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Reading with Miriam: Extreme Believer Strategies and the Tech B-Line

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  • Reading with Miriam: Extreme Believer Strategies and the Tech B-Line

    The Planet Cult strategy thread got me thinking about early pop-booming and/or ICSing with various factions. I hadn't played the Believers in awhile so I tried with them and was really impressed!

    Before you go on about "But the Believers are uniquely suited for Momentum play!", understand that I do get that point. Their research penalty is a particular handicap and playing the Believers as builders adds challenge to the game, which is what this is about. After all, the same player playing Gaians/Uni/Morgans should be able to outperform the Believers in building.......right? Well, maybe not!

    All things being equal: No Wars, No Easy Probings, extremely lucky terrain, etc.., the Believers are quite unattractive for a builder faction. No industry or economics bonuses, and a seriously crippling Research penalty to boot.

    I think the most serious case of play-shock difference comes when switching from the Morgans to the Believers or Hive. From crippling support to countless millions of units. From cash flowing in by the truckload to non-trivial cash/labs problems.

    But how does one turn zillions of units into a builder game? Terraformers of course! Sure, Morgan can field fleets of clean formers as well as anyone, but consider turn leveraging. Each time a terraform operation is finished and producing for the empire, this effect has a cumulative effect on the future strength of said empire. IE, 200 crawled minerals now beats 500 crawled minerals 20 turns down the road.

    So in a slow game, say with a huge map and tech stagnation as an option, there will be quite a large window of terraforming opportunity before a Morgan/Uni player can field clean units with impunity. They'll be closely getting every last hour of work from their limited workers while Miriam can easily treble her efforts over this period of the game (as can Yang, of course, but we know about him already).

    Are there other things Miriam can do with her high support rating other than terraform or make war? Well, she can run Democracy with fewer penalties. Thus, she can pop-boom while supporting some units and found bases without the penalty to free minerals. That is hugely significant come the mid-early game. But I think we (as far as I can see in discussions at 'Poly over the years) have been missing something here when playing Miriam as a Builder: Trying to maximize efficiency (Democracy) or pop-boom with Democracy/Planned to 'make up for' a lack of non-specialist lab points; These are ways to put a band-aid on Miriam's 'problem', not a way to play to her real strengths. IE, most Believer-as-Builder strategies I've seen try to turn Miriam into a Builder too strictly: "We need Efficiency and Econ as soon as possible, and look, we can get the benefits of Democracy without the penalties!".

    But if you look again, there is another opportunity there: Terraforming with true GUSTO! And nothing makes terraforming leverage early like the Weather Paradigm, a project I often shrug at with other factions. But who wouldn't rather have the HGP or VW? While its hard to argue against taking those over the WP, if you really mean to leverage the Believer's support rating in a slow game, you NEED the WP. Without it you'll be 50 years sans condensor/boreholes and you might as well either ICS with small bases and take the Democracy compromise, trying to become a crippled builder by spreading far and wide without vertical growth at the same time.

    Again, this window of pre-clean pre-airpower opportunity is best on long and slow games. Small maps require small tactics, even if you are trying to handicap yourself by building with Miriam.

    /rant
    data/


    The following is largely from the ICS thread recently, so its a bit of a jump-right-in argument. Basically I'm arguing that it's possible to grow both vertically and horizontally, and that the Believers are pretty damn good at that. My arguments tend to be along SP lines. IE, there's every chance that a player won't get any early SP with any faction if the opposition is stiff. But note that its quite possible to get ALL early SPs with the Believers, even on slow-to-research games on huge maps. And a few of these SPs will further magnify the Believer tactics here described. Still, it makes for a fun game if one only takes the WP (to let the AI's have a chance) and tries to maximize that to best advantage.

    -------------

    Believers and ICS-->Boom!

    Pop booming and ICS are not discrete, and neither are they exclusive. Ideally one would ICS and pop boom for 27 (9+9+9 b-drone third limit on huge map) size 14 bases with any faction, not just the Believers. But the Believers are especially well suited to approach this nearly impossible goal:

    1. You mention facilities as a reason to boom rather than ICS: Phooey! Early facilities are not nearly as important for them as others, but SPs are with this strategy. Ordinarily Believers are either played as a momentum faction, or, if attempting to build with a research-crippled faction, they are played somewhat like Yang, a faction which we have more community knowledge b/c he's such a damn popular guy. Anyways, if you compare with other factions, facilities do less for believers than many. They can easily use police, research bonuses are not yet important in the early game, and with a condensor-heavy strategy (WP) even Rec Tanks can be put off, especially under Planned where building is fast. Thus, there is very little temptation to facility-focus as there is with builder factions.

    2. Believers can field 3 formers per base, early game. That is just incredible in terms of turn advantage for former heavy strategies. And both pop-booming and ICS are former-heavy. In fact, in most of my tech-stag huge-map games with Believers, I almost run out of terraforming to do in the core by 2160 or so. That is, a 3x3 (base-space-space-base) grid is entirely filled with condensor-borehole-forests and the occasional mine even before I get IA! Additionally, all new bases are built on sensors easily in a strict grid because I can for once pre-form in the early game. Formers are crucial to ICSing, second only to crawlers in importance, if one is not merely going to make 50 size 1 bases in the fungus. ICSing is so profitable (research/econ/psych wise) when the bases can grow to specialist size, not when they are twiddling around with a former and garrison and 3 minerals production (7 turns to go for that condensor!).

    3. As you mention, Believers can run Democracy with some impunity, making pop-booming very attractive far before clean reactors/hybrid forests/engineers, etc.. I would hazard a guess that Believers with the Weather Paradigm are the most suited to pop-booming of all the factions, but I have not considered a few other factors yet...

    The hardest part about getting the right SP's for the Believers is of course the tech. To challenge myself I play with some house rules:

    A. No offensive probe actions until HSA (infiltration is fine)
    B. No offensive combat other than border patrol until Gravships. The exception being those factions unfortunate enough to want to share a continent with me. Just no off-the-rock warfare, and no extending land to merge with other faction lands either! Er, that also bears explaining a bit more. If factions share your landmass, even if connected by a fungus ridden single-tile landbridge, they will attempt to make land-based war with you eventually, which weakens them and is otherwise annoying. Keeping separate keeps their pathfinding ambitions a little more sane, though they will instead land units 2 by 2 in foils, which is no more threat but costs them less.
    C. Huge tech-stagnation game with random faction leader personalities and agendas.

    D. House-rules Ironman: No reload except upon screwing up movement or rush-build orders (easy to mis-click sometimes).


    Believe This, Heathens!: Reading with Miriam

    There some pitfalls to be wary of in the tech b-line to IA for the Believers, and its quite easy to screw up with popped tech, but still, its a challenge but not impossible to strict-build the Believers and snag every early project in an SP game (IE, no probe actions or tech trading at all!). It is easy to screw up b/c any tech gotten off-b-line will push IA many many turns back unless you happen to be researching the tech that gets discovered/traded right before IA (making it available on the switch). Here it is:

    CentEco (WP and Formers)
    Biogen (HGP and RecTanks)
    InfoNets (on the way to PlaNets)
    IndBase (ME)
    IndEco
    PlaNets
    IndAuto

    Industrial Base (yeah, that's weird, but it works later. This line gets you IndEco and FM early if you prefer)
    Centauri Ecology
    Infonets
    IndEco
    Biogenetics
    PlaNets
    IndAuto

    BioGen
    CentEco
    InfoNets
    IndBase
    IndEco
    PlaNets
    IndAuto

    Both of these lines can be direcly followed with:
    EthiCalc
    GeneSplicing
    EcoEngin
    EnviroEco

    The key concept is to take IndBase or IndEco rather than PlaNets whenever offered both, otherwise you will be 1 or 2 techs longer getting to IA.

    Some lines that don't work (well, eventually, but that is not a concept you want to think about as the head of Believer research):

    CentEco
    InfNets
    PlaNets
    Biogen
    (!!!!!!)

    CentEco
    InfNets
    PlaNets
    IndBase
    Biogen
    (!!!!!!)

    CentEco
    Biogen
    InfoNets
    IndBase
    PlaNets
    (!!!!!!)

    I won't cover popping techs and keeping the b-line here, as I don't recall the easy-formula and memorizing what to choose is a little too nitpicky for me

    [Note on the following: One does not need restrictions lifted to make use of condensors, but DO for boreholes beyond 0-2-2. This is something to be considered.]

    I have to conclude with mention of the Planet Cult strategy thread again. The idea of pop-booming extremely early in the game comes from that thread, and while it's possible to make use of specialists early, the other advantages to 18+ size 5+ bases should be obvious, especially when the workers are working boreholes. Yes, you have to work condensors in the really early part of this strategy but compare (not counting the base square except for Rec Tanks where applicable):

    1: 1 forest: 1-2-1 (inital base placement without WP)
    2: 2 forests: 2-4-2
    3: 3 forests + Rec Tanks: 4-7-4
    3: with treefarms/tanks: 7-7-7
    versus early boom with WP enabled condensor farms:

    1: 1 forest: 1-2-1
    2: 1 forest + 1 condensor: 5-2-1
    3: 2 forests + 1 condensor: 6-4-2
    4: 3 forests + 1 condensor: 7-6-3
    5: 2 forests + 2 condensors + 1 specialist: 10-4-2
    6: 3 forests + 2 condensors + 1 specialist: 11-6-3
    with a Rec Tanks: 12-7-4
    7: 4 forest + 2 condensors + 1 doctor: 12-8-4 / 13-9-5
    7: with treefarms: 15-7-7 for booming or..
    7: 6 forest + Doctor: 13-13-13.

    Quite a respectable starting position as crawlers come online to take up the condensor work and switch workers to boreholes. Of course, getting ICS'd bases to size 7 with only one doctor/thinker takes either great SPs, psych allocation, or magic. I leave it to the reader to find the best solution there!

    Leveraging this early is fun, which is the whole point of this thread. At the point crawlers come online, the Believers can then consider switching to more builderly combinations and they will be true powerhouses.

    -Smack
    Last edited by Guest; October 26, 2005, 14:26.

  • #2
    I forgot to mention one thing with the tech b-line:

    The very frustrating part of the Believer b-line to IA is not getting Planned earlier. If you take PlaNets too early, you're forced to take EthiCalc before continuing on to IA directly. This is far from always a bad thing, yet.......

    Planned is especially great form for Miriam in the early early game too, so this is a real tossup. I use this formula myself: If I've found 4 AAs I skip Planned until later (if then). With 4 AAs I should be able to get at least 1 if not 2 Projects complete and still finish former-building before infrastructure and/or crawlers are ready to start building.

    Comment


    • #3
      I once outpaced the University in research using builder Miriam.

      Like you said, Miriam has a significant terraformer advantage.

      I find that I often switch to Democracy later (but Planned first) in order to take advantage of Miriam's support bonus in the early game (ie. going after SPs without crawlers).

      Comment


      • #4
        Smack, you could ask the mods to unite all the double logins you now have with your initial. It shouldn't be very hard.
        -- What history has taught us is that people do not learn from history.
        -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

        Comment


        • #5
          I just tried out a Miriam using 2 on the diagonal spacing on the UBC yesterday, and so far she's been really strong. Not far behind Yang in similar circumstances, and this is my first really serious attempt to play her. (I hate orange and fundamentalism.)
          He's got the Midas touch.
          But he touched it too much!
          Hey Goldmember, Hey Goldmember!

          Comment


          • #6
            Huh, I read it!

            So, I go Frontier-FM-Wealth early on (the usual builder combo for early game), get WP, support 4(!!!) formers per base (I seldom build garrisons in ICS, thus..) and terraform as madman until can popboom (have built Creche per at least half of the bases plus a rec comm, to have 1-2 workers and others can be specialists..
            (and tanks of course)

            Do you think 2x2 (or 1x1 as I used to call it) is the best for this?
            I think it'd be optimal if bases had enough space to get up to 7 or even 14.

            For 7 that would be 7*2 =14 nuts.
            3 nuts are supplied by base + tanks
            so it's 11 = ~ 3 condensers assuming you don't have a nut bonus right near.

            That would result in not so effective placement I guess.
            I'd better go for your named 'b-limit*3' approach and have up to 14 citizens per base.
            It is also more effective because of the reason I'd be then able to multiply the amount of labs/ecs I get them by building multiplier facilities.
            At the same time that also means Im getting less 'free' formers..
            But let's look at the stats here:

            14*2 = 28 - 3(base) = 25 / 4 = 6 + 1
            So if you have something like

            CHCB
            CHCH

            For a base/terraform pattern (C = condenser, H = BoreHole, B = base), you'd be having 4*4 = 16 +3 = 19 nuts = 9 citizens (at least until you get to sats).

            Sound pretty clumsy for me as it'd take quite a time for 4 formers to make 4 condensers and 3 Boreholes even with WP.

            So I guess the best here is still the good old:

            CB
            CH

            Let's presume you indeed have 4 formers + WP

            C = 8 turns
            H = 16 turns

            a total of 8*2 + 16 = 32 former turns / 4 = 8 turns

            That's an amazing result indeed!

            Though you need to take into account that:
            1.you'll be building roads
            2.you'll not be having CE early
            3.you'll not be having WP early
            4.you'll not be having all those 4 formers early
            5.you'll be building forests initially
            6.you'll be leveling rockiness
            7.you'll be raising/lowering land

            So I say, it'd be a bit less than 20 turns of total former time for 4 formers with WP and 40 for 4 without WP


            I think I should try this..

            Although in many MP games Mim won't be getting WP (because there's competition on best projects and WP is indeed very valuable), even without it, it's worth trying.
            I expect one could start popbooming as early as 2140 with this approach..
            -- What history has taught us is that people do not learn from history.
            -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

            Comment


            • #7
              2x2 or 3x3 largely depends on map speeds (techrate, mapsize, infiltration likeliness, war likeliness, luck). I have to say that I've still to figure out this strategy with Miriam. I mean, yes, I can snag all the early projects vs. the AI even with my strict house rules, but here's the thing:

              On the 'slow maps' that I've been playing I indeed do result in 27 size 9+ (early 'extra' forest mineral crawlers move out to the edges of the empire and harvest nutrients on condensors). But even this early-boom early ICS strategy just keeps me on par with the AI, IF they are trading neighbors, etc.. Indeed, the AI pact against me earlier because of the huge population. Suffice it to say that this makes for a more fun game, but its not as powerful as I thought it would be.............yet?

              Conclusions: Early pop-booming with the WP is o.k., but if the game is slow enough that you are only using Librarians/Technicians as specialists it seems not quite as powerful as it could be on faster maps/situations. Obviously mixing a probe-heavy strategy here is ideal to make up for any disparities and get to Thinkers/Engineers/Empaths at such a time as they become valuable in an early popboom.

              Early Boom is defined as pre restriction-lifting and carried right through as much as possible to max sizes. This means one will be working a LOT of condensors and/or forest for nuts/mins especially until restriction-lifting. Early booms have other weaknesses as well: You look tough, but are hugely lopsided with pop/military in the power graph. Although this is typical for an SP builder game because one need not really worry about the AI military, its an early enough 'appearance' of power that it could prove costly in an MP game. Players will notice you early, and the AI will be all to glad to pact with human players against you because your pop/military ratio grows faster than with any other faction/strategy other than the Hive in the Jungle.

              Again binT, you're right, a 2x2 pattern is better if you can keep going indefinitely and if the game is fairly fast, tech wise. But a 3x3 pattern is quite flexible and has a lot of other advantages as well. Limiting oneself to 3x-bdrone size makes for less micromanagement in SP and (slight) more challenge vs. the AI.

              Also, yes, you can run Dem/FM/Wealth exclusively and Dem/Plan/Wealth to boom with this strategy. But interestingly it becomes quite tempting to run other combinations for a time.

              Here's my challenge setup again:

              Play the Believers as a Turtled Builder Faction

              Huge, tech stagnation, 50% land (or more if you like), pods on, survey on, look-first, random faction leader agendas/personalities (personal pref, not really necessary)

              No offensive probe-actions until Pre-Sentient Algorithms.
              No offensive wars off-continent until grav-ships.
              (or hovertanks and no chopper/drop use for a variation)
              You may probe away enemy units within your territory.
              No land-bridging to get-around this rule!
              You must build the WP.
              For max challenge you should be the sole faction on your continent to prevent the advantage having a vassal brings, but its fun either way.

              I have not played such a turtle style since I was a newb, and its kinda fun actually.

              Tech-line after Enviro-Ec: You'll have this choice, provided you didn't accidentally get other techs from pods off-b-line:

              Mobility or Polymorphic Software!

              Clearly this strategy will beg for probe foils ASAP, if only to get infiltration, but also to get ready to act all at once once you research PSA, so its: Mobility --> Flexibility --> Applied Physics --> Polymorphic Soft (to fend off the ships which will be attacking your crawler-covered coast at this point), then its Adap Doc --> Optical Comps --> AMA --> Loyalty --> Int Integrity --> Cyberethics --> PSA!

              A truly strange tech line which give you woefully poor military (to fend off the landing AI which will be trying to get at you now), little in the way of useful projects, and few useful builder techs after the restriction-liftings. But you'll really want PSA in this game, obviously!
              Last edited by smacksim; October 28, 2005, 06:37.
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              Comment


              • #8
                2x2 or 3x3 largely depends on map speeds
                I was more thinking of 2x4 as an alternative to 2x2

                But a 3x3 pattern is quite flexible and has a lot of other advantages as well.
                It is flexible, yes but slightly weakens(2 times I'd say) the prime advantage - support, or ability to have very high former/tile density.

                It is also not very economical when it comes to jumping up to 14, it will probably only allow to jump up to 4*4 + 3 = 19 / 2 = 10 citizens which is not the needed result to outrun the 2x2 (which gets to 5 citizens but has double bases and thus gets to 5 earlier because there are more formers). Later you can get soil enhancement and satellites yes, but they' both are usually irrelevant to change the outcome of game, thus I'd say 'the earlier the better' and go for 2x2 early boom and intensive forming.
                -- What history has taught us is that people do not learn from history.
                -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

                Comment


                • #9
                  I'd say that its something of a tossup 2x2 vs. 3x3. Treefarms make a huge difference. Also, if you don't get the HGP/PTS/VW you have to consider drones. 2x2 isn't the ultimate in every situation, just ideal for ideal situations, in my experience.

                  HFH
                  CBC
                  HFH

                  With a few extra forest around the base to work/crawl as needed makes treefarms a viable option. In a sense 3x3 isn't really ICS. I do agree with you. You'll want facilities because the aim isn't 100 bases, but 27 size 14 bases with high min/energy/specialist output. Bases beyond 3xb-drone limit start to impact the utility of booming early (before thinker/empaths/trancendii make drones a non-issue).

                  But its definitely up for debate! If you do play a game at 2x2 ICS, let us know how it goes? I think you'll run out of terraforming and be frustrated by lack of mins/growth with such a slow game, but I could be wrong. How many bases do you plan to build anyways? Indefinite? 100x size-7?

                  3x3:

                  H-F-H-F-H
                  C-C-F-C-C
                  H-F-B-F-H
                  C-C-F-C-C
                  H-F-H-F-H

                  HFHFH
                  CCFCC
                  HFBFH
                  CCFCC
                  HFHFH

                  with bases off the cardinal points N, NE, E, SE, S, SW, W, NW in every direction. Forest can be switched with condensor and vice/versa depending on local needs and/or treefarms.

                  Now that I've played a strict grid though, its so boring!
                  Last edited by smacksim; October 28, 2005, 07:15.
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                  Comment


                  • #10
                    Bases beyond 3xb-drone limit start to impact the utility of booming early (before thinker/empaths/trancendii make drones a non-issue).
                    Didn't catch you there. Why they start to impact the utility?

                    HFH
                    CBC
                    HFH
                    This can be considered an ICS, but for one aspect.
                    As to my understanding ICS was invented and considered as 'a matematical approach', whereas these forests are not so cost effective than their substitutes if you replace 3x3 with 2x4.
                    Also, you only have got 1 condensor which basically means your bases will be the same as 2x2 which have 2 condensors l, meanwhile 2 boreholes and 1 forest per base point at a very heavy mineral focus.

                    It is good as long as you don't need to research, but I thought your focus in Mim strategy was exactly specialists for research and later ECs as well.

                    Also - it is a lot heavier former turn load per base because of 2 holes and thus you'll only reach full potential base pretty late.

                    I think you'll run out of terraforming and be frustrated by lack of mins/growth with such a slow game, but I could be wrong. How many bases do you plan to build anyways? Indefinite? 100x size-7?
                    I have had expierence with Hive 2x2 before and I can tell you that I never ran out of terraforming, it was just enough to form my rapidly expanding empire. The same will be here, I presume.

                    New base building in a real ICS tend to stop around time of D:AP or MMI depending on map size, because that's the time to take up arms usually or get kicked out (if people notice that you have no AP they can amass one in 1 turn especially if ICSing)
                    I think you know how to do it in one turn..
                    -- What history has taught us is that people do not learn from history.
                    -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

                    Comment


                    • #11
                      The first figure...I just wanted to show what was immediately around a typical base in 3x3:

                      HFH
                      CBC
                      HFH

                      I don't know why I included that, as the later figures are more the typical pattern for 3x3.

                      Like I said previously, I haven't really worked out the best 3x3 for Miriam yet. In my current game I got tempted by treefarms and have about 4 librarians in each base, rather than 'all specialist' or 'specialist and borehole only' bases. One nice thing about working the forests, other than the 2-2-2 production, is that the non-condensor crawlers get to move out to the periphery for more expansion, get to re-home to the capital/ME/SSC base for an energy park, or get to block the coast in Vel's old strategy of crawler-walling.

                      Funnily enough, I have actually employed the crawler-coast strategy in this game quite effectively against the Gaians and UN, both of whom are attempting to bombard and/or land troops on my east and south coasts respectively. Amazingly, I've sunk 5 of their invasions with land raising, such is their stupidity. Of course, while this is fun to do you provide a crawler-empty beachead for them afterwards:

                      C-F-C
                      B-H-C..I
                      C-F-C
                      F-H-F

                      I = Invading fleet here, but blocked by crawler condensors and/or forest crawlers and/or idling defenders hold ground.

                      C-F-C-0
                      B-H-C-0
                      C-F-C-0
                      F-H-F

                      Raised the coast and sunk the invaders! Fun, but nothing one can plan for, and you need a few 'extra' units to move right in and cover the spaces to prevent further landings. Nonetheless, it is most satisfying to prevent shiploads of 4-1-1s from landing along side a couple 4-3-4 foils when all you have are 2-1-1 artillery and 2-1-2 rovers, no ships, and no probing of their ships allowed.
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                      Comment


                      • #12
                        @smacksim for making such an idiotic claim that Mim can make all SP's and lure me into trying it

                        After several tries I've every time stranded on that non-bimbo's lack of decent rescearch capability spending most of my time pressing the return button.

                        nice to get some steam out.

                        To be serious - that redhaired menace isn't the easiest person to learn to tango, but maybe my problem is the floor and orchestra I give her.

                        My first shots was with a WORLDSIZE 256,320 - 70-90 % water- averages others - few pods, wich usually gave me an island with max of five colonies with two space ICS - didnt went well.

                        Second shots where the same just with medium water - just to find out that the colonyspots mainly where either fungus or rocky so fast colony expansion wasn't possible if I wanted to maintain the pattern

                        Last, I play SMAX.

                        What setup are you using in your plays ?

                        Oh, and if you wan't to reveal me as a hopeless noob, then I have starting saves
                        With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.

                        Steven Weinberg

                        Comment


                        • #13
                          Haha, BlackCat! Yes, Miriam can be damn annoying when things don't work out. There's every chance you can get to a situation with nothing to build in a slow game. That does hurt!

                          Your map sounds crazy. Gargantuan, but tiny islands? Ouch. Believers can do a water game, but benefit mostly from land. You can raise land with the WP, and indeed, later that becomes a lot of fun, but initially its not sane to play on such a map as yours!

                          I play the settings I outlined above in the challenge for the Believers: "Play the Believers as a Turtled Builder Faction"

                          Ideally for the challenge you should start with enough room to make 3xbdrone limit (or 27 on a huge map) bases with your favorite layout. The key to getting early projects is the same as it is for any faction. Morgan isn't any better at getting projects than Miriam. He can research the tech earlier, but the Believers, once they reach the appropriate tech (and I am talking early early techs like Cent Eco or Ind Base), they can build pretty fast (good explorers, decent industry, high support for cashing in at 1/2 price your early units, etc..).

                          And I did say that the Believer can get all the early projects. Doesn't mean that they will get them, but they can. I've done 5/6 early projects on about 80% of my games with them, and once did get them all.
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                          Comment


                          • #14
                            Originally posted by smacksim
                            Your map sounds crazy. Gargantuan, but tiny islands? Ouch. Believers can do a water game, but benefit mostly from land. You can raise land with the WP, and indeed, later that becomes a lot of fun, but initially its not sane to play on such a map as yours!
                            Well, yes, my settings may not be that sane, but I got a little bored by the standard settings. Though I have managed most SMAX factions quite nicely on it - if I'm not wrong, it's actually the first time I try a SMAC faction on this and Miriam may not be the best to start with - nah - every other faction (C/X) would suck because I try to stick to strictly ballroom considering base placement - should maybe more flexible but then i break the rules

                            I play the settings I outlined above in the challenge for the Believers: "Play the Believers as a Turtled Builder Faction"
                            Yeah, but that you posted two day later than your main claim, and at that point I was already trying my insane maps

                            Ideally for the challenge you should start with enough room to make 3xbdrone limit (or 27 on a huge map) bases with your favorite layout. The key to getting early projects is the same as it is for any faction. Morgan isn't any better at getting projects than Miriam. He can research the tech earlier, but the Believers, once they reach the appropriate tech (and I am talking early early techs like Cent Eco or Ind Base), they can build pretty fast (good explorers, decent industry, high support for cashing in at 1/2 price your early units, etc..).
                            I quite agree that Mim is absolutely capable to deliver a decent research and build if she gets the space. That is actually the main problem because her building capacity is no problem.


                            And I did say that the Believer can get all the early projects. Doesn't mean that they will get them, but they can. I've done 5/6 early projects on about 80% of my games with them, and once did get them all.
                            That is the challenge - you can't guarantee that for any game, but to do it for miriam - well, I felt challenged

                            Last, I actually know about the land rise after WP - otherwise my "insane" maps would be a little troblesome - don't take my registry date here as a mark - I have actually started playing this game at least four years before I discovered this particular hellhole
                            With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.

                            Steven Weinberg

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                            • #15
                              You are quite funny BlackCat!

                              From now on I too will keep my base placement "Strictly Ballroom" (makes me laugh). But I do know what you mean.
                              Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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