea!
Let us see, what kind and which unit we could probe.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on July 17, 2015, 03:12:01 PM
Reverse engineering is usually banned in the MP environment. Just sayin'.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 17, 2015, 03:44:30 PM
In ACDG3 it was allowed, if I am not mistaken. And after playing this ACDG, I found its rules very reasonable. Probably, it was effect of experience from 2 previous demogames.
Banned was using speeder chassis before acquiring Doctrine Mobility, as either the only or one of the few cases.
And in fact, in our forum post on MP rules it states:
Rules for the fully patched game (including the unofficial patch):
...
8. Reverse-engineering allowed.
...

But I agree, reverse-engineering of speeder chassis is quite powerful diminishing meaning of Mobility tech. It takes from Spartans the most.
And in fact, it is negligence of game creators probably due to being in a hurry, that they made it possible, probe team on speeder chassis.
My guess is, that when they saw how less useful are infantry probes for probing actions, they made it on speeder chassis without much considerations for enabling techs and probably forgot reverse-enginerring possibility.

Reverse-engineering is an interesting game feature for me, and places ability of mindprobing units a very useful tool. Polymorphic encryption gets here more meaning, as well as setting faction social settings to probe level enough to make it immune to mindprobing.
Mindcontrol as parameter for factions, although not in limited 8 pool, has additional meaning too.

I agree, it is giving advantage like ability to give a pactmate e.g. fusion power units without giving actual tech, but that enriches the game, with implications like more diplomacy options and strategy options:
- our faction likes your faction but not that much to give you all fusion, so we give you reactor for units only. Forget Fusion Lab for now...
- we do leap-frog, so in order to not make some choices of next techs unavailable we do not share Fusion Power, but give reactor only to better defend/attack.

Ok, that's my rant here on this...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 17, 2015, 03:58:38 PM
Whatever our moral stance on retroengineering, I think we can make an exception with the single goal to survive and probably make this game interesting in it's own right as one that extends past the airpower/fusionpower/hsa/planetbuster era. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 17, 2015, 07:17:53 PM
Downloaded the turn. Let's see what's up...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 17, 2015, 08:02:03 PM
It is 200 turns in play. Gaians just got fusion power and planes. We left the faction some time ago, but blind research, large map and tech stagnation are most likely to be what caused it. The "standard" setting would be like 100-120 turns only. For this kind of game, we can afford this, not having to wait like over a year to reach turn 200.
[edit]
I mean like our RL year, 12 months of our life.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 17, 2015, 08:38:13 PM
MY 2301
Switched UNS Columbus production to UNS Corps D'Esprit in HighC, and helped production with a crawler.
Started a crawler in NuDawn.
Our probe near the new proposed base site encountered a mind worm. Luckily an adjacent missile rover could take it out, despite even odds.

MY 2302
Invasion! A Gaian transport appears south of NuDawn, disembarks a scout rover which destroys a former on 69,63. Our missile rover in NuDawn takes care of this intrusion.
ToS starts on a fungal former.
Rushed the Plasma Sentinel production in Amundsen Station for 3 ec.
Our colony pod made landfall and discovered an alien borehole nearby.

MY 2303
The offending Gaian transport which brought the scout rover to our soil attempts to escape westwards through seafungus.
Morgan sends word he has declared Vendetta on the Gaians.
I contact Morgan, but not much was gained. We agreed to do a joint assault on Sea Collective. Good luck with that, CEO.
The Hive reports the loss of Sea Collective to the Gaians.
Plasma technology is manufactured. Our production costs plummet on every object which has this technology incorporated.
Amundsen Station starts on the UNS Explorer.
HighC rushes the UNS Corps D'Esprit for 62 ec.
ToS rushes the fungal former for 3 ec.
Deep Warrant is founded south of the Borehole Cluster.

MY 2304
A Gaian elite missile infantry disembarks next to ToS, killing a former in the fungal fields.
A combined counter assault of the ToS missile artillery and NuDawn missile rover take care of this threat.
Also, a colony pod was disembarked. Our missile rover in the north starts to move in...
Corps D'Esprit attacks a Gaian transport, but its marine detachment fails to capture the boat. 2 units (the boat and an artifact) are destroyed.
Two probe foils started in HighC and ToS. Got a feeling we might be able to 'convert' a fusion unit sooner then expected...

MY 2305
seapod popped near HighC by our transport. An IoD appears. Artillery barrage by UNS Corps D'Esprit does not damage it significantly
Drone riots in NuDawn. I forgot to check the base screen after our missile rover moved out.
NuDawn has popboomed to population 7 before drone riots kicked in.
NuDawn starts on a fungal former (or will next turn).
Cape Station founded.
Gaian cp received a welcoming barrage. Over half damaged.
Fungal growth near NuDawn disables the condenser tile for food production. I shuffled some crawlers around to mitigate the ecological damage output of the base.


At the start of MY 2206, UNS Corps D'Esprit is lost with all hands and forests have expanded near Amundsen Station.
Morgan formers have changed the rainfall patterns near Deep Warrant.
We have saved up 259 ec. Buy us a fusion unit if at all possible!
Check the crawler south of Cape Point. I moved it north in the fungus to be rehomed to this base.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 17, 2015, 10:45:13 PM
We have AAA now, so we can make 1-<3>-1 units.
Deirdre's bombers are 6 in attack. So on average, a base with a sensor would be 7.25 against such attack?
Though she has higher morale at the moment and *2 "health" from reactor.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 17, 2015, 10:49:38 PM
Morgan has Environmental Economics (that lifts energy restrictions) please talk to him about it. I know we are Peacekeepers not Morganics, but we still need to pay for stuff...

Those alien boreholes would neatly give us then 0-6-6 !
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 18, 2015, 08:08:07 AM
Update: University has finished the HSA. Whew.

MY 2306
 - traded EE2 for Centauri Empathy with Morgan
 - spotted Gaian transport @ 69,39 (looks en route to invade Deep Warrant)
 - spotted Isle of Deep @ 71,37
 - moved our foil to load something
 - moved artillery in position to cover both Cape Station and U.N. Temple of Sol

END Turn:
 - Gaian transport from 69,39 moves closer to Deep Warrant
 - another Gaian transport appears @ 72,48

MY 2307
 - we bombard Gaian transport from Cape Station for 20% dmg
 - Morgan offers us Pre-Sentient Algorithms for 100 EC, we refuse

Gaian forces update:
3 fusion missile destroyers, 2 in production
1 fusion missile foil
5 fusion missile tacticals, 2 in production
7 fusion missile needlejets, 2 in production
60 missile squads
37 transport (0/3p/3)
4 fusion missile marines (6~/3r/1*2), 3 in production

END Turn:
 - Gaian transports make strange movements
 - Mind Worms land near U.N. High Commision
 - fungus expands near NuDawn

MY 2308
 - we bombard Gaian transport, 0 dmg
 - mindworms killed for the cost of one unit, 40 EC

END Turn: again some strange movements

MY 2309
 - moving probes in place, total of 5 probe teams (3 skimships, 2 on transports)

END Turn: Gaian transports have disappeared from our radars

MY 2310
 - I realized our skimship probe teams do not have deep radar.. didn't want to spend 150 EC tho, at least the next ones will have it

END Turn:
 - Gaian aircraft destroys one of our probe foils
 - Gaian aircraft destroyes one of our sea formers 1 tile from Cape Station
 - Native Sea Lurk attacks U.N. Temple of Sol and loses

It isn't a good idea to build bases in range of air power.
Cape station is 11 tiles from Sea Collective.
Unless we get Fusion & D:AP in next few turns, Gaians are likely to destroy that base
Please, do not station non-garrison units there or otherwise in range from Sea Collective.
I have left some (I think a missile rover) non-garrison there, because I didn't realize it's in range. That unit has to be moved out.

Our probe foil is in position to either probe Sea Collective or Chairman's Burrow.
I think we haven't probed Sea Collective yet, please correct me if I'm wrong.
Let's try to get Fusion power or D:AP.
Gaia also has Silksteel, which would also be useful.

The other remaining 3 probes are in position to advance towards Social Engineering Den.
However, extreme caution is advised as that area is covered by Gaian air power.
If People's Endeavour is still owned by Yang upon arrival, might be a good idea, to go into that base and use road to immediately probe Social Engineering Den.
If not, we can probe People's Endeavour directly.
Other nearby bases both East and NorthWest could soon be captured by Gaians.

Before probing, be sure to try to obtain all the possible tech from other factions by trade/begging, to narrow down the possible options as much as possible.

NuDawn base now has Command Center. Let's build our land military there.

We should also consider switching to Power SE choice.
It will give us +2 morale for existing units and +3 for new (removes the "morale bonuses halved" from Wealth), with Command Nexus, that's +5 morale from current.
The added support will somewhat compensate for lost Industry.
We could also switch to Fundamentalist, to give our probe teams better chances and for extra morale and support bonuses.
Now that I think of it, I should have switched to Fundamentalism durin my turns. Because the gains significantly outweigh the losses at this point.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 18, 2015, 08:12:13 AM
And the turn.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 18, 2015, 07:23:38 PM
Update: University has finished the HSA. Whew.

Ah. I knew I forgot to report something.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 19, 2015, 12:38:42 PM
Playing...

Chairman's Burrow has two needlejets:
6-1-12*2 (fusion)
<6>-1-8 (regular)

Cost of mindprobing the base is 888 EC.
We have 410 EC.
If I can get somehow that 478 EC...

(2212)... it's bad.
it's really bad... :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 19, 2015, 02:14:17 PM
2311
Exchanging Applied Relativity for Pre-sentient Algorithms, with Morgan.
And I buy Adv Subatomic Theory, we have no chance for 888 EC at the moment, so let us probe.

Breaking at all costs to Ch.Burrow is 50%,34%. This is better with pre-sentient, that gives us +1 base probe team morale.
Failure to get anything...

In UN High Commision, hurrying Covert Ops.

End turn:
Deep Community taken by Gaians.
Our probe foil and two probe teams on a transport destroyed by Gaian Airforce.

2312

End turn:
Gaians take Unity Lair...
Gaians take People's Endavour...
any more?
No, that's enough cookies for one party.

2313
And now, there is just 3 tiles from Cape Station a new Gaian base Forest Primeval.
Empty, for now.
Deep community has 4 fusion bombers. Switching to Power.

2314
Gaians planes are moved to new bases.
Morgan does not want to give any energy.
Switching to Green. Deirdre is still Seething.

2315
No Deirdre attack. I wonder why...
She is is still seething and ignores attempts to communicate.
Morgan again refuses to give energy.
100 EC from unity pod. A drop in ocean of needs.

2316
Still no Gaian attack.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 19, 2015, 03:18:05 PM
We've got a foil probe team on Cape base.
Should be probing closest Gaian base.

Also, same base has a bunch of units which have 0 chance vs Gaian air power.
Probably we should evac them so they are not slaughtered uselessly?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 19, 2015, 04:29:52 PM
There is no attack from Gaians for 2 turns, when I think Deirdre could attack us.
Is it effect of Power morale with sensored base and 1-<3>-1 defenders? It does not calculate for her to loose some bombers? Or they would get over 50% chance anyway (fusion vs. fission)?

Maybe this is effect of us being weak and having Green economy. Let us use it, this quiet period.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 21, 2015, 07:51:02 AM
I suppose its my turn to move the screws?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 21, 2015, 11:11:07 AM
Yes, it looks that way.

Maybe try to contact Deirdre, even every turn. AI only sometimes "gets nervous" cause of this. She may ease her attitude now when we are in Green economy. Some turns of truce would be most needed for us.

Gaian research slows down, it is 13 turns per tech and we have a chance to grow to the west. Pop boom in some near future is also possible.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 21, 2015, 11:13:25 AM
But I think we should only attempt truce after we have tried to get Fusion Power first.
We have one probe foil in position.
IF we get Fusion Power, we don't need truce, we can then fend them off.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 21, 2015, 11:23:51 AM
Yes, but Gaian potential is a bit too large. That would be more of of a stalemate.
When Gaians are still in other vendettas, then we have better chance.
Deirdre was able to take multiple Hive bases in a single turn, that may happen to us too. She has like 20-30 transports?
We can still grow very quickly without fusion, and once we have larger potential we can probe her for techs. It's a question of being able to produce many probes quickly. For now, we hardly can manufacture them fast enough.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 21, 2015, 11:26:45 AM
AI is bad at fighting.
Especially on two fronts (vs us & Hive).
I'd say they've lost it if we get Fusion.
They also should be downsized.
We may not be able to grow fast enough to catch them soon enough, if at least part of our growth is not taking away from them.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 21, 2015, 11:33:34 AM
Hive has potential to defend itself for longer time. Yang is building multiple colony pods. Chances are, it will be many turns before Gaians take the last remaining Hive base.

Gaians though have like 7-9 techs, that we do not.
And only two are very crucial, I think: DAP and Fusion.
So chances are, we get by probing some less important tech, but while we can we should try.
There is one tech "free" for us for sure.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 21, 2015, 03:55:11 PM
MY 2316
Switched production in NuDawn from AAA Plasma Sentinel to Tree Farm. And to Network Node in ToS.
Forest Primeval probed by a foil. We lost it, but gained the files on Fusion Power. Consequently upgraded our sentinels to Fusion sentinels where possible. Took most of our energy to do that.
I gave the Fusion Power files to Yang. None of the other factions I tried to contact (everyone except Gaians) deemed it necessary to 'pick up the phone'.

MY 2317
HighC finished a fusion probe foil, started on fungal fusion sea former.

MY 2318
Nothing happened.

MY 2319
Rushed the Network Node in ToS and the Command Center in Amundsen Station.

MY 2320
Morgan lost Morgan Construction to the Gaians, and promptly reacquired it by mind controlling the base. So he now has the possibility to build fusion -and needlejet units, if he hadn't already.
Miriam contacted us, and asked for an alliance against the University of Planet. I refused. She then asked for the files on Fusion Power in exchange for a continuing truce. I complied.
ToS started on the UNS Aegis (an AAA plasma design). Amundsen started on a fusion probe team, with a second in the queue. HighC started on a Children's Creche.

That's it. If we somewhere construct a transport as well (ToS next?), we could be able to mount a probing expedition protected by a AAA missile plasma foil within 10 turns.
Forest Primeval has been probed, so its securitly interlocks should be engaged.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 21, 2015, 04:34:51 PM
Yay us!

We shall now take over the world!  ;lol
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 21, 2015, 05:49:51 PM
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)?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 21, 2015, 06:13:14 PM
I don't think it's worth.
With fusion and AAA we can make do with what we have now.
Hopefully in a few turns we will probe D:AP from Gaians.

Our ECs should now be fully allocated to upgrading existing units to fusion and rushing new units to conquer Gaians. :)

I'm playing the turn now..  :danc:
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 21, 2015, 09:16:19 PM
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)?

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. One of the former Hive bases? Can probe teams in transports even probe seabases?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 21, 2015, 09:20:14 PM
Geo, are you by chance still using the old drone rules?
What does Deep Community Psych screen show to you?


MY 2321
Diplomacy:
 - sold Fusion Power to Morgan for 150 EC
 - he offers us Centauri Meditation for 125 EC, we refuse

 - accepted Yang's offer to "get rid of Believing nuisance". Reasons: 1. They are far enough. 2. They don't trade/mostly ignore us anyway.
 - sold Yang Pre-Sentient Algorithms & Subathomic Theory both for 25ECs
 - accepted Yang's offer to "get rid of Spartan nuisance". Reasons - same as above. Plus they are weaklings anyway.  :danc: (yes, I contacted Yang twice, because I forgot to check his ECs)
 - sold Yang Centauri Empathy for 25 ECs

Military:
 - designed "Optimal Sentinel": 4-<3>r-1*2 (cheapest sentinel with max armour), this is meant if we build new defensive units
 - designed "Minimal Sentinel": 1-<3>-1*2 (cheapest upgrade to fusion with max armour), for upgrading old units
 - designed "Optimal Attack Rover": 6-1-2*2
 - designed "Optimal Attack Squad": 6-<3>-1*2 (the addition of AAA is less than optimal, but we need to be safe vs air)
 - designed "Optimal Foil Transport": 0-3r-3*2, cargo: 4 (+ deep radar)
 - UNS explorer design downgraded from 3 to 3r armor. Makes it 20% cheaper.

 - obsoleted a huge bunch of designs, except our custom ones - let's turn a page here

 - upgraded ALL of our obsolete 1-<3>-1 units to Minimal Sentinel for 240 EC. Defense is our first priority!
 - upgraded ALL of our obsolete 6-1-2 units to Optimal Attack Rover for 90 EC. Best defense is offense!

Our cadet popped a pod @ 65,37 and revealed mind worms..

Gaia is building a Missile Battleship (6-5-6*2) @ Dep Community.

END Turn:
Kelp expands
We lose cadet
Gaians move 4 units in fungus next to our base.


MY 2322
Gaians have landed 3x 6-1-1 and a 2-5+-1*2 unit @ 74,54 and they can invade our base next turn thanks to us not having road access to that tile and them having effective road access using fungus (Xenoempathy Dome).
However, AI will probably not do it.
Luckily, there seem to be no aircraft in range to decimate Cape Station.

 - We do artillery bombardment on Gaian troops, 70%/40%/30%/0% damage (last one is with photon armor)
 - Another artillery bombardment by our ship from Cape Station - 90%/60%/50%/0%
 - We move 2x 1-<3>-1*2 and 3x Optimal Attack Rovers to 73,55. This should do it.

END Turn:
Gaians do a futile attack against our superior troops. We get promoted.
University continues taking over the Monsoon Jungle from Believers.


MY 2323
Bombarded Gaian units 3 times. Decided not to attack due to unfavorable odds.
Contacted Morgan, but he refused to give us tech.

End Turn:
University is stomping Miriam in the ground.
Gaian reinfocements arrive.

MY 2324
Turns out reinforcements consist of a 6-1-1 and a colony pod, which has yet to disembark.
We sink the transport with colony pod.

End Turn:
Nothing special happens..

MY 2325
We probe People's Endeavour. Get amazingly useful tech of Secrets of The Human Brain. Fundamentalist SE choice is enacted.
Turns out we were actually researching it as our research bar turns read (no tech).
Research priorities are set to Explore and Conquer as both now have very significant benefits.

END Turn:
University decides, they have had enough of us and declares Vendetta.  :danc:


Our next tech is Conquer.
Therefore we should attempt to get Superconductor from Morgan.
He should be open to trade as long as he feels we have enough EC to pay for it (100 probably).


The current state of affairs:
First wave of invasion forces has been assembled at Cape Station and loaded unto transport.
It consists of 2x Optimal Attack Rovers and 2x Minimal Sentinels.
This should be enough to capture and hold Forest Primeval, which is currently undefended.

Second wave of invasion forces is also ready to be loaded unto transport, which is sailing from 77,57.
It should probably contain the elite probe team which is currently @ Amundsen Station.
It then could be used to probe Unity Lair, which, to my knowledge has never been probed yet, and thus does not have security interlocks.

Be sure to cover invasion transport with 2 or more UNS Aegis, for aerial protection and artillery support.

I leave PeaceKeepers with a much enlarged military force:
5 Optimal Attack Rovers
1 Optimal Artillery Squad
7 Minimal Sentinels
3 UNS Aegis (+2 in production) + 1 UNS Explorer (marine detachment) in production.
1 Missile foil (deep radar)
3 Optimal Foil Transports
1 Elite Foil probe team
1 Elite probe team
and various other units

That's still small compared to Gaians, but determined and efficient force of commando (command nexus & +3 morale SE) troops.

As for the Gaian troops in our fungus - just keep them blocked with 1-2 units and ignore.
Bombard when possible, until they are soft enough.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 21, 2015, 09:21:20 PM
And the turn.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 21, 2015, 09:47:32 PM
Geo, are you by chance still using the old drone rules?
What does Deep Community Psych screen show to you?

I don't understand. I could've sworn I changed it to '0' after reinstalling the game. ???
Anyway, see attachment.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 21, 2015, 10:22:21 PM
...
Didn't you read my report?  He mind controlled a base with a Gaian fusion needlejet in it.
That escaped me, I read them mostly once, and return to find only some details later.
That was much more likely . After I wrote this, I wondered how Zakharov could possibly send a unit to Morgan base, that was like too far away.
Quote
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.
I think getting techs by probing may be the way to go now.
Quote
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.
What makes me think so, is that amphibious ability is not possible for land probes.
Once I did that in a mod, so I could probe sea bases from transports with amphibious ability, afair.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 07:47:47 AM
The normal probe teams are meant to unload and then probe.
If (and we absolutely should) we take the closest Gaian base next turn, we can then ship in the probe, unload it in the base and immediately probe the next base on that island.
For an attacking army they are also useful to prevent probe-capture of units.
Gaians have huge EC stockpile to do so.
Now having thought of that I'd say we need to be aware of Gaian probes nearby (check the nearby bases) and, whenever we detect any, garrison that base with a probe team.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 08:52:36 AM
Yes, I remember UNHQ case from this game.
Playing now...

Only one turn (2327) but already a lot of good developments.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 09:50:28 AM
2326

Forest Primeval taken, 11 EC diverted from local energy banks.

Artillery gets Gaian defending troops (photon wall) from 30% to 40% damage.
Another from Missile Foil to 50% damage.
Deirdre opens a commlink. She will destroy us and then execute us and it will not be personal.

Chances of our attack are 88:75, but I decide to get better odds.

Yang has University map!
Sold SotHB for 25 EC to him.
Having exactly 100 EC I contact Morgan.
Exchanging SotHB for Superconductor.
And closes commlink!

2327
Yang seems to research a tech, he has Silksteel.
Exchanging for Superconductor.
And then with Morgan, exchanging Silksteel for Centauri Meditation.
Gaians are at present only 5 techs more, but in 4 turns a military one!
Probing Deep Community. Adv. Eco. Engineering. Probe returns to Forest P.
4 techs to go.
Occupying a bunker with sensor (our territory now), 2 tiles NE from Forest Primeval. I suspect attack on a base next turn.
Gaians would be in position to destroy it, another thing is, if AI would actually do it.

With odds 22:15 we destroy that 4 units in fungus on our main island.
For some reason, Gaian planes in larger number are in Morgan Collections. From that base south, I do not see any...?

2328
Mindworm enters monolith near Deep Warrant.
And is captured.
Unity Lair got 6-5-1*2 unit, but Gaians did not attack. The base started probe team!
And probe from this base is Photon/Wave Mechanics.
Mindworm harvesting gets us 40 EC.
La Nina sails West. On its voyage, while in "sargasso" region, the caravel encounters a sea monster.
Upon its defeat, traders offer 40 EC for the carcass.

Attack odds on Unity Lair with a rover 64:95.
We most likely will have heavy losses when getting that base.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 09:57:49 AM
Quote
She will destroy us and then execute us and it will not be personal.
;lol


Quote
Attack odds on Unity Lair with a rover 64:95.
We most likely will have heavy losses when getting that base.
Bring out the big guns!
I mean artillery. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 10:04:00 AM
two bombardments by (6) ships got:
- one unit photon wall no damage.
- another one 5% damage.
very slow.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 10:06:26 AM
Then we should just continue probing it.
I think with Elite probe teams and +2 probe we get good odds even with the interlocks?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 10:11:13 AM
Ok, I will find that out.
Maybe making some cheap land probes for that purpose would be good.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 10:13:35 AM
We should be getting improved guns anytime soon anyway.
Meanwhile we can use our troops to capture another base, which is less well defended.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 10:45:13 AM
End turn (2328):
Gaians take Fellowship City, and it looks like it was size 1 base, it is no longer.
17 !! bombers in Unity Lair. Deirdre decided to make clean-up?
Two Gaian Navy:
(6)-3r-6*2 Destroyer
(6)-5-6*2 Battleship
They approach our fleet anchored in fungus.

2329
Two bombardments of Unity Lair, planes are destroyed like 20-50%. That gives hope.
Probing that base is 5544 EC. Cheap for that many needlejets...
Commando foot probe gets 67%,60% chance.
And we get Bioadaptive Resonance.
Elite probe gets chaces: 75%,67%.
And we get Doctrine: Initiative!
Probe survives!!!
Third bombardment of Unity Lair from fungus anchorage. Little damage, yet some still.
This Gaian Destroyer blocks access to these 2 Gaian bases. An attack with UNS Aegis damages it to 50%
and causes it to withdraw, making a passage.
And an elite foil probe gets Doctrine: Air Power from Deep Community.
Probe returns to Forest Primeval.

Defending photon wall units in Unity Lair are only 5% and 15% damaged. Not good.
I think we must attack that base cause of its air force.
And the reward is very large, 17 Gaian planes destroyed.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 11:08:41 AM
We can use 5 rovers to attack Unity Lair, and some infantry, 1 in attack . One is elite.
Against, strength in defense:
5+ damaged in 15% (luckily this one)
5 damaged 5%
1, police unit, damaged 50%

We have chance, but both 5-defense must be destroyed by 4 rovers and in worse scenario by all 5 of them
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 11:27:22 AM
continued 2329

First rover, commando, 64:85; the 5+ is damaged 55%, not bad.
Second rover, commando, 88:95, the 6-5-1 unit damaged 75%, good.
Third rover, commando, 64:45, against 5+, Gaian survives! 80% damaged, not good.
Fourth rover, commando, 44:15, the 5+ is destroyed, our rover at 55% damaged.
Fifth rover, hardened recruits, from the fungus anchorage, landed in forest south of Unity Lar.
they get 72:25, victory at minimal losses.

And our elite 1-<3>1*2, somewhat damaged gets 192:65 against that damaged Gaian Police.
Another infantry gets 2:2 chance. So unfortunatelly, we need to wait.
Unity Lair switches to ECM photon sentinels. Smart.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 11:40:50 AM
You sure are getting a lot of action.  :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 12:14:27 PM

End turn (2329)
Gaians destroy our recruits rover in the forest south of Unity Lair, by air bombardment.
Gaians mindcontrol Port Yang!

2330
La Nina discovers land to the west. It is green, moist, covered in oink fungus more than 50% of the coast.
Dispatching formers to that direction.

And Unity Lair has a new Police and is making a probe team.
Our veteran infantry 1-<3>-1*2 gets 20:11,
Several bombardmets of Unity Lair.
Our anchorage UNS Aegis engages a Gaian Battleship in an artillery duel 2 tiles away, it looses, but the battleship is damaged 85%.
And the other Aegis destroys Gaian Destroyer.
We destroy one Gaian plane.
Mindprobe cost is 3380.
Energy drain by elite probe is 100%,84%, but we get only 7 EC. Spare change...
I upgrade two Cadets to R-laser infantry, for 100 EC each!. Expensive, but hopefully,
they will destroy next 2 planes in Unity Lair.

I sell to Yang 4 techs for 100 EC total.
You can blame me, for this generosity. :) I blame Firaxis.
Anyway, I "gave" Yang Doctrine: Air Power. Now Dirdre will feel the wrath...

Morgan! We need your money, ahm... energy.
"No, Lal, I have none to spare, my banks are only over 1100 EC. So you see.
But you must back me in my war effort."

End turn:
Deirdre starts Neural Amplifier.
Unity Lair reinforced by a transport with two 6-1-1 units.
We have losses near the base...

- - - - -

Notes:
U.N. Temple of Sol has Skunkworks, so maybe make a needlejet prototype there.
And then we would need to prototype cruiser chassis.
I made Coastal defense unit, cost 2 rows. (with Skunkworks).

With Unity Lair it is war of attrition, but we cannot leave that base with like 15 needlejets unattended.
Constant bombardment, to keep them at 50% damage seems to do the trick, and they do not attack, just stay in that base.

We could approach the base, but 1-<5>-x units are needed for guard, and just in 2331, a prototype is made.
Upgrades should be cheaper now.

And one more thing:
That sensor 2 tiles north of Forest Primeval covers 3 (!!!) bases. And it is bunker in forest, I think it is worth keeping as equal, if not more than a base in that region.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 12:26:03 PM
Quote
I upgrade two Cadets to R-laser infantry, for 100 EC each!. Expensive, but hopefully,
they will destroy next 2 planes in Unity Lair.
Are R-lasers any more useful than missiles though?
Their attack value is the same.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 12:29:03 PM
Now, I think I made a mistake attacking Unity Lair. Bombardment might be enough, however, as long as Gaians have no more 5-defense units there, it is a good thing overall.
We have already two 6r-1-1 units in Forest Primeval, so let's use them and destroy as many planes in Unity Lair as we can. Also, we can make more 6r attackers there or bring them by transports.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 12:30:11 PM
Are R-lasers any more useful than missiles though?
Their attack value is the same.
They cost the same, so we get a bonus of +25% against mindworms for free.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 12:39:24 PM
Morgan has made peace with Gaians.
He now has 4(!) pacts and a treaty with Gaians.
His commerce income is roughly double his actual energy production..
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 12:41:54 PM
Just thought of a long term mission.

Reconquer lost PK territory and reestablish HQ at U.N. Headquarters!  ::)

It also looks like Believers are about to be wiped out.

So a secondary mission could be - free Miriam and switch to her. :D
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 12:43:47 PM
Just thought of a long term mission.

Reconquer lost PK territory and reestablish HQ at U.N. Headquarters!  ::)
Very role-play. And we can do it, if we are going to win.
Deirdre will probably not be able to transcend by the time we reach that land.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 12:45:05 PM
...
So a secondary mission could be - free Miriam and switch to her. :D
;lol
This time I am going to vote: no.

Two switches sound optimal to me...
We already made two.

But I am for "Mission Impossible" and freeing Miriam.
Just to have her in the game again.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 12:49:03 PM
I think it depends on where are we at when we get back to UN HQ.
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.

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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 12:55:33 PM
I think it depends on where are we at when we get back to UN HQ.
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.
Yes, let us see later.
Quote

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.
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 22, 2015, 01:19:10 PM
If there is such a position where we can place units and not have them slaughtered by air force, rover can attack from it twice.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 01:39:13 PM
But without 25% bonus. Then it will get higher damage and sooner get down to 50% health and only 1 attack. Rovers are beneficial only for some time. There is some balance here. For badly defended Gaian bases rovers are better, but when we need to take around 20 units in a base, infantry may be better.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 22, 2015, 02:32:58 PM
And actually, as I think of it, land transports are excellent case for Forest Primeval - Unity Lair pair.
Bases are only 2 tiles away, so it means, that a land transport can take along the road an infantry unit, for that to have full attack on the base and then return with the infantry with all its move points exhausted, along the road, to have +25% protection from a base.
It is micromanaging, but benefits are quite good.
However, the land transport costs 1 mineral for upkeep, roughly estimating. But it is greatly returned already, when it causes our unit to survive the whole attack campaign. It usually is worth 3 rows of minerals already.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 23, 2015, 11:45:11 AM
Transports are useful when you can't move and attack on the same turn, like with forest, fungus or rocky tiles.
Here just having 2 units (rovers  ::) ) instead would be more efficient.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on July 23, 2015, 07:01:57 PM
I don't have time to play, probably for the rest of the week. So feel free to continue.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 24, 2015, 07:46:10 PM
Ok, I'm playing it now.

MY 2331
 - Gaian Missile Cruiser @ Unity Lair destroyed
 - Gaian fusion probe foil @ 70,44 destroyed
 - Artillery bombardment of Unity Lair reduces all units to 30-50% damage
 - Forest Primeval gets a photon garrison

 - sold Adv. Econ Engineering to Morgan for 25 EC
 - sold BioAdaptive Resonance to Yang for 25 EC

END Turn:
 - Gaians seize Sea Hive with mind control probe
 - Our troops near Unity Lair get bombarded by Gaians
 - Gaians land 2 units @ 75,55


MY 2332
 - some action ::)

END Turn:
 - Gaians destroy our probe team in West (what was it doing there anyway?)
 - University makes more gains in Believerland
 - Gaians bombard our troops again

MY 2333
 - more action
 - Morgan sells us Orbital SpaceFlight for our data on Photon/Wave Mechanics
 - We sell Morgan Bioadaptive Resonance for 25 EC
 - We capture mind worms near Deep Warrant

END Turn:
 - Gaians destroy one of our crawlers
 - Gaians destroy one of our combat foils

MY 2334
 - more action (still around Unity Lair)
 - we sell Orbital SpaceFlight to Yang

END Turn:
 - more University gains

MY 2335
 - we destroy another Gaian transport foil
 - large number of Gaian planes @ Unity Lair destroyed
 - we now have enough forces to keep up the pressure on Unity Lair

END Turn:
 - Gaians capture The Drone Mound from Hive
 - we lose our foil probe team to Gaian navy*
 - Gaians capture The Labour Netwrok from Hive via mind probe


*- foil probes are now useless as AI cheats with fog of war and has superior naval/air range

We should keep building more military units.
We can't hope to survive if we do war half-heartedly as obvious from battles around Unity Lair.
Infrastructure and colonial expansion should be postponed until we have gained the upper hand in war.
This is total war.
 
BTW resonance laser doesn't cost the same as missile.
You can build a 6-3-1 for the price of 6r-1-1.

The situation around Unity Lair is also a good example how rovers work better than infantry.
With the main defense overcome (mostly via artillery), rovers can now kill 2 planes each per turn and thus rapidly clear that base.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 24, 2015, 09:25:37 PM
And the turn.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 25, 2015, 10:23:33 AM
Exactly, AI is not very elaborate. Why Deirdre is keeping her 15 planes in that base, while we keep them at 50% damage and are able to destroy them one by one.
I wonder if she takes them back at some point.

I will play later today, if no one else shows up.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 25, 2015, 10:34:45 AM
I think I can explain it.
1. Planes are damaged (= low odds).
2. When their amphibious landing discovered our crawler, it was promptly destroyed.

My conclusion is that the planes are there to attack us, but due to low odds, they end up having no missions unless we make a mistake and leave some unit versus which they have good odds, spotted by them.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 26, 2015, 12:50:03 PM
Playing, but at this stage of the game, turns do take longer.

2336
Destroyed police in Unity Lair, but then, AI immediately switches to a new one in build queue, so we gonna have a police unit probably every turn.
Following, 6 needlejets. Gaians have now 13+2 needlejets and 1 tactical. Building 2 needlejets more. With luck, in 2-3 turns, majority will be no more.
Probe team gets Neural Grafting, but is lost.
Time to design new units...

Endturn:
Another fungus growth. Locusts appear.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 26, 2015, 07:43:04 PM
2337
Newly completed F-6 attacks the flying mindworms, and it gets morale upgrade, hardly surviving.
Gaians got a unit 6~-4-1*2 back to Unity Lair, but luckily it can be attacked with odds 27:16
Finally, there are only 3 needlejets in Unity Lair.

Endturn:
Gaians destroy Socialism tunnels, size 1 apparently.

2338
Unity Lair taken, size 1, 2EC diverted.

Endturn:
Gaians take The Leader's Horde, base remains at size 2.
Deirdre calls!!!
She has Trained Missile Squad MKII. 6-5-1*2.
They are practically invincible, so we officially very afraid.
"This vendetta wastes life and resources. Shall we pledge Blood Truce and have an end to it?"
...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 26, 2015, 11:12:26 PM
So I agreed. Now, asking Deirdre to stop attacking Yang.
"Never! Chairman Yang and his mindless followers must be crushed!"

Well... Deirdre, you are not very cooperative.

Switching to Wealth, we go from -2 industry to +1 industry.
Yang is not happy with our diplomacy, but buys from us Neural Grafting and Doc: Init. Total for 50 EC.

Endturn:
Gaians start The Cyborg Factory. So they have MMI!
Gaian unit lands near Unity Lair. So it will be cold war these turns.

2340
Switching to Planned.

Endturn:
Gaian The Neural Amplifier is nearing completion.
Yang cancels Pact, after I refuse entering vendetta with Deirdre.
Zakharov takes another base of Believers in Monsoon Jungle.
We complete Aerospace Complex in NuDawn, our first.
Cruiser chassis is prototyped now.
Fungus grows near UN High Commision.


Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 26, 2015, 11:54:09 PM
And the turn.
Deep Warrant shows drone riots, but they seem to be resulting just now.

We have terrible inefficiency, going democracy from fundy would be a good thing.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 27, 2015, 07:00:05 AM
Quote
Gaian unit lands near Unity Lair. So it will be cold war these turns.

2340
Switching to Planned.
You got truce because of Green.
Planned means she will declare as soon as she feels ready.

Quote
Switching to Wealth, we go from -2 industry to +1 industry.
We have terrible inefficiency, going democracy from fundy would be a good thing.
Power+Fundy -> Wealth+Demo:
 -4 support
 -5 morale
 -halved morale bonuses (aerospace complex and command center only gives +1 instead of +2)

We can run Fundy+Planned+Wealth for a few turns just to build the units, but not demo, because then those units are useless due to halved morale bonuses.
We don't need efficiency anyway, it's not going to change a thing.


Gaians are building Fusion Planet Buster @ Sea Collective.

Gaian bases are also woefully undefended, so we could rapidly take several if we wanted to and had the units build for it.

There is only one way to stop Gaians - war.
So we either switch back to war SE and make a surprise attack soon or could as well call it a game over.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 27, 2015, 07:50:22 AM
We can use some turns to build for some time, the difference between -2 industry and +2 industry is not that small.
Demo can be used to pop boom, it is a way of increasing production. Efficiency is important in that energy is useful for rushing, and sometimes making cadets with later upgrading them to top-line units is a good way of getting more units quickly. At present -3 efficiency is mostly wasting energy.
We do not know, when Gaians finally strike again. They lost majority of planes, even if Gaians start vendetta, without planes their ability to strike in large distances will be limited.
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.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 27, 2015, 08:07:22 AM
We are not buying that much time by allowing Gaians to focus on Hive.
They will just obliterate it much sooner. Hive already is down to 4 bases.
And build more photon defenders.

Quote
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.
Morale bonuses are permanently halved for newly built units.

We know that Gaians will build a Fusion Planet Buster soon.
It currently says 27 turns, but that timer is likely to go down faster than the turn clock.
We know that Gaians will be building Cloudbase Academy shortly, which will (almost) render bomber planes obsolete.
Gaians have 1 SP @ 1 turn until done and 1 @ 3 turn until done, with the rest in teens.
It's entirely possible that one of those rest will be switched to CBA and finished within 15 turns.

As for popboom - only our HQ has the infrastructure to popboom, so we'd still need to build that.

I can agree on Fundy+Planned+Wealth as "best of both worlds" for quick build up of force, but democracy is a long term choice, a term we don't have.

We should be resuming hostilities ASAP and take 3+ bases in the first turn, a feat which is entirely possible using amphibious pods ability.
We should prepare amphibious task forces along these lines:
---
1 transport
1 naval unit (acts as artillery and AAA defense), with <5>
1-3 amphibious attack units (depending on base defenses)
1 <5> defender unit
[if possible] 1 fighter plane to cover initial advance, so that those <5> do not get worn quickly
[if necessary due to defenses] 1 bomber plane to soften up
---
We already have most of the naval units necessary and some of the land units, it should be within possibility to create at least 3 such task forces.
Deep Community can be taken without naval units, by using amphibous pods from land.

Other bases which could be good targets unless reinforced:
 - Sea Collective (need to cancel prototyping of Fusion buster)
 - Chairman's Burrow
 - Port Yang
 - Sea Hive

EDIT: Scratch that, we have ALL the land units we need, most of them in Unity Lair, but some dispersed away, which should be concentrated back, upgraded to amphibious pods, used for attacking.
We have 3 transports, 4 naval units, 1 6-1-1, 2 6r-1-1, 7 6r-1-2 and a bunch of defender units, which is more than enough to create the mentioned task forces.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 27, 2015, 09:58:42 AM
Running at -3 efficiency is not good, we do have production, while loosing a lot of energy, which is still important, as you get 1 mineral for every 2 economy.
Gaians will most likely destroy Hive soon, but then, there is University, which after getting Believers Monsoon jungle will become significant.
If we run more builder-style now, we get as much benefits as we can. We then switch to full offensive-style later. Even with decreased morale of some units, we get significan bonus of builder now.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 27, 2015, 10:15:10 AM
One thing, that bothers me is Gaians having MMI, and our probing it will cause immediate vendetta.
Maybe it is good to build now crawlers and get CBA and CF when some AI approaches completion.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on July 28, 2015, 01:25:52 PM
A few points:
1. No amount of building is going to save us. Gaians are snowballing. And building at this point is more expensive than conquest, as AI is very bad at building and we don't have much land to build into.

2. AI is not going to sit idle. Even less so if we run anything but Green. We can stop (or postpone significantly) Gaians getting planet busters or be sitting ducks waiting for a surprise attack followed up by a bunch of busters.

3. Thus, all SE choices should be subject to question "how does it help our war effort?". If something does not contribute to our ability to strike Gaians ASAP, it is of no value to us. Fundy+Planned+Wealth gives us +2 INDUSTRY at the cost of abysmal efficiency, but retaining the unit morale bonuses. Efficiency is not going to fix bad odds if our units start Disciplined/Hardened instead of Veteran/Commando.

4. We CAN defeat Gaians. We have the (initial) units, we only need the planning and will. If we have the resources, why not? And it's faster than building. We will not be able to defeat Gaians after they prototype planet busters. Their ability to produce them will far outstrip our ability to sabotage in any way.

5. Agreed on CBA if we can get it. We also have 1 AA sitting idle, which would help. But we need to get the tech. This can be done simultaneously to initial invasion using the mentioned amphibious task forces.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on July 29, 2015, 09:58:52 AM
We are going to have still very interesting game here, it seems.
So who is next? Any of the inactive players?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on August 03, 2015, 08:46:40 PM
2341:

Put F-6 at Cape Station on hold. I’m quite sure there is a bug where jets don’t refuel if put at ‘L’ and/or ‘H’. The best way to avoid this is just to hit Space when you’re sure you don’t need them.

Set sail from Unity Lair with: 1-5-1 ECM, 6-1-2, 2 x 6-1-1. Target: People’s Endeavor, on that small island shared with Social Engineering Den. The plan is to disembark units and sneak attack in the next turn, saving us the need to go amphibious.

That other Transport Foil got another 6-1-2 and started to Chairman’s Burrow.

Changed production at many places to BR-6, seeing as we lack in air power. This includes that base with the AA – we can cash it for the planet buster.

2342:

Mind worms which I didn’t even know were there (W of High Commission) smacked 3 of our formers.

Gaia launched a surprise attack. There goes my little offensive… Also, the Morganites intervene on our behalf.

It’s not that easy fighting back, but we manage.

Sorry for losing our elite probe team! Glory to the fallen who gave us MMI.

Deep Community taken! We’re starving down the resistant population.

2343:

Morgan takes Silverbird Park via mind control. This reminds me that Gaia can afford that, too.

I didn’t notice that taking a base induces b-drones, riots at Forest Primeval.

More fungal pop at High Commission! It’s tough with native life over there.

Deirdre cancelled her PB at Sea Collective, but moved it to Chiron Preserve. 33 turns to go.

I had a tough choice this turn: I could either attack People’s Endeavor or take down two transports. I decided to be conservative and go with the latter. Her units are so strong with that morale!

I disembarked at Chairman’s Burrow and discovered that our 6-1-2 has lower odds than her 1-5-1 (Veteran, base). Time to run from there!

All in all, some 3 transports and 6-7 ground units taken down so far. 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.

Did I mention she finished the NA? Because she finished the NA.

2344:

Emptied her Sea Collective, but didn’t manage to take it (I forgot that damaged foils are slower).

Our elite probe team stole 12 EC. Hurray!

2345:

Deirdre took Factory Drift from the Hive.

Morgan renounced our Pact due to us being filthy commies.

Sea Collective taken, although I’m not sure if that was such a bright idea. However, there were some vulnerable units there (missiles, SAM), so I decided to clean it out. More navy destroyed in the process on both sides.

Deirdre asked us to stop vendetta and go after Morgan, to which I declined again.

2346:

Zak eradicated Miriam.

Most our bases completed something this turn, so please take a look.

Deirdre is cleaning out Sea Collective and will probably get it back (Cadets have just been completed).



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 need some navy (which is why I'm building 6-1-6*2), but we need reliable airpower first. Without aero complexes and Power we're at constant disadvantage. I killed off a lot of her units but sacrifices were necessary and they hurt badly.

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?

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 03, 2015, 09:15:40 PM
Sorry for losing our elite probe team! Glory to the fallen who gave us MMI.
Good thing after Gaian sneak attack.
My vote for pricing MMI is worth loosing several probe teams to get it this way.

I was counting for longer peace time, though switching off the "Green" economy was asking for it, I know... :)
Quote
...
... She even asked for a truce, but come on.
Undecided Deirdre...  Wasn't expecting that to happen.
Quote
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.
Quote
Did I mention she finished the NA? Because she finished the NA.
Challenging AI. Great!
Quote
...
Also, if these turns continue to be such time-consuming, I'll probably drop out soon.
We can make a rule, that a "turn-player" can spend several days making turns.
Last time I used 2 days, if I recall.

With recently much happening on the planet even a single turn is a lot.
So it would not be such time consuming. We do not need a deadline on this game completion, just having it rolling is good enough.
Quote
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 '[' ']'
For example in unit workshop I do Police unit:
{Police}
And Cadets, I do not remember:
[Cadets]
For ships, for example:
UNS [La Nina]
what gives an effect of UNS and "La Nina" being different color.

They act also as escape characters:
[[ - gives a single [ character, but I rarely try this.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 04, 2015, 08:38:25 AM
Quote
Gaia launched a surprise attack.
Hate to say so.. but I told you!  ::) :)

Quote
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.
We should also use Fundy+Green unless there is a good reason not to, like us finishing CBA/CF.
We will probably lose little production due to raised support anyway.

Good work on conquest!  ;b;
We should keep it up. Because we can and the countdown clock is ticking (Gaian PB).
We should probably try CBA and/or CF if we can manage - that would help significantly.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on August 04, 2015, 10:46:51 AM
1) Cool thing with those names, thanks. I've never known that. I tend to pick dull but clear names, like '1-2-1 Police', so feel free to change my design of '6-1-8*2 Chopper' to something cooler.

2) I'm not too proud on the conquest, seeing as Sea Collective is going to fall. However, one important thing here - in my experience with super hard situations, risk taking is important. AI tends not to use air directly against bases, very rarely uses probes, etc. so in order to be efficient with minerals, I suggest to behave as if AI never did it. And if it does, just deal with it. It's much better than providing decent AAA coverage and defensive probe for every base taken, etc. There sure is such a thing as taking too many bases in too short time, but I still recommend a reasonably aggressive stance.

3) I think maybe we should complete Aero-Complexes on Wealth and then switch to Power. Then we can make aircraft almost exclusively. At any given moment, 1-2 bases can make crawlers to put them on minerals terraformed by formers in the meantime. "Simple. Efficient. Glorious."
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 04, 2015, 11:06:40 AM
2. I think we can save it. We can upgrade garrison + there is a chopper nearby. Didn't look more closely.

3. If we can get CBA, we don't need to build complexes. Should be possible.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 05, 2015, 10:19:04 PM
... I am not saying this. Miriam is in prison. Undergoes forced basic algebra course from University of Planet Summer School.
Does this satisfy us, or we once again make the faction list ending with number 7?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on August 05, 2015, 11:17:44 PM
Does this satisfy us, or we once again make the faction list ending with number 7?

First weaken the Gaians sufficiently, and then break into the University's idea of punishment.  :D
I wonder if at this stage the game would even find place to start a faction anew.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 06, 2015, 02:00:49 AM
One-tile island? SMACX can do that.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 07, 2015, 06:37:48 PM
Geo, are you doing it or should I?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Geo on August 07, 2015, 08:00:59 PM
Go ahead. I don't feel like playing much of SMACX lately. Too many sealevel rising worries.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 08, 2015, 09:32:26 AM
MY 2146
We sign Pact with Morgan Industries.
We sign Pact with The Hive.
We switch to Power SE choice.

Sea Collective reinforced with 2 <5> defenders
Some mopping up of stray Gaian units..  ::)

END Turn:
Gaians destroy our transport foil that was used for reinforcement. They must be feeling proud.


MY 2147
People's Endeavour cleared of its garrison (5) for a loss of 1 unit. This was to force to switch them away from Aerospace complex and possibly start drone riots.
The glorious Gaian cruiser, who could barely sink our transport foil sunk in turn.

END Turn:
University and Gaia pledge Truce.
We make truce with Sparta.

MY 2148
Gaian transport complete with marine troops sunk near Sea Collective.


END Turn:
Gaians build Cyborg Factory
We build Cloudbase Academy
NuDawn has finished Bioenhancement Center - we should build military units here, all will be elite!
That base also has Command Center and Aerospace Complex (from CBA).

MY 2149
Gaian's got Organic Superlubricant ->Fusion Laster, need to redouble our probing efforts!
Some Fusion Laser units in Port Yang disposed of.

U.N Haven City founded.

END Turn:
University starts Longevity Vaccine

MY 2150
Nothing in particular. We couldn't use our units due to lack of transports.
And no Gaians showed up to suicide on us.


Notes:
The ONLY reason I was not able to mount an amphibious invasion was lack of transports.
We have more than enough troops to take 2-3 bases in a single turn!
I outlined the "amphibious task forces" strategy a couple of pages ago.
Had I had 3 transports handy, the entire island area between us and UNS Unity Wreckage would be ours by end of my turns.
Most of those bases only have 1 viable garrison or none at all.
I could've saved that single first transport by not transporting that defender, keeping only the upgraded one, but foil transports are not fast enough for our invasion needs.

I designed ESCORT Cruiser (4-<5>), MINIMAL Sentinel (4-<5>) and OPTIMAL Transport (5t).
Note that having highest defense value and lowest attack value does not mean it's the cheapest unit.
Often you can raise the attack value somewhat without a cost increase.
And the increased attack could come useful.

There is an OPTIMAL Transport unit in Sea Collective ready to capture Chairman's Burrow and Marine unit who will execute the amphibious attack.
It also has 2 garrisons, so one can be transferred to Chairman's burrow along with the amphibious attack.

There are 3 other OPTIMAL Transport units ready to be used.
One of our bases also has 2 other marine units ready.


Gaians are building a Fusion Planet Buster prototype at The Hive base, listed as 16 turns until completion, so we really need to move fast.

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.. :(
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 08, 2015, 09:33:22 AM
And the turn.

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 08, 2015, 11:21:29 AM
I feel so silly about the drop thing that I figure I should replay it.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 08, 2015, 04:28:48 PM
Playing...
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 08, 2015, 04:29:55 PM
Oh, well. I was doing a replay..
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on August 08, 2015, 04:46:46 PM
I believe we should stick to the rules as provided in MP - no replays for whatever reason, no matter what happens or how hard you screw up.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 08, 2015, 04:58:52 PM
Yes, you're right. I was not paying enough attention in the first place and then was paying too much.

BTW, we can get a new loan from Morgan. ;)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 08, 2015, 08:01:47 PM
2351

Probe team failed to get any tech from Chairman's Burrow, it was compromised.
Base taken, 15 EC drained.

No problem with drop units, I just designed some. Unit upgrades are going to be costly, though some good way is to make a cadets unit (morale upgrade) for cost of only 1 row and then upgrade it to full strength unit. Cheap on mineral side, not to mention you get it fast, 2 turns total.

It looks like Yang has a chance to survive, if we are able to take his bases now in hands on Deirdre.

===
Great move on getting CBA  ;b;
:)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 08, 2015, 08:18:11 PM
Ok, so I tried this. Contacted Morgan, gave him back 80 EC remaining balance.
A moment of suspension, as mostly AI in my singleplayer games closes commlink at this point.
But Morgan remained online. And now he can give us 628 EC in payments of 10 EC/turn for 100 turns.

People's Endeavor taken, though 2 rovers lost in attempt. 42 EC diverted.

A remainder, maybe useful in the future:
U.N. Temple of Sol has Skunkworks.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 08, 2015, 10:01:00 PM
Endturn (2351)
Gaians destroy our rover in field, but many other military, luckily, are not attacked.
Deirdre is building 10 !!! Fusion interceptors. Despite not having CBA she can still put herself as dominating in the sky.

2352

Probing from Social Engineering Den Superstring Theory. Probe survives. Odds were 100% 84%
Probing from Port Yang Bio-Engineering. Odds 100% 84%. Lost Probe Cruiser... We are not Svensgaard type, and it seems our captains are not so great.

Morgan has +93 EC/turn of income :)
He is capable of sponsoring grants to pactmates. Though he has 4 pacts.

Not much military action this turn. Hopefully having attack 10 (Fusion laser) next turn, so not prototyping attack 8 this turn.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 08, 2015, 11:23:48 PM
Endturn (2352):
Deirdre starts Longevity Vaccine

The launch of our first satellite allows us to map all remaining unexplored portions of Planet!

We are the first in fact to have something in orbit, that is after planetfall.

 (http://www.youtube.com/watch?v=1-72NG2VpDM#)

2353

Probing The Drone Mound for Probability Mechanics, 100% 84%, though probe team lost.
Probing  Social Engineering Den again. Odds are 75% 67%, elite probe team. We get Organic Superlubricant. Probe team lost.

Taking Port Yang with Drop Navy Commando, 1^~-5-1*2
The base was empty for some time. 15 EC diverted.

Social Engineering Den taken. 25 EC.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 09, 2015, 12:30:53 AM
2354

Sunspots!!!
Labor Network taken with Escort Cruiser, after copter attack. There were only sailor militia units anyway. 24 EC.

Sea Hive taken. 28 EC.

Endturn:
Nothing special. Deirdre does not use her fusion interceptors.

2355

Factory Drift taken, 16 EC.

Endturn:
Hiverian needlejet destroys Gaian colony pod near its base.

Hive will be there for some turns. Unless, Yang develops vendetta with Zakharov, who is nearby.
We have over 70 EC/turn income, due to several new Children Creshes, that significantly improve efficiency. I would consider switching to Democracy soon. Energy is now major military builder.

Both attack 10 and defense 6 are prototyped.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 09, 2015, 12:48:05 AM
...

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.. :(

Gaians use many <5> on defense units, and recently I have seen one <6>, AAA that means.
Attacking from air is costly, since many airplanes or copters get defeated when attacking. Marines are better then, with transport. Gaians have such bases still.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on August 14, 2015, 09:05:43 AM
So it seems we're doing quite well with this war. And Sea Collective was defended? Good job! Who's next? I have no idea what the current queue is.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 14, 2015, 09:24:50 AM
You are next. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 14, 2015, 09:32:23 AM
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.
Unity Wreckage region is stuffed with more troops.
We could go around it, and plan something like "precision strike" into Gaian core territory.
Getting the base with Cyborg Factory would be probably best militarily.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on August 17, 2015, 08:35:53 PM
I'm sorry guys, are you like, waiting impatiently for me and tapping your fingers on your desk? It'll take me a couple of days more to do my turn so I can skip if any of you wants.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 17, 2015, 08:40:04 PM
I can wait. This game is in "lazy" mode it seems. And it's ok. :)
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on August 20, 2015, 08:11:28 PM
So far I took the Drone Mound. I'm making preparations to take the Last Rose of Summer, that lone base on an island (I will dispatch land units there and take with a drop). Then there's the issue of the bigger island. I'm considering Morgan Collection (the most heavily guarded one) as there is a probe team there and our other conquests would be vulnerable. I'll see if I can soften it with navy barrage. No hurry with that island, we need defensive probe teams for each base, it's too risky.

I'm not a fan of Demo at this moment - with research neglectable, focus on cash seems not enough and Morale makes a difference now.

When did we get attack 10? I noticed there's no A10 Bomber on our side.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 20, 2015, 08:19:04 PM
I think Mart stole it.
You can prototype it in a single turn using crawler(s).
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 21, 2015, 07:59:37 AM
Attack 10 is prototyped on infantry.
I think there is <10> interceptor operational.

Yes, I got 4 techs from Gaians by probing.

- - -
We can make Cadets in a single turn, then upgrading it to top unit (drop or marines) is like 90-120 EC.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on August 25, 2015, 05:54:46 PM
2356:

I took the Drone Mound with our Marines and Drop Navy Commando. Moving to take the Last Rose of Summer.

2357:

Lost one jet to her <10>, killed it with our <10> elite

UN Data Acquisition established at 54,40. Would someone care to explain why it has RecTanks already built?

2358:

UN Ocean Authority set at 65,65. That’s where you wanted it, right? Oh, and another free RecTanks somehow appeared.

2359:

Last Rose of Summer taken with no losses, one AA captured. Remember that there is her Mind Worm (Boil) tagged along with Police (Elite) somewhere on that island. Still, after healing most units should be move onwards.

Nevertheless, I dropped our Airborne there.

Note: UN Temple of Sol can work its borehole lest it starve. A crawler is needed to get at least 1 nut.

Deirdre now uses Armour 6.

2360:

One her unit jumped on the island with the Last Rose, a Mind Worm disembarked (and got killed later), we lost some units to her aircraft.

I killed what I could but the Last Rose still needs defences.

2161:

Dee complete the Longevity Vaccine. Amundsen base completed a crawler.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on August 25, 2015, 05:59:28 PM
Sorry for the delay guys, maybe I wanted to polish it, but in the end I gave up and just played on. I'm away until 7.09 (i7 Sept for you USmen) and I can't promise if I continue afterwards, these days I just can't focus on any video game.

Our forces are currently poised to strike that bigger island with several bases. I would use some numbers of infrantry and I would always strive to take each one base on the same turn it is attacked, to prevent rapid production switching to some useful garrisons.

I tried to build B-10, F-10 and Chopper 10 (Nightwing), I believe we could use some more F-10, Dee uses her aircraft.

I didn't rush anything, so there is money to upgrade Cadets to A10, which could prove useful.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 25, 2015, 06:14:13 PM
That's ok. :)

Quote
Would someone care to explain why it has RecTanks already built?
Alphax.txt, #699+
Code: [Select]
Recycling Tanks,               4, 0, Biogen,  EcoEng2,  Bonus ResourcesThat EcoEng2 (Advanced Ecological Engineering) says at which tech it's free.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 25, 2015, 11:03:49 PM
Deirdre uses 2-<6>-1*2 units.
It won't be that easy using air assaults.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Kirov on August 25, 2015, 11:54:29 PM
Which is why I used and recommend to use ground forces. A10 infantry along maybe some artillery should do the trick our aircraft cannot. Alternatively, we can waste some aircraft at each base, knowing we use what scarce resources we have better than Deedee.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 26, 2015, 10:52:13 PM
So?
Bodissey, or Geo?
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Buster's Uncle on August 26, 2015, 11:54:02 PM
I wouldn't recommend waiting for either - let them jump in when they're around and want to, but let's keep going in the meanwhile.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on August 27, 2015, 03:16:26 PM
I can do it over weekend.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on August 27, 2015, 08:28:07 PM
Ok!
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: binTravkin on September 15, 2015, 08:54:05 AM
Sorry, was not able to follow up on this due to RL.
I can do it no sooner than upcoming weekend though.
So if anyone is up to it, pass the turn on and I will play next time when it comes back to me.
Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on October 22, 2015, 01:12:29 AM
2361

End turn:
- Gaians take a base from Morgan, but then,
- University take Falling Water base from Gaians.
- Also, Gaians attack with a copter Port Yang Base (our, PK)

2362
We get few bases with drone riots.
Rising land completed and we connected our small continent with Forest Primeval island, by which we have enlarged it, but also will be able to direct troops to the north by roads, when they are completed.

Attack on Social Artery:
First marine strike with odds 125:72, success, and a n AAA unit of Gaians is destroyed, so copter units "Nightwing" could proceed.
Base energy banks contained 19 EC.

Our attack on Gaians looses momentum, we need to reinforce. Morgan Collections is very well defended, and taking that mini-continent with Unity Wreckage will be costly.

Endturn:
And again, Gaians using mindprobe take Social Artery back with many troops...
Gaians after this action have over 1900 EC. They are very rich.
And in next 20 years, sea levels will rise by 66 meters!
We get also fungal bloom near Nu Dawn. 3 mindworm/spore launcher units sighted.

2363
Drop probe team designed. It is best to avoid such cases in the future.

... Continuing

Title: Re: Alpha Centauri 2 Forum Community Succession Game
Post by: Mart on October 23, 2015, 01:50:39 PM
Endturn of 2363

Two spore launchers near Nu Dawn destroy two sensor arrays.
Had no units nearby to solve theit problem in 2363, so the price is 8-former-turns.

Our F-10 protected a base (The Drone Mound) from Gaian copter attack. Barely survived.

And Nu Dawn builds our first Biology Lab, so I can listen to the voice recording.

2364
We get 120 EC from both spore launchers.
Nothing really interesting this turn.

Endturn:
Gaian copter attack on our sea base, escort cruiser and F-10 destroyed.
Gaians take Monitoring Station from University.

2365
The attack 10 fighters is now standard in Gaian military. It will be difficult for us.
We need shard weapons (attack 13) or more.
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