Average Manatee
Arcane
- Joined
- Jan 7, 2012
- Messages
- 14,430
I just want a 4x with even more terraforming.
Call to Power 2 is your game, then.I just want a 4x with even more terraforming.
Yeah. I’ve noticed that modern scifi peaked in the 90s and everything since has been crap.Yes, it is absolutely impossible to replicate today, because it was made in the tail end of bygone era where games could be made by people versed in history, philosophy, hard sci-fi, people who read literature and watched movies for adults. Replicating the writing and world-building of Alpha Centauri today would be like asking Somalians to build a space rocket, the basis is just not there.
Thoughts about recycling tanks and when to build them?
At least in vanilla SMAX I find it quite easy to win with the pirates:I tried Pirates and they really seem kind of shit.
1. Sea mining as already discussed is shit. You basically have no minerals even with the Pirates boost. Additionally foil chassis then makes every unit 2x as expensive. So realistically its like you're taking a -50 to -66% mineral nerf compared to other factions, which gets much worse compared to bases with boreholes/mineral resources. This also means you can't really get SPs, at least in Thinker mod where AI is relatively competent at them.
2. The only upside I can find is that planting seaweed is awesome. Its quick (5 turns), it spreads automatically, it's 3 food base and 4 food with an aqua farm. That's much better than farm + condensor (16 turns total).
3. Unfortunately you have -1 efficiency. This pretty much nukes your ability to collect energy from squares once you've expanded (and you need to expand a lot). In my game I spent a lot of former time placing tidal harnesses that was wasted. I think you want to pretty much just do seaweed past the first few bases and grow grow grow.
4. You need to take a *lot* of territory to keep up. You're running full specialists only and buying everything you have with credits.
5. You kind of really need the SPs that give -drones or +talents to avoid revolts before you get crawlers. Because you need to be size 5 to run specialists, and then you need to feed size 5, and do it without drone revolts. And you have a cool -1 growth to slow your growth towards size 5 as well.
6. Unfortunately with double cost supply crawlers your ability to snowball once you get them is screwed hard.
7. Your seaweed is stuck at 4 food, so you can't really develop past that. This means each base needs more space, which means you have to simultaneously ICS while also spreading out further.
Do I think I can win? Yes, I kept even with Deidre on tech (who is assblasting the entire rest of the map). But with basically any land-based faction playing 100% economy the whole game I'd be swamping her, and beating AIs in wars isn't really proof of a good faction just that you understand how to beat AIs in wars.
Cyborgs definitely seem the most broken (excluding the aliens).
Drones are good IMO because the economic development just swamps everything. Having 25% more bases or 25% more infrastructure will make up a -20% research penalty, and you can always trade/steal/war for techs. -1 drones automatically is always great pretty much all the time whether you're conquering or just trying to power up economically. AI might suck in vanilla though but I expect they'd do well in Thinker. Though a lot probably comes down to initial tech choices, Deidre seems to take off every game because she starts with Ecology and I bet that everyone else suffers in relation to how slowly the AI is to research that tech.