Mod: Beacon Spire

Anon Zytose

Time Traveler
Joined
Apr 18, 2006
Messages
141
Hi, everyone. Since 2008, I've been working on a rearrangement mod to Sid Meier's Alpha Centauri that I decided to call Beacon Spire. It's basically a collection of alterations made in an attempt to enhance gameplay.

This mod is intended for vanilla SMAC. You do not need Alien Crossfire to play it. However, the faction files are SMAX-compatible.

The files are available here. Hopefully, they'll also be available via zip file soon.

Faction Agendas and Personalities:
Spoiler :
Yang's ideology is now Planned. His anti-ideology is now Free Market.
Santiago's anti-ideology is now Democratic.
Lal's anti-ideology is now Power. Also, Build has been added to his list of priorities.
Morgan's anti-ideology is now Green.
Deidre's anti-ideology is now Planned.
As a result, for each faction, there are two other factions that tend to become enemies. One has an ideology you can only choose if not using your own ideology. The other has an ideology that is your own anti-ideology.
Lal and Zakharov are now pacifists. Miriam and Yang are now erratic. The other factions remain as aggressive as before, but no one is outright aggressive anymore. Even the pacifists will declare vendetta soon enough anyway.

Upward Growth Incentive:
Spoiler :
No one gets extra drones. Everyone gets extra talents (per 10 citizens for Zakharov, per 2 for Lal, per 4 for everyone else.)
Hab facilities are less expensive and population limits before getting them are higher.
Colony pods are significantly more expensive They're also faster, meaning less time is lost in choosing a site more than two spaces away.
Nutrients are more abundant in general. Even in the earlier game as farms are more effective and they, along with getting 3+ nutrients in a square, have no prerequisite.
Standard number of nutrients per row is down from 10 to 8.

Unit production dis-incentives:
Spoiler :
Units are more expensive. Especially Colony Pods and Terraformers at 12 and 9 mineral rows, respectively.
Support rates are generally lower, and not as easy to raise back up.
Clean reactors are more expensive and terraformers are no longer allowed to have them.

Secret Project Difficulties:
Spoiler :
Most secret projects are more expensive. Not so for strictly one-city projects, but ones that promote infinite city sprawl are fiercely expensive. Any project that provides a certain facility to every base now costs at least 15 times as much as the facility itself.
Costs to hurry production for all factions is doubled, lowering the usefulness of both sidestepping the industry from the start and making use of stockpile energy from other bases.
Supply crawlers are completely disabled from the game, greatly reducing the effectiveness that other bases can offer for building a project.
As an added note: no secret project is provided by a tech below level 3. The Virtual World, Command Nexus, Merchant Exchange, Weather Paradigm, and Human Genome Project have all been moved up.

Social Engineering:
Spoiler :
Every option (other than Frontier, etc.) is engineered to be as worthwhile as its competitors in both the long run and the short run. This has led to some wacky results like the support modifiers in Police State and Democratic being replaced with Planet modifiers.
Only the Morganites can get +2 Economy without Free Market, and only through a +1 Economy bonus in Eudaimonic. Wealth's +1 economy got replaced by a probe bonus.
It is impossible to pop boom through social engineering. Democratic only provides +1 Growth, and the Children's Creche and Golden Ages seem to have followed somewhat. Combine these with Planned, and one can only get as high as +5. The Spartans, the ones now with the +1 Growth bonus, can no longer run Democratic. Eudaimonic no longer provides a growth bonus. The Cloning Vats remain as both the only way to pop boom and the largest application of Biomachinery, and they are very, VERY expensive to build.
It is completely impossible to have -4 Efficiency. The lowest you can get is -3 with Lal running Police State (which is possible in this mod but very unlikely for an AI Lal).
Frontier, etc. now have traits. Most of these traits are replicated for all social choices in their respective categories. In some cases, such additions cancel out other present effects (like -1 Efficiency for all Politics running into +1 Efficiency with Democratic).
Most social choices are milder in total effect. At least in relation to the start option and each other.

Tech tree:
Spoiler :
Lots of reorganization here! Of the 77 tech advances, 49 have at least one change each to their direct prerequisites. (Transcendent Thought is one of the other 28.)
Everything leads to something of the next level, with the possible exception of Transcendent Thought.
Applications are more evenly spread, making it less worthwhile to beeline to something way ahead.
Four tech advances (Centauri Ecology, Ethical Calculus, Polymorphic Software, and Planetary Economics) are each one tech level higher than before.
By contrast, 37 of the tech advances are each at least one level lower. Transcendent Thought itself is now level 12.
The priority levels of the tech advances have been reworked, based partially on who would seek out which applications. Now, 42 of those techs are a different color.
Also, here's a little mini-chart of the tech tree layout.

Terraforming:
Spoiler :
Farms and Forests provide 2 nutrients each, but also take a little longer to set up.
Terraforming in general takes less time to build, to make up for how terraformers are more expensive. This is especially true for improvements that don't increase resources.
Condensers, Echelon Mirrors, Elevation Changes, Boreholes, and Soil Enrichers all require higher tech advances ranging from Superstring Theory to Matter Compression. Oh, and the Weather Paradigm now requires Advanced Ecological Engineering.
A lot of sea improvements also got moved up the tech tree some, but have been made more effective.
Some sea improvements that were impossible before (like Sea Boreholes) are possible now.

Unit Powers:
Spoiler :
The strengths of the weakest weapons and armors available are 2 each. Lasers and Synthmetal are now only 3/2 as effective as their no-tech counterparts.
The Fission Plant got renamed into the Electric Battery. The Fusion Reactor got renamed to the Fission Plant and now has no prerequisite. Because predesigned units automatically get reactor 1, I gave most of them Plasma Steel Armor and predetermined costs set to match their Reactor-2 counterparts.
The Quantum Chamber got renamed into the Fusion Reactor and is now the only application of Fusion Power. (Good enough if you ask me, considering the 50% hit point boost and drop in costs.)
Hovertank speed is raised from 3 to 6.
Predesigned Colony Pods and Terraformers are fast: speeders and cruisers.
'Copters are slow and Gravships are even slower. To keep Unity Choppers and Locusts of Chiron from being too slow to be effective, I gave them both Antigrav Struts.
So far, there are two ways to enter the sea before Doctrine: Flexibility. One is though a Unity Former. The other is to research Polymorphic Software first and build a probe foil Predesigned Unit.

Major non-changes:
Spoiler :
Graphics files are the same. (You're only downloading text files.)
Virtually nothing is renamed.
Only Supply Crawlers and Quantum Chambers were actually disabled. And only by name for the Quantum Chamber.

Very recent changes:
Spoiler :
Each faction gets a free terraformer at the start of the game.
Morgan's anti-ideology was switched from Planned to Green.
Deidre's anti-ideology was switched from Free Market to Planned.
Yang's anti-ideology has been switched from Green to Free Market.
Population limits before hab complexes and habitation domes have risen from 9 and 16 to 10 and 20.

There are many other changes to things. Check out the .txt files for more details.

The amount of beta testing that I alone can do is too limited. What you can do is check out the mod and tell me if, say, something is too weak to ever be useful or so powerful that it has to be sought out early every time. Any assistance you can provide there will be much appreciated and can lead to the creation of what I hope to be a better gaming experience.

Additionally, the older versions of this post are at WePlayCiv.com and [http://www.apolyton.net/forums/showthread.php?t=191918]Apolyton[/url].

Thanks!
-Anon Zytose a.k.a. Time Traveler
 
That's a big list of changes there. I can't promise I'll offer an intense amount of helpful criticism or comments, but my copy of SMAC/X is overdue for a clean reinstall anyway - I'll give it a few practice games as each faction and see if I can come up with anything to help you out with.
 
What I'll do is download this now and have a go over the weekend and see how I fair, and let you know how it plays. So far it looks like you have tried to reduce ICS a lot. It seems unusual for Wealth not to have +1 ECONOMY but I won't comment any further until I have tried it out. :)
 
I am excerpting relevant comments from the Apolyton thread:

Anon Zytose said:
vyeh said:
Anon Zytose said:
vyeh said:
Anon Zytose said:
vyeh said:
Anon Zytose said:
vyeh said:
What were you trying to change?

Incentives for players to have fewer, more spread out bases, instead of lots of tiny bases.

OK. Anti-ICS.

Anon Zytose said:
Incentives against building and having lots of units (especially colony pods and terraformers)

9 rows for a former will make it difficult to build the first farms. (In vanilla SMAC, a former is only 2 rows.) Once you get the first former, you can start planting forests and cultivating farms.

Hmm... Perhaps if I gave each faction a free former or two at the start of the game...

I think one free former.

vyeh said:
Anon Zytose said:
vyeh said:
Anon Zytose said:
Tech advances to be more similar in value to each other (And more of them available at a time in the mid-late game).

I don't follow.

When two particular tech advances are available, it isn't always such a great idea to choose one over the other. For example, Optical computers now has applications (Hologram Theaters and the Virtual World) while by contrast, Fusion Power has been nerfed into only offering a better reactor.

Okay, but fusion reactors do offer a significant cost reduction (in particular, sea colony pods and sea formers).

So significant that reactor 1 was renamed Electric Battery, reactor 2 was renamed Fission Plant and has no prerequisite, and reactor 3 was renamed Fusion Reactor and moved to Fusion Power. So instead of hit points doubling and costs cutting in half (to a minimum of 3 rows), hit points are going up by 50% and costs are dropping by a third (to a minimum of 5 rows). That and the reactor is still Fusion Power's only application unless you count how it still leads to Organic Superlubricant.

vyeh said:
Zytose Anon said:
Also, the number of tech advances available at any particular part of the game will average at around five or six until the very late game (if you don't account for how some are omitted for some odd, hard-coded reason).

The reason for the omitted techs is discussed in About beelining to Industrial Automation....

Zytose Anon said:
vyeh said:
Zytose Anon said:
Higher cost and difficulty in getting secret projects.

Without crawlers, it will take awhile for a base to build a secret project, even if the cost remained the same. By difficulty, do you mean no crawlers or do you mean that the tech prerequisite is greater (like the Weather Paradigm).

In some cases, both. (That Weather Paradigm now requires Advanced Ecological Engineering, by the way.) I also Increased the mineral row costs of most of the projects (especially the Cloning Vats) and increased the costs to hurry production.

vyeh said:
Zytose Anon said:
Rebalance social engineering a bit toward making them similar in value in both the early game and late game.

Do you mean the choices are equally desirable?

I'm basically aiming for that... throughout the timeline of the game. It started when I came to realize that in many games, Free Market was quite powerful in the early game when 1 energy each on squares that originally had none meant more than facing a little ecodamage, while Green was repeatedly the best choice in the late game, where one would have lots of large, spread out bases and heavy industry. I wanted it where both options (and Planned) remained equally valuable throughout the game.

I saw that for the Social Engineering stats...
Efficiency and Planet raised in value as players face greater inefficiency at farther bases as well as more ecodamage.
Industry and Morale remained the same throughout.
Economy and Support took decline as bases got many more minerals and energy that didn't depend on good rates in either.
Research, Probe, Growth, and Police all have the potential to eventually become worthless (Transcendent Thought, Hunter-Seeker Algorithm, Cloning Vats, and Telepathic Matrix).

If you have reached Transcendent Thought, you can end the game; so I am not sure Research becomes worthless.

Well, it'd still take a while to actually build the Voice of Planet and Ascent to Transcendence. And that's assuming that Transcendence victory wasn't disabled.

Without crawlers, you can still scrap units (losing half of the minerals) and you can still purchase minerals (at 4 ec per mineral), plus you could have a very high mineral production (see SMACX ECO-DAMAGE FORMULA REVISED! ).

Well, I checked and it looks like you're right about the disbanding units in bases to get half their mineral value. That could be a problem... I don't want mineral transfers from one base to another to be anywhere near as efficient as 50%.

Generally, minerals are indeed purchased at 4ec each. But for most factions I doubled the cost to hurry production. (For the Morganites, the cost is only to increase by 80%.)

Very high mineral production is what those bases may mostly rely on. Some of those projects now cost over 100 mineral rows each. The Ascent costs 720 rows in this mod so unless you have around 57600ec saved up, construction of that project will take a while.

Zytose Anon said:
Zytose Anon said:
vyeh said:
Zytose Anon said:
So I decided that apart from Free Market, each non-default social engineering option would increase Industry OR Morale OR Planet OR Efficiency... along with Economy OR Support OR Research OR Probe OR Growth OR Police. I also figured that any social choice that decreased Efficiency or Planet would pretty much need to increase the other. It's why Police State's Support bonus got turned into a Planet bonus while Free Market's Planet penalty got moved to Democratic. It's part of why Planned's Efficiency penalty turned into an Economy penalty. (The other part being that I wanted one of those options to decrease Economy and I wanted it to be impossible to choose both it and Free Market at the same time.)

Anon Zytose said:
vyeh said:
Anon Zytose said:
This mod is intended for vanilla SMAC. You do not need Alien Crossfire to play it. However, the faction files are SMAX-compatible.

The faction files are SMAX-compatible, but the alpha.txt file would have no effect in SMAX (you would have to take the paste the changes in that file into alphax.txt).

That is true. Mainly due to how the mod only really has vanilla SMAC in mind.

Now to reply:

Anon Zytose said:
Well, I checked and it looks like you're right about the disbanding units in bases to get half their mineral value. That could be a problem... I don't want mineral transfers from one base to another to be anywhere near as efficient as 50%.

I don't see any way to reduce the scrap value of units.

Anon Zytose said:
Generally, minerals are indeed purchased at 4ec each. But for most factions I doubled the cost to hurry production. (For the Morganites, the cost is only to increase by 80%.)

So once the threshold is reached, SP minerals cost 8 ep each.

Anon Zytose said:
Very high mineral production is what those bases may mostly rely on. Some of those projects now cost over 100 mineral rows each. The Ascent costs 720 rows in this mod so unless you have around 57600ec saved up, construction of that project will take a while.

I think it is pretty easy to get a base to 200 minerals (6 boreholes, minerals from orbit and all of the mineral multiplier facilities and have plenty of bases to build eco control facilities), so you are talking about 35 turns.
 
That's a big list of changes there. I can't promise I'll offer an intense amount of helpful criticism or comments, but my copy of SMAC/X is overdue for a clean reinstall anyway - I'll give it a few practice games as each faction and see if I can come up with anything to help you out with.
I look forward to hear what you might have to say. Thanks! :D
 
What I'll do is download this now and have a go over the weekend and see how I fair, and let you know how it plays. So far it looks like you have tried to reduce ICS a lot. It seems unusual for Wealth not to have +1 ECONOMY but I won't comment any further until I have tried it out. :)
I did it for a few reasons.

1: I wanted Wealth to have considerable contrast to both Knowledge and Eudaimonic. This meant replacing its Economy bonus with a Probe Bonus while Eudaimonic's Industry bonus faded away. (This was back when those choices had Morale penalties.)

2: I had it where each Future Society has only two primary stat increases. For Thought Control, it was Morale and Police. Morale and Probe was too similar to Fundamentalist for me and Probe and Police had too much potential to become obsolete with a few Secret Projects. This meant the Probe bonus was only available at Fundamentalist unless I gave it to another social choice... which turned out to be Wealth.

3: I don't want any faction to be able to combine Wealth and Eudaimonic to get +2 Economy. In fact, I'd rather not let anyone get +2 Economy without Free Market. (Except maybe Morgan but instead of a direct +1 Economy, he gets INTEREST, 0 and a slightly lower hurry cost than the other factions.)

Anyway, thanks and I hope to hear what you may have to say! :D
 
I don't see any way to reduce the scrap value of units.
I don't suppose we could make it impossible to disband units... And I tried seeing if the mineral salvage of disbanded units was connected in any way to the retool penalty percentage... It isn't. Unless the AI employs this tactic (I'd be very surprised if they do), this could be a major problem.
So once the threshold is reached, SP minerals cost 8 ep each.
Yep.
I think it is pretty easy to get a base to 200 minerals (6 boreholes, minerals from orbit and all of the mineral multiplier facilities and have plenty of bases to build eco control facilities), so you are talking about 35 turns.
Well unless the base is size 44, it might be more like 180 minerals and 40 turns. But you got the point across. I still think 40 turns is enough, though. For now, at least. If I really need to, I could increase the price of the Ascent even further.

(Too bad the mineral progress could be accelerated just by having enough bases build enough units to disband there. >.>)

Also, thanks for setting up the new Zip file! :D
 
I don't suppose we could make it impossible to disband units... And I tried seeing if the mineral salvage of disbanded units was connected in any way to the retool penalty percentage... It isn't. Unless the AI employs this tactic (I'd be very surprised if they do), this could be a major problem.

The AI will use AA and crawlers, but the AI doesn't seem very good at disbanding units even when the support cost chokes production.

Yep.Well unless the base is size 44, it might be more like 180 minerals and 40 turns. But you got the point across. I still think 40 turns is enough, though. For now, at least. If I really need to, I could increase the price of the Ascent even further.

There are four production-enhancing facilities (Genejack Factory, Robotic Assembly Plant, Nanoreplicator and Quantum Converter). They are cumulative, so all four gives a multiplier effect of 1.5*1.5*1.5*1.5 = 5.0625. If I have 6 boreholes, that is 36 minerals. Say a population of 14 with aerospace complex and 14 Nessus Mining Stations. That is 50 minerals times 5 or 250 minerals. Note that I don't need crawlers. If the other 8 citizens are working condenser/farm tiles (which produce 4 nutrients), that will be enough nutrients to support the 6 citizens working boreholes.

(Too bad the mineral progress could be accelerated just by having enough bases build enough units to disband there. >.>)

And there is a tactic with upgrading crawlers, which probably works well with upgrading units, so I suspect that I could get something close to 2 ep per mineral of the unit to be scrapped, which would translate to close to 4 ep per mineral of the Ascent SP.

Also, thanks for setting up the new Zip file! :D

You're welcome.
 
The AI will use AA and crawlers, but the AI doesn't seem very good at disbanding units even when the support cost chokes production.
I may have to rethink the whole Secret Project production thing. One idea floating in my head is for them t be incentives for factions specializing into that part of the tech tree.
There are four production-enhancing facilities (Genejack Factory, Robotic Assembly Plant, Nanoreplicator and Quantum Converter). They are cumulative, so all four gives a multiplier effect of 1.5*1.5*1.5*1.5 = 5.0625. If I have 6 boreholes, that is 36 minerals. Say a population of 14 with aerospace complex and 14 Nessus Mining Stations. That is 50 minerals times 5 or 250 minerals. Note that I don't need crawlers. If the other 8 citizens are working condenser/farm tiles (which produce 4 nutrients), that will be enough nutrients to support the 6 citizens working boreholes.
I just checked and found that those facilities together do not multiply production by 1.5^4 or 5.0625, but instead multiply it by much closer to (1+.5*4) or 3. I activated the scenario editor, gave a base a hefty population, added six boreholes, made the remaining terrain rolling, and got 50 minerals (which would be 51 with the Recycling Tanks). After adding those four factories (and the tanks), it went up to 153. Not the 258 or so that it would if they really did multiply production by 5.0625.
And there is a tactic with upgrading crawlers, which probably works well with upgrading units, so I suspect that I could get something close to 2 ep per mineral of the unit to be scrapped, which would translate to close to 4 ep per mineral of the Ascent SP.
Which further reinforces the mindset that I should rework some things with Secret Projects in general.
 
I just checked and found that those facilities together do not multiply production by 1.5^4 or 5.0625, but instead multiply it by much closer to (1+.5*4) or 3. I activated the scenario editor, gave a base a hefty population, added six boreholes, made the remaining terrain rolling, and got 50 minerals (which would be 51 with the Recycling Tanks). After adding those four factories (and the tanks), it went up to 153. Not the 258 or so that it would if they really did multiply production by 5.0625.

Thanks for checking that out.

Which further reinforces the mindset that I should rework some things with Secret Projects in general.

You're still getting 4 ep per mineral. If you make the secret projects more expensive you are making it more difficult.
 
You could always do what I did and remove secret projects altogether. Or have less of them, or move them up the technology tree, or have only 7 projects, all on User Technology, and that's given to all factions at game start? Just some ideas for you to think about. :)
 
You could always do what I did and remove secret projects altogether. Or have less of them, or move them up the technology tree, or have only 7 projects, all on User Technology, and that's given to all factions at game start? Just some ideas for you to think about. :)
That may actually be worth looking into. I can think of one project where I just may need to do that: The Cloning Vats. Too bad it'd leave Biomachinery close to bare. I could move down Nanohospitals, though.

If I was to remove two projects, then the second one would be the Telepathic Matrix.

The other projects can stay. For now, at least.
 
Okay here are the notes from my playtesting. They are in approximate chronological order.

  • I played as Morgan on Librarian difficulty. I don't know what his stats are as his datalinks have not been updated.
  • Everything is really expensive! Because of this, cities have to grow pretty huge before they are useful for anything, making GROWTH even more important than what it is normally. Pop caps hurt a bit though, but I was able to start spamming out pods when I had two size 8 cities. The Planetary Transit System could be very useful now, although would need to be prioritised for it to be any use as I managed to expand to cover my island before it was built.
  • Was surprised when Secrets of the Human Brain didn't give a free tech. :p Note that when one gets to Secrets of Creation, the achievement pillar thingy still claims it's Secrets of the Human Brain.
  • Switched to Democracy and Free Market as soon as they were available. I consider the +2 Economy boost more than worth the police trouble. 40% econ, 10% psych and 50% labs seemed to work well. When I got the Human Genome Project I was able to keep every base under permanent Golden Age. I stuck with Survival as my value as Wealth didn't provide anything useful for me. I stayed with None as my future society as None was more valuable than Cybernetic, even with the Network Backbone.
  • Losing a city to mind worms is more common (as defenders as so expensive and they take years to build cities are open targets until they grow). I resorted to loading autosaves as it's so painful to lose a city. Same for Formers and/or Colony Pods. Trance isn't enough to save them. Good thing I have so much money so spending 500 to 1000 to rush a defender isn't so expensive.
  • It is possible to reverse engineer the starting units to get Speeders and Lasers.
  • I found a Sea Former in pod, which let me get into the water quickly. It happily survived one Isle of the Deep attack as well.
  • First fungal pop at year 2202.
  • Missed the Virtual World. :( I tried to get to it but I didn't know the tech that it needed, and when I did it wouldn't let me beeline to it. :(
  • Mind Worms seem incredibly tough for some reason -- a defender in a base easily falls to a mind worm boil, even with a [red] fission reactor.
  • After I got over the early hump, things got a lot easier. Advances every few turns, running out of city names (I named my latest base "Morgan Morgan" :p). But yeah, research was a big priority as the tech for economic victory is quite late on the tech tree. With the ecomony boost, I was of course the leader of both money and technology.
  • I like how Engineers give Psych. What do they do, build jukeboxes? :lol:
  • I was one turn away from having enough money at M.Y. 2369, and then an global energy market crash! Yay. Managed to start it at M.Y. 2383 instead. Fusion Labs came far too late to have any real effect. I never was able/aware of being able to start that Global Trade Pact, somebody else did after I had the victory already underway. One base was producing 651 energy per turn. :D
  • Biology Labs may be a bit late in the tech tree to be useful, not sure. I was trying to beeline to Sentient Econometrics.
  • Towards the end about half of my cities were all Talents and Specialists. Every city was in Golden Age.
  • Unifed humanity in M.Y. 2407! Score of 2856, 178% rating. My book is "Sentient Econometrics made simple" -- how ironic that I won via Economic. :D That's my best ever score actually as well.

Hope that helps you out! These are my live comments, so if something that I remarked on is something you like, then don't worry about it, I was just trying to present anything that might be of use. :)
 
Okay here are the notes from my playtesting. They are in approximate chronological order.

[*]I played as Morgan on Librarian difficulty. I don't know what his stats are as his datalinks have not been updated.
I've checked the files I uploaded, and you're right: they aren't. I'll need to include the new datalinks on the next update.
[*]Everything is really expensive! Because of this, cities have to grow pretty huge before they are useful for anything, making GROWTH even more important than what it is normally. Pop caps hurt a bit though, but I was able to start spamming out pods when I had two size 8 cities. The Planetary Transit System could be very useful now, although would need to be prioritised for it to be any use as I managed to expand to cover my island before it was built.
I admit, I did make things expensive. Regular base facilities should generally be okay, though. The idea was to have players build a few of them first.
I'm actually glad to see Growth as valuable here. Planned hadn't seen the light of day as much as Free Market or Green...
-2 to Pop caps is one of Morgan's disadvantages...
The Planetary Transit System I deliberately chose to make more expensive, more so than most other projects.
[*]Was surprised when Secrets of the Human Brain didn't give a free tech. :p Note that when one gets to Secrets of Creation, the achievement pillar thingy still claims it's Secrets of the Human Brain.
In earlier iterations, I had Secrets of the Human Brain as a free tech for the Believers. I also had Probability Mechanics act like a Secrets tech for a while. Nowadays, neither are true, but I still thought the Secrets thing should be for something higher up than a level 2 tech with only one prerequisite. And it wasn't worth rewiring the whole tech tree for that alone. Also, the text that mentioned Secrets of the Human Brain is on another, much larger text file.
[*]Switched to Democracy and Free Market as soon as they were available. I consider the +2 Economy boost more than worth the police trouble. 40% econ, 10% psych and 50% labs seemed to work well. When I got the Human Genome Project I was able to keep every base under permanent Golden Age. I stuck with Survival as my value as Wealth didn't provide anything useful for me. I stayed with None as my future society as None was more valuable than Cybernetic, even with the Network Backbone.
Suppose I expanded the Morale penalty in Free Market and maybe the Planet penalty in Democratic...?
Maybe I should take one research point away from Survival and None each.
[*]Losing a city to mind worms is more common (as defenders as so expensive and they take years to build cities are open targets until they grow). I resorted to loading autosaves as it's so painful to lose a city. Same for Formers and/or Colony Pods. Trance isn't enough to save them. Good thing I have so much money so spending 500 to 1000 to rush a defender isn't so expensive.
I should probably increase the combat bonus of Trance to 60 or 70%...
[*]It is possible to reverse engineer the starting units to get Speeders and Lasers.
I may revert combat units to having hand weapons.
[*]I found a Sea Former in pod, which let me get into the water quickly. It happily survived one Isle of the Deep attack as well.
Some of the sea improvements require Advanced Subatomic Theory, which doesn't require Doctrine: Flexibility. My plan was for there to be a no-tech way to get Sea Formers. I did it by replacing regular Unity Foils. Unfortunately, those formers don't seem to actually work in terraforming anything. Not sure why.
[*]First fungal pop at year 2202.
I... guess that's kinda early... Then again, I'm guessing your social choices had your Planet rating at -1.
[*]Missed the Virtual World. :( I tried to get to it but I didn't know the tech that it needed, and when I did it wouldn't let me beeline to it. :(
Better luck next time? ^^;
[*]Mind Worms seem incredibly tough for some reason -- a defender in a base easily falls to a mind worm boil, even with a [red] fission reactor.
I noticed this early on. While humanity is in mild/moderate development levels, native life is strengthening quickly enough. Also, I've noticed that psi combat ignores reactors. A unit with an electric battery will have the same chances against a mind worm boil as its singularity engine counterpart.
[*]After I got over the early hump, things got a lot easier. Advances every few turns, running out of city names (I named my latest base "Morgan Morgan" :p). But yeah, research was a big priority as the tech for economic victory is quite late on the tech tree. With the ecomony boost, I was of course the leader of both money and technology.
Having technology acquisition jump that much wasn't really a priority of mine. Then again, hopefully the research rate at the end of the game wasn't as high as, say, a breakthrough every turn or two...
[*]I like how Engineers give Psych. What do they do, build jukeboxes? :lol:
I never tried to explain in-game why every single specialist gives a psych bonus. I just knew that if I did that, they might be a bit more worthwhile to grab while they're available. (Transcendi now strictly outclass all other specialists including Engineers.)
[*]I was one turn away from having enough money at M.Y. 2369, and then an global energy market crash! Yay. Managed to start it at M.Y. 2383 instead. Fusion Labs came far too late to have any real effect. I never was able/aware of being able to start that Global Trade Pact, somebody else did after I had the victory already underway. One base was producing 651 energy per turn. :D
Maybe I should move Fusion Labs down to Applied Relativity or something, and a few of AR's applications to Unified Field Theory. Not sure how the game will fare with Planet Busters that late, though.
[*]Biology Labs may be a bit late in the tech tree to be useful, not sure. I was trying to beeline to Sentient Econometrics.
I had them switch places with Centauri Preserves, which became more urgent. I may decrease the cost of Biology Labs. Also, I really should change the prerequisite for Economic Victory back to Planetary Economics. I thought I already had.
[*]Towards the end about half of my cities were all Talents and Specialists. Every city was in Golden Age.
Impressive. :D
[*]Unifed humanity in M.Y. 2407! Score of 2856, 178% rating. My book is "Sentient Econometrics made simple" -- how ironic that I won via Economic. :D That's my best ever score actually as well.
Technically, that's not how irony works, but whatever. Congratulations! :D
Hope that helps you out! These are my live comments, so if something that I remarked on is something you like, then don't worry about it, I was just trying to present anything that might be of use. :)
This helped out greatly! Thanks! :D
 
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