Author Topic: Alpha Centauri 2 Forum Community Succession Game  (Read 44895 times)

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Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #75 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.

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #76 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.

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Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #77 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.

Offline Kirov

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #78 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.

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #79 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.

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #80 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.

Offline Vishniac

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #81 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
"Weapons of mass destruction are just that: weapons, tools to achieve a goal of dominance. And who’s going to call their use 'atrocity' when the school books will have been rewritten?”
Spartan Major Julian Dorn

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #82 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?

Offline Kirov

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #83 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.

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #84 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.

Offline Geo

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #85 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.

Offline Kirov

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #86 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).

Offline Vishniac

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #87 on: June 09, 2015, 04:54:45 PM »
You guys have left a base ungarrisoned several turns during a double vendetta?!?  :o
"Weapons of mass destruction are just that: weapons, tools to achieve a goal of dominance. And who’s going to call their use 'atrocity' when the school books will have been rewritten?”
Spartan Major Julian Dorn

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #88 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.

« Last Edit: June 09, 2015, 05:50:52 PM by Mart »

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #89 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.

 

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