New to Game

Bruce

Chieftain
Joined
Nov 5, 2001
Messages
4
Have Alpha Centauri and Alien Crossfire and have recently started playing it (I bought it maybe a year ago)
I agree with other posters that say it is a little hard to get into but I really really want to like it!!
So far it really seems mind numbing with all the technology and different paths and I really have no clue what I'm doing which makes it not to much fun right now.
I have manual on Alpha Centauri CD in PDF format but I would MUCH prefer something printed out. I know I can print it out but would go through alot of ink!!
I love Sci Fi so I should like game eventually but its rocky going right now.
Do any of you wizards have some advice to help me and amount of time is normally required to get hang of game?
Thanks
 
It took me a couple of months to get the hang of SMAC. Some take a lot less time to get used to things, but I must admit that at first, I was overwhelmed by the game. Really, a lot depends on your playing style, and you'll want to choose a faction which best suits that style. If you're a warmonger, try playing the Spartans or the Hive. If you're a classic builder peacemongering type (like me) try Morgan. If you want to get ahead in the tech race, try playing the University.

Actually, I think that the best faction for a new SMACer is the Peacekeepers. Don't try SMAC/x until you get the hang of SMAC because the Progenitors are way too strong, IMHO.

Since you're new, I'd suggest this: Play at Talent level on a large world, or the Map of Planet. Customize the rules. For instance, turn the random events off until you get used to things, and by all means, turn blind research OFF. That will give you the ability to direct your own research. You'll want to maintain a good balance of Energy (money and science), Nutrients (for base growth), and Minerals (for building improvements, military units, and Secret Projects).

Here is a simple, if incomplete tech path that I tend to follow:

1. Applied Physics
2. Biogenetics
3. Doctrine: Mobility
4. Industrial Base
5. Social Psych
6. Doctrine: Flexibilty
7. Ethical Calculus
8. High Energy Chemistry
9. Gene Splicing
10. Synthetic Fossil Fuels
11. Doctrine: Air Power

Depending on what faction you play, you'll start out with some of these, and you may get some of these techs through trading with other factions.

Thats about all I can think of for now, without writing a 200 page tome. Speaking of such, a guy named Velocyrix, who is a regular poster at Apolyton, put out a strategy guide for new SMAC/xers. I believe that we have it on this site. If you can't find it, e-mail me and I'll send it to you. In fact, I'll do one better. I'll post it here. A lot of the vets said that it didn't help them, but it helped me a lot when I was a newbie.

PS--The Guide is for both SMAC and SMAC/x.
 
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