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Author Topic: Let's Play SMAC on a tiny map - Chapter one: The gospel according to zsozso  (Read 22611 times)

baruk

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Inspired by this (12 year old) thread over at Apolyton:
http://apolyton.net/showthread.php/7334-Transcended-in-MY.2172-by-Gaians?s=&perpage=20

Why a tiny map?
Quote from: zsozso
First I played a lot of SMAC games, learned to beat the AI in various ways into the ground (mainly on huge map sometimes standard but never smaller), had pretty high scores (several thousand %s) and kind of given up on the game with the notion that it is no fun anymore - too easy! THEN, I found Apolyton, read Vel's guide and saw the posts from korn469 about the fast transcend. And I was shocked: how on the red planet is it possible to transcend within a century - so I'm not that good after all ???

I tried to play a game with those settigs and first got it around 120 turns. And it was fun, more fun than I had in long time with SMAC. Then I played again and again... and after about 30 games I got down to 2179. It is no longer a question of beating the AI - which is very easy no matter what the world size or parameters are! It is a crazy race with time!

You have to try it to see. It requires an extreme amount of micromanagement - but not boring because you are not doing it with 150 bases and 300-400 units, but 5 bases and 10-20 formers (OK, you will have a lot of crawlers too).

Your choice of faction, my choice of rules
 I'm not bothered about which faction I play, so I'll take a vote on that. Spartans or Gaians would be easiest (see zsozso and korn469's record breaking games), whilst Believers or Hive are probably the toughest to transcend with.
 I was planning to play a tiny custom map on transcend difficulty with maximum land area, probably with light fungus (unless I'm the Gaians). If you guys prefer, I could choose a completely random tiny map.

 My preferred game rules are as follows:


In my opinion, blind research and random events add very little to the game, so they get switched off. Pods are FUN, so I keep those. Unity survey is a boon to long-term strategic planning, and knowing the shape of the land masses seems like a reasonable thing to have available.

baruk

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In summary:
- Vote for a faction (regular SMAC)
- Vote for a randomised map or custom settings (of my choice)

 I'll total up the votes once we have 10 votes or 72 hours have passed.

mattie2009

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All settings that boost native wildlife for maximum !!FUN!!.
No preference on faction.
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breadbocks

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He said he chooses the custom settings if that's your vote.

I say random map, random faction. LEEEEEROOOOOOOYYYYYY---
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mattie2009

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Well shit. In that case, what breadbocks said. Go on, it'll be funny.
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NRDL

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Be Morgan industries. 
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Patchy

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Well if you are doin a round of smac in spirit of those 2 games. I'd say pick one of the factions they used. So Spartans or Gaians. And is it a bad thing I actually remember when that thread was new.... sheesh, 12 years.... has it really been that long.
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IronyOwl

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Gaians, random map.

To be honest, I'm not sure how interesting this game is going to be though. Going in with a definite, start-to-finish plan tends to remove a lot of the unexpectedness or what have you.
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mattie2009

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It also makes it supremely funny when a random event turns your plan upside-down or the AI does something stupid and fucks you over. If you go into it expecting the unexpected, you don't get that amusement factor, but it affects you less since you planned for something to go wrong.
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NRDL

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I just got SMAC very recently...any tips for a noob?  I'm playing as the spartans. 
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baruk

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 So far, random map has been a unanimous choice, with random faction and Gaians tied at two votes each (one vote for Morgan).

To be honest, I'm not sure how interesting this game is going to be though. Going in with a definite, start-to-finish plan tends to remove a lot of the unexpectedness or what have you.
  I'm confident there's still enough variability in a tiny map for an interesting game (even with my rule stipulations), and it will be a useful contrast to the huge map experience. My game plan will still have to change somewhat depending on the map, which faction I start next to, and what I get from my first pods.

Well if you are doin a round of smac in spirit of those 2 games. I'd say pick one of the factions they used. So Spartans or Gaians. And is it a bad thing I actually remember when that thread was new.... sheesh, 12 years.... has it really been that long.
That's very cool! My experience chimes with zsozso's a little, in that after winning on a huge map at transcend difficulty, I was burnt out on SMAC for a while. The tiny-map transcend challenge managed to re-ignite my interest - it's something I try every couple of years or so.

I just got SMAC very recently...any tips for a noob?  I'm playing as the spartans. 
You start with an independent rover - use that to explore your starting area, but watch its health and try not to get it killed - once it has popped any nearby pods, it should retreat to your first city to act as police. Independent units are precious, as they don't need to be supported by cities, so don't risk them unnecessarily.
 Research centauri ecology for formers ASAP - build one in each city. Use formers to connect your cities with roads to aid mobility. Forests are a good default terraforming choice for moist or arid squares.
 In general, you want to build a cheap 1/1 scout patrol unit in each city to act as your police and mind worm defence, as it's half the mineral cost of a rover. Later in the game (once you have better tech) these cheap units can be upgraded instantly using crt+U if you suddenly need a highly armoured defender. Note that psychic combat with mind worms depends exclusively on morale value, ignoring armour and weapon values.
 Once you get Intellectual Integrity (E3), press U, design a 1/1 police scout patrol (add the special ability "non-lethal methods"), then upgrade all existing scout patrols to the new police version, to double your effectiveness at controlling drones (this will cost 10 energy credits per unit). Repeat this process for any rovers acting as police. Note that a Spartan Police State has a +3 police value (which also doubles police effectiveness) - in this case, each new police unit will nullify 4 drones.
 The main Spartan advantage is a hefty bonus to unit morale along with free prototyping - essentially you're pretty good when it comes to beating up other factions and building new weapon technology. Researching laser (applied physics), followed by information networks and impact weapons (nonlinear mathematics), is an effective early-game strategy, known as the dreaded "rover rush". Few enemy factions will be able to withstand being swamped with a horde of 4/1 Spartan rovers in the first 50 turns of the game.
« Last Edit: July 15, 2011, 07:37:48 am by baruk »
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NRDL

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I don't even know how to properly research tech...the green interface just pops up every once in a while and I just start clicking at random, choosing the option with the coolest name.
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baruk

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72 hours has passed, so it's random faction OR Gaians (and a random map). I'll flip a coin.
Heads - Random
Tails - Gaians

edit: I got tails, so Gaians it is.

http://www.random.org/coins/?num=1&cur=40-antique.antonius-pius

« Last Edit: July 15, 2011, 11:49:11 am by baruk »
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baruk

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2101
5 pods, lots of rainy squares and I'm starting on the largest of several islands, not a bad start.

 Not a bad start at all.
« Last Edit: July 15, 2011, 12:24:02 pm by baruk »
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baruk

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 One colony pod moves NW, finding another bonus energy resource. The scout and second pod both move SE.
2102
- We found the colony "Gaia's Landing" on the bonus energy spot.
- Oops. I take a risk by using the 2nd set of colonists to explore another supply pod, only to discover MIND WORMS. The scout patrol dutifully moves up to defend them - luckily we're on a rocky patch, so that gives us a 50% defence bonus.
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