In depth strategy discussions

Discussion in 'Alpha Centauri' started by vyeh, Jun 4, 2009.

  1. vyeh

    vyeh Emperor

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    (1) Remember the Consciousness steals research when conquering a base of another faction. There are benefits to going after University early on.

    (2) Since the Consciousness has the -1 growth, I think using crawlers to build up the mineral and energy production of its bases (as a substitute for popbooming) is important.

    (3) Not ICSing with the Consciousness ignores the +2 efficiency, since the bureaucracy drone limit goes up as efficiency goes up.

    (4) Since Consciousness is immune to the negative effects of the Cybernetic SE, I would try to get to Digital Sentience as soon as possible.
     
  2. Russia4Life

    Russia4Life Chieftain

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    I would rather build another colony pod then build a crawler most of the time. Or even make an attack unit instead of a crawler. Maybe I am weird of something.

    You don't need to ICS to make more cities... You just build them farther apart. Which allows for larger growth later in the game. At least thats how I view it.

    The digital sentience is a good point I have never really considered it.
     
  3. vyeh

    vyeh Emperor

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    There has to be a trade off between more bases and more productive bases. As military units become more expensive, you need bases that can build them rapidly. Ideally I like a base that can produce 10 minerals/turn, since hurrying costs are double < 10.

    Also, before mag tubes, colony pods take time to go from core to frontier and investment in crawlers means you can build colony pods faster.

    Sorry, by ICSing I only mean establishing new bases as fast as possible. Wider spacing is less of a problem at higher efficiency.
     
  4. Russia4Life

    Russia4Life Chieftain

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    I have main bases producing well over 10 minerals usually. Farm+condensor a rolling tile = 1 mineral, borehole = 6 minerals, base tile with a recycling tank is 2 minerals so that is 9 already with only 2 workers, I usually have at least 2 boreholes per base by the time I am done improving a cities tiles. Fungal pops do not destroy boreholes and condensers so I do not mind the eco damage caused by them, and I find it a very good source of energy credits to pwn a whole stack of native life while not having to rebuild much when they happen.

    Ignore the faction color on the screen shot. It was that faction graphic bug that caused it. I am actually the drones.
     

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  5. vyeh

    vyeh Emperor

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    At this stage of the game, crawlers on the condensors allow advanced specialist, which really increase labs, credits and psych.

    I remember when someone gave me that advice. I took my game save and built crawlers to get nutrients. Boy, did my faction pop.

    I believe a borehole still works under the fungus, but does a condensor still generate nutrients under fungus?
     
  6. Russia4Life

    Russia4Life Chieftain

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    no it does not you still have to clear the fungus off that square, but you do not have to rebuild the condenser.
     
  7. vyeh

    vyeh Emperor

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    If there is a farm/soil enricher/condensor combo, which of the improvements is destroyed?

    And do you know if echelon mirrors are destroyed by fungus.

    I assume condensors under fungus still increase the moisture level of adjacent squares?
     
  8. Russia4Life

    Russia4Life Chieftain

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    I do not know about soil enrichers... Farms are destroyed by fungal pops, condensers are unaffected, and they still do increase rainfall of surrounding tiles. I could easily test the other improvements out. but I would make the guess that mines are destroyed, mirrors are unaffected, and roads are unaffected, forests are destroyed I know that for sure. My guess is enrichers get destroyed as well but i cant say for sure. Will give em all a quick test and let you know.
    ________________________________________________________________

    Destroyed
    Farm
    Soil Enricher
    Solar collector
    Forest
    Kelp Farm
    Mining Platform
    Tidal Harness

    Not Destroyed
    Condenser
    Road/Mag Tube
    Borehole
    Echelon Mirror
    Sensor Array
    Bunker
    Air Base

    All improvements continue to function when under fungus except condensers do not increase the food in the fungus tile by 50%.

    Also something interesting, fungus isn't effected by resource restrictions.
     
  9. vyeh

    vyeh Emperor

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    What do you mean fungus isn't affected by resource restrictions?
     
  10. Russia4Life

    Russia4Life Chieftain

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    It can produce 3+ nutrients before the nutrient restriction is lifted. Don't know how often if ever anyone will put that little trick to use but if they ever wanted to.
     
  11. vyeh

    vyeh Emperor

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    So if you happen to be Gaian and you've discovered two Centauri techs that give nutrient bonuses, you don't need to worry about gene splicing.

    When Darsnan made a mod where one got 2-3-2 from a monolith, that also wasn't affected by the restrictions.
     
  12. Russia4Life

    Russia4Life Chieftain

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    Yes that is correct. It seems that the only restriction that applies to monoliths is energy. If you give yourself the manifold harmonics project and you can see it. However all of this will be quite rare since gene spicing is on the tech path to the centauri techs, only way you could take advantage of it is through a trade or something and then just refuse to research gene splicing. Would be even more hard to get to secrets of the manifold without gene spicing.
     
  13. Buster's Uncle

    Buster's Uncle AC2 Co-Owner

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    It's interesting the angle you guys come at this from. I always played Gaians until I got into making custom factions.

    So my standard practice is to forest and forget, with only one or two farms to a base, and hold on til I get tree farm. Once that happens, I'm in business.
     
  14. vyeh

    vyeh Emperor

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    I like forests. They are quick to produce and actually mitigate eco-damage caused by farms.
     
  15. Buster's Uncle

    Buster's Uncle AC2 Co-Owner

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    There it is. Because my ultimate goal is to stretch out the game with one helpless opponent left and play it like Sim City, my strategy is really holding on until I'm getting 3-3-3 out of the fungus, and let the fungal pops take out the improvements. Once I've gotten Threshhold under my belt I actually try to maximize eco-damage!
     
  16. vyeh

    vyeh Emperor

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    I had a game once where I was all native and producing tons of eco-damage. I got worms, but because of my high Planet rating, they weren't a problem.

    Funny, I don't recall the sea level rising even though I ran the game for many turns.
     
  17. Buster's Uncle

    Buster's Uncle AC2 Co-Owner

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    It doesn't do that after you have TTT. No huge stacks of worms, either. Before, they get big enough to be a siginifigant threat, and the sea-level thing is tough to deal with if you can't get cooperation in the Planetary Counsel to Launch Solar Shade-

    Sometimes they won't go along a second time, so I try not allow eco-damage before getting TTT.
     
  18. vyeh

    vyeh Emperor

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  19. Maniac

    Maniac Apolyton Sage

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    IIIRC in SMAniaC it's also very much possible with the Cult to have fungus produce three minerals before you have Industrial Base.
     
  20. Maniac

    Maniac Apolyton Sage

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    Threshold to Transcendence I guess.
     

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