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  • #16
    Originally posted by DataAeolus


    Isn't Total Thought Control is all about this? What do I know anyway, I don't even have a manual and datalinks isn't that great of a resource.
    Got my game used off of Amazon, didn't get a manual, but there was one on the CD.
    I am timotheus4 of SimCity 4 fame, recently discovered the wonder of Alpha Centauri and EU2!

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    • #17
      Not being able to rush wonders is a great thing - you no have to carefully consider when and where to build wonders - unless you saved a leader. Simultanous wonder building is stupid (five great wonders at once ), so this is positive progress. Also anyone who played Civ2 or SMAC/X knows that gold support is an improvement. I mean when were soldiers paid with ore - "here take some iron, ore, dirt and stone and survive". Atleast in SMAC there woulf be no need to micromanage support of units but many concepts are based upon this -SE for example, pacifism etc.
      SMAC/X FAQ | Chiron Archives
      The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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      • #18
        Just a spam message - I am warlord from now on -
        SMAC/X FAQ | Chiron Archives
        The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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        • #19
          Just weighing in on the quality of alterations between SMAX and Civ3.

          Getting rid of rush-building wonders is definitely good, it makes decisions on which wonders to build when far more important.

          I'm split on the support of military. It could be argued that paying your troops in cash is more realistic, but the truth is more complicated. An army in the field, especially a modern one, consumes more than just money. Fuel, Ammunition, Spare parts, the list goes on. However, paying your troops out of your capital budget does reduce micromanagement. And on the other hand, limiting your troop deployment on minerals makes for a more balanced early game, at least among human players.

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          • #20
            No need for gold to pay up, just the home base support concept removed. DOesn`t matter with which resource were they supported. Perhaps a pool of minerals?
            SMAC/X FAQ | Chiron Archives
            The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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            • #21
              Getting rid of rush-building wonders is definitely good, it makes decisions on which wonders to build when
              far more important.
              Would this be a general consensus? I wonder (pun intended)
              On the ISDG 2012 team at the heart of CiviLIZation

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              • #22
                Originally posted by obstructor
                Simultanous wonder building is stupid (five great wonders at once
                You can always tweak your alphax.txt so that all minerals on unbuilt wonders are lost when changing

                The default is "2" Reset it to "3"

                2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)

                G.

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                • #23
                  Is there a way to stop that damn crawler cash in?

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                  • #24
                    I have yet to encounter a "wonder" in SMAC. I have, however, completed several Secret Projects.
                    I am on a mission to see how much coffee it takes to actually achieve time travel.

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                    • #25
                      Googlie, may a scrawny peon deign to correct? As Rubin states in his recently updated alpha(x).txt guide, the Retool Strictness has a bug so that three is reset to two. It can never be "never free".
                      "Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle

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                      • #26
                        Originally posted by CEO Aaron
                        I'm split on the support of military. It could be argued that paying your troops in cash is more realistic, but the truth is more complicated. An army in the field, especially a modern one, consumes more than just money. Fuel, Ammunition, Spare parts, the list goes on. However, paying your troops out of your capital budget does reduce micromanagement. And on the other hand, limiting your troop deployment on minerals makes for a more balanced early game, at least among human players.
                        I like support the way it is done in Civ II/SMAC but the main problem with this model is that AI cannot handle it. They build too many units and deplete production potential of their bases. In Civ III they still build too many units but they pay cash which is easier for AI to handle (especially given that early governments give some free support per each city + AI gets a bonus).

                        So cash maintenance is probably a good idea overall. Although I would raise maintenance cost per unit. As it stands now, there is very little downside in Civ III for having a bloated military.
                        It is only totalitarian governments that suppress facts. In this country we simply take a democratic decision not to publish them. - Sir Humphrey in Yes Minister

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                        • #27
                          Originally posted by Googlie


                          You can always tweak your alphax.txt so that all minerals on unbuilt wonders are lost when changing

                          The default is "2" Reset it to "3"

                          2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)

                          G.
                          That won't work. There's a documented problem there. Apparently the game will treat the 3 as a 2, no matter what.
                          Veni Vidi Castravi Illegitimos

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                          • #28
                            I just wanted to add in my own take on the combination of Civ3 and SMAC features.

                            Personally, I love all the new features SMAC has, and Civ3 doesn't, and all the new features Civ3 has, but SMAC doesn't.

                            I like the gold support option, and think it's especially appropriate for a sci-fi setup. In our own military, all military units are "completed" in specific places: training facilities. However, our entire economy goes into supporting these units, not just the town that hosts the facility.


                            On the one hand, I think rush-building WoWs/SPs might be appropriate, since obviously one doesn't have to rely purely on the local economy for projects of national scope. However, since they are secret projects in SMAC, it just might be that one wouldn't want to make the project so public as a sudden realocation of national resources might do. Perhaps one could allocate a small amount of gold-per-turn to it, which just sort of "slips through the cracks" of the budget, so to speak, thus speeding it up a bit.


                            I *love* the culture aspect, and think it even more appropriate in SMAC, if tweaked a bit. You could have them assigned per faction, and rather than having the likelyhood of defection be based upon "cultural buildup" as in Civ3, you could have it based upon whether or not the occupying faction has certain SE options. Another aspect would be the occupying faction's "preferred" options.

                            So, for example, imagine a captured University base, captured by either the Morganites or the Believers. The best situation would be if it were captured by Morganites, running Value: Knowledge, and *not* running Fundamentalism. It would be a bit worse if they were running something other than knowledge, somewhat worse if they were Fundy and Knowledge, and worst possible if they were running Fundy with Wealth or Power. (Survival would be neutral).

                            The Believers, however, would have an inherant penalty because they *prefer* Fundamentalism. In the role-play sense, even if the Believers are running Democracy or Police State for the time being, captured University citizens would forever suspect their true intentions. Thus, rebellion would be even more likely, though less likely than if they were running Fundamentalism currently. (The number of drones would continue to benefit the Free Drones more than any other faction, though.)

                            Perhaps the level of agression could affect the likelyhood of defection, as well. I can see Gaians being willing to work from within the system, the Morganites willing to give up political power to retain their wealth. I can't see the Human Hive being very easy to manage outside their comfortable, brain-dead warrans, though (constant food and jobs riots), or the Believers being willing to give up their destiny.

                            One think I consider vital, though, is making the stastics regarding defection more transparent. Perhaps, to avoid defection, you must have, first off, as many troups as necessary to deal with drones, and then troops after those first few, up to your police limit once again, to deal with rebel units. Doing this guarantess no defections. This means, of course, that when occupying a non-political faction (ie anyone but the Believers or Peacekeepers), Police State is the best, which makes sense to me.


                            Great Leaders seem more appropriate to a historical game than a sci-fi game, if only because just making up names wouldn't be anywhere near as satisfying as seeing a name one can actually know something about.

                            I think that's it. Sorry for the long post. I just can't help myself.
                            Last edited by Ironwood; January 18, 2004, 18:40.
                            To those who understand,
                            I extend my hand.
                            To the doubtful I demand,
                            Take me as I am.

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                            • #29
                              MORE SE CHOICES!!!!!!
                              SMAC/X FAQ | Chiron Archives
                              The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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                              • #30
                                YES! More than 4 SE choices along every row dammit!

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