Author Topic: Alpha Centauri 2 Forum Community Succession Game  (Read 44844 times)

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Offline Kirov

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #270 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.

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #271 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...

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #272 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.

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #273 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.

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #274 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.

Offline binTravkin

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #275 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. :)

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #276 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.
« Last Edit: June 19, 2015, 06:05:13 PM by Mart »

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Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #277 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?

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #278 on: June 19, 2015, 08:11:13 PM »
They still can after 2200, as far as I know.

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Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #279 on: June 19, 2015, 08:21:17 PM »
Late-game, escape pods simply do not happen, and I wonder what the limiting factor is.

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #280 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.

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Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #281 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...

Offline Mart

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #282 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.

Offline Geo

Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #283 on: June 19, 2015, 09:29:22 PM »
I wonder if Bodissey will show up this weekend to play? He seems absent lately.

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Re: Alpha Centauri 2 Forum Community Succession Game
« Reply #284 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.

 

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