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  • Aldebaran-2 Strategy Guide 1.0

    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:

    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
    Last edited by smacksim; July 5, 2004, 23:28.
    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

  • #2
    Appendix 1: Alpha.txt comparisons between the original Aldebaran-1 and SMAC.

    Most of these changes are the same in Aldebaran-2, plus of course the SMAX changes that have been made recently. I'll get around to making an updated version of the following when time permits.

    List of Changes from SMAC to Aldebaran

    Part I: Alphatext

    #General Parameters

    4,2 for artillery damage, instead of 3,2 - makes arty useful

    9 nutrient cost multiplier instead of 10 - faster growth

    65 percent of standard tech rate - techs are slower to develop

    3 minimum base size for specialists - instead of 5. Makes specialists more important.

    3 Drones induced by Genjack Factory - instead of 1. This factory, called the Direct Control Unit in Aldebaran appears earlier and helps the AI while being prohibitive to most human players.

    12 Population limit without hab dome - instead of 14.

    100 percent cost to prototype air units - reflects the difficulty of flight in a thin, caustic atmosphere.

    4,3 Psi combat offense-to-defense ratio for AIR units defending - instead of 1,1. Slight modification to make PSI better at handling air units.

    40 Intrinsic Base Defense - instead of 25. All around help.

    25 percent bonus for attacking from a higher elevation - instead of 0. Hills are important and combat now takes them into consideration.

    10 percent penalty for attacking from lower elevation - instead of 0.

    35 percent bonus to infantry vs. base - instead of 25.

    40 percent bonus to fanatic attackers - instead of 25. Not used.

    40 percent bonus to trance defending vs. Psi - instead of 50. Narrows the gap.

    40 percent bonus to empath attacking vs. Psi - instead of 50.

    80 percent penalty to air-superiority units vs. ground units - instead of 100.

    50 percent bonus to attacking ships in port - instead of 100. Just because.

    15 percent bonus per planet rating for Psi units - instead of 10. Further emphasizes benefits of going Green.

    40 percent penalty to retooling production - instead of 50. Just silly.

    8 mineral retool exemption - instead of 10. Not so many free minerals.

    10 turns between councils - instead of 20. Call the council every 10 years.

    10 minerals for harvesting forest - instead of 5. Slight improvement for this strategy.

    6 max territory from base - instead of 8.

    (see techtree for techs that have global effects)

    100 percent possible damage for arty vs. units in the open - instead of 99.

    Game from 2300-2700, 2800 - instead of 2100-2500, 2600.

    #TERRAIN
    Terraforming depends on different techs. Also, added sea-bunkers, sea-soil enrichers, and sea-sensors, called Minefield, Xenophagii, and Sonar Net, respectively. Note that 'Xenophagi' and 'Xenophagii' are place-holder names for what was 'Soil Enricher' and I need better names.

    Terraforming Costs:
    Farms 3 instead of 4
    SoilE 10 instead of 8
    Forest 3 instead of 4
    Fungus 4 instead of 6
    ClearF 4 instead of 6
    Borehole 18 instead of 24
    Aquifer 10 instead of 18
    Raise/lower 10 instead of 12
    Level Terrain 6 instead of 8

    #RESOURCE INFO

    Bonus squares: Mineral and Energy bonuses are 3 instead of 2
    Recycling Tanks: 1, 2, 2 instead of 1, 1, 1 bonus.
    Improved Sea: 2, 2, 3 instead of 2, 1, 3.
    Monolith: 2, 3, 2 instead of 2, 2, 2.
    Borehole: 0, 5, 7 instead of 0, 6, 6.

    #WORLDBUILDER

    300 instead of 256 additional land from land selection: x0, x1, x2.
    4 instead of 1 hills base number.
    3 instead of 4 plateau basic size.
    6 instead of 8 plateau modifier.
    12 instead of 8 rivers base.
    21 instead of 15 deep water modifier.
    10 instead of 15 plains modifier.
    15 instead of 10 beach modifier.
    35 instead of 25 peaks modifier.

    #TECHNOLOGY
    Just different.

    #CHASSIS
    Infantry: Can carry 2 units instead of one, if equipped with transport.
    Speeder: As above.
    Hovertank: Can carry 3 units instead of one, if equipped with transport.
    Foil: Moves 7 instead of 4. Note, appears later than Cruiser.
    Cruiser: Moves 5 instead of 6. Cost reduced to factor 4 instead of 6.
    Needlejet: No changes.
    'Copter: Moves 6 instead of 8. Can carry 3 units instead of 1. Cost factor 9 instead of 8. Note, appears in limited versions early, then released as chassis later.
    Gravship: No changes.
    Missile: Moves 10 intead of 12.

    #WEAPONS
    Hand Weapons, Gun, 1, 0, 1, -1, None,
    Laser, Laser, 2, 0, 2, -1, Physic,
    Chironator, Chironator, 4, 0, 4, -1, Chiron,
    Psionic Field, Field, 5, 1, 4, -1, Psi5, Cost reduced to 4 instead of 5
    Rail Launcher, Rail, 6, 2, 6, -1, Projec,
    Purpleator, Purple, 8, 0, 8, -1, Psi8,
    The Tachy, Tachy, 10, 1,10, -1, Weap10,
    Planet Bolt, P Bolt, 12, 1,10, -1, Psi12, Cost reduced to 10 instead of 12.
    Planet Shard, P Shard, 13, 2,12, -1, Psi13, Cost reduced to 12 instead of 13.
    Quantum Laser, Quantum, 16, 1,16, -1, Weap16,
    Graviton Gun, Graviton, 20, 0,20, -1, Weap20,
    Singularity Laser, Singularity, 24, 1,24, -1, Weap24,
    Psi Attack, Psi, -1, 2,10, -1, Psimoun,
    Planet Buster, Planet Buster, 99, 0,32, -1, Chopp,
    Colony Module, Colony Pod, 0, 8,10, -1, None, ; Noncombat packages
    Terraforming Unit, Formers, 0, 9, 7, -1, None, Cost increased to 4 instead of 6.
    Troop Transport, Transport, 0, 7, 4, -1, Industs,
    Supply Transport, Supply, 0,10, 8, -1, Crawler,
    Probe Team, Probe Team, 0,11, 5, -1, Tacit3, Cost increased to 5 instead of 4.
    Alien Artifact, Artifact, 0,12,36, -1, Disable,
    Conventional Payload, Conventional, 12, 0,12, -1, Fact1,


    #DEFENSES
    No Armor, Scout, 1, 0, 1, None,
    Enviro Barrier, Aldebaran, 2, 0, 2, Aldeba,
    Fungal Jumpsuit, Fungus, 3, 2, 3, pArm3,
    Silksteel Armor, Silksteel, 4, 1, 5, Arm4, Cost increased to 5 from 4.
    Mitochondrial Wall, Organic, 5, 1, 4, pArm5, Cost reduced to 4 from 5.
    Probability Sheath, Probability, 6, 2, 6, Arm6,
    Telekinetic Armor, TK Defense, 8, 1, 8, pArm8,
    Antimatter Plate, Antimatter, 10, 2,10, Arm10,
    Velocyrix Wall, Velociryx, 12, 2,12, Arm12,
    Psi Defense, Psi, -1, 2, 6, Psimoun,


    #ABILITIES
    Super Former, 1, React2, Super, 00000011111, Terraform rate doubled Change: Allowed for Combat units for silly reasons.
    Deep Radar, 0, Field2, , 10000111111, Sees 2 spaces
    Real Fungus, 1, Fungof, Camo, 00001111001, Invisible; Ignores ZOCs
    Nautical Training, 1, Nauti, Nauti, 00000001001, Attacks from ship
    Transmitter Unit, 2, Mattert, Gate, 00000111001, Makes air drops
    Air Superiority, 1, Airpast, SAM, 00000001111, Attacks air units
    Bathymetry, 1, Subplan, Sub, 00000111010, Operates underwater
    Carrier Deck, 2, Airpast, Carrier, 00101101011, Mobile Airbase. Change: Allowed for land units.
    AAA Tracking, 1, Cascad, AAA, 00010011011, x2 vs. air attacks Change: Allowed for terraformers.
    Comm Jammer, -1, Sentien, ECM, 00010111001, +50% vs. fast units
    Antigrav Struts, 1, Robot2, Grav, 00000111001, +1 movement rate (or +Reactor*2 for Air)
    Psi Amplifier, -2, Trance, Amplified, 00000001111, +50% attack vs. Psi Change: Allowed for Psi Units.
    Polymorphic Encryption, 2, Tacit3, Secure, 00000111111, x2 cost to subvert
    Fungicide Tanks, 1, Extra, Fungi, 00000011111, Clear fungus at double speed Change: Allowed for combat units for silly reasons.
    Discipline, 1, Command, Trained, 00000001111, Gains morale upgrade
    Heavy Artillery, -3, Projec, Arty, 00010001001, Bombards
    Clean Reactor, 4, Clean, Clean, 00000111111, Requires no support
    Shroud Training, -6, Energy, Shrouded, 00000001111, Bypass base defenses
    Psi Buffer, -1, Trance, Buffered, 00000111111, +50% defense vs. PSI Change: Allowed for Psi Units.
    Heavy Transport, 1, Struck, C-, 00100100111, +50% transport capacity
    Nerve Gas Pods, 1, Park1, X, 00001001101, Can +50% offense (Atrocity)
    Repair Bay, 1, Mineral, Repair, 00100100111, Repairs ground units on board
    Militia Recruitment, 1, Tacit2, Militia, 00000001001, x2 Police powers
    Slow Unit, 0, Disable, Slow, 00000111111, -1 moves

    #UNITS
    Added 13 core units. Some, like the 'Xeti Oberazi' for example, are only used by certain factions. I'm not going to list what special abilities each new unit has. If you'd like to look them up, compare the '00001000100001' strings with the above special abilities, working from the bottom-up.
    27
    Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 000000000000000000000000
    Formers, Infantry, Formers, Scout, 9, 0, 0, None, -1, 000000000000000000000000
    Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 000000000000000000000000
    Aldebaran Transport, Cruiser, Transport, Scout, 7, 0, 0, Industs, -1, 000000000000000000000000
    *Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 000000000000000000000000
    ASU, Infantry, Supply, Scout, 10, 0, 0, Crawler, -1, 000000000000000000000000
    Shroud, Speeder, Probe Team, Scout, 11, 0, 0, Tacit3, -1, 000000000000000000000000
    Free Node, Infantry, Artifact, Scout, 12, 10, 0, Disable, 2, 000000000000000000000000
    Mind Worms, Infantry, Psi, Psi, 1, 5, 0, Psionic, 3, 000000000000000000000000
    Isle of the Deep, Cruiser, Psi, Psi, 7, 8, 4, Psi5, -1, 000000000000000000000000
    Locusts of Aldebaran, Gravship, Psi, Psi, 4, 10, 0, Psi8, -1, 000000000000000000100000
    Aldeb Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 000000000000000000000000
    Aldeb ADU Patrol, 'Copter, Gun, Scout, 4, 0, 0, Disable, -1, 000000000000000000100000
    Aldeb Cruiser, Cruiser, Transport, Scout, 7, 0, 0, Disable, -1, 100000000000000000000000
    Diocletian, Infantry, Chironator, Aldebaran, 1, 0, 0, Mast, -1, 000001000000000000000000
    Seawolf, Foil, Psi, Psi, 6, 0, 0, Fungof, 4, 000000000000000001000000
    Constantine, Cruiser, Chironator, Scout, 6, 0, 0, Fungof, -1, 000000000000000000000100
    Chopper Lift, 'Copter, Transport, Scout, 7, 8, 3, Command, -1, 000000000000000000000010
    Air Defense Chopper, 'Copter, Chironator, Scout, 4, 10, 0, Airpast, -1, 000000000000000100100010
    Assault Chopper, 'Copter, Chironator, Scout, 1, 12, 0, Struck, -1, 000000000000000000000011
    Carrier, Cruiser, Gun, Silksteel, -1, 15, 7, Projec, -1, 011011010001110110000011
    Xeta Ping, Infantry, Field, Silksteel, 3, 7, 0, Disable, 6, 010001110111111100000110
    Xeta Oberazi, Hovertank, Tachy, Fungus, 1, 12, 0, Disable, -1, 010001010101101100000111
    Great Worm, Hovertank, Psi, Psi, 1,15, 1, Park1, 4, 000000010100001100111010
    Great Locust, 'Copter, Psi, Psi, 4,15, 1, Park2, 3, 000000010100000100100010
    Field Agent, Speeder, Gun, Fungus, 12, 0, 0, Struck, 6, 000001010000100000000010
    Megaformer, Infantry, Gun, Fungus, 9, 5, 0, Extra, 1, 010001010010101100000001
    ;

    #FACILITIES
    ;
    ; Base Facilities
    ;
    ; Name, Cost, Maint, Preq
    ;
    ; Name = Name of facility type
    ; OldName = SMAC name, if changed
    ; Cost = Construction cost in minerals (x Minerals multiplier in RULES)
    ; Maint = Maintenance cost in energy per turn
    ; Preq = Technology prerequisite (see TECHNOLOGY)
    ;
    Headquarters, 5, 0, None,
    Chironian Habitat, Childrens Creche, 5, 1, Human2,
    Recycling Tanks, [changed ability], 3 (was 4), 0, Human1,
    Perimeter Defense, 5, 1 (was 0), Subplan,
    Tachyon Field, 12, 4 (was 2), SpaceE,
    Recreation Commons, 3 (was 4), 1, Tacit1,
    Energy Bank, 4, 0 (was 8,1), Commerc,
    Network Node, 4, 0 (was 8,1), InfNet,
    Planet Lab, Biology Lab, 5, 0 (was 6,1), Psi8,
    Skunkworks, 5, 0 (was 6,1), Chiron,
    The Tokamat, Hologram Theatre, 8, 2 (was 6,3), Tacit2,
    Transcends Temple, Paradise Garden, 18, 2 (was 12,4), Transp,
    Tree Farm, 8, 3 (was 12, 3), Arbor1,
    Hybrid Forest, 16, 4 (was 24, 4), Arbor2,
    Endothermy Lab, Fusion Lab 12, 5 (was 12, 3), Lab1,
    Mind-Machine Lab, Quantum Lab 12, 3 (was 24, 4), Psi8,
    Research Hospital, 10, 3 (was 12, 3), Human1,
    Ascetic Retreat, Nanohospital 12, 2 (was 24, 4), Ascet,
    Robotic Assembly Plant, 20, 4, Robot2,
    Nanoreplicator, 32, 6, Fact2,
    Quantum Converter, 20, 5, Factx,
    Direct Control Unit, Genejack Factory, 12, 2 (was 10, 2), Tacit2,
    Punishment Sphere, 10, 2, Extra,
    Subsurface Environment, Hab Complex, 10, 3 (was 8, 2), Subplan,
    Habitation Dome, 20, 4 (was 16, 4), Struck,
    Pressure Dome, 8, 0, None,
    Command Center, 4, 1, Command,
    Maritime Factory, Naval Yard, 8, 2, Nauti,
    Mattertran Generator, Aerospace Complex, 10, 2 (was 8, 2), Mattert,
    Bioenhancement Center, 10, 2, Eugen,
    The Planetpark, Centauri Preserve, 10, 0 (was 10, 2), Park1,
    Cult of Planet, Temple of Planet 20, 0 (was 20, 3), Park2,
    Psi Gate, 10, 2, pArm8,
    Mystery Food, Sky Hydroponics Lab, 10, 0 (was 12, 0), Nuts,
    Core Extraction Facility, Nessus Mining St, 12, 0, Mineral,
    Matter-Energy Transformer, Orbital Power, 12, 0, Energy,
    Projection Defense Pod, Orbital Defense, 8, 0 (was 12, 0), Mattert,
    Stockpile Energy, 0, 0, None,

    Secret Projects: Names and Costs Vary. Note also that the AI influencers are different. No notes here besides the HGP as an example. Generally more expensive, more projects available early, and more appealing to the AI. Because the AI can 'cheat' and switch out of a project to build a unit or anything, then switch back at no penalty, this generally gets them to start work on many projects and use this 'cheat' more often.

    The Huge Gnome Project, HGP, 40, 0 (was 20, 0), Planetp, Disable, +1 Talent Each Base, 0, 9, 9, 9, 9, (was -1, 0, 0, 1, 1),

    The Command Nexus, 30, 0, Command, Disable, Command Center Each Base, 1, 2, 0,-1, 0,
    The Dozer Factory, 30, 0, Industs, Disable, Terraform Rate +50%, 0, 3, 3, 3, 3,
    The Bank of Aldebaran, 20, 0, Commerc, Disable, +1 Energy Each Square Here, 0, -5, 0, 0, 0,
    The Shroud Guild, 30, 0, Cascad, Disable, Commlink For Every Faction, -2, 3, 3, 3, 3,
    The First Impression, 40, 0, Subplan, Disable, Perimeter Defense Each Base, 0, 1, 0, -5, 0,
    The Greatest Game, 60, 0, Tacit2, Disable, Network Nodes Help Drones, 0, 9, 9, 9, 9,
    The People Factory, 40, 0, Psionic, Disable, New Bases Begin At Size 3, 0, 1, 1, 1, 2,
    The Fungal University, 40, 0, Fungof, Disable, Fungus Movement Bonus, 0,-1, 0, 0, 0,
    The Neural Amplifier, 60, 0, NaDt, Disable, Psi Defense +50%, 0, 1, 2, 1, 0,
    The Nautical College, 60, 0, Nauti, Disable, Naval Movement +2; Naval Bases, 1, 1, 0, 0, 0,
    The Planetary Datalinks, 80, 0, Datalin, Disable, Any Tech Known To 3 Others, 0, 8, 8, 8, 8,
    The Field Institute, 40, 0, Field1, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,
    The Ascetic Virtues, 50, 0, Transp, Disable, Pop. Limit Relaxed; +1 POLICE, 0, 5, 5, 5, 5,
    The Longevity Vaccine, 60, 0, Disable, Disable, Fewer Drones or More Profits, 0, 3, 3, 3, 3,
    The Hunter-Seeker Unleashed, 80, 0, Chopp, Disable, Immunity to Probe Teams, 0, 3, 3, 3, 3,
    The Gift of Planetmind, 60, 0, Psi5, Disable, Ecology Bonus; Lifecycle Bonus, 0, 1, 9, 1, 1,
    The Gene Lab, 80, 0, Cyborg, Disable, Bioenh. Center Every Base, 1, 9, 5, 3, 3,
    The Theory of Everything, 50, 0, Park1, Disable, Labs +100% At This Base, 0, 0, 0, 1, 0,
    The Dream Twister, 60, 0, NaDt, Disable, Psi Attack +50%, 0, 4, 7, 4, 1,
    Seventh Law of Thermodynamics, 60, 0, Lab1, Disable, Two Free Techs, 0, 9, 9, 9, 9,
    The University Syndrome, 40, 0, NetBack, Disable, +1 Lab Per Commerce/Net Node, 0, 0, 5, 5, 5,
    The Nano Factory, 60, 0, Fact2, Disable, Repair Units; Low Upgrade Costs, 2, 1, 0, 0, 0,
    The Living Refinery, 60, 0, Mast, Disable, +2 SUPPORT (social), 0, 7, 1, 1, 1,
    The Cloning Vats, 90, 0, Clone, Disable, Population Boom At All Bases, 0, 9, 9, 9, 9,
    The Self-Aware Colony, 90, 0, Orwell, Disable, Maintenance Halved; Extra Police,0, 5, 5, 5, 5,
    Clinical Immortality, 80, 0, Arm4, Disable, Extra Talent Every Base, 0, 9, 9, 9, 9,
    The Collectivity Engine, 90, 0, SpaceE, Disable, Energy +100%/Orbital Cost Halved,0, 2, 2, 2, 0,
    The Singularity Inductor, 90, 0, Factx, Disable, Quantum Converter Every Base, 0, 6, 7, 8, 7,
    The Transmitter Trials, 40, 0, Field2, Disable, +2 Minerals Every Base, 0, 1, 1, 1, 0,
    The Telepathic Matrix, 80, 0, Ascet, Disable, No More Drone Riots; +2 PROBE, 0, 9, 9, 9, 9,
    The Voice of Planet, 200, 0, Thresh, Disable, Begins Ascent To Transcendence, 0,-2, -2, -2, -1,
    The Ascent to Transcendence, 2000, 0, Thresh, Disable, End of Human Era, 0, 0, 50, 50, 50,

    #SOCIO
    Totally different Socioeconomic table.

    #FACTIONS
    PLANETLOVERAI, PLANETLOVERAI
    SYNDICATAI, SYNDICATAI
    UNIVERSALAI, UNIVERSALAI
    AQUATICAI, AQUATICAI
    OUTLAWAI, OUTLAWAI
    GALACTICAI, GALACTICAI
    PEACENIKAI, PEACENIKAI

    Different factions. Note that in Smax, this is the table you need to change. For those with just SMAC, you reload the player version while in-game at the startup menu. A player version has the same name minus the 'AI' bit at the end. See the README.

    #PROPOSALS
    Council proposals are available at differing times.

    #NATURAL
    Garish Crater, Crater
    Mount Smack, Volcano
    Moniker Jungle, Jungle
    Uranium Flats, Uranium
    New Euxine, Sargasso
    The Henge, Ruins
    Bad Dunes, Dunes
    Freshwater Sea, Fresh
    The Blake, Mesa
    Apolytonia, Canyon
    Planet Gass, Geothermal
    Silicon Ridge, Ridge
    Builders Bane, Borehole
    Manifold Nexus, Nexus

    Note, many of these are 'placeholder' names until I figure out better ones. If you think of any, let me know!

    End of Alphatext comparison (keep in mind, this is from 2001)

    -Smack
    Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

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