Vel’s SMAC Guide
(Version 2.0)
By: Chris Hartpence (a.k.a. Velociryx)
Introduction:
I have been quite pleased by the reception the strategy guide has gotten since I first posted it on the Apolyton site. And since that time, it has grown and evolved, to the point where I thought that perhaps a revision was in order to keep the work in a fairly coherent form. To that end, here is my latest thinking on the game.
The contents of the document have been expanded and re-organized. As much as possible, I have tried to tone down my rambling, and tighten up the document. I’ve also taken steps to streamline everything so that it makes a smooth progression. No more random jumping from one topic to the next. In fact, I have re-written the guide with one specific goal in mind. I would like a brand new player to be able to download and print this work out, load up the game, and go page by page through this work, playing and learning the ropes. To that end, the “new and improved” guide is divided into logical groupings which have been laid out like college courses, covering the following areas:
Getting Started:
Before you begin your next game…..
The Factions, Discussed
The Early Game:
Expansion and Growth: A primer
Terraforming: 101
Defining Your Style
Defining Your Focus
Economic Theory, SMAC-Style: Comparative Turn Advantage
Special Projects in the Early Game
Barbarians at the Gate!
A Look at Diplomacy
A Primer on Combat
The Middle Game:
Expansion in the Middle Game
More on Combat!
Organizing your Offense/Defense
Advanced Combat Tips & Strategies
Advanced Terraforming Techniques
The Supply Crawler: Your New Best Friend
Developing Your Style
Developing Your Focus
Studying the Metagame
The Late Game:
Locking things down
Final Notes\Odd Musings
Some Opening Remarks:
I love strategy games. Been playing them since I was ten, and I’d like to think that after 21 years at it I’ve learned a thing or two....maybe not, but I can hope!
This strategy game in particular though, has captured my attention like few others, and it has enough complexity built into it to warrant a fair amount of truly deep analytical thought, which is why I began writing this article in the first place. By putting my own thoughts and theories about the game on paper, it helps me to focus and clarify, and thus further improves my game. One of the centerpieces of the article you’re about to dive into is the section on the economy, and there are two reasons for that. First, I feel that a lot of players overlook this vitally important aspect of the game in favor of pure conquest, and I wanted to spend some time illuminating it, and second, because I’m an Economist by education and training (specifically, the economies of developing nations), so my focus tends to just naturally be toward that end of things.
Before You Get Started….
It is vitally important that you understand just what kind of game you’re playing. I mean this on two different levels, and will take them one at a time. First and most basically, keep in mind the fact that Alpha Centauri is not a war game, but an empire-building game. War is, of course, a part of the process of creating an empire, but it is only a means to an end. This is not to say that you cannot enjoy the game if you treat it as a war game and nothing more. Many players do that, and they love the game. It is a perfectly valid approach to playing. In fact, there are factions which are specifically designed for this type of play-style. Bear in mind, however, that if you choose to play the game exclusively as a war game, you are denying yourself a significant and fascinating portion of the overall experience.
The second thing I mean is that the game actually begins before your map screen comes up. Everything in Alpha Centauri is important, and if you want to excel at the game, then from the moment you begin setting up the parameters of your game world, you should be considering how they may impact your game.
To that end, and in order to get your mind turning on the subject, we’ll examine each of the options you can select from:
Planet Size: This will impact how much time you will have to develop in isolation before other factions begin to find you. If you want to mix it up from the start, shrink your world size. If you’re looking to explore the various “Builder” elements in the game, expand the world size.
Oceans: Another factor that will impact how long it takes other factions to contact you. Oceans represent a pretty formidable obstacle. You’ve got to research two techs before you can even start building a boat, and then you must begin exploring the planet at the less-than-lightning-fast rate of three or four squares per turn. On the other hand, setting oceans to a minimum may well create a game where all the factions wind up starting on the same continent!
Cloud Cover: A more subtle option. Impacts the amount of rainfall the planet receives. This, in turn, impacts the amount of green, nutrient rich squares the world contains. World with heavy rainfall are nutrient rich, allowing for easy growth and expansion. Worlds with minimal cloud cover are arid and dry, making each base a very big and important deal, especially in the early game. In a word: Rainy = Rapid Development. Aird = Slow Development.
Native Life Forms: This will dramatically alter the flavor of your game, and it will do so in a number of ways. First, the higher the setting, the more fungus you will have to contend with, which will slow your development (as your scouts and colony pods will either have to spend several turns going through or around all the fungus, and your formers will need to spend several turns per square just clearing the fungus to make use of the underlying terrain. Second: More fungus = more chances to run into worms. This might be a good thing, if you’re geared for combat, or if you are the Gaians, with their inherent ability to capture worms. On the other hand, if you are Morgan, intent on running a Free Market Economy, this could have some pretty serious implications for your game. (Note: If you’re playing for score, then use Abundant Native Life forms, as you will receive a 25% bonus to your score).
Optional Rules: Many of these are pretty self explanatory, and most do not need comment. However, there are a few….
Blind or Directed Research: This is probably the most important choice you will make in the whole pre-game setup, as it will dramatically influence how you proceed from turn one. Blind research more or less leaves you in the hands of Fate. It makes for a very “realistic” game, but can also be immensely frustrating, if you suddenly find yourself neck deep in a war and have few if any combat-oriented techs. Directed research is the favored choice by the bulk of gamers, mostly for the control it gives over the game environment, but whichever you tend to favor, I strongly recommend trying the “other” choice out from time to time, just to give yourself a taste of some other perspective.
Random Events on/off: These are mostly mild boons or minor irritants, but they can occasionally be really painful (Asteroid strike wipes out your biggest and best base, solar flares destroy all your Orbital Power Transmitters, etc)., so consider if you want to deal with that on top of the rival factions or not. Also, if you’re planning to try for an economic win, you will probably want to turn this off!
Unity Pod Scattering: I like to refer to this as the “Easter Egg Hunt.” If you want to add a random element into the game, and generally make life a little easier for all players involved, then turn this option on. Otherwise, turn it off. You still may have a few pods, but they’ll be isolated to your starting position.
TechStag: Turning this option on will have an enormous impact on your game! It will slow you down immensely. This, in combination with a huge, high water level planet can mean a hundred years or more of isolation before some other faction finds you. Think carefully before you activate this! If you are a fairly passive player, this may be for you, otherwise, you might find yourself very bored!
Spoils of War: A huge benefit to war-mongers, as it means you can get away with almost totally ignoring infrastructure development, and focus exclusively on building up your army!
Ironman: Disallows use of the autosave feature. No going back to undo mistakes. Also, increases your score by 100%.
Do or Die: If you’re planning to win by conquest, this option could be your best friend.
Aggressive Opponents: The AI factions are already pretty aggressive, and this makes them doubly so. If you’re going for a diplomatic win, you might want to leave this one off.
The Factions, Discussed:
Once you get your game world set up, you will want to take a moment to really think about what faction you want to play. I say this because, while all the factions are quite good, if you select a faction that does not mesh well with your personal gaming style, you will probably not have a very good time. Are you an avid war-monger from the get-go? If so, don’t play Morgan. And, speaking of play-styles, you will find three terms used throughout this guide, beginning here in the faction descriptions. Don’t worry too much about the specifics, as we’ll get to that later, but here’s a general set of definitions to give you the gist of it for the time being:
Builder-Style: Focuses on infrastructural development over military concerns.
Hybrid-Style: Attempts to strike a balance between infrastructural development and military concerns.
Momentum-Style: Largely ignores infrastructural development, in favor of military concerns.
Below is a listing and brief overview of the original seven (7) SMAC factions. The information contained in this section will serve as one of the primary building blocks for sections to follow (including the section on combat).
The Original Seven:
You know them, and whether you love them or hate them, you need to be aware of each faction’s inherent strengths and weaknesses so you’ll understand how to exploit the one you’re playing. It’s also a good idea to know what to expect from the faction who just dropped a scout rover off in your territory.
The Lord’s Believers (Sister Miriam Godwinson):
An odd faction (because it is exceedingly unbalanced....see below), but extremely powerful when played correctly. Sitting still with The Believers will get you killed very quickly. This group needs to be aggressive to survive, and they’re quite well-suited to that. As you might expect, they are at their most powerful when played Momentum-Style, where their +25% bonus when attacking and their +2 Support (big army) really shines through. The Believers’ main drawback is their lagging research capability, which is partially offset by having access to outstanding Probe Teams. Note that this is not a perfect solution, however. Research is a passive thing. You build a base and research just happens. To get anything out of your Probe Teams, you must take an active stance with them, sending them out regularly to infiltrate datalinks and steal that much-needed technology to keep your army up to date. Not that this will be any big deal for fans of the Lady Miriam....they’re used to moving lots of units around the map every turn.
Also, one hidden advantage of The Believers is a good amount of cash. This is actually an outgrowth of the poor research problem (why put money into your labs if they’re not going to net you much of a benefit? You’re better off adding to your cash pool so you’ll have more funds to subvert enemy units and the like).
I hope the fans of The Believers will forgive me for calling their faction an odd one, but when I clarify that statement, perhaps they will agree. If you imagine the three play-styles I mentioned earlier as being a continuum, with “Builder” on the extreme left and “Momentum” on the far right, then Miriam would be slammed all the way to the right. Play her pretty much any way but Momentum-Style, and you’re asking to get hammered.
A Builder she is not. Building Network Nodes and other Lab-enhancing facilities is impractical because of your inherent research penalty (made even worse if/when you switch to Fundamentalism). Why build a facility with a “per-turn” upkeep fee when you can just zap your current opponent with a probe team? Besides that, huddling in your bases as Builders are wont to do negates your +25% attack bonus. Drop into “Hermit-Mode” with this faction, and you’re in for a tough game (Though it might make for an intriguing challenge sometime). She could be played as a Hybrid, but again, the primary function of Hybrid-Play is to give you sufficient infrastructure to do peace-time research, something Miriam just isn’t very good at.
Game notes: Play Miriam fast and hard, but pick your battles carefully. In the field, you’re troops are very hard to beat, and when you switch to Fundy, you’ve effectively got your own little private “Hunter-Seeker Algorithm” running. A word of caution though: All these combat advantages can make you arrogant. Resist that! It’s the one thing that can really get you in trouble quickly. Against a single faction of comparable size, you should have little or no trouble smashing through their defenses, but you must take care to only fight one war at a time. Take on too many opponents at once and you’ll find yourself overextended and unable to crank out troops fast enough to support all your various campaigns. Also, you’ve got to remember that unless you find a rival faction in the very early part of the game, chances are good that your opponent will start with better technology than you. That being the case, your first skirmishes may or may not go your way, attack bonus or not.
Once you find someone to smash, send feelers into their territory and find an easily accessible base, then start hitting them with probe teams to get up to their level of technology. Once you are at technological parity, you will almost certainly win the war with them (you can crank out the same types of units, plus you get the +25% bonus on your attacks). Just keep up the pressure and don’t lose your focus, and you will almost certainly be around for the end-game.
The Hive (Chairman Sheng-Ji Yang):
A particularly nasty faction for a number of reasons, and another excellent Momentum-Style group. Unlike Miriam, you can afford to sit still during periods of the game, and you’ve got tons of safe places to do it, as your group begins with your own personal “Citizen’s Defense Force” up and running, meaning that no matter where your troops go to rest and repair, they’ll have the benefits of your Perimeter Defense.
Chairman Yang’s main strengths are impressive. Rapid population growth and excellent industrial production means that you can build colony pods quickly and expand rapidly (and relatively safely, thanks to your Perimeter Defenses), and if you had any money at all, this faction would be all but unbeatable, but this is the big equalizer. Where Miriam is lagging in research capability, you have a corresponding lag in Economy. Simply put, you’re strapped for cash, so you’re going to have to build everything you want (no rush building or buying much of anything). Also, without much energy, you’ve got limited research capability, which means you will need to make use of your Probe Teams nearly as much as Miriam.
Game notes: Make early use of your industrial capacity. Thanks to rapid population growth and the +1 Industry bonus, you can expand very quickly, and if you get the “Command Nexus” project, coupled with your inherent Perimeter Defenses, you become dangerous indeed (and while we’re talking about it, if you happen to get the Planetary Transit System, the rest of the world is in a good bit of trouble). Even without the secret projects though, you will quickly find yourself with a sprawling empire very quickly (not much infrastructure development, but that’s no big deal for you), which can support an immense army. You may not have Miriam’s attack bonus or Santiago’s morale, but you can almost always count on having more troops, and with your greater numbers, you can simply overwhelm your opponents, whomever they might be.
Like Miriam, it is important to test your enemy’s defenses before committing to full-scale war. Your lack of energy relative to the other factions really hampers your research efforts and makes it likely that in the early goings, you will have inferior technology. You can’t subvert enemy troops as a rule, because again, that takes money, but you can have your Probe Teams zap enemy bases and pull techs down that way. And, like Miriam, once you’ve reached technological parity with your enemy, you can smash him hard.
With your enhanced Industrial output, it is not at all difficult for you to end the fight very quickly. Just amass so many troops and hit from so many different directions that your opponent can’t stop them all. And once you get a toehold in his territory, that is the kiss of death, as now he has to contend with your enhanced production capability right there on his turf.
It is possible to play The Hive as a Builder or a Hybrid, but you will suffer from chronic energy problems, which means you won’t be as effective as some of the others. Still, if you find yourself with a bunch of allies and you’re feeling honorable, you can do the Hybrid thing well enough to get by until someone picks a fight.
The Spartan Federation (Colonel Corazon Santiago):
Perhaps the most balanced of the “Momentum” factions, the Spartans achieve a good balance between solid, well-trained troops and the ability to do something other than fight. If any of the Momentum Factions can easily make the switch to Hybrid (and possibly Builder) play, The Spartans are it.
Their advantages make them magnificent fighters, either offensively or defensively, (effectively a Command Center at every base, further enhanced by actually building a Command Center), they can research at normal rates, and have a decent amount of energy (unlike Miriam and Yang, respectively). That doesn’t come free though, and they pay the price with a penalty to Industry. Where Yang can build things quickly, The Spartans are hampered by higher costs, which will slow their expansion in the early game.
Game Notes: Slow and Steady. This may seem a contradiction to the Momentum style of play. What I mean by that is: Use the strengths of that style (as covered later), but take great care not to overextend yourself. Of all the Momentum factions, this is most dangerous for you. You have to be careful if you’re the Spartans. Control is the Key to the Kingdom for you. Yes, you’ve got a wonderful army (In fact, you’re the only faction in the game that can stare down the barrel of a Believer’s gun and smile calmly). But it can all come apart for you if you get reckless.
As mentioned above, your expansion will be slower than average, thanks to your higher build costs (and it will be significantly slower than Yang’s), which means that each of your bases is a big deal. Yang can afford to lose a base or two. You cannot, so defend them carefully. The most successful Spartan players I have ever seen will expand slowly and carefully until they encounter another faction, and then attempt to make peace. If there is any resistance at all to the notion of peace, then (in the Spartan mindset), the faction is a potential threat and should be eliminated.
When it comes to combat, the Believers will simply rush forward, relying on their factional attack bonus. The Hive will tend to simply use numbers to overrun, but in general, The Spartans do their damage with relatively few troops in the field (a good thing, since they take more time than usual to replace). Most people are frankly amazed when their bases begin falling to groups of two or three Spartans, where other factions might send in three to six.
In times of peace, The Spartans can make the transition to Hybrid Play fairly well, though they will be hampered somewhat by their higher build costs. Still, once the infrastructure is in place, they do as well as the Peacekeepers or Gaians, with their better troops making up for the PK/Gaian special abilities.
The Peace Keepers (Brother Pravin Lal):
In a word, durability. The Peace Keepers are an exceedingly good faction for a number of reasons. You might not think so at first glance (after all, the only adjustment they’ve got to the Social Engineering table is a -1 on Efficiency, and what the Hell good is that?). Trust me, the Peace Keepers have more than enough of what it takes to overcome their one weakness.
First and easiest to relate to is the double vote capacity. If you follow an average to brisk expansion policy, you can all but guarantee that you will be elected planetary governor, and once you are, you get Infiltrator access to all factions (as good as the Empath Guild, for free), and a big trade windfall. Not bad for doing what you would have been doing anyway.
Second is the extra talent your bases attract per four citizens. This is like the Genome project on steroids, as it’s impact on your bases is relative to the size of the base (as opposed to being constant, in the case of the Genome). Control will rarely be a problem for you, and can generally be nixed with the simplest of base facilities (Rec. Commons, or nothing at all if you get the Virtual World & build a Network Node).
Third, bigger bases. Do not discount the ability to exceed Hab-complex limits! Especially if you’re playing blind research, the extra time this gives you is extremely important!
Finally, there are advantages to being, well....average. True, you don’t get the vaunted Spartan Morale Bonus, and you don’t get the Economic windfall of the Morgans, nor the Population and Industrial boost of Yang, but you don’t get any of their penalties, either, and the Efficiency problem can be overcome with base facilities. All in all, this puts you in a very strong position.
Game notes: The Peacekeeprs can do everything fairly well, but they don’t really excel at anything. This is both a blessing and a curse. While they have no real weaknesses to exploit (ask anybody who’s tried just how hard it is to increase drone activity in a PK base), and essentially, your lack of a truly pronounced strength is a strength in its own right, in the form of flexibility. Pay special attention to anything regarding Hybrid play as you make your way through this guide, as it will likely hold doubly true for you. Flexibility can be a dangerous thing if you make bad choices as the PeaceKeepers. If a Spartan or Gaian Hybrid makes a bad choice and gets into trouble, they can fall back on their army (of excellent soldiers or mindworms), but the Peace Keepers only have “average” soldiery, and may find themselves hard pressed if they get involved in a conflict they’re not ready for.
Still, there’s an enormous amount to be said for the sheer durability of Lal’s Peace Keepers, and no matter what the current game environment (war or peace), you will find that they will serve you well.
Gaia’s Stepdaughters (Lady Deidre Skye):
An absolutely fabulous faction, especially in the early game! Their minor faction negatives are more than offset by the ability to capture mindworms at game start, and their ability to draw resources from fungal squares. These two advantages simply cannot be overstated! The fungal-resources ability will save your formers time in the early game, allowing you to draw resources from squares in their natural state, and the mindworm capture ability gives you the perfect “pod-popping” unit!
Game notes: Your very first objective should be to catch a Mindworm. Fortunately this is not difficult to do. Just start trolling around in fungus, and before long, one will appear. In every game I have ever played the Gaians, I’ve captured my first worm on the first try, so I suspect that’s a given, and as soon as you have your first worm, send him out hunting! Even if the pod in question unleashes more worms, they’ll ignore your little critter, and he can either go about his business or kill/capture the newly spawned worms. Either way, it’s a boon for you! Do the same thing as soon as you get a foil of some kind and you’re set for the rest of the game. The goodies you can uncover by being the first player out the gate to do some serious pod-popping can quickly put you in a position of power, and while you’re doing that, your empire is growing and expanding.
Militarily, you’re a little weak, but the right base facilities can help offset this (and, if you’d rather fight defensively, add a Children’s Creche, and you’ll be on par with most of your adversaries). Energy and Lab production are good, and when coupled with the results of your massive pod-popping campaign, can easily put you on par with the “Builder” factions.
If you are feeling aggressive, you can easily shift the Gaians into a Momentum stance, using the worm rush strategy to augment your otherwise pretty average soldiery. On the other hand, if you find yourself getting hordes of alien artifacts and such, you can kick into builder mode and reap the benefits.
The Mindworm advantage tends to wear down over the course of the game (when the productive capacity of your bases is such that you can simply
build what you need in a single turn, so why bother trying to catch them), so if you’re going to make use of it, then do it earlier, rather than later, and by late game, there aren’t many un-popped pods (both of these reasons, I suspect, are why the Gaians tend to fade in the late game if controlled by the computer), but the ability to draw resources from fungus squares increases over time, until fungus squares are ultimately the most productive in the entire game.
The University of Planet (Prokor Sartory Zakarov):
Your labs are your life. They are your only advantage in the game, and if you don’t use them well and wisely, you will find yourself in trouble very quickly. As such, you must focus the bulk of your efforts on increasing your energy output, as it is energy that drives your labs.
Game notes: As the University, you’ve got four manageable problems, and one HUGE advantage. First, your troops are utterly average. Nothing at all to write home about. But, with technology as your ace in the hole, that need not frighten you. Play that card correctly and your average troops will outgun anything your opponents can bring to bear on you. Your second problem is a chronic difficulty with drones. The solution to this is a steady program of expansion (which can almost turn your problem into an advantage). Expansion is good for you for two reasons. First, it partially solves the drone problem you’ve got as your population is kept in check by the creation of new colony pods. And second, every time you make a new base, you’re getting a network node for free in the bargain (and maybe a hologram theater!)....this is extremely efficient from a cost-per-facility-basis (for the price of one colony pod, you’re getting a new base, a network node, and possibly a hologram theater....I think you will be hard pressed to find a better value for your money anywhere in the game), not to mention the effect it will have on the number of research points you can generate. Your third problem is Probe Teams. They generally have a really easy time infiltrating your datalinks, which, as you might expect, is bad for you. This can be overcome by posting your own Probe Teams around, but that is far from a perfect solution. Finally, you’ve got a less tangible problem I like to refer to as “CRS” (Chronic Researcher’s Syndrome). What this means is that, yes, you’re getting a bunch of technological advances, but until you turn those advances into tangible things for your empire, they don’t do you any good, and they certainly won’t stop Chairman Yang’s forty-three Impact Rovers that just sauntered into your territory. As a University Player, you need to focus on turning your tech advances into things: base facilities, new weapons, and the like. Only then are you really getting the most out of your abilities.
Since so many base facilities center around controlling drone problems or increasing Lab output (both of which should make a University Player salivate in Pavlovian style), this is an ideal faction for Builder-play, but some interesting variants crop up if you try the other styles.
If you focus on increasing the overall energy output of your empire at all though, it is very easy for you to simply run away with the game, from a technological standpoint. You can do things that will make the other factions green with envy. Once you’ve infiltrated everybody’s datalinks and have rendered yourself immune to their Probe Team actions (you DID get the Hunter-Seeker, yes?), you can monitor the production queues of all enemy bases, and if they start making something you don’t care for, missile the base garrison to death and orbitally insert your own troops. Presto!
[This message has been edited by Velociryx (edited October 17, 1999).]
(Version 2.0)
By: Chris Hartpence (a.k.a. Velociryx)
Introduction:
I have been quite pleased by the reception the strategy guide has gotten since I first posted it on the Apolyton site. And since that time, it has grown and evolved, to the point where I thought that perhaps a revision was in order to keep the work in a fairly coherent form. To that end, here is my latest thinking on the game.
The contents of the document have been expanded and re-organized. As much as possible, I have tried to tone down my rambling, and tighten up the document. I’ve also taken steps to streamline everything so that it makes a smooth progression. No more random jumping from one topic to the next. In fact, I have re-written the guide with one specific goal in mind. I would like a brand new player to be able to download and print this work out, load up the game, and go page by page through this work, playing and learning the ropes. To that end, the “new and improved” guide is divided into logical groupings which have been laid out like college courses, covering the following areas:
Getting Started:
Before you begin your next game…..
The Factions, Discussed
The Early Game:
Expansion and Growth: A primer
Terraforming: 101
Defining Your Style
Defining Your Focus
Economic Theory, SMAC-Style: Comparative Turn Advantage
Special Projects in the Early Game
Barbarians at the Gate!
A Look at Diplomacy
A Primer on Combat
The Middle Game:
Expansion in the Middle Game
More on Combat!
Organizing your Offense/Defense
Advanced Combat Tips & Strategies
Advanced Terraforming Techniques
The Supply Crawler: Your New Best Friend
Developing Your Style
Developing Your Focus
Studying the Metagame
The Late Game:
Locking things down
Final Notes\Odd Musings
Some Opening Remarks:
I love strategy games. Been playing them since I was ten, and I’d like to think that after 21 years at it I’ve learned a thing or two....maybe not, but I can hope!
This strategy game in particular though, has captured my attention like few others, and it has enough complexity built into it to warrant a fair amount of truly deep analytical thought, which is why I began writing this article in the first place. By putting my own thoughts and theories about the game on paper, it helps me to focus and clarify, and thus further improves my game. One of the centerpieces of the article you’re about to dive into is the section on the economy, and there are two reasons for that. First, I feel that a lot of players overlook this vitally important aspect of the game in favor of pure conquest, and I wanted to spend some time illuminating it, and second, because I’m an Economist by education and training (specifically, the economies of developing nations), so my focus tends to just naturally be toward that end of things.
Before You Get Started….
It is vitally important that you understand just what kind of game you’re playing. I mean this on two different levels, and will take them one at a time. First and most basically, keep in mind the fact that Alpha Centauri is not a war game, but an empire-building game. War is, of course, a part of the process of creating an empire, but it is only a means to an end. This is not to say that you cannot enjoy the game if you treat it as a war game and nothing more. Many players do that, and they love the game. It is a perfectly valid approach to playing. In fact, there are factions which are specifically designed for this type of play-style. Bear in mind, however, that if you choose to play the game exclusively as a war game, you are denying yourself a significant and fascinating portion of the overall experience.
The second thing I mean is that the game actually begins before your map screen comes up. Everything in Alpha Centauri is important, and if you want to excel at the game, then from the moment you begin setting up the parameters of your game world, you should be considering how they may impact your game.
To that end, and in order to get your mind turning on the subject, we’ll examine each of the options you can select from:
Planet Size: This will impact how much time you will have to develop in isolation before other factions begin to find you. If you want to mix it up from the start, shrink your world size. If you’re looking to explore the various “Builder” elements in the game, expand the world size.
Oceans: Another factor that will impact how long it takes other factions to contact you. Oceans represent a pretty formidable obstacle. You’ve got to research two techs before you can even start building a boat, and then you must begin exploring the planet at the less-than-lightning-fast rate of three or four squares per turn. On the other hand, setting oceans to a minimum may well create a game where all the factions wind up starting on the same continent!
Cloud Cover: A more subtle option. Impacts the amount of rainfall the planet receives. This, in turn, impacts the amount of green, nutrient rich squares the world contains. World with heavy rainfall are nutrient rich, allowing for easy growth and expansion. Worlds with minimal cloud cover are arid and dry, making each base a very big and important deal, especially in the early game. In a word: Rainy = Rapid Development. Aird = Slow Development.
Native Life Forms: This will dramatically alter the flavor of your game, and it will do so in a number of ways. First, the higher the setting, the more fungus you will have to contend with, which will slow your development (as your scouts and colony pods will either have to spend several turns going through or around all the fungus, and your formers will need to spend several turns per square just clearing the fungus to make use of the underlying terrain. Second: More fungus = more chances to run into worms. This might be a good thing, if you’re geared for combat, or if you are the Gaians, with their inherent ability to capture worms. On the other hand, if you are Morgan, intent on running a Free Market Economy, this could have some pretty serious implications for your game. (Note: If you’re playing for score, then use Abundant Native Life forms, as you will receive a 25% bonus to your score).
Optional Rules: Many of these are pretty self explanatory, and most do not need comment. However, there are a few….
Blind or Directed Research: This is probably the most important choice you will make in the whole pre-game setup, as it will dramatically influence how you proceed from turn one. Blind research more or less leaves you in the hands of Fate. It makes for a very “realistic” game, but can also be immensely frustrating, if you suddenly find yourself neck deep in a war and have few if any combat-oriented techs. Directed research is the favored choice by the bulk of gamers, mostly for the control it gives over the game environment, but whichever you tend to favor, I strongly recommend trying the “other” choice out from time to time, just to give yourself a taste of some other perspective.
Random Events on/off: These are mostly mild boons or minor irritants, but they can occasionally be really painful (Asteroid strike wipes out your biggest and best base, solar flares destroy all your Orbital Power Transmitters, etc)., so consider if you want to deal with that on top of the rival factions or not. Also, if you’re planning to try for an economic win, you will probably want to turn this off!
Unity Pod Scattering: I like to refer to this as the “Easter Egg Hunt.” If you want to add a random element into the game, and generally make life a little easier for all players involved, then turn this option on. Otherwise, turn it off. You still may have a few pods, but they’ll be isolated to your starting position.
TechStag: Turning this option on will have an enormous impact on your game! It will slow you down immensely. This, in combination with a huge, high water level planet can mean a hundred years or more of isolation before some other faction finds you. Think carefully before you activate this! If you are a fairly passive player, this may be for you, otherwise, you might find yourself very bored!
Spoils of War: A huge benefit to war-mongers, as it means you can get away with almost totally ignoring infrastructure development, and focus exclusively on building up your army!
Ironman: Disallows use of the autosave feature. No going back to undo mistakes. Also, increases your score by 100%.
Do or Die: If you’re planning to win by conquest, this option could be your best friend.
Aggressive Opponents: The AI factions are already pretty aggressive, and this makes them doubly so. If you’re going for a diplomatic win, you might want to leave this one off.
The Factions, Discussed:
Once you get your game world set up, you will want to take a moment to really think about what faction you want to play. I say this because, while all the factions are quite good, if you select a faction that does not mesh well with your personal gaming style, you will probably not have a very good time. Are you an avid war-monger from the get-go? If so, don’t play Morgan. And, speaking of play-styles, you will find three terms used throughout this guide, beginning here in the faction descriptions. Don’t worry too much about the specifics, as we’ll get to that later, but here’s a general set of definitions to give you the gist of it for the time being:
Builder-Style: Focuses on infrastructural development over military concerns.
Hybrid-Style: Attempts to strike a balance between infrastructural development and military concerns.
Momentum-Style: Largely ignores infrastructural development, in favor of military concerns.
Below is a listing and brief overview of the original seven (7) SMAC factions. The information contained in this section will serve as one of the primary building blocks for sections to follow (including the section on combat).
The Original Seven:
You know them, and whether you love them or hate them, you need to be aware of each faction’s inherent strengths and weaknesses so you’ll understand how to exploit the one you’re playing. It’s also a good idea to know what to expect from the faction who just dropped a scout rover off in your territory.
The Lord’s Believers (Sister Miriam Godwinson):
An odd faction (because it is exceedingly unbalanced....see below), but extremely powerful when played correctly. Sitting still with The Believers will get you killed very quickly. This group needs to be aggressive to survive, and they’re quite well-suited to that. As you might expect, they are at their most powerful when played Momentum-Style, where their +25% bonus when attacking and their +2 Support (big army) really shines through. The Believers’ main drawback is their lagging research capability, which is partially offset by having access to outstanding Probe Teams. Note that this is not a perfect solution, however. Research is a passive thing. You build a base and research just happens. To get anything out of your Probe Teams, you must take an active stance with them, sending them out regularly to infiltrate datalinks and steal that much-needed technology to keep your army up to date. Not that this will be any big deal for fans of the Lady Miriam....they’re used to moving lots of units around the map every turn.
Also, one hidden advantage of The Believers is a good amount of cash. This is actually an outgrowth of the poor research problem (why put money into your labs if they’re not going to net you much of a benefit? You’re better off adding to your cash pool so you’ll have more funds to subvert enemy units and the like).
I hope the fans of The Believers will forgive me for calling their faction an odd one, but when I clarify that statement, perhaps they will agree. If you imagine the three play-styles I mentioned earlier as being a continuum, with “Builder” on the extreme left and “Momentum” on the far right, then Miriam would be slammed all the way to the right. Play her pretty much any way but Momentum-Style, and you’re asking to get hammered.
A Builder she is not. Building Network Nodes and other Lab-enhancing facilities is impractical because of your inherent research penalty (made even worse if/when you switch to Fundamentalism). Why build a facility with a “per-turn” upkeep fee when you can just zap your current opponent with a probe team? Besides that, huddling in your bases as Builders are wont to do negates your +25% attack bonus. Drop into “Hermit-Mode” with this faction, and you’re in for a tough game (Though it might make for an intriguing challenge sometime). She could be played as a Hybrid, but again, the primary function of Hybrid-Play is to give you sufficient infrastructure to do peace-time research, something Miriam just isn’t very good at.
Game notes: Play Miriam fast and hard, but pick your battles carefully. In the field, you’re troops are very hard to beat, and when you switch to Fundy, you’ve effectively got your own little private “Hunter-Seeker Algorithm” running. A word of caution though: All these combat advantages can make you arrogant. Resist that! It’s the one thing that can really get you in trouble quickly. Against a single faction of comparable size, you should have little or no trouble smashing through their defenses, but you must take care to only fight one war at a time. Take on too many opponents at once and you’ll find yourself overextended and unable to crank out troops fast enough to support all your various campaigns. Also, you’ve got to remember that unless you find a rival faction in the very early part of the game, chances are good that your opponent will start with better technology than you. That being the case, your first skirmishes may or may not go your way, attack bonus or not.
Once you find someone to smash, send feelers into their territory and find an easily accessible base, then start hitting them with probe teams to get up to their level of technology. Once you are at technological parity, you will almost certainly win the war with them (you can crank out the same types of units, plus you get the +25% bonus on your attacks). Just keep up the pressure and don’t lose your focus, and you will almost certainly be around for the end-game.
The Hive (Chairman Sheng-Ji Yang):
A particularly nasty faction for a number of reasons, and another excellent Momentum-Style group. Unlike Miriam, you can afford to sit still during periods of the game, and you’ve got tons of safe places to do it, as your group begins with your own personal “Citizen’s Defense Force” up and running, meaning that no matter where your troops go to rest and repair, they’ll have the benefits of your Perimeter Defense.
Chairman Yang’s main strengths are impressive. Rapid population growth and excellent industrial production means that you can build colony pods quickly and expand rapidly (and relatively safely, thanks to your Perimeter Defenses), and if you had any money at all, this faction would be all but unbeatable, but this is the big equalizer. Where Miriam is lagging in research capability, you have a corresponding lag in Economy. Simply put, you’re strapped for cash, so you’re going to have to build everything you want (no rush building or buying much of anything). Also, without much energy, you’ve got limited research capability, which means you will need to make use of your Probe Teams nearly as much as Miriam.
Game notes: Make early use of your industrial capacity. Thanks to rapid population growth and the +1 Industry bonus, you can expand very quickly, and if you get the “Command Nexus” project, coupled with your inherent Perimeter Defenses, you become dangerous indeed (and while we’re talking about it, if you happen to get the Planetary Transit System, the rest of the world is in a good bit of trouble). Even without the secret projects though, you will quickly find yourself with a sprawling empire very quickly (not much infrastructure development, but that’s no big deal for you), which can support an immense army. You may not have Miriam’s attack bonus or Santiago’s morale, but you can almost always count on having more troops, and with your greater numbers, you can simply overwhelm your opponents, whomever they might be.
Like Miriam, it is important to test your enemy’s defenses before committing to full-scale war. Your lack of energy relative to the other factions really hampers your research efforts and makes it likely that in the early goings, you will have inferior technology. You can’t subvert enemy troops as a rule, because again, that takes money, but you can have your Probe Teams zap enemy bases and pull techs down that way. And, like Miriam, once you’ve reached technological parity with your enemy, you can smash him hard.
With your enhanced Industrial output, it is not at all difficult for you to end the fight very quickly. Just amass so many troops and hit from so many different directions that your opponent can’t stop them all. And once you get a toehold in his territory, that is the kiss of death, as now he has to contend with your enhanced production capability right there on his turf.
It is possible to play The Hive as a Builder or a Hybrid, but you will suffer from chronic energy problems, which means you won’t be as effective as some of the others. Still, if you find yourself with a bunch of allies and you’re feeling honorable, you can do the Hybrid thing well enough to get by until someone picks a fight.
The Spartan Federation (Colonel Corazon Santiago):
Perhaps the most balanced of the “Momentum” factions, the Spartans achieve a good balance between solid, well-trained troops and the ability to do something other than fight. If any of the Momentum Factions can easily make the switch to Hybrid (and possibly Builder) play, The Spartans are it.
Their advantages make them magnificent fighters, either offensively or defensively, (effectively a Command Center at every base, further enhanced by actually building a Command Center), they can research at normal rates, and have a decent amount of energy (unlike Miriam and Yang, respectively). That doesn’t come free though, and they pay the price with a penalty to Industry. Where Yang can build things quickly, The Spartans are hampered by higher costs, which will slow their expansion in the early game.
Game Notes: Slow and Steady. This may seem a contradiction to the Momentum style of play. What I mean by that is: Use the strengths of that style (as covered later), but take great care not to overextend yourself. Of all the Momentum factions, this is most dangerous for you. You have to be careful if you’re the Spartans. Control is the Key to the Kingdom for you. Yes, you’ve got a wonderful army (In fact, you’re the only faction in the game that can stare down the barrel of a Believer’s gun and smile calmly). But it can all come apart for you if you get reckless.
As mentioned above, your expansion will be slower than average, thanks to your higher build costs (and it will be significantly slower than Yang’s), which means that each of your bases is a big deal. Yang can afford to lose a base or two. You cannot, so defend them carefully. The most successful Spartan players I have ever seen will expand slowly and carefully until they encounter another faction, and then attempt to make peace. If there is any resistance at all to the notion of peace, then (in the Spartan mindset), the faction is a potential threat and should be eliminated.
When it comes to combat, the Believers will simply rush forward, relying on their factional attack bonus. The Hive will tend to simply use numbers to overrun, but in general, The Spartans do their damage with relatively few troops in the field (a good thing, since they take more time than usual to replace). Most people are frankly amazed when their bases begin falling to groups of two or three Spartans, where other factions might send in three to six.
In times of peace, The Spartans can make the transition to Hybrid Play fairly well, though they will be hampered somewhat by their higher build costs. Still, once the infrastructure is in place, they do as well as the Peacekeepers or Gaians, with their better troops making up for the PK/Gaian special abilities.
The Peace Keepers (Brother Pravin Lal):
In a word, durability. The Peace Keepers are an exceedingly good faction for a number of reasons. You might not think so at first glance (after all, the only adjustment they’ve got to the Social Engineering table is a -1 on Efficiency, and what the Hell good is that?). Trust me, the Peace Keepers have more than enough of what it takes to overcome their one weakness.
First and easiest to relate to is the double vote capacity. If you follow an average to brisk expansion policy, you can all but guarantee that you will be elected planetary governor, and once you are, you get Infiltrator access to all factions (as good as the Empath Guild, for free), and a big trade windfall. Not bad for doing what you would have been doing anyway.
Second is the extra talent your bases attract per four citizens. This is like the Genome project on steroids, as it’s impact on your bases is relative to the size of the base (as opposed to being constant, in the case of the Genome). Control will rarely be a problem for you, and can generally be nixed with the simplest of base facilities (Rec. Commons, or nothing at all if you get the Virtual World & build a Network Node).
Third, bigger bases. Do not discount the ability to exceed Hab-complex limits! Especially if you’re playing blind research, the extra time this gives you is extremely important!
Finally, there are advantages to being, well....average. True, you don’t get the vaunted Spartan Morale Bonus, and you don’t get the Economic windfall of the Morgans, nor the Population and Industrial boost of Yang, but you don’t get any of their penalties, either, and the Efficiency problem can be overcome with base facilities. All in all, this puts you in a very strong position.
Game notes: The Peacekeeprs can do everything fairly well, but they don’t really excel at anything. This is both a blessing and a curse. While they have no real weaknesses to exploit (ask anybody who’s tried just how hard it is to increase drone activity in a PK base), and essentially, your lack of a truly pronounced strength is a strength in its own right, in the form of flexibility. Pay special attention to anything regarding Hybrid play as you make your way through this guide, as it will likely hold doubly true for you. Flexibility can be a dangerous thing if you make bad choices as the PeaceKeepers. If a Spartan or Gaian Hybrid makes a bad choice and gets into trouble, they can fall back on their army (of excellent soldiers or mindworms), but the Peace Keepers only have “average” soldiery, and may find themselves hard pressed if they get involved in a conflict they’re not ready for.
Still, there’s an enormous amount to be said for the sheer durability of Lal’s Peace Keepers, and no matter what the current game environment (war or peace), you will find that they will serve you well.
Gaia’s Stepdaughters (Lady Deidre Skye):
An absolutely fabulous faction, especially in the early game! Their minor faction negatives are more than offset by the ability to capture mindworms at game start, and their ability to draw resources from fungal squares. These two advantages simply cannot be overstated! The fungal-resources ability will save your formers time in the early game, allowing you to draw resources from squares in their natural state, and the mindworm capture ability gives you the perfect “pod-popping” unit!
Game notes: Your very first objective should be to catch a Mindworm. Fortunately this is not difficult to do. Just start trolling around in fungus, and before long, one will appear. In every game I have ever played the Gaians, I’ve captured my first worm on the first try, so I suspect that’s a given, and as soon as you have your first worm, send him out hunting! Even if the pod in question unleashes more worms, they’ll ignore your little critter, and he can either go about his business or kill/capture the newly spawned worms. Either way, it’s a boon for you! Do the same thing as soon as you get a foil of some kind and you’re set for the rest of the game. The goodies you can uncover by being the first player out the gate to do some serious pod-popping can quickly put you in a position of power, and while you’re doing that, your empire is growing and expanding.
Militarily, you’re a little weak, but the right base facilities can help offset this (and, if you’d rather fight defensively, add a Children’s Creche, and you’ll be on par with most of your adversaries). Energy and Lab production are good, and when coupled with the results of your massive pod-popping campaign, can easily put you on par with the “Builder” factions.
If you are feeling aggressive, you can easily shift the Gaians into a Momentum stance, using the worm rush strategy to augment your otherwise pretty average soldiery. On the other hand, if you find yourself getting hordes of alien artifacts and such, you can kick into builder mode and reap the benefits.
The Mindworm advantage tends to wear down over the course of the game (when the productive capacity of your bases is such that you can simply
build what you need in a single turn, so why bother trying to catch them), so if you’re going to make use of it, then do it earlier, rather than later, and by late game, there aren’t many un-popped pods (both of these reasons, I suspect, are why the Gaians tend to fade in the late game if controlled by the computer), but the ability to draw resources from fungus squares increases over time, until fungus squares are ultimately the most productive in the entire game.
The University of Planet (Prokor Sartory Zakarov):
Your labs are your life. They are your only advantage in the game, and if you don’t use them well and wisely, you will find yourself in trouble very quickly. As such, you must focus the bulk of your efforts on increasing your energy output, as it is energy that drives your labs.
Game notes: As the University, you’ve got four manageable problems, and one HUGE advantage. First, your troops are utterly average. Nothing at all to write home about. But, with technology as your ace in the hole, that need not frighten you. Play that card correctly and your average troops will outgun anything your opponents can bring to bear on you. Your second problem is a chronic difficulty with drones. The solution to this is a steady program of expansion (which can almost turn your problem into an advantage). Expansion is good for you for two reasons. First, it partially solves the drone problem you’ve got as your population is kept in check by the creation of new colony pods. And second, every time you make a new base, you’re getting a network node for free in the bargain (and maybe a hologram theater!)....this is extremely efficient from a cost-per-facility-basis (for the price of one colony pod, you’re getting a new base, a network node, and possibly a hologram theater....I think you will be hard pressed to find a better value for your money anywhere in the game), not to mention the effect it will have on the number of research points you can generate. Your third problem is Probe Teams. They generally have a really easy time infiltrating your datalinks, which, as you might expect, is bad for you. This can be overcome by posting your own Probe Teams around, but that is far from a perfect solution. Finally, you’ve got a less tangible problem I like to refer to as “CRS” (Chronic Researcher’s Syndrome). What this means is that, yes, you’re getting a bunch of technological advances, but until you turn those advances into tangible things for your empire, they don’t do you any good, and they certainly won’t stop Chairman Yang’s forty-three Impact Rovers that just sauntered into your territory. As a University Player, you need to focus on turning your tech advances into things: base facilities, new weapons, and the like. Only then are you really getting the most out of your abilities.
Since so many base facilities center around controlling drone problems or increasing Lab output (both of which should make a University Player salivate in Pavlovian style), this is an ideal faction for Builder-play, but some interesting variants crop up if you try the other styles.
If you focus on increasing the overall energy output of your empire at all though, it is very easy for you to simply run away with the game, from a technological standpoint. You can do things that will make the other factions green with envy. Once you’ve infiltrated everybody’s datalinks and have rendered yourself immune to their Probe Team actions (you DID get the Hunter-Seeker, yes?), you can monitor the production queues of all enemy bases, and if they start making something you don’t care for, missile the base garrison to death and orbitally insert your own troops. Presto!
[This message has been edited by Velociryx (edited October 17, 1999).]
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