Aldebaran-2 Strategy Guide 1.0
Index:
Introduction to Aldebaran-2
Overview of Features
Research B-lines
Social Engineering
The Aldebaran Factions
Strategies
Appendix 1: Alphatext Compared
Introduction to Aldebaran-2
Aldebaran-2 is a complete re-write of Alpha Centauri: Alien Crossfire, as much as it has been possible to do so. There were many reasons to take up this project, but the primary reason was to improve gameplay. All of the changes in Aldebaran began with that concept, and hopefully, have ended up with that concept intact. However, the project grew into a story, and then into new graphics and sometimes-humorous names for technologies. There are backstories and scenarios, future plans and possibilites. In other words, it's alive, in that sense of being a living and growing game-space. Very little will be familiar to even the most veteran Smax player, so I'm writing this guide to help players new to Aldebaran find the basics and settle into enjoying the gameplay. To that end, let's get to describing that gamespace a little more before plunging into strategy specifics.
Aldebaran is different. Gone are the familiar technology b-lines. Gone are even the old technology names and attributes! But many things are unchanged. Secret Projects are unchangeable, as are unit abilities. There's nothing familiar in the social engineering department, except that the actual societal effects still manifest as you'd expect. If an SE choice says +2 Support, then you'll experience the same boost to unit support. In other words, things might look very different at first, but you'll soon find the things you need to explore the gameplay effectively.
Overview of Features
At the end of this document you'll find an appended list of ALL the changes between Aldebaran and Smac. Here you'll find a short overview of perhaps the most important features affecting gameplay. It should be noted that the general practice in making improvements is to make the AI a better opponent. That means taking advantage of their natural tendencies, changing those tendencies where applicable, and making things a bit tougher on the human player's usual strategies.
1. The technology tree is much flatter. There are several parallel weapon tracks, for example. There are many dead ends for important secret projects. And there are 2 more techs than in Smax, total. I call it a tech shrubbery, which gives a better picture. But of course, there's still transcendence, and all the other good things to research. They are just in much different places.
2. The sea is different. The sea is much more productive in general, taking advantage of the AI's proclivity towards sea bases. Mine fields (bunkers), sonar nets (sensors), and even Xenophagi (soil enrichment terraforming) can be had in ocean squares. The new Smax sea-facilities to improve intake from the sea have been made much cheaper to build and maintain. Also of note: Cruisers and Foils have swapped position, technologically and in ability. This is really just cosmetic.
3. Research B-lines are costly. Getting to crawlers (called Automated Supply Units or ASUs), getting energy restrictions lifted, getting tree farms, satellites, airpower, and other things all involve dedicated b-lines that pass up more useful technologies in the interim. Many Secret Projects are on technological dead-ends. Because the Social Engineering table is much different, those B-lines are completely changed. It might not be worth getting to Extractive Economics right away if you actually need some military or support in the interim, for example.
4. Choppers are somewhat weakened, and appear after hovercraft. Chopper movement is reduced, but you can add transport to a chopper, for those hurried battlefield rescues.
5. Unit Special Abilities are totally changed in position of discovery. Aircraft carriers appear with Aircraft, Trance/Empath come together, Submarines are early, and many other changes. All these changes were made to get those fun late-game abilities into the actual mid-game, and have had good results in play testing.
6. Clean reactors come after Fusion power, and are far away down the tech tree for most factions. This keeps the obvious human advantage dampened, while still being reachable in the midgame.
7. There are 16 new factions, 8 each of a normal Aldebaran faction and it's super-charged, super-AI counterpart. By default, only the 8 super-AI factions are loaded into the Custom Factions slot. So you can play with any of the original 14 factions in combination with a sampling of the super-AI factions. These are being heavily worked on right now to take advantage of Smax, but were extremely well play tested in the original Aldebaran-1 release for Smac. So give them a try. I defy you to beat 6 super-AI in a best-of-5 tournament, single player. There's the gauntlet. Who will pick it up?
8. Costs of facilites, secret projects, and unit abilites have been changed for many things. This is a re-balancing and AI improving part of the changes, and one you are less likely to notice as a player directly.
9. The general rule-set is much changed, but can be subtle. Things you will notice:
Artillery gain elevation advantage.
Artillery can destroy units completely.
Bases only require 3 citizens to use specialists.
Infantry, Speeder, Hovertank, and Chopper transports all can carry (more) units.
Tech-rate is 65% of normal, for those super-stagnation games.
Retooling is different (less minerals free, but less costly switching).
And many special abilities changed cost, appearance on various units, and appearance earlier/later in the game.
See the appendix for more specifics.
10. Terraforming costs and abilities are quite different. So use the right-click or menu options to check your terraforming abilities often!
Research B-Lines
This section is to help keep track of all the various important technologies in the Aldebaran tech tree, and to plan for b-lines to those techs.
Technologies with a '*' have no prerequisites.
Technologies with a **# are described previously. The # indicates how many additional techs, including the ** tech. Repeated prerequisites not counted (I hope).
Nutrient Restriction-lifting: Gastric Frontiers (3)
Techs: Gastric Frontiers :Aldebaran Environments*
:Psionics*
Mineral Restriction-lifting: Subplanet Structures (5)
Techs: Subplanet Structures :Field Sciences :Psionics*
:Information Networks*
:Industrial Structures*
Energy Restriction-lifting: Field Manipulation (5)
Techs: Field Manipulation :Field Sciences :Psionics*
:Information Networks*
:Applied Physics*
Automated Supply Unit (Crawler): Quasi Autonomy (7)
Techs: Quasi Autonomy :Commercial Applications :Applied Physics*
:Robotics :Sentient Algorithms :Information Networks*
:Industrial Structures*
Aircraft: The Bernouli Principle (9)
Techs: The Bernouli Principle :Weak Fields:Field Manipulation**5 :The Wheel :Industrial Structures*
Command Center: Command Structures (6)
Techs: Command Structures: :Cascading Networks :Applied Physics*
:Information Networks*
:Tacit Controls :Information Networks*
:Social Controls*
Extractive Economies (SE): Extractive Economies (7)
Techs: Extractive Economies :Command Structures**6
Habitation Domes: Structural Frontiers (12)
Techs: Structural Frontiers :Subplanetary Structures**5
:Extractive Economics**7
Fusion Reactors: Fusion Power (15)
Techs: Fusion Power :The Hunter Disturbance (As ASU prereqs.7) :Structural Frontiers**12
Transcendent Practices: Transcendent Practices (6)
Techs: Transcendent Practices :Gastric Frontiers**3
:Mental Harmonics :Psionics*
:Field Sciences :Psionics*
:Infonets*
Clean Reactors: Self Assembling Structures (19)
Techs: Self Assembling Struct :Fusion Power**15
:The Planetpark :Transcendent Practices**6
:Human Ecology :Tacit Controls :Infnet*
:SocCont*
:Industrial Struct*
Choppers: Autonomous Defenses (25)
Techs: Autonomous Defenses :The Bernouli Principle**9
:Self Assembling Structures**19
The Social Engineering Table
Social Engineering on Aldebaran is a bit different. Four SE categories are:
Propaganda: How the government does it's Public Relations
Economics: Barter just isn't taxable.
Protocol: Industrial Protocols.
Production: The government subsidy of production categories
Note that pop-booming isn't likely without 'Citizens' as an SE choice.
Here's the table:
The Aldebaran Factions (sooner)
Strategies (eventually)
Conclusion:
I hope you enjoy Aldebaran-2. It's undergoing preparation for packaging with an installer. Comments on strategies are welcome in this thread. Additional Strategy Guide chapters will be put in this post.
-Smack
Index:
Introduction to Aldebaran-2
Overview of Features
Research B-lines
Social Engineering
The Aldebaran Factions
Strategies
Appendix 1: Alphatext Compared
Introduction to Aldebaran-2
Aldebaran-2 is a complete re-write of Alpha Centauri: Alien Crossfire, as much as it has been possible to do so. There were many reasons to take up this project, but the primary reason was to improve gameplay. All of the changes in Aldebaran began with that concept, and hopefully, have ended up with that concept intact. However, the project grew into a story, and then into new graphics and sometimes-humorous names for technologies. There are backstories and scenarios, future plans and possibilites. In other words, it's alive, in that sense of being a living and growing game-space. Very little will be familiar to even the most veteran Smax player, so I'm writing this guide to help players new to Aldebaran find the basics and settle into enjoying the gameplay. To that end, let's get to describing that gamespace a little more before plunging into strategy specifics.
Aldebaran is different. Gone are the familiar technology b-lines. Gone are even the old technology names and attributes! But many things are unchanged. Secret Projects are unchangeable, as are unit abilities. There's nothing familiar in the social engineering department, except that the actual societal effects still manifest as you'd expect. If an SE choice says +2 Support, then you'll experience the same boost to unit support. In other words, things might look very different at first, but you'll soon find the things you need to explore the gameplay effectively.
Overview of Features
At the end of this document you'll find an appended list of ALL the changes between Aldebaran and Smac. Here you'll find a short overview of perhaps the most important features affecting gameplay. It should be noted that the general practice in making improvements is to make the AI a better opponent. That means taking advantage of their natural tendencies, changing those tendencies where applicable, and making things a bit tougher on the human player's usual strategies.
1. The technology tree is much flatter. There are several parallel weapon tracks, for example. There are many dead ends for important secret projects. And there are 2 more techs than in Smax, total. I call it a tech shrubbery, which gives a better picture. But of course, there's still transcendence, and all the other good things to research. They are just in much different places.
2. The sea is different. The sea is much more productive in general, taking advantage of the AI's proclivity towards sea bases. Mine fields (bunkers), sonar nets (sensors), and even Xenophagi (soil enrichment terraforming) can be had in ocean squares. The new Smax sea-facilities to improve intake from the sea have been made much cheaper to build and maintain. Also of note: Cruisers and Foils have swapped position, technologically and in ability. This is really just cosmetic.
3. Research B-lines are costly. Getting to crawlers (called Automated Supply Units or ASUs), getting energy restrictions lifted, getting tree farms, satellites, airpower, and other things all involve dedicated b-lines that pass up more useful technologies in the interim. Many Secret Projects are on technological dead-ends. Because the Social Engineering table is much different, those B-lines are completely changed. It might not be worth getting to Extractive Economics right away if you actually need some military or support in the interim, for example.
4. Choppers are somewhat weakened, and appear after hovercraft. Chopper movement is reduced, but you can add transport to a chopper, for those hurried battlefield rescues.
5. Unit Special Abilities are totally changed in position of discovery. Aircraft carriers appear with Aircraft, Trance/Empath come together, Submarines are early, and many other changes. All these changes were made to get those fun late-game abilities into the actual mid-game, and have had good results in play testing.
6. Clean reactors come after Fusion power, and are far away down the tech tree for most factions. This keeps the obvious human advantage dampened, while still being reachable in the midgame.
7. There are 16 new factions, 8 each of a normal Aldebaran faction and it's super-charged, super-AI counterpart. By default, only the 8 super-AI factions are loaded into the Custom Factions slot. So you can play with any of the original 14 factions in combination with a sampling of the super-AI factions. These are being heavily worked on right now to take advantage of Smax, but were extremely well play tested in the original Aldebaran-1 release for Smac. So give them a try. I defy you to beat 6 super-AI in a best-of-5 tournament, single player. There's the gauntlet. Who will pick it up?
8. Costs of facilites, secret projects, and unit abilites have been changed for many things. This is a re-balancing and AI improving part of the changes, and one you are less likely to notice as a player directly.
9. The general rule-set is much changed, but can be subtle. Things you will notice:
Artillery gain elevation advantage.
Artillery can destroy units completely.
Bases only require 3 citizens to use specialists.
Infantry, Speeder, Hovertank, and Chopper transports all can carry (more) units.
Tech-rate is 65% of normal, for those super-stagnation games.
Retooling is different (less minerals free, but less costly switching).
And many special abilities changed cost, appearance on various units, and appearance earlier/later in the game.
See the appendix for more specifics.
10. Terraforming costs and abilities are quite different. So use the right-click or menu options to check your terraforming abilities often!
Research B-Lines
This section is to help keep track of all the various important technologies in the Aldebaran tech tree, and to plan for b-lines to those techs.
Technologies with a '*' have no prerequisites.
Technologies with a **# are described previously. The # indicates how many additional techs, including the ** tech. Repeated prerequisites not counted (I hope).
Nutrient Restriction-lifting: Gastric Frontiers (3)
Techs: Gastric Frontiers :Aldebaran Environments*
:Psionics*
Mineral Restriction-lifting: Subplanet Structures (5)
Techs: Subplanet Structures :Field Sciences :Psionics*
:Information Networks*
:Industrial Structures*
Energy Restriction-lifting: Field Manipulation (5)
Techs: Field Manipulation :Field Sciences :Psionics*
:Information Networks*
:Applied Physics*
Automated Supply Unit (Crawler): Quasi Autonomy (7)
Techs: Quasi Autonomy :Commercial Applications :Applied Physics*
:Robotics :Sentient Algorithms :Information Networks*
:Industrial Structures*
Aircraft: The Bernouli Principle (9)
Techs: The Bernouli Principle :Weak Fields:Field Manipulation**5 :The Wheel :Industrial Structures*
Command Center: Command Structures (6)
Techs: Command Structures: :Cascading Networks :Applied Physics*
:Information Networks*
:Tacit Controls :Information Networks*
:Social Controls*
Extractive Economies (SE): Extractive Economies (7)
Techs: Extractive Economies :Command Structures**6
Habitation Domes: Structural Frontiers (12)
Techs: Structural Frontiers :Subplanetary Structures**5
:Extractive Economics**7
Fusion Reactors: Fusion Power (15)
Techs: Fusion Power :The Hunter Disturbance (As ASU prereqs.7) :Structural Frontiers**12
Transcendent Practices: Transcendent Practices (6)
Techs: Transcendent Practices :Gastric Frontiers**3
:Mental Harmonics :Psionics*
:Field Sciences :Psionics*
:Infonets*
Clean Reactors: Self Assembling Structures (19)
Techs: Self Assembling Struct :Fusion Power**15
:The Planetpark :Transcendent Practices**6
:Human Ecology :Tacit Controls :Infnet*
:SocCont*
:Industrial Struct*
Choppers: Autonomous Defenses (25)
Techs: Autonomous Defenses :The Bernouli Principle**9
:Self Assembling Structures**19
The Social Engineering Table
Social Engineering on Aldebaran is a bit different. Four SE categories are:
Propaganda: How the government does it's Public Relations
Economics: Barter just isn't taxable.
Protocol: Industrial Protocols.
Production: The government subsidy of production categories
Note that pop-booming isn't likely without 'Citizens' as an SE choice.
Here's the table:
Code:
Aldebaran Social Engineering Table SE Category Social Effects Requisite Technology Propaganda Dogmatic: None Intolerance: ++Support, +Industry, -Effic, -Police Subplanet Structures Paranoia: ++Probe, ++Police, +Support, --Industry Ilicit Controls Unity: +Economy, ++Effic, -Industry, -Support Practical Genetics Economics Barter: None L. Faire: +Economy, ++Effic, -Planet, -Police Commercial Applications State: +Economy, +Industry, +Police, --Morale The Chironator Utopian: +++Effic, ++++Research,-Economy Self Aware Systems Protocol Survival: None Controlled: ++Industry, +Police, -Morale, -Research Chirons Legacy Extractive: ++Economy, ---Planet, ---Police, --Support Extractive Economics Green: +Industry, +Planet, +Research, --Growth Trancendent Practices Production Not Much: None Military: +Support, ++Morale, -Planet, -Economy Command Structures Citizens: ++++Growth, -Planet, -Economy, --Industry Arboreal Mastery Macroeconomic: ++Research, +Industry, --Probe Macroeconomics
The Aldebaran Factions (sooner)
Strategies (eventually)
Conclusion:
I hope you enjoy Aldebaran-2. It's undergoing preparation for packaging with an installer. Comments on strategies are welcome in this thread. Additional Strategy Guide chapters will be put in this post.
-Smack
Comment