In depth strategy discussions

vyeh

Emperor
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May 15, 2006
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Russia4Life said:
I have noticed a lack of strategy threads here. I figure now that I am getting more involved in MP game that my made up on my own strategies will likely not work against some/most players. I would rather enjoy hearing ideas from the more experienced SMAC players.

I have read the faction profiles on Vel's guide. While most of that is helpful, it just doesn't go as in depth with some strategies as I was hoping. Please do not give me a link to something on 'Poly. If you do I will ask you why we have a forum here if you are just going to link me to relevant content on another site. I think this would be a good opportunity for me to maybe learn some new stuff as well as generate some content for the SMAC forum here.

As I stand now I really don't have much in the way of a set strategy when I start a game, as I usually just go with what I think will work the best at the given time. I do have factions that I do enjoy more than others, and feel I play them pretty well against the AI. I have recently though come to like the Consciousness, and with scient's patch the angels are looking tempting to have a go with. I am fairly new to both of these factions. For this thread I would like to focus on The Cybernetic Consciousness. Depending on how the responses go I may create others threads later on.

Here is my general game plan with the consciousness. I really dislike ICS, and as such will usually avoid it. If I get the weather paradigm I make condensors+farms and boreholes. I generally prefer this over forrests as I hate having the low food output of forests, as I find this combined with the factions already incredibly hard to popboom withs -1 growth really iritating. If I miss the WP I kinda just make a farm and forest mix farms so I can maintain some kinda growth and the forests for shields.

Since I usually play with blind research I do not have much experience with B-lining but I do have a fairly good grasp of it. I usually get centauri ecology as the first tech so I can get started on terraforming right away. I then usually make my way to IA switching to planned as soon as it is obtained. I then pickup ethical calc for the children's creche and democracy and work my way towards cyber ethics. after I have planned Democracy and creches in place I will attempt to do a GA pop boom, while doing this I work towards environmental economics to lift the resource restrictions. After this point I do not usually follow a set path except when I finish with the pop boom I switch to free market and knowledge.

I do not use crawlers that much if at all. Perhaps that is a flaw in my game play, what I do with other factions is rely on base size and terraforming improvements which works fairly well for me, and I do not see crawlers worth using except for rushing SP's.

...This is my normal order of things unless there is a need to get aggressive like when the Believers, Hive or Spartans starting uncomfortably close to my territory in which case, I will pick up non linear math before continuing on to IA. Since Consciousness start with both prereqs for Non linear math it is not that big a deal for me to do so, I may also get doc mobility as well. Plus taking the fight to them is more rewarding then letting them take the fight to you since The Consciousness has the ability to steal tech upon capturing a base.

So I guess what do people think I could do to improve my play with this faction? Is there anything I am doing that is viewed as a complete phail? What is the most logical next step for me after getting Environmental Economics? Doc Air or fusion is what I aim for more often then not.

(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.
 
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.
 
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.
 
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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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?
 
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?
 
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.
 
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.
 
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.
 
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.
 
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.
 
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!
 
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.
 
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.
 
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.

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