Observations on Domai
I’ve played SMAC/X for a while now. For me the initial and continuing appeal is the setting, depth of its characters, and how they interact. Accordingly, the factions I have played reflect the degree to which I can get into their minds and understand and execute their philosophy (whether I agree with it or not). Occasionally I’ll play a faction out of raw curiosity, but this is rare. My favorite role-playing factions are Gaians, Hive, and UoP for the originals, and Aki in SMAX. Honorable mention goes to the PK (who are insufferably bland, and therefore hard to role play), Spartans (Korn-style conquering is not my bag, and it is way too easy against the AI. Plus I feel sorry for the AI, who in many cases did nothing to deserve my wrath), and Pirates (who I have a hard time buying as a realistic faction).
Recently the esteemed Googlie suggested I was missing out on a very powerful and rich faction: The Drones. So I fired up a couple of games. Here are my observations. These will by no means be original – I am just throwing these out to see if anyone else has anything to add by way of how the faction is played or how they are role-played. (My settings: average erosion, random huge world, average landmasses, dense cloud cover since this benefits the AI, average or heavy native, double blind tech, random AI factions)
Early Game (aka Please Don’t Hurt Me)
All the factions are weak and vulnerable in the early game, and the Drones are especially weak due to their poor research ability. The early game lasted a very long time for my Drones, and all the other factions quickly pulled ahead. In my games I constantly found that I ran out of things to build and ended up building fairly worthless units that could be later scrapped, but this tied down support in an unpleasant way. Moreover, because growth and industry aren’t balanced (like it is with the Hive) expansion is not assisted by the industry advantage. This means that the Drones are likely to be as small or smaller than other expansive faction due to a combination of low tech, average to low expansion, and a poor military. The upshot is that the AI will consider you small and weak, and therefore a victim, and will be less likely to trade or sell those important early techs, and may not even consider important treaties or pacts. In all my games I had to make the hard decision of whether to pay extortion to avoid vendetta. If I could I did, since I had few bases and little or no military.
Mid Game (aka Glad I Survived – Can’t We Be Friends?)
After the basic level 1 and 2 techs are under your belt in the late early game the Drones are in much better position to expand, and the industry advantage starts to make a difference. Note that the Mid Game is generally a lot later than it is for other factions due to poor tech. It is generally way behind the researchers, and even behind the classic hybrid factions like Gaians, PK, and Spartans. Basic facilities go up fairly quickly, allowing the all important pop boom to occur. The niftiest thing I found is that the industry advantage really kicks in for secret projects, especially if running planned wealth. If some other faction hasn’t snapped up the SPs then the Drones can build these fairly quickly. More importantly, due to fast facilities and a little judicious pop booming the tech lag starts to disappear. Parity is achieved.
Late Mid Game (aka Workers of Planet Unite! You Have Nothing To Lose But Your Chains!)
By this time (in SP) the Drones get pretty gross. However, all the factions are pretty gross by now. Interestingly, the industry advantage is no longer useful. Why? Because any faction at this stage is producing so much energy that production is no longer nearly as important. Who cares if you can build a clean trained fusion chaos chopper in 4 turns. Just buy it! Fusion labs or hybrid forests? Bah! Just buy it! At this stage all the factions seem pretty much the same. In my opinion, the flavor is in the early game and the early mid game.
Role Playing the Drones
I had a real hard time getting into the mind of Domai. His overall philosophy is very similar to the Hive except that it has a less authoritarian emphasis. This may be the main problem – he is like a sub-faction and does not seem to have a unique set of ideals. That said the Drones play very differently from the Hive, since their poor research and growth limits expansion and generally hinders their ability to take a number of impact rovers to help an adjacent faction see the joys of communal egalitarian society. I see him as wanting to enable revolution, but he just can’t do it when he need to. I can also see him as a builder (to enable a worker’s utopia), but he gets off to such a slow start that he would probably be a hybrid. But he can’t do that, either, until very late (sigh). In the end it is probably a matter of personal preference. As a role-played Domai he can’t do what he wants, and that is a frustrating and unsatisfying experience.
I’ve played SMAC/X for a while now. For me the initial and continuing appeal is the setting, depth of its characters, and how they interact. Accordingly, the factions I have played reflect the degree to which I can get into their minds and understand and execute their philosophy (whether I agree with it or not). Occasionally I’ll play a faction out of raw curiosity, but this is rare. My favorite role-playing factions are Gaians, Hive, and UoP for the originals, and Aki in SMAX. Honorable mention goes to the PK (who are insufferably bland, and therefore hard to role play), Spartans (Korn-style conquering is not my bag, and it is way too easy against the AI. Plus I feel sorry for the AI, who in many cases did nothing to deserve my wrath), and Pirates (who I have a hard time buying as a realistic faction).
Recently the esteemed Googlie suggested I was missing out on a very powerful and rich faction: The Drones. So I fired up a couple of games. Here are my observations. These will by no means be original – I am just throwing these out to see if anyone else has anything to add by way of how the faction is played or how they are role-played. (My settings: average erosion, random huge world, average landmasses, dense cloud cover since this benefits the AI, average or heavy native, double blind tech, random AI factions)
Early Game (aka Please Don’t Hurt Me)
All the factions are weak and vulnerable in the early game, and the Drones are especially weak due to their poor research ability. The early game lasted a very long time for my Drones, and all the other factions quickly pulled ahead. In my games I constantly found that I ran out of things to build and ended up building fairly worthless units that could be later scrapped, but this tied down support in an unpleasant way. Moreover, because growth and industry aren’t balanced (like it is with the Hive) expansion is not assisted by the industry advantage. This means that the Drones are likely to be as small or smaller than other expansive faction due to a combination of low tech, average to low expansion, and a poor military. The upshot is that the AI will consider you small and weak, and therefore a victim, and will be less likely to trade or sell those important early techs, and may not even consider important treaties or pacts. In all my games I had to make the hard decision of whether to pay extortion to avoid vendetta. If I could I did, since I had few bases and little or no military.
Mid Game (aka Glad I Survived – Can’t We Be Friends?)
After the basic level 1 and 2 techs are under your belt in the late early game the Drones are in much better position to expand, and the industry advantage starts to make a difference. Note that the Mid Game is generally a lot later than it is for other factions due to poor tech. It is generally way behind the researchers, and even behind the classic hybrid factions like Gaians, PK, and Spartans. Basic facilities go up fairly quickly, allowing the all important pop boom to occur. The niftiest thing I found is that the industry advantage really kicks in for secret projects, especially if running planned wealth. If some other faction hasn’t snapped up the SPs then the Drones can build these fairly quickly. More importantly, due to fast facilities and a little judicious pop booming the tech lag starts to disappear. Parity is achieved.
Late Mid Game (aka Workers of Planet Unite! You Have Nothing To Lose But Your Chains!)
By this time (in SP) the Drones get pretty gross. However, all the factions are pretty gross by now. Interestingly, the industry advantage is no longer useful. Why? Because any faction at this stage is producing so much energy that production is no longer nearly as important. Who cares if you can build a clean trained fusion chaos chopper in 4 turns. Just buy it! Fusion labs or hybrid forests? Bah! Just buy it! At this stage all the factions seem pretty much the same. In my opinion, the flavor is in the early game and the early mid game.
Role Playing the Drones
I had a real hard time getting into the mind of Domai. His overall philosophy is very similar to the Hive except that it has a less authoritarian emphasis. This may be the main problem – he is like a sub-faction and does not seem to have a unique set of ideals. That said the Drones play very differently from the Hive, since their poor research and growth limits expansion and generally hinders their ability to take a number of impact rovers to help an adjacent faction see the joys of communal egalitarian society. I see him as wanting to enable revolution, but he just can’t do it when he need to. I can also see him as a builder (to enable a worker’s utopia), but he gets off to such a slow start that he would probably be a hybrid. But he can’t do that, either, until very late (sigh). In the end it is probably a matter of personal preference. As a role-played Domai he can’t do what he wants, and that is a frustrating and unsatisfying experience.
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