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Thread: magic9mushroom's strategy questions.

  1. #1

    Default magic9mushroom's strategy questions.

    Well, I've finally gotten "into" AC enough that my questions are outstripping the circles I frequent and my Google-fu. Apropos, I've registered here. Here's hoping I don't accidentally start any flamewars .

    So, without further ado:

    1) Playing as the Pirates under Svensgaard, it seems to me that restriction lifting would be more of a priority than IndAuto, since Frontier/Planned/Wealth will kill his research dead and he hits nut and energy restrictions the moment he starts terraforming at all. Can someone either confirm this, or explain to me why it's not so?

    2) Which faction has the fastest ICS start? To me Marr looks like it - he has +1 Growth, free recycling tanks, energy grid from turn 1, and starts with CentEco and Biogenetics, not to mention the free colony pod - but I don't see much about him in guides, and the "fastest transcendence" records (which are seriously mind-boggling) seem to all use ICS Zakharov. What am I missing here?

    3) Again with Svensgaard (I like!), what ratio of mining platforms to tidal harnesses do you people find works best? Or do you rely on boreholes for minerals?

    EDIT: 4) How do you use colony pods to increase the size of a city? Is it just normal "disband" or is there something special you have to do? I tried it once or twice and it didn't seem to work.

    (And yes, I know I'm a lazy bastard and should hammer these out for myself, but I'm a slow player . If I have to, I will, but I figured I should "probe" as many answers as I could before I hit the research. )

    Thanks,
    m9m

  2. #2

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    Hi

    1) No idea. Never played the Pirates. Sea crawlers are extremely expensive. However, I have often read it's a good idea for a Pirate player to found the first few bases on land.

    2) Alien factions are clearly overpowered. For that reason they are usually banned in multiplay and are not considered for speed stuff like your example. Fast start: Zak (will reach crawlers/ other important early game tech way faster than others), Morgan (100 extra credits make for an explosive start), Yang (industry + growth bonus, research can potentially be lacking though).

    3) Don't use mining plattforms too much. As mentioned above, it might be a good idea to found bases close to land. Use forests and boreholes for production. Energy can be used for production in place of minerals via rush buying or upgrading cheap unit shells.

    4) Disband doesn't work. Hitting B when the colony pod is in the relevant city shoud do the trick. THere is probably a corresponding choice in the right-click menu.

  3. #3

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    Quote Originally Posted by civac View Post
    Hi
    Hi.

    2) Alien factions are clearly overpowered. For that reason they are usually banned in multiplay and are not considered for speed stuff like your example. Fast start: Zak (will reach crawlers/ other important early game tech way faster than others), Morgan (100 extra credits make for an explosive start), Yang (industry + growth bonus, research can potentially be lacking though).
    Yeah, I would have thought those three would work well, but isn't Domai also in the club?

    ...So Marr and H'minee are, in fact, faster? They're just ignored because they're known to be broken?

    4) Disband doesn't work. Hitting B when the colony pod is in the relevant city shoud do the trick. THere is probably a corresponding choice in the right-click menu.
    Thanks a bunch. I was getting awfully confused.

  4. #4

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    The aliens would be decent factions even without their free recycling tanks. With them they are unbeatable.

  5. #5

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    Yeah, I know, I played my first game on Transcend with H'minee and it was boringly easy. 13-4-3*2 Elite vs. 6-2-2 Hardened is a curbstomp (and that was the best the Usurpers had...). Ended up Progenitor Victory in 2249 (huge map) and I wasn't even specifically beelining Singularity Mechanics or ICSing (I'd been spacing for 11 workers per city (3 boreholes) - in retrospect, the long period I spent with foodsats and no hab domes meant I should have half-ICSed for all those additional specialists).

  6. #6
    Emperor BigDork's Avatar
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    Heya m9m! I unfortunately cannot be any help to you since I've never played Alpha Centauri but I wanted to stop by and say welcome.
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  7. #7

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    So, does anyone have any more answers about the Pirates, or even a recommendation to a more active forum?

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    Prince Imagine A Cool Name's Avatar
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    I play the pirates quite often. I always use the same start though so not sure if I am best qualified to answer. I always go for Ind Auto first for wealth and FM then I go for resource restrictions next. +3 econ doesn't really help much more than +2 but I play a pure energy strategy with them, so I tend to avoid -3 effic when using planned the +1 industry is useful as well on wealth. You can use transport foils to pod pop so the - to police won't be a factor, and in my opinion you should always pop pods with transports so you have the chance for battle ogres and artifacts. I also usually make sure the closest base to the pod is making a facility in case you get the pod that auto finishes something at the nearest base. I have also heard tricks of using a super expensive tricked out crawler design for this as well, I have never tried it before because I usually play with restrictions on myself against AI's mainly I don't use crawlers or copters. It can give you a huge boost to a project though, A rover supply with synth armor and trance is worth 150 minerals for example. That is half of the virtual world with just 1 pod.

    For terraforming I use all tidal harnesses and kelp farms in shelf tiles. If there is land tiles I can work in a bases radius they get boreholes or forests. The amount of energy you can bring in with sea bases using tidal harnesses +2 econ and a thermocline transducer is quite high. You can afford to rush buy stuff quite frequently after set up.

    It is not the fastest ever I am sure but I have managed a 172 turn transcend victory with only 20 bases on Huge map of planet using the pirates, without using any crawlers.
    Sticks 'n stones break bones, but decapitation works best.

  9. #9

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    Quote Originally Posted by Imagine A Cool Name View Post
    I always go for Ind Auto first for wealth and FM then I go for resource restrictions next.

    For terraforming I use all tidal harnesses and kelp farms in shelf tiles.
    But FM does nothing to tidal harnesses until you've gotten EnviroEco. That's exactly why I was suggesting it be beelined.

  10. #10

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    No he does it the other way around. He starts of with tangfarms - if any, seaformers are expensive - and uses +2 econ for 2-1-2-seasquares. No tidals at all needed. The first restriction to lift will be nutrient - which should help a lot then. Tidals are not required before environmental economics so you don't need so many formers as long as you can't afford them.

    Of course you usually aim for rescource squares. Especially nuts and energy which make really nice 5-1/0-2 or 2-1/0-6. (1/0 depends on shelf or not)

  11. #11

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    I assume "tangfarm" is the German for kelp farm. How do you get 2-1-2 from a kelpfarm and +2 econ? That's 2-1-1 before restriction lifting and 3-1-1 after (base 1-0-0, +0-1-0 Pirates, +2-0-0 kelp, +0-0-1 econ).

    And you can't build kelp or harnesses in non-shelf (in fact, I'm reasonably certain resources are hidden in non-shelf). Even Pirates only get that at AdvEcoEng.

  12. #12

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    uhu?

    And I thought seasquares always grant an energy. May be I play too much time in FM.

    Now that you say it, you are quite right. Resources and fungus are hidden in nonshelf.

    Since I am also no natural pirate I guess you should try what IACN described.
    Since I know SMAX-economics (imho) I wonder a bit about his strategy. I have the impression that he plays the usual builder faction, but I don't think that plays to pirates strengths.
    I think for the distances they face and the natural habit they live in, pirates should use green by all means. And demo for growth. I'ld try to switch between demo/planned for growth and demo/green for military and economics. They may use wealth (and may be additional golden ages for +2 econ) for industrie.

    But the core business for pirates should not be economics but exploration and diplomacy. In fact if you want to use an economic aproach then find the other factions and become merchants. Try to buy ind auto from Morgan (for centauri empathie?) and sell it to everybody else. May be you can get II from Yang in return and sell that too. With demo/green you can gor for up to 100% energy and build a pretty tough empire (british design ) meanwhile.

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