OK, so I've been a Civ2 player and have done the ICS thing as well as OCC and thought I'd give AC a shot. So far I've been pleasantly surprised with the level of complexity and challenge AC has over Civ2. I thought I'd start right off with a Basic OCC, no weapon units, rules as stated in some challenge specification in a thread by Velociryix. This being my first AC game ever, I thought I'd get a good picture of the tech tree, improvements, and SPs to learn the game better this way doing OCC. With my first game ever of OCC still in progress I've had several difficulties and questions come up. Could some of you veterans be so kind as to give me some tips?
I played Morgan, FM/Wealth with ME, belined for IA and energy restriction lifting too. I was only able to manage 5 energy out of tidal harness squares and somebody mentioned that there is a thermocline transducer which would yield me 6, but no where is it mentioned in my help (Q1: is this a SMAX only thing?)
Anyway in a short period I was able to net 150 energy, but stopped building supply crawlers to take a break to build some SPs before the other guys did. I also maxed my pop at 13 with hab+AV via PopBoom (Dem/Creche/GA) and worked 2 boreholes and lots of forest with Hybrid Forect. Since I'm Morgan, Wealth is sufficient to get the +1 energy/square - so I switched from FM to Green for the better Planet rating - to avoid the nussiance of fungal blooms and worms - and also hoped the Gaians would look more favorably on me - to no avail.
I missed 4 of the early SPs which bummed me out (CNex, WP, HG, Empath Guild)
I did get ME, CDF, AV, PTS, VW. OK So CDF and PTS aren't that helpful - I was just going for cheap SPs to get me closer to 16 as stated in the rules.
Zac beat me to HSA because I couldn't direct my probes to steal Sentient Algorithms (Quest#2). That is a major bummer. I can think of one reason why I'd want to conquer and starve a city - and that is to keep the HSA out of the hands of whoever! I do have some general probe team questions (Q3,Q4,Q5,Q9) - next time I'll definitly not forget to infiltrate Zak and check up on when he gets Sentient Algorithms and steal it no matter what. When you limit your game to using only probe actions, you can't let HSA fall into anyone's hands!
I've pretty much avoided Conquer tech, can't build units with weapons, so why bother. But it pains me to see Mobility as 1/3 of my tech choice, and have it cost so much (Q6). That strategy was good in that I directed efforts towards hybrid forests, crawlers and energy restrictions, but now I'm in a tight bind because I've got two factions with Air Power starting to take out my crawlers - Zak and Yang and I don't even have armor to defend myself with. (Q7 -> Q5). I can't seem to build non-weapon units - there is no none-option, so what should I do - choose hand weapons (1) and just not use it to attack? (Q8) Am I allowed to make worms? Just what kind of units am I allowed to make in OCC? Examples please, acronym free preferably. Meanwhile I've pulled back all my supply crawlers back into my base - which sucks - until I can retrofit them with some defenses (Q7). I could just keep pumping out new ones as they are destroyed, but that seems like such a temporary fix. I'd like to take out the nearest base so that Zak doesn't have a launching platform - but with HSA I'm going to have to do it by force- which means bribing an army. I might take out his HSA base first.
In civ I've always been able to avoid war during OCC until the end - and then I could kick butt. But now without an army I'm too weak and Zak (a Pact brother) turned on me when I refused to go to war with another neighbor. I can't patch things up because he refuses to even talk to me. I'm really scared because I won't be able to bribe his units! I have to go to war with Yang just to bribe some units to defend myself with against Zak. Is it possible to have a war-free OCC game? I've tried my darndest to give into most demands to avoid war. Its a pain though when one of their demands is to declare war against their enemy! Are there some diplomatic finesses I don't know about to help keep the peace (Q13)
Eco damage is about to sink my city so I've got some minor questions (Q10,Q11,Q12) about that
Questions
1) Is a thermocline transducer in SMAX only - is PEG (Planetary Energy Grid a SMAX only thing too?)
2) Can probe teams target specific techs to steal? I never got the option - how?
3) What are the 2 percentages listed during a probe action, is the first success, and the second get away?
4) How does morale of probe effect its ability to succeed in a mission - when do they get morale boost?
5) Can you bribe air units - I was unable to mix Probe with Air Superiority - are there ways to do this?
6) What determines tech cost - the exact formula would be nice to know - are there key civs like in Civ2? Does tech level matter - or only #discovered/stolen/traded tech?
7) How do I defend myself against air units - esp my crawlers? How effective is the "replacement" method?
8) I can't seem to build non-weapon units - there is no none-option when I click on the weapon slot, what should I do - choose hand weapons and just not use it to attack?
9) What is the formula for base mind control - how is it affected if there are drone riots? Is it a cheap way to buy lots of military units - or are those taken into account too?
10) My city and borehole are about to be submerged. I would like to continue to have my city be next to water so that I can use sea crawlers for energy. I'm afraid if I lift my city I'll make the neighboring two ocean squares into land - I'm hoping by raising the land adjacent to my city will leave my sea access intact. How are neighboring squares affected elevation-wise when you raise?
11) If my city is submerged (already have Pressure Dome) can I continue to build land units if I'm next to land?
12) Why do people like putting boreholes on coastal squares - is that so other areas are to be raised and energy farmed?. What happens to submerged boreholes - what happens when you lift them after being submerged?
13)Are there some diplomatic finesses I don't know about to help keep the peace?
I played Morgan, FM/Wealth with ME, belined for IA and energy restriction lifting too. I was only able to manage 5 energy out of tidal harness squares and somebody mentioned that there is a thermocline transducer which would yield me 6, but no where is it mentioned in my help (Q1: is this a SMAX only thing?)
Anyway in a short period I was able to net 150 energy, but stopped building supply crawlers to take a break to build some SPs before the other guys did. I also maxed my pop at 13 with hab+AV via PopBoom (Dem/Creche/GA) and worked 2 boreholes and lots of forest with Hybrid Forect. Since I'm Morgan, Wealth is sufficient to get the +1 energy/square - so I switched from FM to Green for the better Planet rating - to avoid the nussiance of fungal blooms and worms - and also hoped the Gaians would look more favorably on me - to no avail.
I missed 4 of the early SPs which bummed me out (CNex, WP, HG, Empath Guild)
I did get ME, CDF, AV, PTS, VW. OK So CDF and PTS aren't that helpful - I was just going for cheap SPs to get me closer to 16 as stated in the rules.
Zac beat me to HSA because I couldn't direct my probes to steal Sentient Algorithms (Quest#2). That is a major bummer. I can think of one reason why I'd want to conquer and starve a city - and that is to keep the HSA out of the hands of whoever! I do have some general probe team questions (Q3,Q4,Q5,Q9) - next time I'll definitly not forget to infiltrate Zak and check up on when he gets Sentient Algorithms and steal it no matter what. When you limit your game to using only probe actions, you can't let HSA fall into anyone's hands!
I've pretty much avoided Conquer tech, can't build units with weapons, so why bother. But it pains me to see Mobility as 1/3 of my tech choice, and have it cost so much (Q6). That strategy was good in that I directed efforts towards hybrid forests, crawlers and energy restrictions, but now I'm in a tight bind because I've got two factions with Air Power starting to take out my crawlers - Zak and Yang and I don't even have armor to defend myself with. (Q7 -> Q5). I can't seem to build non-weapon units - there is no none-option, so what should I do - choose hand weapons (1) and just not use it to attack? (Q8) Am I allowed to make worms? Just what kind of units am I allowed to make in OCC? Examples please, acronym free preferably. Meanwhile I've pulled back all my supply crawlers back into my base - which sucks - until I can retrofit them with some defenses (Q7). I could just keep pumping out new ones as they are destroyed, but that seems like such a temporary fix. I'd like to take out the nearest base so that Zak doesn't have a launching platform - but with HSA I'm going to have to do it by force- which means bribing an army. I might take out his HSA base first.
In civ I've always been able to avoid war during OCC until the end - and then I could kick butt. But now without an army I'm too weak and Zak (a Pact brother) turned on me when I refused to go to war with another neighbor. I can't patch things up because he refuses to even talk to me. I'm really scared because I won't be able to bribe his units! I have to go to war with Yang just to bribe some units to defend myself with against Zak. Is it possible to have a war-free OCC game? I've tried my darndest to give into most demands to avoid war. Its a pain though when one of their demands is to declare war against their enemy! Are there some diplomatic finesses I don't know about to help keep the peace (Q13)
Eco damage is about to sink my city so I've got some minor questions (Q10,Q11,Q12) about that
Questions
1) Is a thermocline transducer in SMAX only - is PEG (Planetary Energy Grid a SMAX only thing too?)
2) Can probe teams target specific techs to steal? I never got the option - how?
3) What are the 2 percentages listed during a probe action, is the first success, and the second get away?
4) How does morale of probe effect its ability to succeed in a mission - when do they get morale boost?
5) Can you bribe air units - I was unable to mix Probe with Air Superiority - are there ways to do this?
6) What determines tech cost - the exact formula would be nice to know - are there key civs like in Civ2? Does tech level matter - or only #discovered/stolen/traded tech?
7) How do I defend myself against air units - esp my crawlers? How effective is the "replacement" method?
8) I can't seem to build non-weapon units - there is no none-option when I click on the weapon slot, what should I do - choose hand weapons and just not use it to attack?
9) What is the formula for base mind control - how is it affected if there are drone riots? Is it a cheap way to buy lots of military units - or are those taken into account too?
10) My city and borehole are about to be submerged. I would like to continue to have my city be next to water so that I can use sea crawlers for energy. I'm afraid if I lift my city I'll make the neighboring two ocean squares into land - I'm hoping by raising the land adjacent to my city will leave my sea access intact. How are neighboring squares affected elevation-wise when you raise?
11) If my city is submerged (already have Pressure Dome) can I continue to build land units if I'm next to land?
12) Why do people like putting boreholes on coastal squares - is that so other areas are to be raised and energy farmed?. What happens to submerged boreholes - what happens when you lift them after being submerged?
13)Are there some diplomatic finesses I don't know about to help keep the peace?
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