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StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

I love how the Desert Rats campaign flips back and forth between fleeing on terror before Rommel's inexorable panzer and just dunking all over the Italians and Vichy French

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my dad
Oct 17, 2012

this shall be humorous
So, Alpha Centauri economy... Starting from the scratch, I'm going to try to go through the main elements of it on a more abstract level to see how they all interact, deliberately leaving out some aspects that are important to master in your play but not directly relevant to the broader concepts I'm going to go through here:

The primary driver of your economy is the interaction of workers and resources. One worker + one tile said worker can access that has some resources on it = more nutrients, minerals, and/or energy for you. Specialists represent a special case, giving you some derivative of energy income (energy credits, lab power, and/or psych/social spending) without requiring a tile to work on, but it takes a while for them to become relevant, and I won't discuss them here. As such, you have two main ways of improving your economy: Get more workers, or get better access to resources.

Colonies have a twofold function relating to the above: They produce more workers, and they enable you to exploit resources in their zone of influence. The initial benefits you get from colonies are quite good: you get 1 population, but can gain resources not only that worker's chosen tile, but also the city tile itself on top of it, in return for paying 2 nutrients upkeep total. Further growth is slower, requiring you to work tiles that justify the 2 nutrient investment in maintaining each unit of population, and even more if you intend to grow them in a reasonable timeframe. There is a number of other limits on the number of useful workers in your colonies, but more on them later. So, how do you get more colonies? There are two primary ways, and a sneaky third that seems too obvious to mention until you consider the implications.

Option 1: Creating colonies.
Fairly straightforward. Spend some minerals/time/energy and a unit of population in your colony to make a colony pod, and send it to a nice spot to set up a colony. The easiest and the most direct way of getting more colonies. Starts having diminishing returns due to: lack of room, increasing travel times to places you want to establish colonies in, the need to defend your ever growing tracts of land, and certain penalties directly based on the number of colonies you control.

Option 2: Taking colonies.
Spend some minerals/time/energy in your colony making a bigger stick than the other guy and then beat them with it and take their stuff. Extremely rewarding if you catch the other person with their pants down and just run down their cities (you getting a twofold benefit of gaining built up colonies and associated infrastructure while removing those from your enemy), but expensive if they put up a fight, and risky because you can then lose. Impact rovers are a somewhat infamous offensive power spike that lets you overpower early defensive units cost effectively.

Option 3: Not losing colonies.
In a way, this is just the above two, but with a minus sign in front. But it's also about gaining potential. As for the first aspect - you could make two colony pods that get eaten by mind worms, or you can make one colony pod with adequate protection that reaches its destination and remains safe. Despite making fewer colony pods, you get more working colonies. Similar goes for other players not conquering your colonies. But wait, there's more! You could delay getting a colony in a place where it's convenient for you to instead forward settle near a rival, and bring enough defenders to your new strongpoint to deter immediatte aggression and force any attempts to sneak a colony pod past you to commit far more resources to defending it. You lose out on the benefits of the better colony right now, but you don't lose the potential for establishing more colonies in the lands you effectively claimed for yourself with the forward colony. It's important to note that this trick only really works if the other player either has alternative directions to expand into, or finds attacking your forward colony too expensive or difficult. If they don't, you're better off just gearing for an offensive war and letting them waste their effort on settling the land and then straight up conquering it for yourself (or just... not forward settling them and instead maybe being content with less land in that direction and talking to them about splitting it up so neither of you has to rush there).
Focusing too much on potential can be dangerous though. In a broader context, a trick you can pull off to counter enemies trying to zone you out is to find ways to encourage them to overdo it and create sort of a bubble where they waste too much effort on laying claim on unfulfilled potential they can't really make full use of in a reasonable amount of time, and you instead focus on concrete and direct gains without any overhead - and then pop their bubble when the opportunity presents itself.

notes posted:

From this, we can glean a certain dynamic that appears in one way or another in most games of this type. Economy beats Defense beats Aggression beats Economy. Different games or different situations may emphasize different elements of this triangle as being better to focus on, but it's always present. For example, in a game of Dominions 5, I'll open by (mostly) ditching defense and being aggressive in expansion and conquest, then I'll consolidate by (mostly) ditching offense and putting my gains to good use for the long term. This goes on until I reach some break point and then (mostly) ditch economy as I assess if I have what I need to win the game. If not, I repeat the conquest->consolidation cycle. If I do have what it takes, I abandon all other concerns for the final setup and contingencies and then go for a final lunge towards victory. The caveat being that of course other players are also doing the same, so at any point I might have to grumble and build up my economy while waiting for an opportunity to open because I'm just not strong enough to do anything else, or scramble an emergency defense when I'd really prefer not having to, or desperately lunge with cobbled together forces to prevent someone else from winning the game.

You can exploit this triangle to force your enemies to commit to things they wouldn't otherwise want to. Most frequent use case is raiding or aggressive posturing to provoke a disproportionate defense buildup to hurt their economy, but there's plenty of others.

Remeber: 💰>🛡️ 🛡️>⚔️ ⚔️>💰

Good diplomacy can turn the above on its head if needs be, but only if it has a base position of strength (ideally your own, but a collective audience reacting to the results can work in a pinch) that the other can't just ignore.

Now, we've covered how we get more workers, and how to get access to more resources, but how do we actually improve on those resources? Time to talk about formers.

For a one time mineral/time/energy cost, and maybe 1 mineral per turn in upkeep, depending on your society, you can get a former. Formers go to a tile and build a tile improvement, needing only time, either modifying the tile's resources or creating some other benefit like roads or sensor towers or pushing back the xenofungus. Roughly every 3 tile resource improvements they produce, they provide you with an extra average worker's worth of productivity with upkeep accounted for, for the rest of the game, limited by the total number of tiles your population can work now or in the near future. Payoff can be even faster if they're just making forests, but forests don't give you enough nutrients early in the game to justify being mass produced at that point. Formers need to make a single improvement to compensate for their upkeep cost, and won't take too long to pay for their total production cost.
Now, there are some constraints you have on formers - they too need to be defended, and are much more spread out and vulnerable than colonies. But they also have some interesting advantages. Once they're done improving a colony's zone of influence for the time being, they aren't stuck there doing nothing, they're free to move on and help another colony. They can even do some prepwork for new colonies in advance, building roads and getting a farm and sensor in place for it, etc. In a desperate emergency, you can place them in front of an invading enemy to force them to chew through them to buy that 1 turn you desperately need to get some actual defences in place. There's even some cheeky ways to seriously inconvenience your enemies with them without doing anything directly aggressive. But their main purpose remains to grow your resource income.


Finally, something that kept indirectly cropping up when discussing everything above: the lovely 1-1-1 scout patrol. These guys protect your colonies from mind worms, these guys figure out where the good stuff you'd want to settle is, these guys locate your opponents before they locate you, these guys find various resource caches, pods, monoliths, etc, these guys tide your over the initial bout of unrest before you can get social services online, these guys can be upgraded to a better unit in an emergency, and these guys are ultimately the most expendable tool at your disposal, something you'll gladly sacrifice to protect something else. While they don't really contribute to your economy as directly as the stuff previously discussed, they are just as necessarry for it to continue to grow and function uninterrupted.


Now, why did I focus so much on colonies, formers, and scouts? Let's look at our initial goal: get more nutrients/minerals/energy. Let's call these "R". A scout might run into some sort of a resource boost while doing its job, giving us a straight up injection of some finite amount of R into our economy. They'll also protect our more expensive investments. A worker and a resource tile combine to give us a linear increase in resources we gain per turn - R/t. A former takes time to permanently improve tiles before moving on to the next, accelerating our gains from those tiles/workers - (R/t)/t = R/t2. A colony gives income from its center tile, allows workers to work, and uses resources it acquires to grow more workers, produce more formers, and send out more colony pods. Crudely looking at it, we can say it gives our economy a surge of acceleration in the long run - ((R/t)/t)/t=R/t3, while also directly giving us acceleration and velocity in the short run. Obviously, a new colony is a much more expensive investment than scouts or formers. Until the possibility of conquest enters the equation, our economy is fundamentally a function of our colonies, formers, and scouts. You build as many colony pods as you can get away with, making scouts to protect them and find more places to expand to, and making formers when the short term returns from improving tiles let you colonize more places in the long run. Everything else you can produce early on must be weighted against producing one of these instead. Once conquest becomes an option, replace colony pods with weapons of war - the fundamental math remains the same, this new extension of it just uses different means.

Even when diminishing returns start to kick in, tech advances, secret projects show up, etc, everything else in the game is fundementally some additive or multiplicative modifier to the above.

I have some more stuff to add on to this, but I'm spent for now. :) Supply crawlers let you bypass a lot of the difficulties of maintaining the above balance and let you go full Von Neuman on the planet.

e: I guess one way to formulate the purpose of the scouts is that they create potential for a number of colonies and formers to be created, but don't do anything with that potential on their own.
e2: The math as given is the result of me giving up on a more compicated ramble, but keeping some parts of it. If it helps, good, if it detracts, sorry about that.
e3: I wrote the derivatives, without showing the results of the relevant integrals over time, uggggh, I can see how this is confusing, should have just dropped the variables and kept the words

my dad has issued a correction as of 16:02 on Oct 31, 2023

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

StashAugustine posted:

I love how the Desert Rats campaign flips back and forth between fleeing on terror before Rommel's inexorable panzer and just dunking all over the Italians and Vichy French

Art imitates life.

FrancisFukyomama
Feb 4, 2019

not sure if this exactly fits the thread but since xcomlikes have been here, this Mars Tactics game sounds cool.
I’m surprised it took this long for another xcomlike to have deformable terrain since it was in the original

https://store.steampowered.com/app/1727760/Mars_Tactics/

Slavvy
Dec 11, 2012

quote:

The Red Planet is at war. Lead either Capital’s corporate army or Labor’s worker revolutionaries

Hell yeah

BearsBearsBears
Aug 4, 2022
Didn't start the game today due to normal life stuff. However I was able to take a bit of a look at Nwabudike Morgan while on company time. Check him out below (you may need open the picture in a new tab to actually read it).



He's an African tycoon who used his initial wealth from diamond mining to eventually invest into space travel and essentially buy himself a ticket to Alpha Centauri. The parallels to Elon Musk are startling, they're both "self-made" men from Africa who got their initial fortune from gem mining and parlayed that into investing in space travel. They both espouse a libertarian philosophy. Of course, Morgan is far more charming and charismatic than Elon and much better at both business and the business of actually making things.

The coincidences are still weird though, and there's almost no way that Alpha Centauri was inspired by Elon. SMAC (Sid Meier's Alpha Centauri) was released in February 1999, Elon Musk wouldn't found (the first) X.com until March 1999 and wouldn't merge with PayPal until a year later. SpaceX was only found in 2002, with Elon Musk having bought his way into being one of the founders. If you made SMAC today then you would make an Elon Musk type character to represent the capitalist Faction since he's one of the richest people in the world and heavily involved in space technology. It's weird that Morgan is so similar in 1999. You unfortunately can't remake SMAC today due to our restrictive copyright laws and the rights to SMAC being distributed among multiple corporations (including EA). It's a shame because Brian Reynolds (the guy behind Sid Meier's Alpha Centauri) has said that he would be willing to come out of retirement to make an Alpha Centauri remake.

There is one more interesting thing about Nwabudike Morgan that really sets him apart from the Musks and Ayn Rands of our world. He really seems to value family and his children. Nwabudike means "a father's power comes from the son" and there is at least one quote in the game that comes from one of his children. It's these subtle touches that keep any of the Factions from becoming simple cliches or stereotypes and make them feel like fully realized people and societies.

Mister Bates
Aug 4, 2010

FrancisFukyomama posted:

not sure if this exactly fits the thread but since xcomlikes have been here, this Mars Tactics game sounds cool.
I’m surprised it took this long for another xcomlike to have deformable terrain since it was in the original

https://store.steampowered.com/app/1727760/Mars_Tactics/

I tried the demo, which was just a single scenario of the tactical combat, and it piqued my interest.

It's your typical X-Com-style turn based tactics game, instantly familiar if you've played any of them before, but with a few interesting twists.

The main one I noticed was that, because you're fighting in space suits on Mars, both sides have tissue-paper durability and pretty much any successful hit is a fatal hit. Labor are also mostly using improvised weapons that have major downsides such as limited ammo capacity or short effective range, but make up for it by being able to lay down a lot of hurt on an exposed target.

Because of how fragile everyone is, using/destroying cover and manipulating the terrain to your advantage look like they'll be fairly major parts of the game, since an exposed soldier is pretty much guaranteed to be a dead soldier.

I am interested to see how the strategic layer plays and will be keeping an eye on it.

John Charity Spring
Nov 4, 2009

SCREEEEE

quote:

Two factions locked in a dichotomy as old as time – the boot, and those under its heel. Will investment money dry up during the battle of attrition, or will the fat cats on Earth keep the money and munitions flowing? Will the workers seize the means of destruction, or will their cohesion fall apart under the union-busting might of artillery fire?

lmao

BearsBearsBears
Aug 4, 2022
In 2060 earth launched the UNS Unity to our nearest celestial neighbor, Alpha Centauri. The great starship was built as a great unifying project for mankind and to give mankind a fresh start on a new world. This great project was contrasted by the increasing chaos, war, famine, pollution, and poverty of Earth during middle part of the the 21st Century.

https://www.youtube.com/watch?v=ZY9uZeAjl9I

The ship traveled through the void between the stars for 40 years before reaching the their promised land in 2101. A new planet, a new century, a new start for humanity. Things started to go to poo poo even before planetfall. The ship malfunctioned, the captain was assassinated, and the survivors split into seven factions. Each Faction took a orbital colonization pod and rode it down to Planet. We're playing as Nwabudike Morgan, a business tycoon that significantly funded the construction of the UNS Unity and stowed away on a secretly installed cryopod.

quote:

Human behavior is economic behavior. The particulars may vary but competition for limited resources remains a constant. Need as well as greed has followed us to the stars and the rewards of wealth still await those wise enough to recognize this deep thrumming of our common pulse.
— CEO Nwabudike Morgan, "The Centauri Monopoly"

I selected Customized Random Map, Normal size, low amount of oceans, Weak Erosive forces (increases rockiness), Abundant native life, and Dense Cloud cover(increased raininess). The AI has trouble with oceans and I feel abundant resources make things easier on the AI. The Abundant native life makes things harder for everyone but I like starting out with tons of Xenofungus.

I chose Librarian difficulty. This is the normal difficulty with no advantages for the player or for the AI. Feel free to play on a lower level if you're new to Alpha Centauri. The AI isn't very good but there are a lot of quirks to the game and one or two of the AI will land on great location and still wind up giving you a challenge anyway.



Here are the custom game rules I used. I turned off Blind Research and turned on Look First. Blind Research makes you unable to pick what you will research next, you just pick from one of the four areas to research and get whatever technology is next there. I think most people turn it off. Look First replaces your Colony with a Colony Pod that you can move around a bit.



This is a great start, I got both a nutrient bonus and a mineral bonus in range of my start position. Not only that, but I still got a bonus colony pod because the computer thinks this start isn't so great. An auspicous start.

Alright, now we're going to have to do something weird. Earlier I said I wanted to turn off tech trading but there was no option to do it earlier. Turning off tech trading is something you can only do in scenarios. So we need to go to the menu there in the bottom left, go to scenario, and activate the scenario editor, then go to the scenario rules in the same place and turn on "no technology trading". Then you gotta save do "Save Scenario" (not "Save Game") and load the Scenario. I wish there was a way to just do it as a rule. I think this also disables adding your game to the Hall of Fame, if that's something you care about.

I drop my base straight down and begin exploration. I get lucky and my first find is a Battle Ogre MK1. I forgot to screenshot the explanation but this is basically a lost alien battle unit. It's very powerful early game and it's sheer size makes it useful to police your populace. On the other hand, it's made using non-human technology so we can't repair it. Once it's used up that's that. On the other hand, it's great at intimidating your population even when damaged.



I set my colony to building a scout patrol to explore faster and put my citizen on the Nutrient bonus (the green thing) to get grow my colony faster.



One of the "unity pods" turns out to be a monolith! Monoliths are ancient alien artifacts so it looks we we weren't the first ones here. They give you 2/2/2 resources on their square and can promote a unit to a higher level of Morale. 2/2/2 (Nutrients/Minerals/Energy) is pretty great early game. it doesn't scale well to the mid-game but it's still pretty good even then. Another one of the supply pods from the UNS Unity turns out to be a data pod. In the early game most of the research goes to recreating the technology that we had on Earth when the Unity was launched. I think it's up until tier 3 that we're reresearching things from Old Earth. The not being alone in the universe thing is a pretty big deal, but at this point we're just trying to survive on Planet. Any navel-gazing about alien life should be done when not on company time. We need to learn more about the native life here, Xenofungus is what those red splotchy areas on the map are. It's awful because we can't get any resources from those squares (but some other factions can) and it slows down movement. I sure hope it isn't hiding any more unpleasant surprises.

You'll also notice I'm still building scout patrols. I want those Unity pods and I want to explore Planet as fast as possible. I didn't build that Colony Pod you see, I started with it. I haven't built anything aside from from scout patrols.


quote:

Our first challenge is to create an entire economic infrastructure, from top to bottom, out of whole cloth. No gradual evolution from previous economic systems is possible, because there is no previous economic system. Each interdependent piece must be materialized simultaneously and in perfect working order; otherwise the system will crash out before it ever gets off the ground.
— CEO Nwabudike Morgan, "The Centauri Monopoly"

Industrial Economics is researched! We've traveled an unfathomable distance from Earth through space to a a new "virgin" planet and one of the first things I'm going to do is recreate Capitalism. In your goddamn face Tim Curry
https://www.youtube.com/watch?v=g1Sq1Nr58hM

I forgot to post the changes I made to Morgan's Faction.


I made two simple changes, I made it so he doesn't take penalties from running his preferred Social Engineering choice of Free Market economics. Normally running Free Market significantly reduces your Police and makes it a lot harder to use your militarized police force (or policized military force?) to clamp down on your unruly proles. I made it so that thanks to Morgan's extensive experience with private security contracting lets him run a Free Market economy without sacrificing his ability to maintain order. Free Market is normally also highly polluting, Morgan also ignores that but has an Inherent -1 Planet rating at all times due to the normal corporate disregard for pollution. It probably should be more, especially with Free Market, but I didn't want to do anything too unbalanced and doing exactly what I want would have been impossible. Good enough is better than perfect after all.

Balance-wise, this lets me run Free Market and rake in all the cash from it while continuing my exploration. If I was any other Faction I would have to pick one or the other. In the future, this will also let me run rake in the profits while also fighting a forever war. I feel that this really showcases the strengths of Capitalism.



I founded a new city (Morgan Construction) and I'm using my Energy Credit reserves in order to rush another colony pod. My focus is on exploring with scout patrols to find good locations for cities and then putting down new cities. Honestly I could plop cities down wherever and they would work good enough but I like to spread them out and get nice features for each city.



That's not good. Thankfully my troops are able to handle them with their standard issue flamethrowers. Mindworms are easy for disciplined troops to handle. You don't need any fancy weaponry, you just need to endure their psychic fear assault on your mind and bring out the flamethrowers. If you do then you win, if you can't then you'll be literally paralyzed by fear and the Mindworms will lay eggs in your brain. There's no other way to deal with them (don't @ me Deidre, I don't even have your commlink frequency yet).



The tons of money we're getting from running Free Market lets us quickly research stuff. We'll be learning Biogentics so we can build Recycling Tanks. I'm not sure why we need to Biogentics to get Recycling Tanks. Presumably we need to bioengineer some bacteria to handle all the various things/corpses we toss into the tanks.



Why if it isn't Academician Prokhor Zakharov. I'm glad to see he's doing well and he's directly next to us. Zakharov is the leader of the University faction, focused on research. His weakness is that his information is a little too free, if you know what I mean. Somebody could hire some skilled hackers and easily hack his information networks to slurp up all his research data. I'm going to immediately create "Project PINATA" in order to develop Probe Teams and then hit Zakharov with probe teams until all his research data comes out. I also sign a Treaty of Friendship with Zakharov.



It is now turn 29. I've founded four cities, which is a pretty reasonable number against the AI. I've built my first unit of Formers and planted a single forest. I've built almost nothing but scouts and colony pods, although I did find time/money to build Recycling Tanks in two of my cities (and that one Former). My exploration efforts have gone great, I've gotten not one but two alien Battle Ogres, I found a Unity Rover from one of the pods and that Rover immediately found another Unity Rover. My exploration efforts have also discovered that I'm on a very limited landmass and I'm blocked in by the University. I'll still be placing down more cities but I'm running out of land to claim. The era of free real estate is coming to an end for me.

In my next post I'll be sidetracked by explain a bit about placing down cities, how to hurry production efficiently, and the the pluses and minuses of the Free Market and Democratic choices and what it suggests about the ideology behind them.

quote:

Resources exist to be consumed. And consumed they will be, if not by this generation then by some future. By what right does this forgotten future seek to deny us our birthright? None I say! Let us take what is ours, chew and eat our fill.
— CEO Nwabudike Morgan, "The Ethics of Greed"

my dad
Oct 17, 2012

this shall be humorous
Fun fact: If "Do or Die" option isn't on in Alpha Centauri, you can do a dirty trick at the start of the game to get some extra stuff. Obliterate your first settlement as the first thing you do. You'll get ejected elsewhere on the planet with more stuff than you'd normally start with, at the price of everyone's initial reaction to meeting you being "what the gently caress is wrong with you" and some temporary embargoes at a time where they don't matter at all.

dead gay comedy forums posted:

I see some Alpha Centauri and of course I have to do a bit of shameless plugging. From the best games ever megathread

kinda funny (and actually very good) to consider the evolution in my reading/writing from two years to now, especially in another language. my tremendous shitposting remains spectacular as ever though

Forgot to say before (got carried away writing :v: ), this was a cool post.


Normally I'd say that being able to run Free Market without the downsides would be waaaay too strong, but ironically Morgan is already capable of doing so in the vanilla game with the "wealth" social choice giving him the same bonus others get from free market, so it's not as big of a deal as it would be on literally any other faction.
e: One of the reasons Morgan can be likeable somewhat is that sometimes I get the impression that the writer injected a little bit of Engels in him.

my dad has issued a correction as of 19:00 on Nov 2, 2023

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
Did a Data Angels run last night but made a few mistakes, so I'm gonna try a Drones one tonight.

SMAC is fun.

AnimeIsTrash
Jun 30, 2018

BearsBearsBears posted:

We'll begin with how to start playing Alpha Centauri in the year of Our Lord 2023. The process was almost painless. We'll be adding a bugfix patch and a UI patch. You too can be playing Alpha Centauri in about 10 minutes or so.

1. Buy Alpha Centauri from gog.com. It is $6 at full price.
https://www.gog.com/en/game/sid_meiers_alpha_centauri
3. Download and install the game
2. WAIT! before you install it make sure you copy the install directory you use to notepad in case the patches don't automatically find it.
4. The official patches are already installed, you don't need to do anything there.
5. Install Scient's patch. There are other bugfix patches but I picked this one because a youtuber (Mandelore Gaming) recommended it to me. There are other patches but this seems to fix the most bugs without touching the actual gameplay. Just download and run the executable from this stranger on the internet. Make sure it goes to the correct directory (from step 3).
https://github.com/DrazharLn/scient-unofficial-smacx-patch/releases
6. Install the PRACX patch. This is a UI patch that adds things like zooming in and out. It brings the UI to at least semi-modern standards. I wouldn't reccomend playing Alpha Centauri without it. Once again just download the executable from the same stranger from the internet and execute it. And once again double check that the install directory is correct.
https://github.com/DrazharLn/pracx/releases
7. Go into your Sid Meier's Alpha Centauri folder and double click terranx.exe file to start it. You may want to make a shortcut somewhere.

That should just about do it! Here's the video of the intro to the game.
https://www.youtube.com/watch?v=035cpHEowS4
And here's the intro updated for 2020, remember 2020?
https://www.youtube.com/watch?v=ZY9uZeAjl9I

Pravin Lal is probably the one I gave the biggest buff too, I may have overdone it but I was truly inspired by modern liberalism. I've also buffed Yang and Deidre and made a small change to the rest. Basically everybody no longer takes the penalties from their favored Social Engineering choice as it often seems to be already integrated into the faction.

I've now got two questions. Who should I play as? And should any of the original 7 Factions be subbed out for somebody from the expansion, Alien Crossfire. I could play as one my buffed factions to see how they play or play as somebody else to see how they perform as AI.

chairman yang

BearsBearsBears
Aug 4, 2022
Alright, a bit of Alpha Centauri gameplay things. I'm not going to be talking about normal tutorial stuff but some stuff that isn't often mentioned unless you go looking for it.

First thing, cities and their base square that they work. As you know, cities work the tile that they're place on for free. The city's tile isn't effect by moisture or rockiness (or altitude), they always give you a base 2/1/1 (Nutrients/Minerals/Energy). So feel free to put that city on a Flat, Arid, tile; you'll still get 2/1/1. However the city tiles do still get a few bonuses. Rivers give +1 energy on each square they flow through and this applies to the city as well. There are the single tile Nutrient/Mineral/ Energy bonuses, those still apply if you settle your city on them. Additionally, there are Landmarks in the game. Landmarks give +1 of their resource to every square they occupy, including your city squares! I actually found a landmark but forgot to mention it. Here's the earlier picture I captured it in.



quote:

Pholus Ridge. Planet exhibits plate tectonics much like those of Earth. In one region, a continental plate is sliding over an ocean plate, sending the lower plate down into Planet's mantle. The result is earthquakes and mountain-building activity all along the line of Pholus Ridge.

The geothermal energy unleashed by the clash of two of Planet’s tectonic plates produces +1 energy per square along Pholus Ridge.

Pholus Ridge isn't very geographically distinct but it is geologically distinct. That +1 energy in whichever tiles are part of Pholus Ridge will come in handy in my quest to corner the energy market on Alpha Centauri.

I don't remember what happens if you settle your settlement on a Monolith.

As an important note, any tile bonuses that apply to a to a city also apply to a forest (I think). So rivers, landmarks, and resource bonuses apply to forests as well.

Edit: The Energy bonus from your city tile can be increased by having a good Economy (or reduced by a poor one). Finally the Recycling Tanks building increases your colony's base tile income by +1/+1/+1. It's a very cheap building that helps early cities out a lot, you should build them everywhere.

BearsBearsBears has issued a correction as of 01:13 on Nov 3, 2023

BearsBearsBears
Aug 4, 2022
I'm back baby.


We're rather well. It's turn 44, we've only gotten one more colony (which I've named Morgan CryoComputing) right near the Arctic Circle of Planet. Unlike the Arctic Circle (Bear Circle) of Old Earth, Planet's Arctic is bear-free. Maybe we'll clone some. I'm quite happy with our territory, we're hemmed in but we do have a good amount of space. The cities all have some sort of bonus, whether that's a tile bonus, the Pholus Ridge landmark, or even just a few river tiles. I managed to nicely tile my cities as well.

I'm in first place but just barely. Second place is the Pravin Lal's U.N. Peacekeepers and he's in first place in population. This sort of prodigious growth by the AI usually means one thing, Pravin Lal managed to land near the Monsoon Jungle. The Monsoon Jungle is a Landmark that gives +1 Nutrients on all of its tiles. Whichever AI lands there usually does pretty drat well for itself.

Fun Fact: Planet actually does have a name, it's just that nobody uses it. It's called Chiron, after the wisest of the centaurs. The star itself was named Alpha Centauri because it was the brightest star in the constellation of the Centaur. You can't ever see Alpha Centauri from most of North America. Southern Florida and Texas (and Hawaii) are exceptions.



Here's the constellation of the Centaur(?!?) as well as the the famous Southern Cross. Both are visible from Alexandria. There's Alpha Centauri too, our closest neighbor. Alpha Centauri is a Southern Circumpolar star, meaning it revolves around the South Pole and (if you're in the Southern Hemisphere) is visible for every night of the year and for the whole night. I think this also means that Alpha Centauri is more or less to our south in space.



I researched probe teams and my next choice lets me get Hab Complexes! I was going to rush this after probe teams but apparently it's right there. Hab Complexes normally let you increase your max population per Colony from 7 to 14 (doubling it), hower Morgan and his followers have expensive tastes so they have -3 max population. This means that Hab Complexes increase your max pop from 4 to 11 (almost tripling it). Getting Hab Complexes really goes a long way to mitigating one of your biggest weaknesses as Morgan.



You get a ton of energy as Morgan so you'll be using it to rush production a lot. I've been doing that a ton but haven't really noted it because it's not that interesting. Morgan's low Support often means that you'll be paying minerals in upkeep to support your units so you need to hurry production more often than other Factions. You can see that I'm paying 2 This time I had exactly enough to Energy to finish this building. Honestly, looking at the cost I'm probably building these Energy Banks prematurely. An energy bank gives you a 50% bonus to your econ income (not total energy production). I've got 4, so it gives me 2 extra energy every turn. One of that energy goes to paying Maintenance for the energy bank so that's one net energy per turn. That means it will take 124 turns to pay back just the rush cost of this Energy Bank at current rates. Of course this colony will be getting more energy income as times goes on but Rushing the Energy Bank won't make that happen faster (unlike Rushing something like Recycling Tanks). On the other hand, I don't remember if there was anything better to spend my energy around this turn. Energy Credits are meant to be spent after all.



Terraformers, or Formers are the key to building your economy. They're more important than building facilities but usually less important than building new colonies. My philosophy is that if have more than one unimproved tile being worked on in a city then I need to build more Formers. You have a few options early-game for terraforming. You can build a farm + (solar collector or mine) or you can build a forest. I usually build Farms + Solar Collectors until I am going to have enough Nutrients to grow the city to max size, then I plant Forests until all the tiles that are going to be worked are forested. Forests give you 1/2/1 early game but that massively improves as the game goes on. If you're not sure what to put down on a tile, put down a forest. They're very fast to put down, give you a decent mix resources, they can spread automatically and kick out Xenofungus, and if you decided something better should go on that tile then they give you five minerals when you cut them down. They're basically that one tree from The Giving Tree, an absolute sucker that we can massively exploit for our own profit.

First note: These are genetically engineered trees that leach minerals from the soil, and store them in condensed nuggets inside of themselves. That's how they give us minerals. The wood is probably also used for consumer-grade goods like furniture so that frees up industrial capacity to make other things. I don't think even the Gaians build nuclear reactors out of mostly wood.

Second note: Mines are kind of terrible. They're okay on rocky terrain but bad anywhere else. Outside of Rocky terrain they only give you +1 minerals with no way to improve that. Farms, Solar Collectors, and Forests all have ways to improve them while Mines don't, they're instead sort of replaced by Boreholes. On top of that, the Alien Crossfire expansion decided to further nerf mines by making them reduce the Nutrients of a square by one (to a minimum of 1). I modded this out (alphax.txt file). In the unmodded game Mines are basically only a good idea on Rocky terrain and sometimes on Mineral bonus tiles, otherwise just make a forest. With my unnerf they also make sense on low-lying regions that produce decent amounts of food during the early game. Forests still give you the same amount of minerals but with my unnerf a farm+mine can give you more food with the same amount of minerals in exchange for more terraforming turns (depending on the tile of course)

Back to the game, you can see I'm about to have two of my terraformers be attacked by Mindworms. I managed to save one by moving a scout patrol on top of it in order to defend it.


quote:

In the borehole pressure mines 100km beneath Planetsurface, at the Mohorovicic Discontinuity where crust gives way to mantle, temperatures often reach levels well in excess of 1000 degrees Celsius. Exploitation of Planet's resources under such brutal conditions has required quantum advances in robotic and teleoperational technology.
— Morgan Industries, Ltd., "Annual Report"

This is a huge technology. I already explained how big a deal Hab Complexes are for everybody but especially for Morganites. It also gives me the Wealth social engineering choice which will drive my economy even higher. It will also let me build supply crawlers, which are incredibly useful but I also have a lot of other things I need to build.



Zakharov you bastard, you want to probe me? No, I should be the one probing you. This aggression will not stand.



Alright, we all hate that Peacekeeping rear end in a top hat but I'm really focused on myself right now. You'll have to backstab him without me. Feel free to send all your units to your southern border. What I really need is for you to remove your military units from my territory.



drat it, you're quibbling and you know it. I doubt those hackers are bring all the specialized computer equipment out for a nice stroll.



Whatever, I just had them arrested and interrogated and then sent them back home. Murdering them would have caused a diplomatic incident and apparently disappearing them isn't an option. "Really, you somehow lost your probe team in my territory? That sounds rather careless of you. Well, I'll keep an eye out and tell you if I see 'em".



I then spent my turns building hab complexes, increasing my Psych spending to trigger a population boom (along with going Democratic + Children's Creche), and increasing my population as much as I could. In order to get a colony to my new max population of 11 I had to increase my Psych spending to 80%. Costly, but only for one or two turns. In the meantime, I only now started building my first Secret Project (wonder) and Pravin Lal started the same one although he was behind a few turns. I beat him to finishing it, probably by a significant amount. Pravin Lal then switched to building the Merchant Exchange and I'm going to try and beat him to that to. I do like that as soon as the AI starts a "Secret" Project you're immediately notified. I guess it's hard to keep such a massive undertaking actually secret.



I may have pop-boomed a bit too much. I've gotta get more anti-drone and psych infrastructure build so I don't have to dedicate 3 full pops to Psych. I don't even have any multipliers to Psych in this colony yet. I'll probably delay pop-booming my other colonies for a bit. They got a reasonable amount of growth while I was doing this. I also finished The Weather Paradigm, so here's the video.

https://www.youtube.com/watch?v=RPvK2p28Pho

What the hell is this froufrou hippy-dippy Gaian nonsense? Listen, we're going to be peeling a lot of layers of mystery from this planetary onion. In fact, at some point we're going be drilling holes from the top layer of this onion going down until we hit the gooey lava layer and then we're going to be harvesting the energy and minerals from that hole.

BearsBearsBears has issued a correction as of 02:01 on Nov 4, 2023

Minenfeld!
Aug 21, 2012



I like SMAC posting.

Also been playing Ultimate General: Civil War and that's fun too.

sullat
Jan 9, 2012
Yeah Weather paradigm is great, drill (aquifers and boreholes) baby drill

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.

Minenfeld! posted:

I like SMAC posting.

Also been playing Ultimate General: Civil War and that's fun too.

Any tips on UGCW? Keeping with my theme, I'm utterly inept at that game too lol. My troops seem to always lose every matchup even with artillery support and 2:1 numbers.


Edit: Also thanks for pointing out Alpha Centauri isn't visible from the northern hemisphere, I didn't even know that.

skooma512 has issued a correction as of 00:43 on Nov 4, 2023

sullat
Jan 9, 2012

skooma512 posted:

Any tips on UGCW? Keeping with my theme, I'm utterly inept at that game too lol. My troops seem to always lose every matchup even with artillery support and 2:1 numbers.

Hard to say what's going on. Just remember, ABDS (always be detaching skirmishers) and using them to try and flank the enemy. Also this isn't frosted flake's artillery doing indirect fire at 10 km range, this is Napoleonic artillery where you should be rolling the guns up to grape-shot range and blasting away. Try to use your green brigades to absorb fire and then the veteran ones to dish it out. The narrator is also trying to get you to repeat the mistakes of the historical generals so you watch out for that. For example, on the union side at Shiloh you're not really supposed to hold out at the first defensive line and if you stay there too long you'll get swamped by huge overpowered rebel brigades.

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

That's true for pretty much any smoothbore gunpowder era game. You want to blast a hole in the target over open sights, using canister if possible. The trick is extracting you guns from trouble and keeping cavalry away (not generally a problem in the ACW).

BearsBearsBears
Aug 4, 2022

skooma512 posted:

Any tips on UGCW? Keeping with my theme, I'm utterly inept at that game too lol. My troops seem to always lose every matchup even with artillery support and 2:1 numbers.
You really should install the UI/AI mod for that. It fixes a few very important issues by default. It does a lot of optional things as well but you need to turn those on in the config file.

https://forum.game-labs.net/topic/25750-ui-and-ai-customizations-mod-v192/

The most important things it fixes are;
1. The first tutorial mission being the hardest mission in the entire game. (This was a ridiculous choice from the devs, why would you make the very first mission the hardest?)
2. It shows you the range at which artillery will use canister/shrapnel/round shot. This will let you know how much damage they'll do.
3. Makes it so that having more men/cannons will always do more damage than having less. Previously if you had too many cannons in a unit it would actually do less damage. You still get diminishing returns but it won't screw you over just because you don't know the magic number for the cannons/men.

It also changes a few other things, like making perks that didn't used to work actually do something.

For my actual battle advice. The 6-pounder guns that you start with are cheap, easy to buy, and quick (for artillery). They're very bad at long range (when they shoot solid shot) but have an easy time getting into medium (shrapnel shot) or short (canister shot) range. Even if they get all shot up, you can just buy more of them. I would still use your infantry to pin enemys into place and then get the cannons into medium or even short range. Infantry is also still the best unit type, don't skimp on getting plenty of them.

quote:

Edit: Also thanks for pointing out Alpha Centauri isn't visible from the northern hemisphere, I didn't even know that

It is visible from the northern hemisphere, just not from most of the United States or Europe. You can see it from Alexandria, Egypt.

Frosted Flake posted:

That's true for pretty much any smoothbore gunpowder era game. You want to blast a hole in the target over open sights, using canister if possible. The trick is extracting you guns from trouble and keeping cavalry away (not generally a problem in the ACW).

It's actually a mixed era. You get both smooth-bore and rifled cannons. I think you might get one unit of each in the first mission, so double check which one is which. Smooth-bores are great at medium and short range, rifled cannons are great at long-range. You also get howitzers, which are so short-ranged that I couldn't figure out how to use them.

sullat posted:

Hard to say what's going on. Just remember, ABDS (always be detaching skirmishers) and using them to try and flank the enemy. Also this isn't frosted flake's artillery doing indirect fire at 10 km range, this is Napoleonic artillery where you should be rolling the guns up to grape-shot range and blasting away. Try to use your green brigades to absorb fire and then the veteran ones to dish it out. The narrator is also trying to get you to repeat the mistakes of the historical generals so you watch out for that. For example, on the union side at Shiloh you're not really supposed to hold out at the first defensive line and if you stay there too long you'll get swamped by huge overpowered rebel brigades.

This is also great advice. I managed to repeat quite a few historical mistakes despite watching a documentary on that specific battle on my second monitor during most of the battles. I would hear about the mistakes of the Union generals and think "I'm built different though".

BearsBearsBears has issued a correction as of 01:57 on Nov 4, 2023

Mister Bates
Aug 4, 2010
UGCW lets you play around with all sorts of weird guns that never saw widespread use in real life, like Whitworth guns, ridiculously long-ranged rifled cannon that let you pinpoint-accurately snipe enemy artillery with counterbattery fire

you can’t arm entire infantry brigades with Dreyse needleguns like in Grand Tactician but it’s still happy to let you try weird fun things

Minenfeld!
Aug 21, 2012



I haven't played much and am learning still but detaching skirmishers is something I've been using heavily to screen and push units out of position since I learned you could detach them. I've also been moving my artillery around a lot using them as battering rams to break units and let my infantry keep turning flanks.

Also I've kept a battery of rifled guns that I think I'll use for counter battery because they're accurate at range but I'm not sure if that's their best use yet.

Minenfeld! has issued a correction as of 02:27 on Nov 4, 2023

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


Mister Bates posted:

you can’t arm entire infantry brigades with Dreyse needleguns

The virgin ACW versus the chad Franco-Prussian War

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

I've got Nevsky, GMT's game on the Teutonic invasion of Russia, and it's kinda funny how the first scenario spells out the mistake the Russians made early (leaving the city to go fight a field battle) so you never actually get a historical result. Ofc I feel like a problem with the game is that there's not a ton of incentive to actually do sieges or for defenders to sally forth- I'm under the impression that sieges were generally very unpopular with the besieged for understandable reasons, and so would generally pressure armies to fight in the open and take their chances with whoever won*- so it just turns into two armies running around burning all the undefended cropland. But maybe I'm just not very good at the game.

*works a lot better when your opponent is less psychotic than the Teutonic Knights

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

Mister Bates posted:

UGCW lets you play around with all sorts of weird guns that never saw widespread use in real life, like Whitworth guns, ridiculously long-ranged rifled cannon that let you pinpoint-accurately snipe enemy artillery with counterbattery fire

It's because the breaches were unreliable and the guns blew up every now and then. Compared to the big muzzleloading bronze Napoleons which were pretty much indestructible.

StashAugustine posted:

I've got Nevsky, GMT's game on the Teutonic invasion of Russia, and it's kinda funny how the first scenario spells out the mistake the Russians made early (leaving the city to go fight a field battle) so you never actually get a historical result. Ofc I feel like a problem with the game is that there's not a ton of incentive to actually do sieges or for defenders to sally forth- I'm under the impression that sieges were generally very unpopular with the besieged for understandable reasons, and so would generally pressure armies to fight in the open and take their chances with whoever won*- so it just turns into two armies running around burning all the undefended cropland. But maybe I'm just not very good at the game.

*works a lot better when your opponent is less psychotic than the Teutonic Knights

I like the new Medieval system. I have the Guelphs and Ghibbelines game, and will pick up the Reconquesta and War of the Roses titles when my wife isn't looking.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

BearsBearsBears posted:

You also get howitzers, which are so short-ranged that I couldn't figure out how to use them.

howitzers basically need to be right up with the infantry to accomplish anything, where their job is to stop charges dead. a battery of 24 lb howitzers with a decent officer will instantly rout even the most elite bullshit confederate charge

later on when you need to hold defensive lines against waves of elite confederates (because the numbers get kinda wild in order to keep up the difficulty) that's how you hold them

Endman
May 18, 2010

That is not dead which can eternal lie, And with strange aeons even anime may die


StashAugustine posted:

so it just turns into two armies running around burning all the undefended cropland.

This was what most of the Hundred Years War was like, so much so that they invented a word for it: Chevauchée

Tankbuster
Oct 1, 2021
I used six pounders like giant shotguns for assaults, dragging them behind huge masses of oirish greenhorns to kill slaver scum.

BearsBearsBears
Aug 4, 2022
Alright, I've continued playing SMAC and I've gotten to turn 100. Let's see what's happened.

I've continued my "Splendid Isolation" style of game. I got a nice start in that I got a decent amount of land to play in but was also completely hemmed in by Zakharov and his University faction. One of Morgan's (my Faction) bonuses is a +1 Commerce bonus. You get commerce by signing a Treaty of Friendship with another faction and that +1 Commerce means that Morgan gets more commerce per commerce. What commerce actually does is give you more energy in your cities, especially in your biggest cities (or most energy producing cities?). It's not a big amount, especially when playing against the AI, my most profitable city gets +3 per faction treaty. Given that I wanted to see how my modded factions did, the terrain I started in, and my Faction bonus to commerce I decided to play rather passively. I'm now trying to grab as many Secret Projects as I can.

Free trade = Free money, how's that for an ideological note. It is basically an implementation of comparative advantage from Econ 101. Honestly, no real complaints on that note. It's a very simple implementation and gives you a reason to not just destroy all the other factions as fast as possible. I'm not even sure how you would better implement trade with a resource system as simple as SMAC's. It is interesting that when you engage in free trade with a capitalist like Morgan, you both benefit but Morgan benefits more. I like that.



CEO Nwabudike Morgan, "The Centauri Monopoly" posted:

Human behavior is economic behavior. The particulars may vary but competition for limited resources remains a constant. Need as well as greed has followed us to the stars and the rewards of wealth still await those wise enough to recognize this deep thrumming of our common pulse.

https://www.youtube.com/watch?v=o9AYmlCJny8

Merchant Exchange completed, in your face Pravin Lal! This gives you +1 energy in each square of the city that it's built in. You'll notice that it's actually less powerful than running Free Market, which gives you +1 energy in each square of all cities. It doesn't have any disadvantages though and it stacks with Free Market. The quote that comes with it is from our very own Morgan. There's also a bonus MorganQuote in the chyron at the bottom.

MorganQuote of the Day posted:

Greed ensures the transfer of power from the weak to the strong

This is actually a really interesting quote. It's a MorganQuote(tm) rather than a Morgan quote. It's probably not from Morgan himself but from some intern that has to write out a quote a day calendar. It lays bare the fundamental ideology of modern Capitalism without the economical and philosophical justifications that Morgan normally surrounds it in. So what it's revealing isn't what Morgan thinks but rather more about what lessons the Morganites are taking from Morgan. Morgan may be an absolutely brilliant business tycoon that manages to find a win-win solution nine times out of ten but the people below him aren't necessarily like that. They're just normal business people and industrialists.

That scrolling thing on the bottom is known as a "chyron" which is a genericized trademark. The name comes from the Chyron Corporation which specialized in adding graphical elements to news and sports programs back when that took a dedicated computer to achieve. I believe they only became omni-present on news shows in the way we're used to during the OJ Simpson trial (1995). Chyron Corporation was named after Chiron, the wisest centaur in Greek mythology, this was also who the planet in Alpha Centauri was named after. Weird right?



Here's what my most wealthy city is like, I built the Merchant Exchange here. That +6 energy square is +1 energy per square from Free Market, another +1 from the Merchant Exchange, +1 from the river, +1 from the Pholus Ridge, and +2 from the Solar Collectors at over 1000 meters. I'm going to make this my new capital so that will ensure this base works at 100% efficiency and then completely dedicate this base to Energy.

I then beat him to the Virtual world as well.
https://www.youtube.com/watch?v=sJlPr2KHSFo

Chairman Sheng-ji Yang, "Essays on Mind and Matter" posted:

What do I care for your suffering? Pain, even agony, is no more than information before the senses, data fed to the computer of the mind. The lesson is simple: you have received the information, now act on it. Take control of the input and you shall become master of the output.

Whoa, we're not doing any sort of weird philosophical enlightenment thing. We're just ripping off VR Chat. It will be free but with in-app purchases, just like Alpha Centauri would be if it was remade today for mobile devices. It looks like Pravin Lal tried to rip off the Metaverse instead, which is why he lost. The Virtual World gives you a Hologram Theatre for every base with Network Node.

Morgan Stellartots Keynote Speech, "Mythology for Profit" posted:

Richard Baxton piloted his Recon Rover into a fungal vortex and held off four waves of mind worms, saving an entire colony. We immediately purchased his identity manifests and repackaged him into the Recon Rover Rick character with a multi-tiered media campaign: televids, touchbooks, holos, psi-tours— the works. People need heroes. They don't need to know how he died clawing his eyes out, screaming for mercy. The real story would just hurt sales, and dampen the spirits of our customers.

Perfect, this is exactly the sort of full experience we want for our fancy new Virtual World. Morgan Stellartots does great work, I should give them their own colony. The free Hologram Theatres will keep the Drones pacified and give me yet another Psych bonus for more golden ages for more pop booming.



Pravin Lal did beat me to the Human Genome Project. It gives one extra Talent (happy citizen) per base, useful but not vital. I will eventually have to do a hostile takeover of it though. The Human Genome project was started in 1990 and completed in 2003 so SMAC came out right during the height of it. I used to wonder if the Human Genome project (HGP) gave you an extra Talent because of eugenics reasons but I don't think so anymore. The HGP gives the exact same bonus as the Cure for Cancer from Civilization 2. Back in 1999 people thought that once the HGP was completed the cures for a lot of genetic and genetics-related diseases were right around the corner. Cancers would be treated easily with targeted gene therapies. Instead we got a slow plodding march towards better treatments. Also, when the game does talk about eugenics it does so pretty openly.



We are now on turn 104. At this point the balance of Alpha Centauri can start falling apart a bit, especially in the research area. If you have a decent amount of income, then you start finishing a new Research in five or less turns. You get new research faster than you can take advantage of it. New facilities are researched faster than you can build them and military units you build can become obsolete before they reach the enemy base. To avoid that I've set the research rate for the game all the way down to 50%. This should give some breathing room for the mid-game. In SMAC, the cost of a research is based only on how many previous things you've researched. The tier of the research is irrelevant. I know the Thinker mod changes this so that Tech at each tier has a flat cost, as well as making a complete overhaul of the AI. I'll probably try it out next game.

From the screenshot you can see that I've still got all my same cities but they've grown nicely. That fungal tower up top has been my bane for a while now, my crappy planet rating and my undisciplined troops mean I need at least 3 units to take it out but I need 4 to really guarantee it. The problem is that every time I've tried to move my troops in position I encounter a mind worm or something that destroys or badly damages one of my units. It literally took out 3 scout patrols the first time I tried to destroy it. Part of the reason Morgan Cryocomputing is so underdeveloped was from the failed attempts to take it down and the support minerals I have to pay while waiting for my units to heal up.

University is not doing well. They're down to a single colony. They're getting their rear end kicked by the U.N. Peacekeepers. I think I'll let them be destroyed, but I need to steal all their technologies first. I have a number of early ones I skipped.

Despite it being past turn 100, nobody has called a UN Council. Apparently nobody has found everybody's commlinks yet. I think might be time to end my Splendid Isolation phase soon and see what the heck is going on in the world.



Here's Zakharov and his University faction. The only change I made is that he no longer takes the -2 Probe penalty from the Knowledge value Social Engineering choice. Oddly enough, if you're running Alpha Centauri with only official patches then this is actually a nerf. Knowledge would take his Probe value to -4 but the table in the game only had Probe values down to -3, so at -4 it would default to the neutral Probe effect at 0. The Scient patch fixes this.

This was the only change I made to Zakharov because I removed the penalties from everybody's favored Social Engineering choice. He's already perfect otherwise. Zakharov is one of the few Factions where their Inherant Faction penalties are the same as the the penalties from their favored Social Engineering choice. Usually the penalties are thematically similar but to different values than the Faction's Social Engineering choice.

I have got to finish probing him for all his technologies no matter how many probes teams it takes and no matter how pissed off he gets.

my dad
Oct 17, 2012

this shall be humorous
Zakharov is who I first managed to do a "build every single secret project" challenge with on Transcend. Research is strong, and being weak to probe teams is a manageable weakness if you know what to do. Like, say, get that one secret project. :v:

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
the power was out most of the day yesterday so I was on my laptop and got to playing Unity of Command 1 so I loaded up the Red Turn campaign and got into a hot streak: Decisive Victory at Rumyantsev, Decisive Victory at Lower Dnieper, Brilliant Victory at Crossing the Dnieper, [regular] Victory at Advance on Kiev, Decisive Victory at Kiev...

... and then immediately crashed-and-burned at Rovno-Korsun lmao. Total defeat. Have to try it again.

EDIT: you gain an appreciation for how UOC evolved into the sequel - the complete lack of a Set-Piece Attack or a Suppressive Fire or a Feint Attack means the LSSAH can plant itself on Zhitomir, and your strongest Mech Corps is still going to have 0-to-5 odds against it, and you throw all your armor against it, and none of them even suppress a single step, and that unit is effectively invincible. UOC 2 introduces complexity with the HQ actions, but they're there to make it possible to wear down units.

gradenko_2000 has issued a correction as of 15:03 on Nov 5, 2023

BadOptics
Sep 11, 2012

gradenko_2000 posted:

the power was out most of the day yesterday so I was on my laptop and got to playing Unity of Command 1 so I loaded up the Red Turn campaign and got into a hot streak: Decisive Victory at Rumyantsev, Decisive Victory at Lower Dnieper, Brilliant Victory at Crossing the Dnieper, [regular] Victory at Advance on Kiev, Decisive Victory at Kiev...

... and then immediately crashed-and-burned at Rovno-Korsun lmao. Total defeat. Have to try it again.

EDIT: you gain an appreciation for how UOC evolved into the sequel - the complete lack of a Set-Piece Attack or a Suppressive Fire or a Feint Attack means the LSSAH can plant itself on Zhitomir, and your strongest Mech Corps is still going to have 0-to-5 odds against it, and you throw all your armor against it, and none of them even suppress a single step, and that unit is effectively invincible. UOC 2 introduces complexity with the HQ actions, but they're there to make it possible to wear down units.

I think in UoC 1 there's no no unit continuity, so if you do smash up a bunch of units for the final objective everything comes back in the next scenario just fine. UoC2 will punish that sort of play style but you have way more tools, as you mentioned.

Played some more Flashpoint Campaigns: Southern Storm and got one star short of a perfect victory as the East Germans in the Brothers in Arms scenario. A recent update fixed some fuckery in how the game would estimate arrival times when units went over bridges; was able to set up a nice flank down a small valley that the M1A1's and Bradley's couldn't see. Then I just took the lightly defended objectives in the back before bringing everything to bear on their defensive points by getting close with the help of terrain/concealment. One comrade in a T-55 even got a M1A1 kill.

BadOptics has issued a correction as of 15:55 on Nov 5, 2023

my dad
Oct 17, 2012

this shall be humorous
Reading some Starcraft 2 unit descriptions, in light of recent events, gave me a grim chuckle.

my dad has issued a correction as of 21:27 on Nov 5, 2023

Danann
Aug 4, 2013

activating the mengsk initiative to stop ghosts from being infested by nuking them

Tankbuster
Oct 1, 2021
https://www.youtube.com/watch?v=JcfPlqJXOxg

The Ultimate General devs showed gameplay of the US revolt total war-like game.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Tankbuster posted:

https://www.youtube.com/watch?v=JcfPlqJXOxg

The Ultimate General devs showed gameplay of the US revolt total war-like game.

oh hell yes this rules. Playing the strategic layer also in real-time is the shot-in-the-arm the Total War genre needs, and is likely necessary to let the asymmetric warfare of the American Revolution make any sense

gonna get my Nathanael Greene on

sullat
Jan 9, 2012

gradenko_2000 posted:

oh hell yes this rules. Playing the strategic layer also in real-time is the shot-in-the-arm the Total War genre needs, and is likely necessary to let the asymmetric warfare of the American Revolution make any sense

gonna get my Nathanael Greene on

Going to need a European/Caribbean layer if you want to make the American Revolution make sense

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
The fields look so pretty.

Tankbuster
Oct 1, 2021
yeah its a neat artstyle.

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Fuligin
Oct 27, 2010

wait what the fuck??

Pretty, looks interesting. Still wish they would ditch the Americas and tackle the revolutionary wars/Napoleon

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