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ACDG6: The Genesis Project

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  • ACDG6: The Genesis Project

    This is the discussion thread for Alpha Centauri Democracy Game 6 ("ACDG6"). Demo players may post in this thread.

    Please post comments and questions on the game organization thread.

    Why let your offspring inherit your imperfections?
    Let us correct them and enter the new age of enlightenment.

    -- Creator Johanna Chaue,
    "The Perfect Code"
    The Genesis Project, led by Creator Johanna Chaue, a member of the Buenos Aires (Argentina) University genetics research team, is dedicated to improving the human genetic code.

    Because universal eugenetic programs are a heavy economic burden, it suffers an economic penalty. Because genetically boosted troops are expensive, it suffers a support penalty.
    Last edited by vyeh; December 14, 2008, 10:41.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

  • #2
    Originally posted by Hydro in the organization thread

    Key concepts:
    * All factions start with -1 Planet because of Maniac's SE system. This means mindworms are a bit more difficult in the beginning. Be careful popping pods! Only Cult ... can capture MWs at the start of the game. Remeber that if you have a negative Planet rating you cannot harvest any fungus resources (not even the default +1 food). Therefore you'll have to rely completely on terraforming (except for ... Cult that have +1 Planet). Not having fungus food as a quickie backup can lead to problems, so terraform and plan growth carefully.
    * Tech tree is VERY different and old B-lines do not apply. For Genesis a clear choice is to go to Biogenetics (Discover), then Exowomb (Build). This is a very good choice since you get RTs, then a free Crèche. Just hope Bad Guys aren't waiting for you or you'll just build all that nice infrastructure for them...
    * With your free +2 efficiency and growth from crèche it is tempting to go to Anthropomorphic SE (+2 growth, +1 morale). But this has -3 Planet. This can be tough since SMAniaC psi combat is different too (as I recall you only get 40% attack bonus instead of 50% in SMAC). Consider going for Empath - empath song is good to augment attack if you have low Planet. But, there are other techs you’ll want…
    * Your tech is likely to be slower out of the gate due to -1 eco – think HIVE. Getting to that magic +2 eco could be a chore – look at the SE chart and you’ll see that SMAniaC has lots of options, with new (and sometimes icky) penalties.
    Genesis starts with Biogenetics. So your choice reduces to going for The Exowomb immediately.

    Originally posted by Maniac in the organization thread
    ... the lack of access to immediate easy food sources will mean we'll need to make an interesting choice where to b-line to get our much needed food.
    The base square will give two nutrients, the bonus nutrient sea square three nutrients and all the other squares one or zero nutrients.

    Without terraforming, we could have a size 4 base without terraforming (2 for the base plus 3 bonus nutrient plus 3 * 1 nutrient).

    The b-line food would be Centauri Ecology, which would permit formers, which could cultivate farms, raising several of those 1 nutrient squares to 2 nutrients.
    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

    Comment


    • #3
      Originally posted by vyeh
      Without terraforming, we could have a size 4 base without terraforming (2 for the base plus 3 bonus nutrient plus 3 * 1 nutrient).
      Unfortunately there's sea fungus on that nutrient. Still, that nutrient bonus means it could be a good idea to research Centauri Hydrology sooner rather than later. Kelp farms are a good way to popboom. Downside is that a water-centered economy makes us more vulnerable to the aquatic factions.
      Contraria sunt Complementa. -- Niels Bohr
      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

      Comment


      • #4
        Originally posted by Maniac

        Kelp farms are a good way to popboom. Downside is that a water-centered economy makes us more vulnerable to the aquatic factions.
        Oh, yes. The AIs just love to plop a sea base two tiles away, scarfing up all your kelp and tidal harnesses (which come later in SMAniaC). They also like picking off your expensive sea formers.

        Having a sea foil ready to take out the sea base is nice, if you can manage it. Even if you capture the base it may be in the wrong place. I also like a cheapo artillery to defend my sea bases, take out their (formerly my) terraforming, and whack any foils.

        veyh - yup, you're right. Genesis does bet Biogenetics to start. So Exowomb is a no-brainer choice.

        Hydro

        Comment


        • #5
          There certainly is sea fungus (nutrient bonus without sea fungus looks pretty similar to nutrient bonus with sea fungus). So the maximum base size without terraforming is 2.

          Centauri hydrology requires centauri ecology and fission reactor, both level 1 technologies.

          Since I'm a strong believer in early exploration, I would also research centauri hydrology sooner rather than later. Both prerequisites are useful: centauri ecology for formers and fission reactor for speeders, which will help our land exploration.

          Unfortunately, land bases do not create territory over sea squares and vice versa.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

          Comment


          • #6
            You can also trade it from the sea factions. The Ghosts have Info Networks and Centauri Hydrology, the Atlantians have only Centauri Hydrology. They may be interested in trading. If you're willing to wait that long, or are willing to give them what they want in return.

            Sea factions get around pretty fast so it may not be long before they bump into you.

            Hydro

            Comment


            • #7
              Excellent point. In terms of growing our bases, I see these techs as crucial:

              (1) Centauri ecology for the formers - without terraforming, the bases won't grow even under a pop boom;

              (2) The Exowomb - for the free hatchery (+2 growth; formerly children's creche) and anthropocentric society model (+2 growth);

              (3) Information Networks, Polymorphic Software - for planned society model (+2 growth) and hologram theatres;

              (4) Social Psych - for recreation commons;

              Of course, there are other aspects (e.g. weapons, armor) that shouldn't be ignored.
              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

              Comment


              • #8
                I thought about these 3 techs initially:
                - The Exowomb
                - Centauri Ecology
                - Fission reactor

                Anyway, I think Centauri Ecology should be 1st or 2nd, as we would need formers the sooner the better.

                Fission reactor is for exploration.
                Mart
                Map creation contest
                WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                Comment


                • #9
                  I'd go for Centauri Ecology first. A free creche and +2 Growth has little point if you don't have a food surplus.
                  Contraria sunt Complementa. -- Niels Bohr
                  Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                  Comment


                  • #10
                    I'm also in favor of centauri ecology first. I checked research paths.

                    If you research centauri ecology first, your second choice is fission reactor, progenitor psych, information networks, the exowomb and military know-how.

                    If you research the exowomb first, your second choice is centauri ecology, progenitor psych, information networks and military know-how.
                    Last edited by vyeh; December 17, 2008, 11:25.
                    Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                    Comment


                    • #11
                      Originally posted by Mart in the operations thread
                      I would leave rolling terrain for workers (1 mineral) and go for flat as base sites. We will need forests for minerals, and north arid and flat terrain is good for that. Moist and rolling is good for farms. But initially we might forest moist tiles too.

                      One pod goes NE, second pod + scout goes W
                      Mart has attached an image to his post.

                      As I've stated in operations, I'm not sure that there is a long-term gain to justify the short-term loss of not establishing the base immediately and that the movements of the second pod and scout are fine.

                      Originally posted by Mark123jansen in the operations thread
                      Given the presence of 2 naval factions I vote we limit our initial exposure to sea squares and do not allow ourselves to become dependant on them.

                      That, combined with the short term benefits leads me to suggest we found the base where the pod is.
                      I'm calling for votes on whether we should research centauri ecology followed by the exowomb and on whether we should establish a base at the initial landing site.
                      Last edited by vyeh; December 15, 2008, 13:19.
                      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                      Comment


                      • #12
                        Originally posted by Nahkrinoth in the operations thread
                        Are we going to try to stay out of the water until much later on or try to defend our kelp farms?
                        This actually fits into our discussion on tech in this thread. To get the nutrient restrictions lifted (if we find some rainy squares), we will need to research gene splicing, which requires centauri hydrology and biogenetics (which we already have).

                        Before the discovery of fusion power, sea formers and sea colony pods are expensive, so it makes sense to expand on land (either our continent or on another continent) until we're blocked by other factions.

                        However combat naval units have costs comparable to land units with the same weapons and armor. Control of the sea is a distinct advantage. And it is possible for naval units to capture sea bases.

                        My inclination is to get into the water sooner. Once we have a pop boom established and we have terraformed the land squares within the radius of the first base, the sea terraforming will be an attractive option and, with increased mineral output of a large base, the cost to create a sea former will be tolerable.

                        As Hydro has pointed out, we may be able to trade for centauri hydrology.
                        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                        Comment


                        • #13
                          When we establish our first base, the obvious first build for the base is a scout for defense. This will be produced the year after establishment.

                          Should the second build be a scout for exploration or recycling tanks?

                          I've discussed the relative merits on an operational level.
                          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

                          Comment


                          • #14
                            Recycling tanks imo. More flexibility to switch should tech become available, and less drag on production.

                            Comment


                            • #15
                              We can run into another faction in the early years. I suggest our initial policy should be:

                              (1) even tech trades (tech for a tech or if they don't have a tech, tech for 25 credits; maps are included)

                              (2) treaties and pacts

                              (3) we buy comm link frequencies for 10 credits and

                              (4) we won't declare vendetta on third parties.

                              What do you think?
                              Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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