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THE COLUMN
HISTORICAL APPLICATION OF ALPHA CENTAURI
By Keith Medlin
May 27, 2000

note: This is The Column, a part of Apolyton where anyone can write about whatever he/she wants :) If you feel like writing, submit your article via the article submission page

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COLUMN ARCHIVE

One of my favorite things to do is evaluate historical choices made by the people in charge at the time. This drive has guided me nicely to wargaming. However, I have re-discovered the 4x game and decided to show how Arthur Mahan's revolutionary book relating Sea Power to national power are quite correct in Alpha Centauri. I am new to AC, but have been able to see the importance of sea power in the few games I've played. One thing that really struck me about AC was the fact that not only can sea power be exerted in the typical warring way (ie armed ships), but also through the use of sea bases.

Sea bases offer one of the best ways to exert your influence in the game! Since most players will find that the continent they start on isn't quite as large as he might like then expansion is the key. Now here is where sea power really comes into play. Most people probably assume that building out from your continent is a good way to increase all of the resource type things you might need, but I think the real treat and application is in offensive power for the player! In my last game looking at the continents, I decided my first conquest (as the Gaians) would be the Morgans. The Morgans had started out on a relatively small continent. They had expanded to 3 land bases by the time I got to them, and apparently had yet to discover the naval technologies!

My first move then was done. I had spotted a potential threat to my faction and wanted it eliminated. Besides, the continent that the Morgans were on, was an excellent launching point and defensive chokepoint on my Eastern Front! Therefore, a peaceful relationship with the Morgans was unacceptible. I needed their land to launch against the Believers, and the UN. Now then, according to Mahan, Naval Power allows a nation, or in this case a faction, to exert control well outside its borders and secure bases for quick reaction against and potential threats. Again, the Morgan's continent fit into both of these criteria.

Sea bases assist in two ways. The first way is by securing a sea going base that when set to conquer can deliver the transport foils and infantry to the continent in question. The second way is more defensive though. Sea bases allow for a more flexible doctrine of defense. Blocading friendly waters from foreign invaders. Additionally, but less general than the two things mentioned above is their unique position in terms of retalliation in the early game.

So sea bases can make the difference in early games for many players in terms of conquest and good offensive strategy, but also in terms of defense of the home continent. In the three or four games I've played I've yet to have any successful invasions of my homeland. Of course this is against the computer AI, which from what I gather isn't too tough. Against the Morgans the sea base provided me with a Laser Skimmer that allowed for shore bombardment of their homeland and that kept unit tied up in the city, unable to respond to events throughout their continent. The second phase of the attack was an assault by laser infantry (2) on their formers, colony pods, and all other support troops / vehicles. This was done only to raise the moral of the troops before the city assault.

By this time the Morgans had developed the nessisary technology for a sea warfare and began assaulting my units. This is why sea power is important, because I had the sea base close enough, I was able to destroy the enemy skimmer just after it had destroyed my skimmer that was bombarding their home city. If I hadn't had the sea base, the Morgans, might have managed to eke out a close victory on land and survive to fight another day. However, this was not to be and sea power really made the difference in the early game. Later in the game some strategies to consider might be:

    1. Defensive circles of Sea Bases distant from your home base. In this way you can transfer the home city to one of these distant bases or simply use them to distract distant enemies.

    2. Use Sea Formers to erode enemy territories.

    3. Use Sea Bases to blockade ally factions until you are ready to smote them...

Whatever you choose to do is fine. However, it is quite clear in Alpha Centauri that lessons learned in the 1892 classic "The Influence of Sea Power Upon History" by Arthur T. Mahan are still quite relevant in gaming applications today!

In my next installment look out for Schwerpunkt: How Poking Out the Cyclops Eye Will Negate His Strength!
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The author notes: "I have been a wargamer for 15 years, and work for The Wargamer!"

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