Screenshot could help a bitA save would be better, but probably a bad idea
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Hi All,
I have a bit of a problem. I'm playing Morgan in the SMANiaC Mod in a PBEM. He has -2 support off the bat, meanting no minerals when he builds a base and only supports 1 unit for free.
This is causing problems, as you may guess. Right now I'm building defenders and then colony pods. Building a terraformer takes forever and when it's done my industry is crippled (3 goes to 2, or 2 to 1 mins).
Right now I have 6 bases and one terraformer and it is 2144. I feel crippled by the lack of terraforming improvements, but the base where I build the terraformer (Morgan Industries) is having difficulty building anything.
Fortunately I haven't met anyone else yet or I'd be REALLY toast. I'm colonizing Pholus Ridge and Uranium Flats (lots of energy!), but my industry really sucks. SMAniaC's Morgan is a real bear.
Pods vs formers? Build formers when I grow vertically? I could post a screenshot if that would help.
Thoughts?
Hydro

Screenshot could help a bitA save would be better, but probably a bad idea
![]()
With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.
Steven Weinberg
I trust MasterBuilder, my PBEM opponent. This is, after all, my 16th PBEM with MB!
My turn is attached, and my password is Money (kind of obvious for Morgan, I guess).
Here's my screenshot. Let's see if it turns out.
www.ImageShack.us" />
![]()
Hydro
Edit: the image is poor. I wonder if there is a way to improve the image from imageshack. Otherwise I can post the JPEG.
Last edited by Hydro; March 8, 2008 at 10:53.

If it was me, I would build one of those cheap AI formers in each city and start formatting the terrain - planting forrest (if you can) and connect the cities with roads. Your lack of roads are a bit of a problem - your colony pods are on the road to their sites too long taking up min support, no possibility for quick responses in case of "emergencies".
Build recycling tanks or rather, hurry them - you have tons of energy.
Oh, and get that scout back to the rioting city - you have an extra in the nearby town that can take over.
With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.
Steven Weinberg
The cheap AI formers (that cost 1 row of minerals) are Not Allowed. The human players can only build the normal formers. I should have obsoleted them but was lazy.
None of the cities are rioting, but they will at size 3. Note that in SMAniaC my scouts get me no police benefit so leaving is irrelevent wrt rioting.
The scout you see is to help the colony pod go through the fungus - if the CP stirs up a MW it is toast. The other scouts are to kill a spoor launcher that has been pasting my city and poor scout for 6 turns.
So if I understand you, I should abort building more CPs and build formers instead. I'll also need to rush the rec commons at Morgan Industries before riots start at size 3. Then a recycling tank seems to be in order.
Anyway, thanks for the advice. I kind of knew I'd have to bite the bullet and build formers. -2 support is a bear. (insert wheepy violin music here)
Hydro

I checked your save. I have to leave now for several hours, but have a few remarks that would need more writing. If during that time you advance to a new turn, maybe post it.

Ok, "not allowed" was the catch - I knew there was something fishy about you not building them
Guess that my setup isn't the rigth - the city just below the CP cools down if I move the scout back.
I don't see how you can get anywhere without formers - all that fungus prevents your movement and is probably filled with surprises.
About what to build first, I would build recycling before RC's. It's just a gut thing, but I think it's more effective - without terraforming I think it's better to get what a CT gives than what a worker on a raw tile can give.
Edit : forget those damn fiddles, play some real music and prepare for fight![]()
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Last edited by BlackCat; March 8, 2008 at 14:57.
With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.
Steven Weinberg
Are you loading with SMAniaC Mod? In regular SMAC the bases will riot at size 2 w/o a garrison, but in SMAniaC frontier SE gets you one free talent and garrisons have no effect due to reduced frontier police settings.
Any advice is appreciated. I played several of the SMAniaC factions and many of the SMAC 7 in SMAniaC and Morgan is definately the hardest. This means I'm missing something, or that Morgan has been pruned a bit too much. Now, he can pop boom in SMAniaC. How is that weighed against -2 support to start? Hard to say.
Hydro

Ok, I'm back online. I think that many strategies from regular smax are still valid.
About number of bases and their population:
You can increase number of bases till you reach bureaucracy limit. Police should not be needed then and only defending units. Since, there is a talent in Frontier setting, I would spread bases as long as they can grow to size 2 without rioting. It gives you production centers, research points and energy for hurrying.
Keep population at size 2 no more, that until you have more energy in bases to assign some for psych and this way control the drones.
Here is something about making a colony pod in a base of size2. When you accumulate 2 rows of nutrients (out of needed 3 for population 3) and you build colony pod next turn, base looses -1 pop but then gets immediately pop +1 exhausting only 2 rows of food. You can build colony pods in such a base maintaining base pop at 2 all the time. It is the cheapest: 3 mineral rows + 2 nutrient rows (before any pop boom is possible). Note, that any nutrients above 2 rows are lost. In practice hurrying minerals is often needed not to loose additional nutrients.
So for example Morgan Ind. might build colony pod instead of Rec commons that you do not need if you keep population 2.
By the way, is retool strictiness in SMAniaC at 0? always free?
So if you switch to colony pod in Morgan Ind, you can hurry it in 2145 for 28 EC, loosing only 6 nutrients (26 accumulated).
York III has 18 nutriets. Wait till 2146 when it's 20 and then hurry colony pod. In 2147 you get colony pod and York has still population 2 and will be accumulating new nutrients - gives time before the problem of population 3.
Formers:
Definitely needed like 2-4 per base. Forests should be first, they give you needed minerals. A base with 2 forests and recycling tank has 6 minerals. even with 2 units above limit you have 4 minerals.
Building roads is good for faster units relocation when needed. Also colony pods travel faster, you gain minerals for not upkeeping them. when having more formers you can remove even fungus from crucial tiles, that obstruct possible road between bases. with -1 planet sensors may be useful --> more formers.
Solar collectors:
Use mostly rolling, rainy tiles - elevation 1000-2000 meters. You get 2-1-2 when building only solar colector. energy is crucial not only for research but also hurrying where you get those needed additional minerals by paying for them. Hurrying is a good investment.
Recycling - yes get them asap everywhere. hurry only for 2 EC/mineral, after first (10?) minerals accumulated.
then increase number of formers. meanwhile build colony pods where needed keeping population 2.
Mart,
I've been exploiting the size 2 base and CPs already. So far that is my strategy - expand as fast as possible by throwing everything into CPs. For Morgan with +1 energy at my home base sector this means more energy (and all the good things that come with it). In SMAniaC frontier gives you +1 efficiency, so if my math is correct I can have 11 bases before B-drones hit 1. Therefore, my number of target bases is 11. Over that and the native talents will be overwhelmed at size 2 since I get one angry drone at size 2, which is counteracted by the talent (with no police possible). So far I’ve rushed all my CPs, typically when they’re half or 2/3 done. Note that I do NOT want to go to size 3 until I have a rec commons up, which is an incentive to keep producing CPs.
Switching production is free in SMAniaC. This makes reallocation of resources easy.
As to formers, if I build 2-4 per base then I would have no production at all since my bases require support for each unit after the first (one of the joys of -2 support). This is why I’ve been so reticent about building formers. A starting base has 2 industry, and of that I get 1 free scout but the next unit (CP or former) takes support – moving my industry down to a horrible 1, which will only get bigger when I grow my base to size 2. I built a former at Morgan Industries right away and was punished for it with 1 production for quite a while.
My typical strategy is to rush a former on the turn after I build the base using my 10 free mins when you establish a base and 25 energy. Morgan gets NO free mineral when he establishes a base due to -2 support so I can’t rush anything – I have to wait for about 5 turns to get 10 mins. Then I have the nasty choice of building a scout (this is worm ridden territory – having no defense is bad) or rushing a former and having no defense for 4 or 5 more turns. An exposed base for ~10 turns is not a happy situation, so I’ve reluctantly opted for the scout. Then I have the choice of a former or a CP – I chose the CP to get more bases. As I said, a nasty choice. Both a CP and former offer different sorts of Turn Advantages (to use Vel’s lingo).
That said, not having terraforming is starting to cripple me in other ways and I’ll have to take the hit and build them. It hurts less for size 2 bases. What may make sense is to have the interior bases make formers and keep the exterior bases on CPs – grow from the outside (to reduce transit time of CPs to their home) and build from the inside.
I completely agree on recycling tanks. I just got the tech for recycling tanks in 2145. Before that all I could build were recreation commons, which are pretty useless for size two cities. Having Morgan Industries switch to tanks probably does make sense rather than a rec commons, but unfortunately I’ve already committed in my submitted turn. That’s OK though – Morgan Industries is growing to size 3 soon and I’ll need the drone control. Next in the queue is a tank, which will be easier to build with more resources. The plan is have Industries grow vertically, and the rest grow horizontally.
For terraforming, not having roads and nasty fungus blocking the way is the worst penalty. I’m fortunate in that I have rainy sectors for all my bases, so farms are largely irrelevant since nutrient restrictions haven’t been lifted. A good many of my sectors have rivers, which reduces the critical need for solar collectors (and I’d only get 1 more energy if I build SCs due to energy restrictions, so they are lower on the priority list). Also, with bases in the Pholus Ridge and Uranium Flats I reach the energy cap pretty darn quickly. Forests at 1-2-2 are pretty darn good in Pholus and Flats. I’ve built some in the hopes that they’ll spread into the fungus. Ripping out fungus takes 10 turns in SMAniaC, so right now I’d rather plant a few forests or road/farm/solar instead.
In the end, I guess I’m having a hard time adapting my typical strategies to the SMAniaC Morgan. Perhaps that is the best reason to play him.
Hydro

Well, I agree, no free 10 minerals is hurting. Setting "former pumps" in the inner territory bases seems the way to go. also scout patrols may be built faster in bases already well established and sending them with colony pods. New base would have a defender right from the start.
No roads is not that bad when you have rivers. Maybe put some bases more closely, like in ICS.
You play with blind research, but you have formers now, I think 1 and then 2 per base is good for start, but you need additional minerals. And forests are the best source.
I'm not sure growing Morgan Ind vertical is good at this time. you have only few tiles average cause there is a lot of fungus stil around:
3 times 2-1-1 on rivers, one 2-1-0, some ocean 1 nut and rock 1 mineral. that's all. it would support 1 specialist, but at size 5. not a fast upgrade. I would have another idea:
I attach a screenie. The red cross, 3 tiles NE shows proposed location of a new base. Consider the following:
- rehome former to Swakopmund, you have +1 mineral free in MI - I think HQ needs upgrade faster.
- switch rec commons to colony pod, this is to give no support for those workers for little extra than 2 nutrients they will eat from 2-1-1 tiles.
- free the forest W and SW from MI, so MI (Morgan Ind) can work it. you will have +4 minerals at this point!
- hurry colony pod for those 25 EC in 2146? you submitted 2145 already ? pay in full, so next turn in 2147 you have already accumulated 4 minerals.
- in 2147 give "hold" order to colony pod. st production to scout you have 4 + 3 (cause cp takes 1 now) so to 10 you need only 3 more. how much to pay? i think the following:
6+4+4 = 14 EC. Cause it below 10 minerals, the cost is doubled. it would be in full:
3+2+2+2+2+2, but doubled:
6+4+4+4+4+4, though you can pay those 3 expensive only. If you want to spend more for security, like mindworm entering forest, these 12 EC to ful payment of 26 EC may be worth it.
- anyway in 2148 you get cp and scout ready to go to that red cross. they may if lucky reach it using river in the same turn, if not in 2150 you establish a new base, that due to that nutrient in the ocean will grow fast. rehome new scout there and start former.
- in 2148 in MI start former. you get initially +2 minerals only, but in 2150 it is +4 again!
- in 2151 you should have more than 10 mins in MI to hurry former there. pay in full, so you start the second one or recycling tanks with 4 mins accumulated already.
- make forests in those 3 river tiles 2-1-1 now, but then 1-2-2, note MI working such forests with 2 pop will not grow, but you have 8 energy in that base and 5 or 6 minerals with recycling tanks, supporting 2 formers its 3 to 4. those 2 formers will make a difference. build roads or forest to grow over fungus, etc.
- that red cross base can be a colony pods pump due to nutrient bonus, when with another river forest and recyc tanks minerals will be 4 minus 1 or 2 when supporting 2-3 units. you will hurry cp's mostly. a second forest there may improve it a lot, when that ocean nutrient doeas not need to be worked

So if you keep MI at 2 population, "pump" formers only from there. rehome them in new bases to free resources, they will soon build more forests and support themselves.
Red cross base would "pump" colony pods

You're playing Morgan. All you need minerals for is to get to 10 minerals. After that you just hurry everything with your abundant energy.
Anyway, you've played much more SMAniaC than me by now, so you're probably a better judge of the balance of the factions. However to offer the idea I had in mind when making that change: the -1 minerals from Support is more than offset with the energy boni from running Plutocrat and/or Private property economies. Personally I think the main problem for Morgan here is that you're playing Blind Research and thus can't b-line to these social engineering choices. I always played with Blind Research off and haven't given one second of thought of how the factions would play under Blind Research. Picking your research strategy is a large part of the fun of the game for me.

I still have passwords for Smaniac Prime pbem. It is 5 player, and game reached 2115. do you think it might be revived?

You mean with me in it?![]()

yes, you were playing Atlanteans.
but in my experience, rarely such old abandoned games continue. better to start a new one
Sir Maniac,
I've always like blind research, but it is frustrating. Right now I'm set at Build tech, but what you get is a lotto. A while ago I was Build-Explore so I could have a better shot at formers (which took 3 tries). For SE, Plutocrat is a LONG way away, but Private/Protectionist (with its glorious +2 energy) could be my next tech. I've been hoping for that one for quite a while now - 40 years, as the game is now in 2148 (MB and I get several turns a day on weekends, which is good for a PBEM). Priv/Prot will likely kill me with its -1 talent, -1 support (-3 support! Ack!), and -1 industry, but I don't think there are better options. I suspect that size 2 bases will immediately go into revolt since my free Talent from frontier Unitary Demo will be nullified. I wonder if the extra energy will be offset by more drones/less tiles worked, the need to build rec commons, industry penalty (direct and via -3 support). If the penalty is too severe I'll have to wait with Priv/Prot until after I'm at 11 bases, then start building infrastructure.
Mart – I’m on 2148 and the rec commons has been built. I like the idea of your nearby base at the red X. I have to admit I hadn’t given the sea nutrient much thought. Moreover, there is so much fungus I really don’t know what is behind the Red Vail. My scout exploring there was killed long ago when it attacked a worm and failed (!!!).
So here’s the revised plan. Get a CP to the Red X (using the scout from MI to make sure it doesn’t stir up a worm), create a former and terraform one of the river squares and one of the non-river tiles (in your screeni, the rainy tile to the NW of MI), build Tanks, and then a few more formers. York will finish a former in the coming turn, which will move north to create a road and a forest. Hopefully the forests will sprread, and York still has 2 rainy tiles so growth won’t be hampered. The other rainy tile will get a solar collector, then the former moves SE toward Cairnes. Uranium Flats has HUGE potential since it has a few rainy tiles due to the river (rare – most of the time the Flats is rather arid). Loderitz will continue pumping CPs due to its high minerals and nutrient special. I’ll continue my colonization push north along the Pholus Ridge – another real good terrain feature for anyone, especially Morgan.
In the meantime I know my opponent is extorting energy (~200 to date) and tech from Briens and will shortly go on a war of conquest. Maybe I should post the dialog MB and I are doing for this PBEM? I’m leading in population, so that gives me some hope – I just need to expand very quickly to catch up.
By the way, your screenie looks real good. How do you do that? Whenever I do a screenshot it comes out grainy. What I do is:
• Screenshot, Alt-Tab out, paste to Paint. The image comes out inverted
• Exit AC, paste again to Paint
• Export to ImageShack. Cut link and paste.
Thx!
Hydro

There is a problem with color palette as far as i remember. What solves it is turning off some DirectDraw option underOriginally posted by Hydro
...
By the way, your screenie looks real good. How do you do that? Whenever I do a screenshot it comes out grainy. What I do is:
• Screenshot, Alt-Tab out, paste to Paint. The image comes out inverted
• Exit AC, paste again to Paint
• Export to ImageShack. Cut link and paste.
Thx!
Hydro
[Alpha Centauri]
add this line:
DirectDraw=0
it also changes screen rescaling, from readme txt:
DirectDraw=0
Settings this to 0 disables DirectDraw. This disables the automatic window
resolution resizing during program launch.
however some people reported this did not work very well for them. let's hope you can use it alright.
On monitors with resolutions like 1920x1200 this makes map visible with a lot of tiles, but if the size of pixel on a monitor is very small, this is very strenuous for eyes. I zoom sometimes few times from standard zoom (shift+z) using "z". On a laptop with pixel below 0.2 mm this looks ok.

another thing, i can paste screenshot without closing AC, on XP or vista you can open start menu, then alt+tab to new aplication, maybe this DirectDraw must be enabled, I'm not sure now.
I use Irfanview. save as bmp. then open in Paint, make drawings, open in Irfanview again and save as jpg this time, where i can choose quality. it has good algorithm, cause imageshack apparently does not do a good job.
Edit:
about switching between applications. I think the setting:
DirectDraw=0
maybe required for this.
The replacement of color palette is something that influences work of other apps, so disabling palette replacement seems necessary.
Last edited by Mart; March 9, 2008 at 15:42.
Quick update.
It is 5152 and I've regained the population lead on Chiron. Yeh! Pop is king, especially before crawlers come around.
I still have 6 bases, but will set up #7 (where Mart suggested) in the coming turn. Another CP is trudging its way through the fungus to the north on Pholus Ridge. It has a scout escort. Chiron is a dangerous place - a few more scouts have gotten munched by worms since my last post. boo...hisss. I’m sorry, but the fungus just has to go. Formers are a priority.
I also found a nutrient special by a river system in wet/rainy area of the Uranium Flats. **gasp!** FOOD! BUKU ENERGY! I almost creamed myself. The nearest base that has 10 mins gets a CP rushed!!!
I also got Industrial Base, which removes mineral restrictions (!!!), allows mine to be constructed, and allows Private/Protectionist (-1 support, +3 eco, +1 research, -1 industry, -1 talent). I played with my SE to see what would happen. My support went to -3, so every unit required support. The -1 talent meant that all my bases rioted except Morgan Industries. Keeping the drones under control and the -3 support penalty completely crashed my industry into the negative. Conclusion: I have to have rec commons up or Priv/Prot simply will not work. But gee...my science rate went from 9 turns to 5!! And my energy went through the roof with an eco of +4. The only small determent is that Pholus Ridge and Uranium Flats (which give +1 energy/sector) are less valuable once I get +2 eco since energy caps are still in place. Ah, well.
My (blind) research stays on Build and I'll add Discover. I want energy restrictions removed when I get Zero Point Energy (D4). I just hope no Bad Guys show up or I’m toast.
So - the plan is to get to 11 bases (all CPs are either on the way or in production), have bases build a former, then build Rec Commons - then go Priv/Prot ASAP.
Hydro
Bad news. In 2156 the Templars (being run by MasterBuilder) have conquered the Republic, have gotten all their tech and energy, and have demanded their largest base.
I just lost my second former in two turns to worms, so now I have one former left. This is tough since formers are so expensive for Morgan to build. I've lost about 6 scouts to worms in the last few decades, so units are being destroyed faster than they can be built with my very modest industrial ability. The worm that destroyed my latest former is now at the doorstep of Morgan Industries and I can't do anything about it. Another worm will advance such that at least I'll get to attack it first (although I've lost a few of the times I've attacked, much to my sorrow). Pretty grim overall.
I also made an error in calculating the number of bases since with the establishment of my 9th base (instead of 12th) I got an efficiency warning. I must have the wrong world size. So, no more bases for me and one size 2 base is in riot.
There's not much I can do but stick to plan: build rec commons, switch to Private/Protectionist, suffer industrial collapse and population loss in my cities that do not have rec commons, and do my best to pull through. Clearly I will not have any significant minerals in most of my bases so I'll have to rely in energy.
Looks like MB is going to run away with PBEM16. I've run Morgan in our PBEMs before, and all I have to say is that the SMANiaC Morgan runs VERY differently than what I'm used to.
Hydro
P.S. - one of the techs I got a while back was Doct:Flex. Maybe I should build a 1-1-5 sea foil to try to find the other factions? Morgan thrives on commerce and a few trade deals and exchanged techs might make the investment worthwhile.

where do you play the pbem? apolyton or some other site, who is MasterBuilder?
MB is a good friend I've had for 25 years (since high school). We've been doing PBEMs since 2001 or so. We just e-mail the turns to each other. Never saw much need to use the Multiplayer forum since it is just the two of us.
We also exchange dialog with each turn. I used to post the dialog in the Fiction Forum but have been lazy, I guess. The PBEM stories are great fun (the real reason we do the PBEM) and usually run hundreds of pages. Perhaps I should post our current dialog? As of Turn 58 of PBEM 16 we are on page 92 in Word.
Hydro
Update.
It is now 2163. I migrated to Private/Protectionist (-1 talent, +2 eco, -1 support, -1 industry). This has crippled my industry (-3 support means my small bases produce between zero and 2 and maybe 3 mins a turn) and riot at size 2, but my breakthrough rate is 6 years (very good for this early in the game). Rec commons and recycling tanks are a must, to be sure.
The good news is that I took a chance and launched a foil and almost immediately met the Ghosts, exchanged some tech, bought the comm. channels for Yang and my opponent the Templar. Both the Ghosts and Yang gave me a friendship treaty – that high commerce rating (Morgan and +3 eco) will get me lots of energy! Or so I hope.
In the meantime, the Templars are going to take out the Hive, which has 2 bases. It may not be much of a fight since the Templars are huge now (10+ or so base)
My strategy is to goose energy/tech rate, drive to additional energy SE (Private/Free Trade and Plutocrat), go Green, and see what happens. Maybe an all economy/energy and Go Native strategy will work? The Templars seem to be pretty good against Native, but with an energy focus I can’t see going toe to toe with my (non-existent) military. Plus, natives in fungus are support free (a huge problem for me), get PlanetPearls, find new (free!) friends to join the cause, and in SMAniaC mindworms are VERY cheap to build.
There is an irony here – Morgan going Green and All Native!
I sure hope I get the tech to try it out before the Templars come knocking with their Junta-goosed infantry.
Hydro

LOL that's indeed original. Before you have Fungal Gin Breweries it's probably too hard to popboom (with Anthropocentric) anyway.
Btw, do you think it would be an improvement if the Fungal Gin Brewery (renamed to something else Virtual World related) was moved to Optical Computers? The explore techs already have more than enough builder benefits I guess.
Maniac,
Sorry, but Morgan still can't pop boom (easily) since he can't run Planned. Of course, if I manage to get GA+creche+antro I could get +6 growth, but the chance of that is pretty small. I certainly won't get there using energy-intensive SE (private/protectionist or private/free trade) due to the -1 talent that comes with them. Nasty drones! You should LOVE ME when I exploit you!
Now there are no hab limits for SMAniaC Morgan, so my bases can grow to above size 4. Of course, that is assuming I can get above size 2 or 3 to get to 4...
Not sure about about VW. It is such a powerful SP that it is better to leave it to early or mid mid game. Optical Computers in SMAniaC is a D5 tech (as I recall it is more of a D3 in SMAC/X), which is pretty far down the pike. So it is a Discover, and the flavor seems to be more Discover than anything else. Of course, with a name like Fungal Gin Factory it belongs in Explore!
Hydro
Oh, and for those that are interested my 2163 turn is attached. My secret codes is 'money'.
Move the foil north and you'll find the Ghosts. I managed to get a treaty, Info Networks, and Yang's comm frequency from the Ghosts and a treaty and Silvara's (MasterBuilder) from Yang. Frankly, I was thrilled they didn't declare war on me...
Hydro

I mean renaming the Fungal Gin Brewery to something else, and move it to Optical Computers.Originally posted by Hydro
Not sure about about VW. It is such a powerful SP that it is better to leave it to early or mid mid game. Optical Computers in SMAniaC is a D5 tech (as I recall it is more of a D3 in SMAC/X), which is pretty far down the pike. So it is a Discover, and the flavor seems to be more Discover than anything else. Of course, with a name like Fungal Gin Factory it belongs in Explore!

I saw the save. How did you managed to get all those things from Ghosts? You are good in AI diplomacy.Originally posted by Hydro
... I managed to get a treaty, Info Networks, and Yang's comm frequency from the Ghosts and a treaty and Silvara's (MasterBuilder) from Yang. Frankly, I was thrilled they didn't declare war on me...
Hydro
Mart,
No idea. The Ghosts were slightly hostile when I first contacted them, but then immediately asked to trade Centauri Ecology (as I recall) for Info Networks (sure!!). That bumped his attitude to neutral, but he wouldn't trade any more tech. He wanted a gift tech, which I declined. I asked and got a friendship treaty. I suspect the fact he's at war with the Hive and Templars and I'm #2 or 3 on the power chart gave me a few points in my favor. Then I bought the Hive's comm frequency for 25 megacredits. That was VERY fortunate since I asked for a couple of other faction's frequency, which he didn't have. At any time he could have told me he had no more time and cut me off. In past SManiaC games the Ghosts have gone hostile very quickly.
The Hive wouldn't trade tech (to keep the Command Nexus out of my hands), but did sell me Silvara's frequency. He wanted me to declare war on the Ghosts, which I declined. He did agree to a friendship treaty. The Templars will be erradicating the Hive, so it won't profit me much.
I haven't seen any Commerse energy from the treaties but perhaps it will kick in next turn. A careful inspection will allow me to determine the number of Ghost and Hive cities, and get a general idea of relative size/economic power.
Overall I was pretty lucky. But the Ghosts are very aggressive, and if I'm not careful I'll set them off. I'm getting my foil out of his territory ASAP.
Hydro
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