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alien artefacts on water - what do you do? (& use of them)

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  • alien artefacts on water - what do you do? (& use of them)

    Well,
    Unity Pods can contain alien arftefacts every if they are on water. Unless I got well-producing harbours freighter are quite expensive for gettlin lost most times due to "isle of the depth". But saving an artefact can save *lots* of research time later in the game. So is it worth to "harvest" them by chance with freighters or better so get energy&materials&techs with cheap scoutships?

    the second question I got is the use of the artefacts. Sure, later in the game techs are very valuable (due to tech stagnation). But a early-game-tech wich will allow to build a SP may be at highter value; techs can be stolen/researched but SPs are "fix" values and "can never reached again".
    why it takes me so long?
    psst... i'm still thinking...

  • #2
    Artifacts are good for techs, especially in the early game, where each tech is of paramount importance.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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    • #3
      In early game, I use Alien Artefacts for rushing SP's, because, by playing transcendent level with its production bonuses to the AI, it is often the only way to grab a SP. In later game, when You can use crawlers, I only use them for techs.
      I nearly never use them for prototyping. I can remember only one single time I used one for prototyping, when I needed nerve gas units very urgently against attacking Aliens.

      The best units for pod popping on the sea are IOD's. I don't build transports for pod popping, when they find an IOD, they were form food.

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      • #4
        hmm, hadly never lost a SP to AI (playing trancend usual). i was thinking on multi-player strategies...
        (by the way: cashing ogers is a *very* good way to spend those useless units; they consist of plenty of material)

        IODs are a good idea, will keep them in mind; only problem is i need the "green" economy therefore
        why it takes me so long?
        psst... i'm still thinking...

        Comment


        • #5
          Originally posted by Daniel Senz
          IODs are a good idea, will keep them in mind; only problem is i need the "green" economy therefore
          Under FM, the IOD can be homed to the punishment sphere city to avoid the unhappiness it causes while it's out looking. The drawback under FM is the -30% it will get attacking another IOD and the zero chance of capturing one. Other plusses of using an IOD are fungal movement, and no lost move-point when the pod contains an IOD. They can get out of dodge if you decide not to attack.

          Ocean pod-popping is a reason I always put the MCC on my list of Most Valuable SP's. IOD's are more mobile, and escort attack foils have enough morale to survive close encounters.

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          • #6
            when thinking about "green" i ment something like "in order to get them". i al looking for a early & inexpensive way to harvest the pods; if i got harbours with 20+ minerals a turn i cand build special transports too but that was not my position...
            why it takes me so long?
            psst... i'm still thinking...

            Comment


            • #7
              One of the "prizes" from popping a pod is a unity foil -- a transport that moves 2 and can carry 1 (?). I suppose if you build cheap foils of your own for pod popping you may run across on of these and could work with them from there.

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              • #8
                all around though I usually wait to get the IOD's or I just don't sweat them. time can better spent building and attacking then chasing sea pods.

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                • #9
                  i hate unity foils. these things can't run from an IoD. at least with a standard transport, you can make sure that you have at least 3 moves before popping the pod, and make sure there's plenty of room to run away should those nasty IoDs surface, and then run towards the sea, opposite the nearest sign of land or human settlements.
                  Don't drink and drive, smoke and fly.
                  Anti-bush and anti-Bush.
                  "Who's your Daddy? You know who your Daddy is, huh?? It's me! Yeah.. I'm your Daddy! Uh-huh! How come I'm your Daddy! 'Coz I did this to your Mama? Yeah, your Mama! Yeah this your Mama! Your Mama! You suck man, but your Mama's sweet! You suck, but your Mama, ohhh... Uh-huh, your Mama! Far out man, you do suck, but not as good as your Mama! So what's it gonna be? Spit or swallow, sissy boy?" - Superfly, joecartoon

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                  • #10
                    maybe i have to try with a cheap escort vessel to do recon on the one hand (for new pod-positions) and protecting for iod's on the other hand
                    why it takes me so long?
                    psst... i'm still thinking...

                    Comment


                    • #11
                      Why not just use a transport or an IoD to pop the pod and then move one of your best ships into the same square and designate it primary defender?
                      "Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman

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                      • #12
                        Why not make a 0-3rt (resonance trance)-4 foil? Great on defence against IOD? Gives +25% res defence AND +50% Trance bonus?
                        ... This body holding me reminds me of my own mortality...
                        ... Pain is an illusion...

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                        • #13
                          @SMAC Fanatic
                          The problem is that if turn ends in Fungus i will have to accet that 50% attack bonus for the nativ IOD. and an additive trance unit would be more expensive than a trance-freighter...
                          have to try those different varienties

                          @Cybergod
                          sounds as the answer of a perfectionalist
                          sure, that way i can keep the transport alife in more cases, even if his turn ands in fungus (and the attacking IOD get the 50% bonus)

                          but 0-3r,trance are a bit exepnsive (in a pre-IA-world)...

                          but allover i fear that there is not "ultimate" solution; but i will keep it in mind for exporation tours later in the game
                          why it takes me so long?
                          psst... i'm still thinking...

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                          • #14
                            I am in agreement with Iskander Reza. The unity transports suck and you can't always have a foil around to defend it. And they are slow. So upgrade it. You don't have to slap on your best armor. Any armor will give it that extra movement point.

                            The idea of having a foil escort to defend your transport ship is a good one though. The free cash or IoD that you can get makes it worthwhile. Unfortunately the only time I seem to consistently do this is when I play the Pirates.

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                            • #15
                              do you know if the (pirates or assingable) ability to capture ships counts for IODs (and see-serpents) as well?
                              why it takes me so long?
                              psst... i'm still thinking...

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