Sid Meier's Alpha Centauri and Sid Meier's Alien Crossfire A Reference Guide and FAQ by ’ther SPOON! - 176kb Version 1.50 12-26-2002 - webmaster@vandaliersheart.com ***************************************************************************** / Part 01: Table of Contents | ******************************************************************************* * 01................................................ Table of Contents * * 02................................................ Original Factions * * 03.................................. Networknode.org Custom Factions * * 04..................................... Beginning SMAC Players Guide * * 05............................................. Prototypes and Units * * 06....................... General Strategies created by ’ther SPOON! * * 07....................... Alternate Strategies created by submitters * * 08................................. Other Frequently Asked Questions * * 09.................................................. Version History * * 10.............................................. Closing Notes/Other * ******************************************************************************* ***************************************************************************** / Part 02: Original Factions | ******************************************************************************* * Original Sid Meier's Alpha Centauri Factions * * a....................................... Gaia's Stepdaughters * * b............................................. The Human Hive * * c....................................... University of Planet * * d.......................................... Morgan Industries * * e......................................... Spartan Federation * * f....................................... The Lord's Believers * * g........................................ Peacekeeping Forces * * Original Sid Meier's Alien Crossfire Factions * * h............................... The Cybernetic Consciousness * * i........................................... Nautilus Pirates * * j............................................ The Free Drones * * k............................................ The Data Angels * * l......................................... The Cult of Planet * * m........................................ Manifold Caretakers * * n.......................................... Manifold Usurpers * ******************************************************************************* > Sid Meier's Alpha Centauri Section A < ******************************************************************************* * Gaia's Stepdaughters (aka Hippy Tree-huggers) * * Leader: "Lady" Deirdre Skye * * Background: Free Scotland, Unity Xenobiologist * * Agenda: Green Democracy * * Starting Tech: Centauri Ecology (Formers, the best single starting tech) * * Starting Statistics: * * Government Statistics * * +1 to Planet ("Environmental safeguards; can capture mindworms"... * * they like planet a whole bunch :P) * * +2 to Efficiency ("Experience with life systems & recycling") * * -1 Morale ("Pacifist tendencies".. Hippies, considered weakness) * * -1 Police ("Freedom loving".. Hippies) * * Other Statistics * * +1 Nutrients in fungus squares * * May not use "Free Market" economics * * First mindworm you attack you control (they don't tell you that :P) * * Ideal Victory: Transcendence, Conquer in some instances, Econ in others. * * Strategy: * * Well, as the Gaians, you do NOT want to be attacked early. You'd be * * dead faster then you can say "What is that Morgan Needlejet doing?". * * The trick with the Gaians is to stay alive early... unless you are on * * a large landmass. Then, you should go hunting for Mindworm pets. You * * have that advantage in SMAC, but don't try that in SMAC:SMAC- Cult can * * kick your butt w/o flinching at it because of the +2 planet rating. * * Once you get Mag Tubes and have your outstanding ease with Fungus, you * * actually become the driving force in Planet's economy if you fungus * * everything (like I normally do). Gaians CAN swarm with relative ease. * * Recommended Strategies: Swarm, Chopper Assault, Fungal Economy * * Victory Ratings: * * Conquest: *** * * Transcend: ******* * * Diplomatic: **** * * Economic: ** * * Multiplayer partner- Morgan, Cult (SMACX), Caretakers (SMACX) * ******************************************************************************* > Sid Meier's Alpha Centauri Section B < ******************************************************************************* * Human Hive (aka INGSOC, Thought Police (a la 1984)) * * Leader: "Chairman" Sheng-Ji Yang * * Background: Great China, Unity Executive Officer (Actually, in the story * * he was a doctor on the Unity, but I digress...) * * Agenda: Atheist Police State (Read: INGSOC, a la 1984 again) * * Starting Tech: Doctrine: Loyalty * * Starting Statistics * * Government Statistics * * +1 to Growth ("Rapid population growth"... what else is there to do * * in this society OTHER then to have sex?) * * +1 to Industry ("Brutal serfdom"... Read: Labor camps, a la 1984) * * -2 to Economy ("Little political freedom".. the worst problem with * * playing as Yang and single largest weakness in the game) * * Other Stats * * Free Perimeter Defense at each base ("Underground bunkers") * * May not use Democratic politics * * Immune to negative Efficiency stats. * * Ideal Victory: Conquest * * Other: "Einstein would turn over in his grave. * * Not only does God play dice, the dice are loaded." - Yang * * Strategy: * * Don't play as Yang in SMAC. :) Anyways, if you are going to * * try this out, make sure you put as much in research as possible since * * your economy stat sucks majorly. Have a large military- it is the * * GOOD thing about playing as Yang. That, and being able to Staple... * * In SMAC:SMAC, you actually have a BETTER chance of success... but * * only if you kill things and kill them fast :P * * I need someone good with Yang to give me more strategies. * * Victory Ratings: * * Conquest: ***** * * Transcend: ** * * Diplomatic: **** * * Economic: * * * Multiplayer Partner- Morgan or University * ******************************************************************************* > Sid Meier's Alpha Centauri Section C < ******************************************************************************* * University of Planet (Nerds Anonymous) * * Leader: Dr. "Provost" Prokhor Zakharov * * Background: Russian Commonwealth, Unity Science Officer and Ship's Drunk * * Agenda: Research, free flow of information (they like research) * * Tech: Information Networks (Network Nodes, another good starting tech * * Starting Statistics * * Government Statistics * * +2 Research ("Brilliant research", this is Zak's greatest strength) * * -2 Probe ("Academic networks vulnerable to infiltration"... now, * * this is somewhat of a worry in normal Alpha Centauri, but a * * huge worry in Alien Crossfire against the datajacks...) * * Other Statistics * * Free Network Node at every base (by far the best starting building * * in the game- if you play Zak, get the Virtual World to give * * yourself a free Node and Theatre in every town to counteract * * the extra drones) * * One Bonus Tech at beginning of game (handy at times, easier to get * * Secrets of the Human Brain this way) * * Extra Drone for every four citizens ("Lack of Ethics" my butt, they * * do tests on humans :P See Cyborgs in Alien Crossfire...) * * May not use Fundamentalist Politics (and if you did, I'd need to * * shoot you :P) * * High populations will only produce drones (something they don't tell * * you about, but it always happens with Zak) * * Ideal Victory: Transcendence * * Other: "The first living thing to go through the device was a small white * * rat. I still have him infact. As you can see, the damage was * * as great as they say."- Zakharov, See how they run. * * Strategies: * * Pray you aren't near the believers? :P Actually, Zak is the * * easiest to play as long as you AREN'T by the Believers at the * * start of the game, then it is MUCH harder. Basically, make sure * * that you NEVER let anyone have your tech, and kick butt when you * * get Fusion Power. To help with this, get the "Secrets of" first. * * To do this, orientate your search "path" towards them, or play * * with the ability to see what you are researching (turning blind * * research off). As Zak, ALWAYS get the Virtual World... Even if * * you must commit atrocities to get it, GET IT!!! * * Victory Ratings: * * Conquest: **** * * Transcend: ******* * * Diplomatic: *** * * Economic: ** * * Multiplayer Partner- Morgan, Spartans, Hive, Believers * ******************************************************************************* > Sid Meier's Alpha Centauri Section D < ******************************************************************************* * Microsoft... er... Morgan Industries (who did you think this was meant * * for? Heck, two of the Secret Projects (one of them is the Network * * Backbone) uses Microsoft slogans, such as "Where do you want your * * node today? - Morgan Industries" and bundling. This is obvious.) * * Leader: "CEO" Bill Gates.. er.. Steve Ballmer.. er... Nwabudike Morgan * * Background: Microsoft Monopoly, Namibian Diamond Tycoon, Unity * * Franchise Holder (also stowaway on the Unity according to the story) * * Agenda: Free Market Economics, Pro-Industry * * Tech: Industrial Base (not overly useful, but it works...) * * Starting Statistics * * Government Statistics * * +1 Economy ("Industrial Conglomerate"/Monopoly, the best part on * * being a Morganite is definitely this.) * * -1 Support ("Followers have expensive tastes"- Who cares?) * * Other Statistics * * Commerce (Treaties, Pacts, and Loans are leaned more in your favor) * * Begin with 100 extra energy credits (Not useful whatsoever) * * Need a Hab Complex to go above 4 population ("Creature comforts at * * a premium"... the weakness of Morgan lies in his population.) * * May not use Planned Economics (like anyone ever does...) * * Target of all loan requests (I swear this is an attribute....) * * Must constantly use Needlejets to attack enemy formers (every AI in * * any game where I play against Morgan and he gets Needlejets he * * does this... I swear, it's a requirement :P) * * Ideal Victory: Economic Victory (I HATE that one!) * * Other: "Where do you want your node today?.. Morgan." * * Morgan and Morgan companies produce the best quotes in the game :) * * Strategies: * * I hate Morgan :P Actually, the biggest problem with Morgan is his Hab * * Facilities... so make up for it by having tons of bases everywhere. * * To do this on normal, you should direct your research towards obtaining * * Doctrine: Flexibility and Doctrine: Initiative (Explore 2 and Explore 4 * * , respectively)... Yes, this is a rather odd strategy, so hear me out. * * Once you get this, make as many sea colony pods as you can and * * establish many sea bases... all of which are at 4 population. See why * * now? Note that this is something you should be wary on doing against * * the Pirates of SMAC:SMAC. Anyways, this is a good intro strategy. * * Victory Ratings: * * Conquest: * * * Transcend: ***** * * Diplomatic: ** * * Economic: ******* * * Multiplayer Partners- Lal, Spartans, Drones (SMACX) * ******************************************************************************* > Sid Meier's Alpha Centauri Section E < ******************************************************************************* * Spartan Federation (aka Utah Militiamen/women) * * Leader: "Colonel" Corazon Santiago (First of two "American" leaders) * * Background: Survivalist (Read: Leader of the Militia), Unity Security * * Chief (but, in the story she was another stowaway and caused the Unity * * to physically be broken apart and killed Lal's wife...) * * Agenda: Right To Keep And Bear Arms (yes, that's how it is written down) * * Starting Tech: Doctrine: Mobility (nice if you have large landmasses) * * Starting Statistics * * Government Statistics * * +2 Morale ("Well-armed survivalist movement"- not someone you want * * meet in the back alley at night... the #1 feature of Sparta) * * +1 Police ("Highly disciplined followers"... handy for the miliary) * * -1 Industry ("Extravagant weapons are costly"- weakness of Sparta) * * Other Statistics * * Prototypes = normal priced (VERY nice on higher difficulty levels) * * May not use Wealth value in Social Engineering (slight weakness) * * Coolest battle music of any faction :) * * Ideal Victory: Conquest * * Strategies: * * Kill. :) Seriously, enjoy the battle music and use your extra * * mobility to your advantage. Sure, the Believers have an advantage * * over you, but Spartans can actually live past 2400 if need be :P * * Victory Ratings: * * Conquest: ******* * * Transcend: *** * * Diplomatic: *** * * Economic: *** * * Multiplayer Partners- University, Cyborgs (SMACX), Usurpers (SMACX) * ******************************************************************************* > Sid Meier's Alpha Centauri Section F < ******************************************************************************* * The Lord's Believers (Bible Thumpers at Large) * * Leader: "Sister" Miriam Godwinson (tee hee hee... it's Sister even if * * you are male :P) * * Background: Christian States of America (gee, CSA... I wonder where * * that acronym came from...), Unity Psych Chaplain (the only position on * * the Unity that exists after landfall... see Drone Riots) * * Agenda: Life of Religious Worship (What a surprise!) * * Starting Tech: Social Psych (the WORST starting tech in SMAC...) * * Starting Statistics * * Government Statistics * * +1 Probe ("Devout believers difficult to brainwash"... obviously * * not that hard to brainwash....) * * +2 Support ("Citizens eager to defend faith"... the primary * * advantage the Bible Thumpers have in the game) * * -2 Research ("Suspicious of secular science"... more on that later) * * -1 Planet ("Believe Planet is their promised land"- makes no sense) * * Other Statistics * * +25% Bonus when attacking enemies ("from strength of convictions"... * * you want to talk about advantages...) * * Accumulates NO research points until MY 2110 (it's bad enough that * * most people combine their innate -50% to research with ANOTHER * * -50% from the Fundamentalism that Thumpers tend to use, but you * * also can't research until 2110?!? ugh.) * * May not use Knowledge value in Social Engineering (at least they * * can do Cybernetic Society, but then again...) * * Inability to win a game that goes beyond 2400. (I swear, it is * * impossible to win past this date with them... unless you have * * Zak as a teammate in a multiplayer game...) * * Ideal Victory: VERY early conquest * * Strategies: * * Get Zak to submit to you. This is key to ANY hope on a Believer * * campaign that lasts longer then 2300. Otherwise just kill everyone. * * Victory Ratings: * * Conquest: ******** * * Transcend: * * * Diplomatic: ** * * Economic: ** * * Multiplayer Partners: University, Cyborgs (SMACX), Pirates * ******************************************************************************* > Sid Meier's Alpha Centauri Section G < ******************************************************************************* * Peacekeeping Forces (The United Nations on Chiron... joy.) * * Leader: "Peacekeeper" Commissioner Pravin Lal (no country of origin * * according to the story, but it looks like he is from an Arab state) * * Background: United Nations Space Authority, Unity Ship's Surgeon (in the * * story he is second in command of the Unity as well) * * Agenda: Humanitarian Ideals, Democracy (just like the United Nations) * * Starting Tech: Biogenetics (Useless except for the fact that he is in * * line to get The Secrets of the Human Brain first unless Zak gets lucky) * * Starting Statistics * * Government Statistics * * -1 Efficiency ("UN Style Bureaucracy"- later on this isn't an issue) * * Other Statistics * * Extra Talent for every 4 people ("Attracts intellectual elite") * * May exceed Hab Complex requirements by 2. (VERY handy...) * * Receives DOUBLE votes in elections for Governor and Fearless... * * er... Supreme Leader (Only useful if anyone is using the UN) * * May not use Police State Politics (Gee, I wonder why....) * * Ideal Victory: Diplomatic Victory, Conquest Victory (ironic, no?) * * Other: "I loved my chosen. How then to face the day she left me? * * So I took from her body a single cell- perhaps to love her * * again." - Lal (the only somewhat good quote I found on him) * * Strategies: * * Get as large of a population on an easily defended area as soon as * * possible, make peace with everyone, and become Council Leader... then * * get Supreme Leader ASAP. Simple as that. * * NOTE: This is the only faction I've pulled a 400+% on in SMAC. * * Victory Ratings: * * Conquest: ******* * * Transcend: ***** * * Diplomatic: ******** * * Economic: *** * * Multiplayer Partners: Caretakers (SMACX), Usurpers (SMACX), Morgan * ******************************************************************************* ******************************************************************************* > Sid Meier's Alien Crossfire Section H < ******************************************************************************* * The Cybernetic Consciousness (Cyborgs rock, and she looks like fun :P) * * Leader: "Prime Function" Aki Zeta-5 (aka Root of a Unix Shell... if you * * know Unix, you know what I mean. Anyways, according to the story, she * * is a Talent who was killed during an assault that was revived into the * * "Consciousness", a program created by our friend Zak after planetfall) * * Background: Subroutine Specialist under Unity Science Officer Zakharov * * (nothing mentioned in the story about this part....) * * Agenda: Rational Objectivity (in English, Mental Order) * * Starting Techs: Information Networks, Applied Physics (huge advantage- * * cyborgs start out with 2 techs, one of which gives you lasers) * * Starting Statistics * * Government Statistics * * +2 Research: ("Human research abilities enhanced by algorithmic * * control"- same start as Zakarov's...) * * +2 Efficiency ("Cybernetic biologicals extremely efficient"- see! I * * told you they weren't running Windows! :) This is the same as * * Gaia's starting ability... my two favorite SMAC factions :P) * * -1 Growth ("Humans 'possessed by an algorithm' find reproduction * * awkward"- the Manual just says uncomfortable with sex.... this * * is the Cyborg's ONLY weakness.... and even that isn't large. * * Other Statistics * * Impunity to Cybernetic penalty ("Cybernetic social choice is * * 'rational' and not dissented by citizens"- no weakness to Cyborg * * society, but not that useful due to the SP that is identical * * Can steal technology when capturing a base (not useful since you * * should have what they have already) * * May not make Fundamentalist choice in social engineering (see Zak) * * Ideal Victory: Transcendence * * Victory Ratings: * * Conquest: **** * * Transcend: ******* * * Diplomatic: *** * * Economic: **** * * Multiplayer Partners: Drones * ******************************************************************************* > Sid Meier's Alien Crossfire Section I < ******************************************************************************* * Nautilus Pirates (aka the best faction in the game many times) * * Leader: "Captain" Ulrik Svensgaard (it's Norwegian) * * Background: Unity Astrogator (never heard of him in that position, but * * but I know he HAD to branch off of the Spartans....) * * Agenda: Pillage and burn (I like this guy!) * * Starting Techs: Doctrine: Mobility, Doctrine: Flexibility * * Starting Statistics * * Government Statistics (all negative...) * * -1 Efficiency ("Individualistic mentality opposed to central * * organization".. this is the biggest problem with the Pirates) * * -1 Growth ("Culture does not play high emphasis on family"... but * * this is NOT an issue, as you'll have more bases then you can * * handle easily... that's the problem (see efficiency) * * Other Statistics (all positive...) * * Free Naval Yard in every base (once you get the tech to do this that * * is (Doctrine: Initiative). Kinda like Sparta this way. * * Can build enhancements in trench squares when discovery of Advanced * * Ecological Engineering occurs. (Second best feature of Pirates) * * Sea colony pod & sea former prototypes free (cool) * * Bonus mineral from ocean shelf squares (awesome) * * All sea units have Marine Detachment (once you get the tech that is * * (Adaptive Doctrine)... helpful) * * YOU START OFF IN THE WATER (they actually never tell you that, but * * this is the best part about the Pirates... if you are in an * * area with 70% or more water, you must be stupid to lose. You * * Have the entire sea all for yourself (which is the reason why * * efficiency is the problem... too many bases), and you can * * build on trenches... what more do you need? Invasion isn't * * likely, and you can easily invade land. You can steal their * * boats as a THIRD ability on a ship, and you don't need a land * * base. What more could you ask for!!! They suck majorly when * * you have a planet with low amounts of water though.... * * Ideal Victory: Conquest, Diplomatic (!), Economic (!!!) * * Victory Ratings: * * Conquest: ******* * * Transcend: *** * * Diplomatic: ****** * * Economic: ****** * * Multiplayer Partners: Almost anyone. * ******************************************************************************* > Sid Meier's Alien Crossfire Section J < ******************************************************************************* * The Free (and stupid) Drones * * Leader: "Foreman" Domai (Notice that there is only one name here? Domai * * is actually considered a Drone... the only Drone leader, but * * according to the story he was a Talent that had an accident and lost * * part of his brain, but he can think better then most Drones anyways.) * * Agenda: Emancipation of the prolatariat (working class- communistic) * * Starting Tech: Industrial Base (same as Morgan) * * Starting Statistics * * Government Statistics * * +2 Industry ("Excellent craftsman and skilled workers"- one of two * * GOOD things about the Drones...) * * -2 Research ("Emphasis on productivity instead of 'blue-sky' * * research"... this is bad, but at least they can make up for it) * * Other Statistics * * One less drone in every base (handy!) * * Revolting bases join Drones (the other nice thing... happens 75% of * * the time when the Drones are in the game and a base riots for * * then one turn) * * May not use Green economics (makes NO sense...) * * Ideal Victory: Conquest or Diplomatic (!) * * Victory Ratings: * * Conquest: ***** * * Transcend: *** * * Diplomatic: ****** * * Economic: **** * * Multiplayer Partners: University, Cyborgs, Caretakers, Usurpers * ******************************************************************************* > Sid Meier's Alien Crossfire Section K < ******************************************************************************* * The Cult of the Dead Cow... er... Data Angels (1337 h4x0rz) * * Leader: "Datajack" Sinder Roze (Free Mitnick?) * * Background: MorganNet QA Manager (hey! I'm QA... wait a second, she is * * a Quality Assurance engineer for Morgan/Microsoft... Microsoft QA are * * considered to be the biggest pirates in the world... hmm....), Unity * * Information Services Helpdesk (tech support... figures. Anyways, * * according to the story, she was part of a huge probe team of Morgan's * * when she voted for independence and won.. she is a hacker indeed :P) * * Agenda: Free Flow of Information (oddly enough, same as Zak's Agenda) * * Starting Techs: Information Networks, Planetary Networks (Probe Team) * * Starting Statistics * * Government Statistics * * +2 Probe ("Highly motivated computer specialists" (Read: Hackers)..) * * -1 Police ("Decentralized, difficult to control"- just like hackers * * Other Statistics * * Gain well known (3 factions) tech (infiltration only- useless to me) * * -25% cost to probe team actions (that's -75% now... and you can * * actually bump it up to 100%... she's good with probe teams :P) * * Free Covert Ops Center in every base (tech needed (Pre-Sentient * * Alogorithms), and more Probe team goodness! :P) * * UPDATE!: Seems that when you get +4 to Probe, you get dropped to 0 * * instead. So, make sure you run Knowledge after you get Pre * * Sentient Alogorithms. * * May not make Power choice in social engineering (drat.) * * Ideal Victory: Economic or Transcendence (kinda hard though...) * * Victory Ratings: * * Conquest: **** * * Transcend: ****** * * Diplomatic: **** * * Economic: ***** * * Multiplayer Partners: As strange as it sounds... Believers. * * Other Info: As said above, this faction is bugged because of the high * * Probe issue. * ******************************************************************************* > Sid Meier's Alien Crossfire Section L < ******************************************************************************* * The Cult of Planet (and you thought Gaia was radical?!? aka Nutcases) * * Leader: "Prophet" Cha Dawn (REALLY strange kid... yes, kid- he is 6.) * * Background: Born of uncertain parentage (in the story, it was a talent * * woman and a fungus.... don't ask how it happened), found abandoned * * in the fungus by Ecological Malcontents (yes, he was in the fungus..) * * from Deidre's faction, who then split off into the cult to go more * * radical. According to the story, his mom was an upper talent of * * Gaian society, and the Cultists have a good relationship with * * Drones (!) and Gaians. I mean, this kid is MESSED UP! * * Agenda: Return Planet to its pristine state (after he becomes leader) * * Tech: Centauri Ecology, Social Psych (awesome start) * * Starting Statistics * * Government Statistics * * +2 Planet ("Devoted to promoting native growth".. this is higher * * then Gaia even!) * * -1 Industry ("Reluctant to pollute environment". Whoop-de doo.) * * -1 Economy ("Disinterested in wealth and its trappings"- weakness 1) * * Other Statistics * * Free Brood Pit in every city (when you get the tech Centauri * * Genetics- this is one of the best parts about the Cult) * * Mind Worms do double police duty (not bad... defending mind worms) * * May not make Wealth choice in Social Engineering (weakness #2) * * Start with a Mind Worm (this ROCKS for a start- not mentioned) * * Players named "’ther SPOON!" typically assault everything with * * Locusts while using the Cult (Brood Pit + high planet = mayhem) * * Ideal Victory: Conquest (early OR late, not middle), Economic (!) * * Victory Ratings: * * Conquest: ******* * * Transcend: ***** * * Diplomatic: **** * * Economic: ****** * * Multiplayer Partners: Gaia, Morgan * ******************************************************************************* > Sid Meier's Alien Crossfire Section M < ******************************************************************************* * Manifold Caretakers (Alien version of Green Peace) * * Leader: Caretaker/"Guardian" Lular H'minee * * Background: According to the story, H'minee is a part of the "Caretaker" * * side of the Alien Civil war- they want to make sure that planet does * * NOT reach transcendence- Tau Ceti was another Manifold/Planet that * * did this and it was an atrocity to that planet and surrounding * * planetary systems. She (yes, SHE) is the exact OPPOSITE of Marr. * * Agenda: Prevent Transcendence (simple enough...) * * Starting Techs: Progenitor Psych, Centauri Ecology, Field Modulation, * * Information Networks, Biogenetics (5 starting techs.... whoa...) * * Starting Statistics * * Government Statistics * * +1 to Planet ("Understand workings of Planet, the Sixth Manifold") * * Other Statistics * * +25% Defensive Bonus ("Can sense and manipulate 'Resonance' fields") * * Alien Advantages and Disadvantages * * Free Recycling Tanks at every base (yay!) * * One additional Colony Pod at planetfall. * * One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) * * "Energy Grid" based economy (more buildings at base = more $$$) * * Possesses a physical scan of planet (yay!) * * Directing research (YAY YAY YAY!) * * Cannot be involved with UN/Council (BOO!) * * Must research Social Psych to communicate with humans (boo!) * * Wasting of human bases on invasion (population down to one) * * Alien Victory possible (a few bases with a transmitter = win) * * Constantly at war with other aliens * * Cannot ally with humans who ally with aliens * * Cannot speak with aliens AT ALL (bah!) * * Cannot Transcend (BOO!) * * Ideal Victory: Alien Victory * * Victory Ratings: * * Conquest: ***** * * Transcend: Impossible * * Diplomatic: Impossible * * Economic: ??? * * AVictory: ****** * * Multiplayer Partners: Peacekeepers * ******************************************************************************* > Sid Meier's Alien Crossfire Section N < ******************************************************************************* * Manifold Usurpers (every time I see them I think "Beetleborgs".. dunno why) * * Leader: Usurper/"Conqueror" Judaa Marr * * Background: According to the story, Marr is a part of the "Usurper" * * side of the Alien Civil war- they want to make sure that planet * * reaches transcendence- with them on the planet at the time He (yes, * * HE) is the exact OPPOSITE of H'minee. * * Agenda: Subvert Planet for galactic domination (Transcendence) * * Tech: Progenitor Psych, Centauri Ecology, Field Modulation, Applied * * Physics, Biogenetics (opposite of Caretakers) * * Starting Statistics * * Government Statistics * * +1 Growth ("Abuse Planet's resources for their own gain"- meanies!) * * +1 Morale ("Warlike culture"... similar to Believers) * * -1 Planet ("Planet senses Usurper's dark intent"... ditto the last) * * Other Statistics * * +25% Offensive Bonus ("Can sense and manipulate 'Resonance' fields") * * Alien Advantages and Disadvantages * * Free Recycling Tanks at every base (yay!) * * One additional Colony Pod at planetfall. * * One Mk I Battle Ogre at planetfall (POWERFUL, but easy to kill) * * "Energy Grid" based economy (more buildings at base = more $$$) * * Possesses a physical scan of planet (yay!) * * Directing research (YAY YAY YAY!) * * Cannot be involved with UN/Council (BOO!) * * Must research Social Psych to communicate with humans (boo!) * * Wasting of human bases on invasion (population down to one) * * Alien Victory possible (a few bases with a transmitter = win) * * Constantly at war with other aliens * * Cannot ally with humans who ally with aliens * * Cannot speak with aliens AT ALL (bah!) * * Ideal Victory: Alien Victory, Transcendence, Conquest * * Victory Ratings: * * Conquest: ***** * * Transcend: ***** * * Diplomatic: Impossible * * Economic: ??? * * AVictory: **** * * Multiplayer Partners: Peacekeepers, Pirates, Cult * ******************************************************************************* ***************************************************************************** / Part 03: Networknode.org Custom Factions | ******************************************************************************* * NOTE: All of these custom factions listed are from the faction packs at * * http://www.networknode.org. If you wish for me to update my FAQ with a * * faction pack of your own, please read Part 10 for infomation on * * contacting me. * * Zeta Set - Progenitor Civil War Factions * * a.......................................... Terran Federation * * b................................................. Aggressors * * c................................................. Dominators * * d.................................................. Predators * * e................................................. Developers * * f................................................. Preservers * * g................................................ Researchers * * Iota Set - WaterWorld Factions * * h..................................... Bringers of the Deluge * * i........................................... Full Fathom Five * * j......................................... Legion of Aquarius * * k......................... Oceans Extraterritorial Commission * * l........................................ The Hydra Institute * * m............................................ The Multimakers * * n............................................ The Triton Sect * * Lambda Set - Second Mission Factions * * o.......................................... The Briach Estate * * p................................................... CerraGen * * q............................................. Delgusia, Inc. * * r................................................. Jorgenstad * * s................................................... Obrioshi * * t.................................. The Rensallir Corporation * * u................................................. Serabollio * * * * Custom Faction notes: * * Zeta Set: * * After trying all three of the 'bundled' faction packs on * * networknode.org, I can honestly tell you that this one is my least * * favorite. Why? Not as much depth to it... the other two actually had * * more of a storyline to it, whereas in PCW only one faction (Terran Fed) * * has anything of a storyline in it. The Progenitors all are copies! * * Iota Set: * * A nice faction pack with story. Use the map that was included with the * * faction though... or a 70-90% water random map. Either work. * * Lambda Set: * * This has got to be one of the most balanced faction packs * * I have ever seen. I even have a somewhat more challanging time when * * playing as any of these factions! On top of it, it has a neat story to * * it, as well as a fan fiction on networknode.org (albiet a bit short) on * * Second Mission... and I love storyline! :) * * * ******************************************************************************* > Zeta Set - Progenitor Civil War Factions Section A < ******************************************************************************* * Terran Federation ("The Human survivors..." From the Starship Andromeda?) * * Leader: Admiral Meithhan West (He DOES remind me of Kevin Sorbo!) * * Background: "Old Earth Fanatic, Unity Security Officer" (he came from * * Sparta... wow, I feel bad for Chiron already.) * * Agenda: "Re-build Earth's power and glory at any cost." (In English: * * Live through the Progenitors.) * * Tech: Doctrine: Mobility (not too bad.... same as Sparta) * * Starting Statistics (wow, time to give my fingers a workout....) * * Government Statistics * * -1 Economy ("Trade regulated by government" - Ngh.) * * +2 Industry ("Capitalist Industrial Model"... but they just said * * that the economy was regulated by the government... me thinks * * the creator doesn't know what capitalism is...) * * +2 Research ("Warfare boosts research" - They need it.) * * +2 Support ("Trained troops require low support" - Huh?) * * +3 Morale ("Highly trained military troops" - We have Santiago on * * line one, she says that she wants you to train her troops) * * +2 Police ("Followers approve military police" - We have Yang on * * line two, he says you are too strict...) * * -3 Planet ("No concern for Planet's ecology" - Make sense.) * * Other Statistics * * Fanatic Military Units: +25% Attack (WHOA! Morale AND this?!) * * Free Starting Unit - Unity Rover (k.) * * Ideal Victory: Economic, Transcend, Conquest * * Victory Ratings: (NOTE: All ratings are dependent on the set it is in) * * Conquest: Testing in Progress * * Transcend: Testing in Progress * * Diplomatic: Impossible. * * Economic: Testing in Progress * * Other Notes: * * Yes, you read that right. Diplomatic victory is impossible since you * * can never be elected to be the planetary governor in that set. Why? * * "Council Deadlocked" since you are the only choice for governor. * * Because of that stupid bug, in my opinion, this set is flawed. * * Also, even if you could set yourself as PG, it wouldn't matter.. as to * * win that way you need to have all Progenitors erradicated. Think. * * NOTE: It isn't the set's fault, it is SMAC:SMAC. * ******************************************************************************* > Zeta Set - Progenitor Civil War Factions Section B < ******************************************************************************* * Aggressors ("Usurper survivors..." - Think Cha Dawn + Marr Just don't * * picture the child of them (as that is sick).) * * Leader: Hugos Korr ("Usurper General"... Judaa Marr was better). * * Agenda: "To destroy all opposition." (Straight and to the point!) * * Tech: Doctrine: Mobility (AGAIN?! Didn't the Terrans get this too?) * * Starting Statistics * * Government Statistics * * +1 Growth ("Soldiers are expendable" - Huh?) * * +1 Morale ("Battle Glory" - Okay... that at least makes sense...) * * +1 Planet ("Nature is the greatest camoflauge" - Barely makes sense)* * +1 Support ("Flexible supply lines" - Huh?) * * Other Statistics * * Cannot use Free Market Economic choice (What the HELL?!!) * * Ideal Victory: Economic, Transcend, Conquest * * Victory Ratings: * * Conquest: Testing in Progress * * Transcend: Testing in Progress * * Diplomatic: Impossible * * Economic: Testing in Progress * * AVictory: Testing in Progress * * Other Notes: * * Haven't finished them yet. Also, the AI uses Fundy/Power/TControl. * ******************************************************************************* > Zeta Set - Progenitor Civil War Factions Section C < ******************************************************************************* * Dominators ("Usurper survivors..." - Think Yang + Marr. Ewww...) * * Leader: Unther Gorr (Wow, a name I can spell right the first time!) * * Agenda: "Domination of Planet" (Again, straight and to the point) * * Tech: Doctrine: Air Power (WHAT THE HELL!! D:AP STARTING? WTH?) * * Starting Statistics * * Government Statistics * * +2 Police ("ilitaristic Citizens" - Makes sense) * * +1 Support ("Flexible supply lines" - Again, Huh?) * * Other Statistics * * Cannot use Green Economic Choice (What the HELL?!!) * * Ideal Victory: Economic, Transcend, Conquest * * Victory Ratings: * * Conquest: Testing in Progress * * Transcend: Testing in Progress * * Diplomatic: Impossible * * Economic: Testing in Progress * * AVictory: Testing in Progress * * Other Notes: * * Haven't finished them yet. Also, the AI uses PState/Power/TControl. * ******************************************************************************* > Zeta Set - Progenitor Civil War Factions Section D < ******************************************************************************* * Predators ("Usurper Survivors..." Think Domai + Marr - Freedom) * * Leader: Gerus Torr (What IS it with these people and similar last names)* * Agenda: To be the Supreme Predator on Planet (Where are the Aliens?) * * Tech: Doctrine: Flexibility (Mmmkay....) * * Starting Statistics * * Government Statistics * * +2 Industry ("Industrious citizens" - and that has to do with being * * a predator how?) * * +1 Support ("Flexible support lines" - Author: Creativity lacking) * * Other Statistics * * Cannot use Wealth social choice (Now this one makes sense....) * * Ideal Victory: Economic, Transcend, Conquest * * Victory Ratings: * * Conquest: Testing in Progress * * Transcend: Testing in Progress * * Diplomatic: Impossible * * Economic: Testing in Progress * * AVictory: Testing in Progress * * Other Notes: * * Haven't finished them yet. Also, the AI uses Police State (stupidly) * * as well as Planned (stupidly), Wealth (stupidly), and Eudiamonia. * ******************************************************************************* > Zeta Set - Progenitor Civil War Factions Section E < ******************************************************************************* * Developers ("Caretaker Survivors..." - Think Morgan + Hi'mnee) * * Leader: Lelu H'Kinne (Stockbroker for the Caretakers... WTH?) * * Agenda: To develop the Manifold (but isn't that opposite of the CTs?) * * Tech: Industrial Automation (Not half bad!) * * Starting Statistics * * Government Statistics * * +1 Industry ("Solid Industrial Base" - Mmmkay....) * * +1 Economy ("Economical Citizens" - Mmmkay....) * * Other Statistics * * Cannot use Power social choice (Now this one makes sense....) * * Starts with 500 energy credits (the more I think about it, the more * * this sounds like a powergaming faction set... I hate that.) * * Free Energy Bank in every base (Nice.) * * +25% Defensive Combat (Just like Caretakers) * * Ideal Victory: Economic, Conquest, Alien * * Victory Ratings: * * Conquest: Testing in Progress * * Transcend: Testing in Progress - Can they even Transcend at all? * * Diplomatic: Impossible * * Economic: Testing in Progress * * AVictory: Testing in Progress * * Other Notes: * * Haven't finished them yet. * ******************************************************************************* > Zeta Set - Progenitor Civil War Factions Section F < ******************************************************************************* * Preservers ("Caretaker Survivors..." - Think Hi'mnee + ... um.. Hi'mnee) * * Leader: Jela H'Dimme (Deidre of the Caretakers... aka, Hi'mnee) * * Agenda: To preserve the Manifold (and the difference with CT is...) * * Tech: Centauri Ecology (Not half bad!) * * Starting Statistics * * Government Statistics * * +2 Efficiency ("Waste weakens the Manifold" - Okay.) * * +1 Planet ("Ecologically Minded" - Mmmkay....) * * +1 Growth ("Attuned to Natural Rythms" (sic) - Unbalanced Faction) * * Other Statistics * * Half Terraform costs. * * Free Recycling Tanks in every base (Nice.) * * +25% Defensive Combat (Just like Caretakers) * * Ideal Victory: Economic, Conquest, Alien * * Victory Ratings: * * Conquest: Testing in Progress * * Transcend: Testing in Progress - Can they even Transcend at all? * * Diplomatic: Impossible * * Economic: Testing in Progress * * AVictory: Testing in Progress * * Other Notes: * * Haven't finished them yet. AI will always use Dem/Green/Know/Cyborg. * ******************************************************************************* > Zeta Set - Progenitor Civil War Factions Section G < ******************************************************************************* * Researchers ("Caretaker Survivors..." - Think Zakarov + Hi'mnee) * * Leader: Kala H'Simme (No creativity whatsoever it seems...) * * Agenda: To preserve the Manifold (I think it is meant to say "research" * * instead of "preserve"....) * * Tech: Infomation Networks (Not too bad) * * Starting Statistics * * Government Statistics * * +1 Efficiency ("Well researched methods" - Okay. * * +2 Research ("Brilliant Educators" - Mmm..pie...) * * Other Statistics * * +1 Energy in Fungus ("Research pays off" - Makes zero sense) * * Free Research Hospital in every base (Nice.) * * +25% Defensive Combat (Just like Caretakers) * * Ideal Victory: Economic, Conquest, Alien * * Victory Ratings: * * Conquest: Testing in Progress * * Transcend: Testing in Progress - Can they even Transcend at all? * * Diplomatic: Impossible * * Economic: Testing in Progress * * AVictory: Testing in Progress * * Other Notes: * * Haven't finished them yet. AI will always use knowledge and cyborg. * ******************************************************************************* ******************************************************************************* > Iota Set - WaterWorld Factions Section H < ******************************************************************************* * Bringers of the Deluge (AKA Ye gods I thought MORGAN was bad at Planet!) * * Leader: "Mr." Thomas Brattman (Dunno, I keep thinking Sean Connory saying * * "Brannon!" every time I see his name. Dunno why. * * Agenda: Power at all costs (In other words, he wants to lead Planet) * * Tech: Doctrine: Initiative (Whoa... the mid tech in the beginning) * * Starting Statistics * * Government Statistics * * -5 Planet ("Openly antagonistic towards planet".. I'd say!) * * +1 Industry ("Seeking Power at all Costs" Niiice bonus.) * * +1 Economy ("Seeking Power at all Costs" Again, Niice bonus.) * * +1 Morale ("Believe war to be unavoidable" Makes no sense to me...) * * Other Statistics * * +25% to Attack ("Fanatics" - I'd say just psycho) * * Starts in the water. * * Ideal Victory: Conquest, Economic (!) * * Victory Ratings: * * Conquest: ****** * * Transcend: **** * * Diplomatic: ** * * Economic: ****** * ******************************************************************************* > Iota Set - WaterWorld Factions Section I < ******************************************************************************* * Full Fathom Five (Mermen) * * Leader: "Seafather" Ka'Rin * * Agenda: Sub-sea State * * Tech: Doctrine: Flexibility * * Starting Statistics * * Government Statistics * * -1 Support ("Cannot breathe out of water." - Bah.) * * -1 Industry ("Difficult to have heavy industry underwater") * * -1 Economy ("Different needs and desires than others.") * * Other Statistics * * Free Perimeter Defense at every base (Underwater Bases). * * Starts in the water. * * Immunity to Efficiency (What is this, their ONLY good advantage?) * * Cannot use a Cybernetic Society * * Free Sealurk and Isle of the Deep at start. * * Ideal Victory: Hell if I know... can they even win?!! * * Victory Ratings: * * Conquest: *** * * Transcend: ** * * Diplomatic: **** * * Economic: * * ******************************************************************************* > Iota Set - WaterWorld Factions Section J < ******************************************************************************* * Legion of Aquarius (Peace loving researchers? I have no nickname for them) * * Leader: "Star Daughter" Danya Hytchinsdottir (yes, it is spelled right) * * Agenda: Peace and Enlightment (Looneyversity and UN?) * * Tech: Social Psych * * Starting Statistics * * Government Statistics * * +1 Growth ("Open Society"... in other words, they have sex a lot.) * * -2 Morale ("Dislikes War") * * -1 Efficiency ("Syphoned by strong social programs") * * +1 Research ("Open-minded Research") * * Other Statistics * * +25% to ALL Psi ("Exploration of the Mind" - I'm sure a lot of males * * reading this right now and looking at her would say "She can * * explore my mind.." or something. Bah, humans. Pssh.) * * Ideal Victory: Transcendence. * * Victory Ratings: * * Conquest: *** * * Transcend: ***** * * Diplomatic: **** * * Economic: ** * ******************************************************************************* > Iota Set - WaterWorld Factions Section K < ******************************************************************************* * Oceans Extraterritorial Commission (OEC - Why do I think the Federation?) * * Leader: "Commission Director" Alan Thompson * * Agenda: Political Leadership on the Planet's Oceans (Think UN at sea) * * Tech: Doctrine: Flexibility * * Starting Statistics * * Government Statistics * * -1 Efficiency ("Bureaucracy" - Think UN again) * * -1 Police ("Pacifists" - What the UN should have had) * * Other Statistics * * +1 to Commerse Income (Everyone trades with the Federation!) * * Free Pressure Dome at every base. * * Free Subsea Trunkline (With Planetary Economics) in every base (in * * more apt words... HOLY #$!@%@#%!) * * Free Deep Pressure Hull (With Nanometallurgy) (you have subs. Lots) * * Enhancements may be built in ocean and trench squares (When you * * discover Advanced Ecological Engineering - Think Pirates) * * Bonus mineral from ocean shelf squares. * * Starts in the water. * * Ideal Victory: Economic. * * Victory Ratings: * * Conquest: **** * * Transcend: *** * * Diplomatic: *** * * Economic: ****** * ******************************************************************************* > Iota Set - WaterWorld Factions Section L < ******************************************************************************* * The Hydra Institute (Mermaids) * * Leader: "Hydra" Aquafina del Manta (... That's Mrs. Mermaid to you!) * * Agenda: Have the hydra rule the high seas (Think Pirates) * * Tech: Doctrine: Mobility, Doctrine: Flexibility (high in tech!) * * Starting Statistics * * Government Statistics * * -1 Efficiency ("Individualistic mentality opposed to central * * organization") * * -1 Growth (Culture does not place high emphasis on family - Pirates) * * +1 Industry ("Great at ship building") * * Other Statistics * * Free Naval Yard (With Doctrine: Initiative) at every base. (Pirates) * * Enhancements may be built in ocean and trench squares (When you * * discover Advanced Ecological Engineering - Think Pirates) * * Marine Detatchment ability free (With Adaptive Doctrine - Arr Matey) * * Repair Bay ability free (With appropriate tech - Niice...) * * Free Recycling Tanks at all bases. (Almost useless due to water) * * Free Transport Foil and Sea Former at start. * * Immune to negative energy stats (huh?) * * Starts in the water. * * Ideal Victory: Conquest, Transcendence. * * Victory Ratings: * * Conquest: ***** * * Transcend: **** * * Diplomatic: ** * * Economic: ** * ******************************************************************************* > Iota Set - WaterWorld Factions Section M < ******************************************************************************* * The Multimakers (Gaia of Water I guess... only FAR worse) * * Leader: "Admiral" Odyssena de Marineo (Wow, that is actually a good name) * * Agenda: Protect the Oceans of Planet (Algae hugger?) * * Tech: Doctrine: Mobility, Doctrine Flexibility (high in tech!) * * Starting Statistics * * Government Statistics - Now, I don't normally comment, but... WHY?!! * * -1 Economy ("Little interest in trade" - Feh.) * * -1 Efficiency ("Great distances over the sea" - double Feh.) * * -1 Growth ("Lack of space and nutrients" - triple Feh.) * * +1 Planet ("Protection of the Oceans"-Is this their ONLY advantage?) * * Other Statistics * * Enhancements may be built in ocean and trench squares (When you * * discover Advanced Ecological Engineering - Think Pirates) * * Marine Detatchment ability free (With Adaptive Doctrine - Arr Matey) * * Bonus mineral from ocean shelf squares. * * Starts in the water. * * Ideal Victory: Ugh. Too much. * * Victory Ratings: * * Conquest: *** * * Transcend: **** * * Diplomatic: ** * * Economic: * * ******************************************************************************* > Iota Set - WaterWorld Factions Section N < ******************************************************************************* * The Triton Institute/Sect ("Cult of the Sea" - isn't that a kind of tuna?) * * Leader: "High Priest" Alexander Ceristen (say THAT 5 times fast!) * * Agenda: To Protect the Seas (Even though this is the "Believer"/"Hive") * * Tech: Doctrine: Flexibility * * Starting Statistics * * Government Statistics * * +1 Police ("Strict Police Force" - A la Yang.) * * +1 Support ("Fanatical Army" - A la Miriam) * * -2 Research ("Little interest in Technology" - A la Miriam...) * * Other Statistics * * Free Pressure Dome in all bases (yay...) * * Cannot choose the "Knowledge" social value (CRAP!) * * Ideal Victory: Conquest, Diplomatic. * * Victory Ratings: * * Conquest: ****** * * Transcend: * * * Diplomatic: **** * * Economic: ** * * * ******************************************************************************* ******************************************************************************* > Lambda Set - Second Mission Factions Section O < ******************************************************************************* * The Briach Estate ("The Wealthy" In other words, the hoity toity) * * Leader: "Lord" Wilson Briach (Not as good as "BRATTMAN", but still good) * * Agenda: A Private and Wealthy Society (But if everyone is rich...) * * Tech: Applied Physics (How the HELL does that equate to high society??) * * Starting Statistics * * Government Statistics * * +2 Morale ("Highly Trained Specialists" - Yes, this is their only * * government advantage. A nice one at that.) * * Other Statistics * * Starts with 400 energy credits (Niice..) * * Cannot use FUNDAMENTALIST politics (Oh darn.) * * Free colony pod at the start of the game (you know, this is good..) * * Ideal Victory: Conquest, Diplomatic * * Victory Ratings: * * Conquest: ****** * * Transcend: *** * * Diplomatic: ***** * * Economic: **** * * Other Notes: This has got to be the strongest faction in Second Mission * * Update! (12/22/2002): After playing the rest of them, I'm revising * * that rather false statement. If this was against any other faction * * series, they would be the best. However, all of these guys are * * really good, and the AI plays them well. My favorite set! * ******************************************************************************* > Lambda Set - Second Mission Factions Section P < ******************************************************************************* * CerraGen ("The Bio-Engineer" - does that mean it can't spell GATACA? I * * mean, everyone knows that Engineers can't spell, right?) * * Leader: "Director" Tim Corbal (You can call me... Tim....) * * Agenda: To better the human race through genetic alteration (Genejack?) * * Tech: Biogenetics (cool, half way to secrets of human mind) * * Starting Statistics * * Government Statistics * * +2 Growth ("Genetically enhanced Reproduction" - YIPES! Very high) * * +1 Research ("Science aids genetics" - Ye gods, I'm in love...) * * -1 Economy ("Other factions find the CerraGen suspicious" - Crap.) * * Other Statistics * * Free BIOLOGY LAB at every base (AWESOME!) * * Cannot use EUDAIMONIC future society choice (Crap.) * * Free ability - Nerve Gas Pods (**** - see below) * * Free ability - Soporific Gas Pods (**** - see below) * * Ideal Victory: Conquest, Diplomatic, Transcend * * Victory Ratings: * * Conquest: ***** * * Transcend: ***** * * Diplomatic: ****** * * Economic: *** * * Other Notes: Well, first off the free abilities are bugged in * * Alpha Centauri/Alien Crossfire, as when I played I did not get those.. * * instead, I got something better - Police unit. VERY handy. Secondly, * * If you are wondering about the abnormally high scores, it is because * * of the +2 Growth. CerraGen got me my highest SMAC score (not counting * * Future techs) on the first try. * ******************************************************************************* > Lambda Set - Second Mission Factions Section Q < ******************************************************************************* * Delgusia, Inc. ("Military Industrialists" - AKA, Weapons Dealers.) * * Leader: Maria Falcao do Ferro (Looks like an admiral in the portrait) * * Agenda: Arms Sales and Manufacture (heh. Weapons Dealers.) * * Tech: Industrial Base (Bah.) ) * * Starting Statistics * * Government Statistics * * +1 Support ("Corporate Mentality" - Huh?!) * * +2 Industry ("Chief Business" - Makes sense. Not bad...) * * -3 Planet ("Profit before ecology" - Ah crap... That sucks. * * Other Statistics * * Fungus Bonuses ("Quick to exploit natural resources" - Weird.) * * Cannot use EUDAIMONIC future society choice (Crap.) * * 75% Hurry Cost ("Extremely Efficient" - NICE!) * * Drone every 4 citizens ("Unethical sales of weapons" - TripleCrap) * * Ideal Victory: Um... Economic? Being crappy isn't a victory condition.. * * Victory Ratings: * * Conquest: ** * * Transcend: *** * * Diplomatic: *** * * Economic: **** * * Other Notes: These guys suck. Badly. Can't see why you would play them.* * Well.. they wouldn't suck for normal SMAC, but they suck in 2nd Miss. * ******************************************************************************* > Lambda Set - Second Mission Factions Section R < ******************************************************************************* * Jorgenstad ("The Techie" - Um... isn't CerraGen better?) * * Leader: "President" Hans Schmidt ("It's HANZEL UNT GRETZEL!" - okay.) * * Agenda: Technology and Electronics (Run! They are EE MAJORS!) * * Tech: Nonlinear Mathematics (Whoa.. high level tech...) * * Starting Statistics * * Government Statistics * * +1 Industry ("Automated Factories" - Interesting...) * * +1 Research ("Technology Company" - Duh. I'd hope so...) * * -1 Police ("Citizens refuse to take orders" - Whopdee Do...) * * Other Statistics * * Free SUBSPACE GENERATOR at every base (WHAT THE HECK is the point?) * * Cannot use POLICE STATE politics (... no comment.) * * Free ability - Cloaking device (SWEET! This is by far the best one)* * Ideal Victory: Conquest, Transcend * * Victory Ratings: * * Conquest: ****** * * Transcend: ***** * * Diplomatic: *** * * Economic: *** * * Other Notes: Wow... now that I know it works, neat... I'd say this is * * one of the better factions to play in multiplayer, since more stealth * * is needed against a human. However, for single player, stick with * * CerraGen for the tech. * ******************************************************************************* > Lambda Set - Second Mission Factions Section S < ******************************************************************************* * Obrioshi ("The Energy Techs" - Who can say no to the happyface? :) ) * * Leader: Akioshi Yakishi (The COOLEST portrait in the game!) * * Agenda: Ecological Harnessing of Energy Sources (What.. the.. hell..) * * Tech: None (yes, you read that right... no starting tech at all.) * * Starting Statistics * * Government Statistics * * +2 Efficiency ("Efficiency means success" - why can't I work for * * this corporation? I mean, they got it right....) * * +1 Research ("Study encouraged" - Rock on!) * * -1 Growth ("Ecologically aware" - Their worst part. Not too bad.) * * Other Statistics * * Free Energy bank at every base (AWESOME!) * * Cannot use POWER social value. (Who actually uses it?) * * Starts with 75 energy (Every little bit helps) * * HURRY costs increased set to 133% (bleh.) * * Penalty: Probe ("Open Management System") * * Ideal Victory: Conquest, Economic, Transcend * * Victory Ratings: * * Conquest: ***** * * Transcend: ***** * * Diplomatic: *** * * Economic: ****** * * Other Notes: It appears that Akioshi is the exact opposite of Tim... * * Now that I've played more, yes, exact opposite. I prefer CerraGen. * ******************************************************************************* > Lambda Set - Second Mission Factions Section T < ******************************************************************************* * The Rensallir Corporation ("The Aeronaut" - Does this mean that I might * * finally have a swarming FACTION?!! YAY YAY YAY!) * * Leader: "President" Jacques Cousteau.. er.. Alato. (Reminds me of him) * * Agenda: To get a better faction portrait! :P * * Tech: Ethical Calculus (Oxymoron, but start with a Democracy! YAY) * * Starting Statistics * * Government Statistics * * +1 Industry ("Industrial structure carefully planned" - Psh.) * * Other Statistics * * Free Recycling Tank at every base (This does not exist) * * Cannot use POLICE STATE politics (who does?) * * Free Vehicle ("Aeronautics Corporation"?- See the advantage below) * * Hidden Statistics * * Free starting unit - Unity Chopper (Slightly bugged, see below.) * * Free Aeronautics Complex at every base (... See below.) * * Ideal Victory: Conquest, Transcend. * * Victory Ratings: * * Conquest: ***** * * Transcend: ***** * * Diplomatic: *** * * Economic: *** * * Other Notes: Buggy faction. Now that I have had a chance to play them, * * I can honestly say that this is the first faction where I'd rather be * * playing them just so someone else DOESN'T. Do you realize how hard it * * is to swarm against someone who has Aerospace Complexes in every base, * * ON TOP OF the AAA Trance garrison? Ye gods, I think I even saw a 50 * * defensive power rating at one point! * * On the bugs: The Free Vehicle is a Unity Chopper, which in of itself is * * bugged. If you have "search for a starting city" on, the chopper will * * take fuel damage at the start of the first turn. Not a big bug * * (especially with the Aerospace Complex in the starting city), but one * * nonetheless. Also, the Aerospace Complex... this is also a bug. * * In all of the rest of SMAC, when they start with a building that is * * something other then an early game tech, you get the improvement after * * the tech, right? Not in this case. He actually has the improvement * * without the tech. Kinda unfair in my opinion, but still kinda a minor * * point. Finally, a reminder: You can't update the Unity Chopper. * ******************************************************************************* > Lambda Set - Second Mission Factions Section U < ******************************************************************************* * Serabollio ("The Chic" and the chick as she is the only female fac leader) * * Leader: "Director" Gina Serabollio (Pompus little... *ahem*) * * Agenda: Expression of art and fashion (Not starving artists?) * * Tech: Centauri Ecology (How the heck is that art or fashion!?!) * * Starting Statistics * * Government Statistics * * +1 Economy ("Sale of art and fashinos generates high income") * * -2 Morale ("Trained for creation, not destruction" - what the heck) * * Other Statistics * * Free Paradise gardens in every base (+2 talents... at start...) * * +1 Talent every 2 population (HOLY #%%$! Automatic Golden Age!) * * May not use FUNDAMENTALIST politics in Social Engineering (but * * artists CAN be fundimentalist... ah well) * * Ideal Victory: Diplomatic, Economic, Transcend, Conquest * * Victory Ratings: * * Conquest: ***** * * Transcend: ****** * * Diplomatic: ****** * * Economic: ****** * * Other Notes: Yes, you read that rating scale correctly. This is the * * best faction in all of this addon pack. Hands down. Easiest. * * "But what about CerraGen?" Well, I said easiest, not the faction with * * the highest SMAC score. Let me tell you something. When you don't * * need a single improvement to handle drones in a transcend game, the * * game just got easier. Also, notice the +1 Economy with only -2 Morale?* * No planet harm, no research harm, no support harm, no restriction on * * Democracy, and no efficiency harm... meaning that this easily knocks * * Morgan out of the water for money. I usually run her Demo/Green/Wealth* * JUST for the +1 to industry.. heck, sometimes I run Demo/Planned! * * Also, if you get the Cloning Vats, say hello to max pop size. Quickly.* * Due to the huge number of talents, you'll never have drone riots. * * Finally, if you noticed that I added the +1 Talent for every 2 pop, * * and you are wondering where it came from, it was an observation. No * * way would +2 talents cause a base of 9 to have all talents in it... so* * I'm thinking the game glitched and it is really +1 per 2 pop... * ******************************************************************************* ***************************************************************************** / Part 04: Beginning SMAC Players Guide | ******************************************************************************* * Welcome to Sid Meier's Alpha Centauri! This is a turn based strategy game * * from the mind of Sid Meier and Brian Reynolds- creators of Civilization, * * Civ 2, Masters of Orion, Masters of Orion 2... you get the idea. They * * rock in my opinion on turn based strategy games, and almost all compeditors * * try to emulate these guys. Anyways, I'll be using the Sid Meier's Alien * * Crossfire interface when dealing with how to play the game and such, but it * * is virtually identical to the Alpha Centauri interface. Alien Crossfire is * * the expansion for Alpha Centauri, and is one of the rarer games for the PC * * now that it is no longer sold. You can still find it in the rare shop * * online, or if you want to run Linux. From what I hear, the UK sells it. * * * * When you first start up SMAC, you are shown an intro movie display * * explaining some of the plot behind SMAC. Yes, you Civilization veterans * * heard right - this TBS actually has plot, and quite a bit of it too! In * * fact, there are a lot of fan made stories along with the standard SMAC * * plotline (which was expanded in the expansion). Anyways, your options... * * * * Start Game * * Yes, this is how you start a game. :P This opens the "Start Game" * * menu. * * Quick Start * * Loads the exact same settings as the last game. If you loaded a map * * last, this would ask you to load a map also. * * Scenerio * * These are custom made scenerios created using the SMAC scenerio editor. * * Wasn't too popular. Opens Scenerio menu. * * Load Game * * Opens the saved game list so you can open a game. * * Multiplayer * * This allows you to start or join a multiplayer game. The online * * services (AlphaHQ) are down now, but you can still play a game through * * TCP/IP or hotseat (SMACX only) * * View Credits * * Duh. * * Exit Game * * Please don't go. The drones need you. They look up to you. * * (Exits the game. Duh.) * * * * Anyways... for my little tutorial-like thingy, lets choose Start Game. * * Now you are given more options. * * * * Make Random Map * * Creates a random map the size that you wish to have. It will randomly * * choose the water layout, fungus, clouds, and stuff like that. * * Customize Random Map * * Identical to "Make Random Map", only it asks you more questions on * * things like land density, fungus cover, clouds, and erosion patterns. * * Actually, mostly technical stuff. I'm not getting in to this yet. * * The Map of Planet * * The scenerio the plot follows uses The Map of Planet or Huge Map of * * Planet. One is smaller then the other, go figure. * * Huge Map of Planet * * Ditto. * * Load Map File * * Loads a precreated map created using the scenerio/map editor. * * * * For this, I'm going to use the Huge Map of Planet. Now, you are given a * * list of difficulty levels. Starting with the easiest (Citizen) to the * * hardest (Transcend). On the highest difficulty levels, the AI actually * * cheats, so watch out. :) I personally play on Transcend constantly, but * * since this is a tutorial-like thingamabobber, lets choose Citizen. * * * * Now a rules page is loaded. You have a choice of playing with Standard * * rules, the rules you last used, or customized rules. Since this is a * * tutorial, lets choose standard rules. However, if a Civilization veteran * * wants to play something like what he/she/it is used to, choose Customize * * Rules and uncheck "Blind Research". Most people play without BR. * * * * Now you should be in the faction display menu. This shows all of the * * factions that you can play with. In Alien Crossfire, this menu looks * * NOTHING like it does in Alpha Centauri. However, for the tutorial, I'm * * using an Alpha Centauri world. So, if you are using Alien Crossfire, click * * to the left most "set" of pictures. You are given an option between * * Deidre, Yang, Zak, Morgan, Santiago, Godwinson, and Lal. If you are using * * the Alien Crossfire expansion, the "Info" button allows you to see what * * they do and such. Good button, should have been in the first SMAC. :P * * Anyways, in my FAQ all of this info is listed, so even if you are playing * * Alpha Centauri, you can just look it up. See the section called * * "Sid Meier's Alpha Centauri Factions." Anyways, for this tutorial I'm * * going to use Zakarov (University of Planet). For new players, I recommend * * playing the University (if you are research hungry), Sparta (if you are war * * hungry), or Gaia - those three are the easiest for new players to play. * * The story line, however, mainly follows if you are playing as Gaia. * * Indeed, when I first started playing, I lost many a game from playing as * * Gaia. :) For this tutorial, let us choose the University of Planet. * * Anyways, Zak is the "White Unit" faction (no, it isn't racist, it is the * * way it is). You can change his name and stuff, but I tend to leave it * * alone. Click on "Okay" to continue. Now you get your Planetfall message. * * YAY! Lets go! * * * * Welcome to Chiron * * First thing you see is a pod landing on to the land and a box saying "Enter * * a name for your first base." By default for the University it is * * "University Base". Click on OK. * * Now, you'll notice tutorial messages as long as you picked either of the * * first two difficulties. These are your friends. Go through the entire * * tour, as I'm not going to explain all of that to you. :P It gives you a * * basic interface explanation, and points to things - something I can't do in * * this little txt file. :) * * * * Now, you'll notice a couple of things. First off is something in the * * middle of the screen that says "University Base". This is your first base, * * congratulations! Underneath that should be something that says * * "Gov: Colony Pod" (or something like that). This is what is happening * * right now. The Governor of your city (AI) is having the city build a * * colony pod. Click (left click once) on the base. Now take the next * * tour. :) This introduces you to the governor. If you have played Civ 2, * * you know that the governor took basic actions when there was a riot from * * unhappy citizens. In SMAC, the governor does FAR more then that. He can * * even run the base for you... but I don't like that personally. I make * * sure the governor is turned off as I prefer controlling ALL of my bases. * * All your base are belong to me. Now to explain a few things it didn't * * explain. This is the base screen. The governor options are at the top * * (and were explained already). On the left column of the base display is... * * * * Nutrients on the top - this is how much food is stockpiled. When the box * * completely fills, a new worker, talent, or drone is created in the base * * (more on that later). Where it says "Growth: 20 turns" is how long it * * would take to fill the box at the current speed. This is the same as it * * was in Civilization if you have played it, and nothing has really changed * * when it comes to this for the beginning SMAC game. * * Beneath that it should say "Commerse". It only says this if you are * * playing a non-alien faction (don't worry, if you are in this tutorial of * * mine, you aren't playing an alien faction). This is the amount of trade * * you get with other bases. This is roughly the equivilent of Caravans from * * Civ 1/2, only you never actually need them. I'm actually not 100% sure how * * this is figured, but my guess is that the energy collected by this base * * increases the chances that you will see commerse from treaty or pact * * members (see alliances later). You don't need to be connected to them at * * all (unlike Civilization 3). * * Below this is the MY (Mission Year), current Energy stockpile (most likely * * 11), and EcoDamage. EcoDamage is the reading of how much environmental * * damage you are doing to Planet (not "The Planet" - SMAC refers to it as * * "Planet" because that is its name). The damage is increased from * * population and resources produced, and decreased by planting forests in the * * city radius or building improvements all across your nation/empire. * * * * On the right side you see a column labled "Base Facilities". These are * * the improvements your base has. The first improvement listed should be * * Headquarters. This only shows up in your capital city (unless you build * * it elsewhere, but then the capital changes with it), and is used for * * figuring out corruption. Don't worry about that yet. As you are starting * * as the University, you should also see "Network Node" listed there. This * * is the equivilent of Civilization's Library, but it has other effects as * * well.. never leave home without a node. :) * * In the upper center area of display there is a map showing the base area * * with little numbers on things and stuff. Let me explain. * * The White box with a black number is the size of your base. This is the * * thing that increases when you get another talent/worker/drone. This is * * in 10s of thousands, so your base population of "1" is actually a base * * 10,000 citizens strong. YAY! or something. * * The Green/Blue/Orange number thingys are where your people are working. * * You can move these around, but I'll get to that in a moment. The square * * that the base is built on will ALWAYS have the three sets of numbers. * * Other squares may have 3 numbers, two numbers, one number, or even no * * numbers. * * A green number with a green circle around it is the nutrients provided * * by that square. * * A blue number surrounded by a diamond is the minerals provided by that * * square. * * A orange number surrounded by a sun-like orange thingy is the energy * * provided by that square. * * You should see two sets of these - one on your base, and one somewhere * * else. The one "somewhere else" is actually your current 10,000 population. * * If you get another 10,000 people (from population growth), another one of * * these will be on the map. * * Below the map are three buttons, one of them highlighted. The one * * highlighted is the resource map, which is the map you are looking at now. * * Click the "Support" button. This is a map of where all of the units built * * by this base are. Right now, it is a small world that you see. :P Now * * click the "Psych" button. Eventually, all of your population will be * * listed in here and if they are talents/workers/drones/specialists. By * * now, you are most likely wondering what I mean by that. Well, let me * * explain. * * Talents (Happy people in Civ) - These are the intellectual elite. They * * are (according to the story) the highest of the high. Researchers, * * government workers, teachers, these people are VERY happy. They are * * White. They also increase the amount of energy you get from them if * * I remember right, and can cause a "Golden Age" in the city if there are * * more of them then the Workers. However, if there are less talents then * * drones, you have a drone riot. * * Workers (Content people in Civ). The average people. Nothing special. * * If there are less workers then Talents and no drones, you have a * * "Golden Age". Yellow in color. * * Drones (Unhappy people in Civ). Drones are not good. These are the * * people that were dropped as children. They are always angry about * * SOMETHING, and usually treated as slaves to boot. If there are ANY * * drones, a "Golden Age" will not occur. If there are more drones then * * Talents, then a Drone Riot will occur - all base production and energy * * stops, along with some other nasty effects I'd rather not get in to. * * They also decrease the amount of energy given if I remember correctly. Red * * in color. * * Specialists (same name in Civ). These count as content people, and modify * * the amount of Economy, Labs, or Psych from the base (more on that later), * * but do NOT work the land. * * Anyways, this Psych list shows the things that modify the * * Talents/Workers/Drones to be what they are. Things that modify it include * * a police force, a military, base improvements like "Recreation Commons", * * and Secret Projects such as the "Human Genome Project". * * Anyways, below that is the resource bar section. This shows the nutrients, * * minerals, and energy this base is getting. How this is figured out depends * * on which resource you are looking at. Note that this is identical to Civ 1 * * and 2. * * Nutrients are determined by the number of nutrients gained from working the * * land (among other things) minus the amount of nutrients being used by your * * workers (2 nutrients per 10,000 population). If this is negative, you are * * starving and have negative growth. If this is positive, you are increasing * * in population. If this equals zero, your population levels are remaining * * the same. * * Minerals are determined by the number of minerals gained from working the * * land (among other things) minus the amount being taken up from your * * military being supported (depending on what your "support" rating is). If * * this is positive, things in your build queue (more on that later) will be * * built adding that surplus to the queue every turn. If this is negative, * * the build queue will start to have resources taken away.. and when the * * queue reaches zero, units will start to be destroyed until it is zero * * again. If you have zero surplus minerals, nothing is built. Always keep * * a surplus of at least 2. * * Energy is determined by the amount of energy gained from solar stations on * * the land (among other things) minus the energy stolen by the corrupt * * politicans in the government. No, I'm actually not joking. Efficency * * (the political stat - yes, more on that later) modifies this, as does the * * number of bases you have and how far away they are from your headquarters. * * Your headquarters, however, will ALWAYS have no corruption in the * * government (unlike in life). This value is always either 0 or positive. * * ALWAYS. * * Speaking of energy, below that is your energy allocation. This is based * * on the tax rates by your government mainly. The energy you have in * * surplus is put in to the Energy allocation area then divided up based on * * your taxes. Until you change them, your taxes are 50% economy and 50% * * labs. So, as an example, if your surplus energy was 2, you would have one * * energy in Economy (makes you money, pays for city improvements) and another * * in labs (researching new tech). You would have 0 energy in Psych * * (increases the number of Talents in the city). Note: It takes 2 energy in * * Psych to make one worker (well, 10,000 workers really) in one base become * * Talents. It is the same for one drone to become a worker. However, you * * don't need to worry about that. Anyways, the Bonus column is for things * * like city improvements, specialists, and other stuff like that. If you * * are playing the University like I said, you will notice that if you have 1 * * energy in Labs, you have 1 in the bonus also. That is because the Network * * Node gives you 50% (rounded up) more labs then you put in to it. This is * * added to the total, and what you get at the end is what the city produces * * in Economy, Labs, and Psych. Economy and Labs stuff carries over to your * * entire empire/nation. Psych doesn't. Remember this. * * * * FINALLY, below all of this is the build area. To the left is the item * * currently being built (chances are, Colony Pod). This can be a unit * * (Colony Pod is a unit), base structure (Network Node is a base structure), * * or Secret Project (The Virtual World is a Secret Project). To the right * * of that is the build queue. You can set up to 8 items in the "queue" for * * the city to build after it finishes the current one. This is a GoodThing¸ * * :) Above the queue is the queue button, and below it are the Change and * * Hurry buttons. The Hurry button speeds up whatever the city is building, * * but it costs a LOT of money to hurry something. Don't use this constantly. * * Anyways, the Change button changes what is currently being built, and the * * queue button changes what will be built. Lets click on the queue button * * now. * * Instead of the map display, you now see the build display. You should see * * at least a Scout Patrol, a Colony Pod, and "Stockpile Energy". A Scout * * patrol is a unit, as it a colony pod. Units are ALWAYS listed first. Then * * you may see other units there, you may not - all depends on what * * technologies you have. As an example, I also have a "Probe Team" listed. * * After that are the base improvements. You may see things like Energy Bank, * * Perimeter Defense, stuff like that... or you may see nothing at all like I * * do. Again, it depends on the tech you have (kinda like in Command and * * Conquer where you have to have things before you get new things - just in * * this case it is tech before you get other things). After that is the * * famous "Stockpile Energy". This is what you use if you have nothing to * * build... of course, that should never happen and I would brain you if you * * used it this early. :P You get 1 energy for every... 2 or 3 minerals * * you put in. Not every efficient, but it is free money (Sorta). Finally, * * after all of that, you will see secret projects. Only one secret project * * of the same name can be built in the entire world... you may not see any * * there, but again, depends on tech. I see "The Virtual World" as an * * example. * * * * Now, to explain each thing, let me give some examples. * * * * Scout Patrol * * (Image of unit) * * 5 turns * * 1-1-1 * * * * To explain this... first off, the top is the label of the unit. That is * * what it is called. Duh. :P * * The picture is what the unit actually looks like. * * Below that is the number of turns (at your current resource surplus level) * * that it will take to finish something. In this example, it will take 5 * * turns. I have a 2 resource surplus, so that means it costs a total of 10 * * resources to build - which is VERY cheap. * * Finally, on the bottom, are the unit stats. This is in the order * * Attack-Defense-Movement*reactor. You can ignore the reactor part for now, * * as that won't show until you get Fusion power anyways. In my example, the * * scout patrol as 1 attack (the lowest that a unit can have but still * * attack), 1 defense (which is no armor - kinda like walking out in to a * * medieval battle wearing denim), and 1 movement (meaning they can move one * * square per turn in most situations). * * Now, a second example of a unit. * * * * Probe Team * * (Image here) * * 15 turns * * 0-1-2 * * * * The unit is called a probe team. They look kinda cool looking. :P It * * takes 15 turns to build (at 2 resources per turn, that means he costs 30 - * * this is fairly low still), and is... uh-oh. 0 attack, 1 defense, 2 * * movement. What does that mean? Well, anyone with a 0 attack is considered * * to be a non-combatant... meaning they can't attack, and can't invade. * * However, that also means they ALWAYS have special powers. In this case, a * * probe team is a spy - they can infiltrate an enemy base, buy off units, * * plant nuclear warheads in bases, find NinjaBurger, the works... Another 0 * * power unit that you most definitly have is a Colony pod - they can build * * bases. Anyways, the 2 movement means they move 2 squares (unless something * * causes it not to) per turn instead of 1. Not too hard, right? I know, * * this isn't easy... but once you get used to it, you won't even think about * * this at all. Now, lets go after something bigger, shall we? * * * * The Virtual World * * (Square symbol) * * 150 Turns * * Network Nodes Help * * Drones * * * * Yes, that is exactly what it says... now you are confused, right? Well, * * I'm here to help. :) The name of the Secret Project is * * "The Virtual World". By the way, this style of the little square thing is * * also used for base improvements - I just chose this one. Anyways, it will * * take 150 turns to finish! That is 300 minerals... quite a lot. Base * * improvements usually cost more then units do, and secret projects ALWAYS * * cost more then base improvements. This is why you don't want to build * * SProjects constantly. :) Below the turns is a short summary of what it * * does. You can look up base improvements and secret projects in the * * Datalinks (for the Civers, this is just like the Civilopedia, only FAR more * * advanced). * * ANYWAYS, the buttons on the bottom are fairly obvious, lets select a Colony * * Pod and click the "Help" button now. This is the design workshop. You * * don't need to come here the first few times you play, but eventually this * * is heaven. :) Take the tour. However, to correct something... the * * prototype thing mentioned in the tour will not show up if you are playing * * on the "Citizen" difficulty level anyways. Anyways, this helps a bit in * * understanding the unit attack/defend stuff. Hit cancel to go back to where * * you were. If you choose help on a base structure, it will open up the * * Datalinks with a complete explanation of the structure. Again, hit Exit to * * go back where you were. Now, lets hit cancel one more time to go back to * * the base screen. * * To explain the rest... The middle area shows the base name. The two * * arrows to the left and right of it will sift through your bases (when you * * have more then one). Below that is the current population (showing drones, * * workers, talents, specialists, and pants). Alllll the way to the right of * * that though is the Nerve Staple button. Don't use that. Trust me. * * Below that are the units currently in your base. * * All the way to the right edge are the "Forces Supported". These are the * * things built by the base (or at least call this base home). Right now, * * this is blank. That is because the base was just made! :) * * * * Whew! A lot on that screen, eh? Well, I'll finish this guide more * * later... my fingers hurt! :P * * * ******************************************************************************* ***************************************************************************** / Part 05: Prototypes and Units | ******************************************************************************* * a.................................... How to Build Prototypes * * b..................................... Suggested Custom Units * * c................ The Little Former that Could - Terraformers * * d.......... Crawling through the wastes of society - Crawlers * ******************************************************************************* > How to Build Prototypes Section A < ******************************************************************************* * All right, you have your base, you can build buildings, and you can use * * all of the preconstructed units you want, what more do you need, right? * * Wrong. * * Preconstructed units are fine in some instances, but for multiplayer play * * or even for single player late game play, precons suck. Big time. So, * * here is a guide on how to build unit prototypes and some suggestions. * * * * Step one for creating units: Figure out what you need. I don't know about* * you, but when I play SMAC or SMAC:SMAC, or any of the packs, I never use * * artillery, do you? If you don't, retire the existing ones and never build * * another artillery again! It is just cluttering up your build queue, and if * * for some odd reason you use governors, they will build them. BLEH! * * Step two for creating units: Get rid of what you don't need. Retire or * * make them obsolete. As I said above, don't clutter up your build workspace.* * Step three for creating units: Garrison. ALWAYS have some garrison. See * * the suggested garrison further down in the section for some suggestions. * * Step four for creating units: Formers. Again, see the suggestions * * section for more details. Just keep in mind you want at least one for land * * and at least one for sea... sorta. * * Step five for creating units: Colony Pods. See formers. * * Step six for creating units: Resource Crawlers. Now, this is where it * * gets very unusual for unit creation. As opposed to most units, you may NOT * * want this as cheap as possible. In fact, the ideal crawler for a base to * * build is the most expensive crawler they can build... in one turn. Towards * * the beginning of the game, that is not possible. However, once your cities * * start having more then 30 resources made, new crawlers may be a good thing. * * Also, remember that crawlers can be any chassis type except Chopper and * * Missile - I love Gravship Crawlers myself on island hopping maps. If you * * do not use crawlers, ignore this completely. * * Step seven for creating units: Probe. The single rule for probeteams is * * that they need to do their job. See my recommendations towards the bottom. * * However, there is a catch to probe teams... they never move one movement * * square by default - it is two usually. I think it is a bug, but I do not * * know for sure. If you do not use proves, ignore this completely. * * Step eight for creating units: Missiles. I personally rarely use them, * * but they do serve a purpose. You can only have x missile types, so don't * * worry! If you do not use missiles, ignore this completely. * * Step nine for creating units: Ground Pounders. The best assaulting units * * for the ground. Make sure you have a good balance of drop and non-drop (or * * amphibious and non-amphibious, depending on time of game). * * Step ten for creating units: Air and Sea. Can't give too much advice. * ******************************************************************************* > Suggested Custom Units Section B < ******************************************************************************* * SUGGESTED UNIT TYPES: * * Name of Unit (aaxx-bbxx-cc*d, alpha, beta) * * aa = Attack Power | bb = Defense Power | cc = movement | d = reactor * * * * <> * * Fission Generation: * * Scout Patrol (1-1-1) - Infantry [10] * * Garrison (1-b+-1, ECM) - Infantry [30] * * Air Garrison (1--1, AAA, ECM) - Infantry [50] * * Fusion Generation: * * Sentinels (1-b+t-2*2, ECM, Trance) - Speeder [30] * * Air Sentinels (1--2*2, AAA, Trance) - Speeder [50] * * Rush Sentinels (1^-b+-2*2, Drop, ECM) - Speeder [50] * * Quantom Generation: * * Patrollers (5-b+t-1*3, ECM, Trance) - Hovertank [50] * * Air Patrollers (5--3*3, AAA, Trance) - Hovertank [80] * * Rush Patrollers (5^-b+-3*3, Drop, ECM) - Hovertank [90] * * Singularity Generation: * * Quick Defenders of the Faith (13-?-3*4) - Hovertank [60] * * Quick Defenders of the Shield (8-b+t-3*4, ECM, Trance) - Hovertank [60] * * Defenders of the Skies (-1-12*4, SAM) - Gravship [80] * * Defenders of the Shield (8-bt-3*4, Clean, Trance) - Hovertank [110] * * Defenders of the Locusts (?-4-14*4, SAM, Nanocell) - Gravship [110] * * Defenders of the Faith (13-?-3*4, Clean, Police) - Hovertank [120] * * Defenders of the Victims (13^-?-3*4, Drop, Clean) - Hovertank [140] * * <> * * Basic Fission (a-1-10) - Chopper [20-40] * * Basic Fusion (a-1-12*2) - Chopper [30-50] * * Complex Fusion (a-1-12*2, Gas, Wave) - Chopper [60-100] * * Clean Fusion (a-1-12*2, Clean, Wave) - Chopper [70-110] * * Basic Quantom (a-1-14*3) - Chopper [50] * * Complex Quantom (a!-1-14*3, Blink, Wave) - Chopper [100] * * Clean Quantom (a-1-16*3, Clean, Nanocell) - Chopper [100] * * Basic Singularity (a-1-16*4) - Chopper [60] * * Complex Singularity (a!-1-16*4, Blink, Wave) - Chopper [120] * * Clean Singularity (a-1-16*3, Clean, Nanocell) - Chopper [120] * * <> * * Assault Deathsphere (a-1-16*4, Blink, Wave) - Gravship [120] * * Psi Deathsphere (?-4-16*4, Blink, Wave) - Gravship [120] * * Locusts of Earth (?-?-16*4, Wave, Nanocell) - Gravship [240] * * Explaination: * * Should seem fairly simple. These are what I use for defense in my bases.* * * * <> * * Tank Force Step 1 (aa^-1-4*3/4, Drop, Grav) - Hovertank [100/120] * * Tank Force Step 2 (aa-1-4*3/4, Grav, Trained) - Hovertank [90/110] * * Tank Force Step 3 (aa-1-3*3/4, Trained, Gas) - Hovertank [90/110] * * Tank Force Step 4 (aa-1-3*3/4, Gas, Wave) - Hovertank [100/120] * * Tank Force Step 5 (aa!-1-3*3/4, Wave, Blink) - Hovertank [100/120] * * Explaination: * * This is my Tank Force series. I usually have Quantum power and lasers * * when I use my "Lock and Load" strategy that this is a part of. Each step * * can upgrade to any other step at any time, all of them costing the same * * amount of money (meaning cheap upgrade cost). Step 1 is the initial * * invasion step, as it has drop pods and antigrav struts, making the tanks * * need less time to recoup then normal when invading (as in they can start * * far away if they wish). After all of the units land you upgrade them to * * Step 2 through the workshop. Assuming proper morale, this will cause the * * units to become Elite or close to immediately, meaning they will have a * * movement of 5 - great when moving towards the enemy bases. Upgrading to * * Step 3 usually occurs when you reach the invasion area. You slow down a * * bit (4 movement instead of 5, or 3 instead of 4), still have high morale, * * and you knock the enemy's morale down quite a bit - good when fighting * * forces that are not inside of a base. After awhile you upgrade to Step 4 * * when you become Elites naturally, and then up to step 5 when the enemy * * exhausted all of its good units, and then you start attacking the cities. * * Weapons should be upgraded when you can afford them. * * Reactor should always be (Reactor of Enemy Defense +1) or Quantom, which * * ever is higher. * * Defense should be avoided due to high costs. * * * * More Examples to come.... * ******************************************************************************* > The Little Former that Could - Terraforming Section C < ******************************************************************************* * * * As this section is under VERY heavy construction, I'll be brief about * * terraforming. Everyone knows on Chiron that you need formers, right? * * However, everyone has a different way of 'forming, so I'm going to present * * to you my way of terraforming. Mmmkay? * * * * CHIRON'S GREEN THUMB - THE SPOON!ED GUIDE TO TERRAFORMING * * Note: Works best when you have a positive planet rating, as this keeps * * ecodamage VERY low... great for those who care, not for those who * * already have 100 ecodamage in each base. * * Note: This works from the Early stage up to Middle to Late stage. It * * also works great for those that aren't +2 or higher in Planet at the * * end of the game, or for those without Alien Crossfire. * * Required Technologies.... are you ready? Centauri Ecology. Yep, that is * * right. No fancy terraforming is even needed until you get the higher * * techs, and even then it is usually not even needed except in rare * * circumstances. What is this miracle method? Forests. * * I know what you are thinking. "How are those 1-2-1 pieces of crap any * * good?" Hear me out. Forests provide 1-2-1 on ANY TERRAIN. Rolling, * * Flat, sea level, 3500m above. Always the same everywhere. On top of * * that, forests are the only land ecological improvement that not only * * costs nothing in Ecodamage, but actually reduces the impact of it! Also * * keep in mind that each base, as it progresses, should have the Tree Farm * * and Hybrid Forest ANYWAYS since it reduces the ecological impact of * * minerals... meaning you are utilizing base improvements you should have * * in all of your bases eventually anyways. Lets analyze this for a second.* * * * 1-2-1 2-2-2 2-2 3-1-2 0-6-6 * * Forest TFarm Farm/Mine Farm/SColl Borehole * * Any non-rock Any non-rock Rain/Roll Rain/1000m Flat * * * * Now, if you think about that, Farm/Mine is inferior to all forests with * * tree farms right from the getgo - no reason to have that, AND it causes * * ecodamage as well as requiring moist/rolling. So, we have left Borehole * * and Farm/Solar Collector. F/S is a great combonation if you are having * * high and wet ground... which in many cases is very rare oddly enough. * * Boreholes require no slope, and cause the most ecodamage in the game, * * and can never provide any food... again, not good. TFarms, averaging, * * perform better then F/S, and more cleanly then Boreholes. Now... * * * * 3-2-3 4/1/5 0/6/6 4/1/8 * * Hybrid Enr/SCol/Mirr Borehole Enr/SCol/Mirr * * Any non-rock Rain/2000m/Rolling Flat Roll/Rain/3km/River * * +1 Eco -4 Eco, -8 Elsewhere -8 Ecology -4 Eco, -8 EW * * * * Look at that... looking at it just like that, you can see why I prefer * * Forests, can't you? Mind you, above is not including road or tube * * ecodamage. Even including, that is -1 for Forests, -10 for bores, and a * * -5 per E/S square and a -8 for building the Mirror. Even the rivered * * 'perfect' version has a -5/-8, AND takes forever to engineer. Forests * * take two turns with a SuperFormer, and the perfect one takes FOREVER... * * It isn't until endgame that you start seeing reasons not to use forests. * * * * 3-2-3 3-4-5 * * Hybrid Fungus * * Any Non-rock Anywhere * * +1 Eco 0 eco * * * * Now THAT is a bit different. That is with all of the SPs, and a +3 Pla. * * rating.. (SMACX). That is the only time when Fungus superseed Forests. * * In conclusion, for land teraforming, choose Fungus unless you happen to * * be on an area that a E/S works out better... but don't build it up. * * Also, F/S might be a good idea to lay down if you are just building up an * * early city while you build your tree farm. * * Sea Forming: Oddly enough, I actually automate this. * ******************************************************************************* > Crawling through the Wastes of Society - Crawlers Section D < ******************************************************************************* * * * Purposes of Crawlers: * * 1) Transfer minerals from one base to another. -1 mineral per turn from * * the source, +1 mineral per turn for the destination. * * 2) See #1, replace minerals with energy. * * 3) See #1, replace minerals with food. * * 4) Harvesting squares. You move the supply crawler to a square that is * * unused (noone working it in a base, noone working it with a crawler - * * easier done if outside of base range), move to it and hit 'o'. It * * will extract Minerals, Energy, or Nutrients (your choice) from that * * square as though it was in your base area - like a forest would give * * 1 nutrient, 2 with a tree farm, or 3 with a hybrid forest. * * 5) Rushing secret projects. The minerals are 1::1 when moving a supply * * crawler to a base - as in for the 30 minerals you put in the crawler, * * that base gains 30 minerals on the secret project. REALLY handy to * * finish a project in one turn later on in the game. * * * * To be finished at a later date.... * ******************************************************************************* ***************************************************************************** / Part 06: General Strategies created by ’ther SPOON! | ******************************************************************************* * Phases: Every good strategy game such as chess has thinkers thinking in * * phases, or areas in which you have a set strategy. Well, to give * * people some ideas (as each person should have their own phase), here * * is the beginning of my phase list. This will be updated soon (maybe) * * Phase 1: Initial Start. * * During this phase, I expand out as far as I can on my little continent. If * * I am alone, I take up all of the coastal areas as quick as possible, * * sacrificing building improvements for colony pods. * * Building orders for new bases in Phase 1 if alone or with friendly AI: * * Garrison * * Former * * CPod * * Former * * CPod * * Network Node * * Children's Creche * * Recreation Commons * * CPod * * Tree Farm * * If I'm not alone, I make as many cities along the border (if I'm friendly) * * to their lands and investigate. If I'm at war, I immediately go in to * * conquer them without giving them time to bring up defense. * * Building orders for new bases in Phase 1 if attacking: * * Garrison * * Garrison * * Attacker - 4/1/2 usually at this point, or ?/?/1 (mindworm), depending * * on how much fungus is near the enemy. * * Former * * CPod * * Former * * CPod * * Network Node * * Creche * * Tree Farm * * Most of my army is made of Mindworms anyways, so I train those constantly, * * providing the money I need. Democratic/Green/Knowledge options (unless if * * I'm playing a faction that has a bonus to economy or efficiency, then I go* * D/G/Wealth. Also, if I play a faction with more then -1 Planet, I go * * Demo/Free/Wealth or Demo/Planned/Knowledge). * * * * Phase 2: This is my weakest phase, and occurs after I regain my continent * * and start going in to secret projects. My growth has caught up to me (more* * forests then tree farms), but I'm still not out. None of my bases are * * higher then pop 5, nor do I want them to be. By what I tend to do, when I * * get a hab complex built in a base (low priority), I'll be at pop 7. My * * first Seabases should be online now. I NEVER attack in Phase 2, I only * * defend. * * Building orders for new bases in Phase 2: * * Garrison * * Garrison * * Former * * Former * * Network Node * * SeaCPod * * CPod * * Tree Farm * * Creche * * Recreation * * * * Phase 3 is reached when I get my first fliers. My older bases should be * * building SProjects or 'Copters at this point, taking every single sea base * * they have. My building orders are the same as Phase2. * * * * Phase 4 is when I get locusts. ALL of my powerful bases are churning these * * babies out by now if the enemies do not have fusion, and I take over the * * world. However, if they do have fusion, I just build some to take bases * * only (as they are the first air unit that can take bases), and I swarm * * either way. Again, same as Phase 2 building. * * * * Phase 5 is my next real growth period. Starts after I destroy the first * * faction (or they submit to me), and lasts (Building wise) until I get a * * Cloning Vats. * * Building orders for new bases in Phase 5: * * Garrison * * Former * * Tree Farm * * Network Node * * Sea Former * * Hab Complex * * Creche * * Recreation * * SeaCPod or CPod, depending on the situation * * Garrison * * To be finished at another time... * * * * Okay, first off, you will notice in the game that strategies depend on * * what time frame you are in- Early, Mid-Early, Middle, Mid-Late, and Late * * Game. Let me define these locations in terms of this FAQ first. * * * * Early Game: Before Doctrine: Airpower (Explore 5) or Doctrine: Initiative * * (Explore 4) if you are playing a game that involves the Pirates. * * Social Group Advantages: Believers, Spartans, Planet Cult (MAJOR) * * Social Group Disadvantages: Morganites. * * Early to Mid Game (the shortest group): Doctrine: Airpower (Explore 5) or * * Doctrine: Initiative (Explore 4) to Fusion Power (Explore 6). * * Social Group Advantages: Spartans (still), Manifold Usurpers, Data * * Angels, Nautilus Pirates (big time...), Peacekeepers (barely...) * * Social Group Disadvantages: Manifold Caretakers, Cyborgs. * * Mid Game: Fusion Power (Explore 6) to NanoMiniaturization (Build 8). * * Actually, more appropriate would be the first drop hovertank built. * * Social Group Advantages: University, Cyborgs, Pirates (still), Cult * * (MAJOR advantage), Gaians, Morganites, Caretakers, Data Angels. * * Social Group Disadvantages: Believers, Drones * * Mid to Late Game: NanoMiniaturization (Build 8) to either Quantum Power * * (Discover 11) or Singularity Mechanics (Discover 12). Yes, you can * * get Singularity Engines before Quantum Engines... * * Social Group Advantages: Hive (?), Spartans (!), Morganites, Usurpers * * , University, Cyborgs (MAJOR advantage). * * Social Group Disadvantages: Believers, Drones (again), Peacekeepers * * Late Game: Quantum Power (Discover 11) or Singularity Mechanics (Discover * * 12) to Transcendent Thought Infinity (Discover 16) * * Social Group Advantages: University, Gaians, Cyborgs, Cult, Usurpers, * * Caretakers (!), Peacekeepers (!!), Pirates, and Morganites. * * Social Group Disadvantages: Believers (aren't they dead yet?), Angels * * * * Early to Mid Game and Mid Game strategy: * * "Here comes a chopper to chop off your head..." - 1984 by Orwell * * As you can guess, this strategy is about choppers and needlejets. * * REQUIREMENTS: Mind Machine Interface (Conquer 6) (Choppers, SBA, Drop) * * Doctrine: Airpower (Explore 5) (Needlejets) * * Centauri Genetics (Explore 7) (Locusts, optional) * * Doctrine: Initiative (Explore 4) (Cruisers, optional) * * Note: SkyBase Academy (SP, Mind Machine Interface [Conquer 6]) * * isn't exactly required, nor are choppers, but they are FAR more * * effective. This technique uses both, but can be adapted to NJs) * * Now, you may be thinking like I once did- Choppers have no * * redeeming quality about them- they need fuel and have to return * * to base at the end of the turn or they get damaged. This is 100% * * true, but if you use them right you will never need to worry * * about running low on fuel. Why? Because your refueling station * * and healing station is right near by you. * * How to pull this off: * * First off, use your choppers (build them first) to REALLY piss * * off your enemy by using the choppers to kill 4-5 formers a turn- * * the SkyBase Academy does WONDERS in helping out there. Also, * * having all of the choppers elite gives them even more fuel. To * * do that, change to a Fundamentalism (if you can, if not, power) * * until end of turn or something. Anyways, once they are pissed * * off from you kicking over the ant hills, ready their sea bases * * for an invasion. At this point, you should be getting close to * * producing your first Locust or prototyping your drop unit, and * * have a cruiser near by ready. Ready for what? You are going to * * knock out their biggest defenses with Needlejets (they will * * defend in the order of strongest to weakest), then clean up with * * 6-7 chopper attacks. Make sure you do NOT run out of fuel, keep * * it at 1 fuel on one chopper at least, then take the base with * * the cruiser. After that, have the chopper rest inside of that * * captured base, and if you have the SkyBase Academy, it will heal * * after one turn too :) Anyways, if you are playing an alien * * faction and conquering a human base (or the other way around), * * use a chopper to kill all of the pods. During the "down turn" * * that squad (Crusier, choppers, and NJs), heal yourself and buy * * the garrison in that base so you can move on next turn. * * Switching between 2 or more "squads" is a good idea as well. * * By the time you mop up the sea bases, you should be ready to * * use either your Locust of Chiron, or your drop unit. Use your * * choppers (if they aren't elite by now, you have some serious * * morale problems) and Needlejets to take out the defenses, and * * invade with your drop unit. Make sure your drop unit has high * * defense, and you might want to make it AAA as well (or, if you * * are fighting someone who uses natives, Trance). * * If you use two squads, you should pick up at least one base per * * turn. For every two squads, add another base. You can actually * * successfully attack ALL factions at the same time this way- I've * * done it several times. Just make sure you are somewhat good * * at the game first, and make sure they all do not have Busters :P * * Mid Game Strategy AND Late Game Strategy: * * "When the angel blows his trumpet, the apostle sees a key given to a * * falling star. This is used to open a pit. From it a smoke ascends, and * * the heavens are filled with darkness; from out of the smoke there emerge * * swarms of locusts that descend upon the earth to devour." * * This is my rather famous "Swarm" strategy mentioned earlier in the guide. * * The basic premise is simple- build loads of locusts and swarm the globe. * * However, it is easier said then done... * * REQUIREMENTS: * * Mid Game: Centauri Genetics (Explore 7) * * Late Game: Graviton Theory (Explore 13) * * ADDITIONAL TECHS THAT HELP: * * Mid game: Centauri Psi for Dissociative Wave (Gravship only) * * You might be asking me, why Graviton Theory? Answer: GravShips. * * Locusts are just simply Psi/Psi Fission Gravships that cost less anyways. * * The strategy is obvious- Swarm the world. Preferably all at the same * * time due to the major weakness- Empath AAA Garrison rips up Locusts. * * Anyways, my suggestion is to build up around 3 units per base you intend * * to capture (so, if you want to take 25 bases around the world, build 75 * * Locusts). If you are using this late game, make 2 gravships per. * * Also, There are weaknesses to this strategy. If you are fighting against * * President Altoids.. er... Alato and his Rensillir, you are in for it. * * When I first tried to swarm him with my 20 Singularity Gravships, I lost * * 19 of them on the same base. THE SAME FREAKING BASE! If you notice that * * happening, immediately go to the "Lock and Load" strategy listed below. * * * * Mid Game Strategy that works well 24/7: "Lock and Load" * * "All right you alien assholes--in the words of my generation--up yours!" * * -Russell Casse, Independence Day. * * This is the strategy that I use when I get pissed off. And when I mean * * pissed off, I mean VERY pissed off. It never is unsuccessful when used * * in the right circumstances, and if you use it in the wrong circumstances * * you are a moron for using hovertanks against Sea Bases. :) * * REQUIREMENTS: * * Mid Game: NanoMiniaturization (Build 8) for Hovertanks * * Early to Mid game: Mind/Machine Interface (Conquer 6) for Drop pods * * ADDITIONAL TECHS THAT HELP: * * Early game: Doctrine: Initiative (Explore 4) for Fish Pods * * Early game: Intellectual Integrity (Explore 3) for High Morale * * Early to Mid game: Bio-Engineering (Build 5) for the Clean Reactor * * Late game: Matter Transmission (Build 13) for Blink Displacer * * Mid to Late game: Frictionless Surfaces (Discover 10) for Cloaking * * Note: Playing Jorgenstad works too. :P * * Late Game: Graviton Theory (Explore 13) for the Antigrav Struts * * ???? Game: [Unknown tech] for drop pods to gain orbital insertions. * * Secret Project: The Space Elevator works as a good subsitute. * * Early Game: Bioadaptive Resonance (Conquer 4) for Soporific Gas Pods* * Late Game: String Resonance (Conquer 16) for String Disruptors. :) * * Got the strategy figured out yet? No? I'm shocked. It isn't * * all that difficult. In fact, I'd say it is easy - annihilate the * * pure living snot out of them with multiple attacks. This works the * * best when you have a small military of these things (more on that) * * going after a large island of "Charlie" (enemies). * * The execution of this, however, isn't as obvious. * * I normally start this when I am against someone who has adapted to * * the Swarm and Chopper Assault, after I get orbital insertions (to * * make the task even easier), and before I just transcend instead. * * See the unit prototypes Tank Force Steps 1-5 for more info on this. * * * * Late Game Strategy: * * Secret Project combos * * Ever notice how a couple secret projects "fit" together? For instance * * the SPs that give +2 to (insert statistic here) work GREAT * * together. Well, there is one "set" that hardly anyone thinks * * about. * * REQUIREMENTS: Eudaimonia (Explore 12) (TMatrix) * * Biomachinary (Build 7) (Vats) * * Cloning Vats and Telepathic Matrix. If you think about it long * * enough, it will come to you. * * A reminder on them: * * Cloning Vats basically puts your bases - ALL of them - into a * * state of population boom, which is good. However, at the same * * time, the population boom is bad. Why? Drones. When you boom * * with a golden age, you have more talents then citizens... which * * means that the moment a drone appears, the boom is over. With * * the vats, you KEEP GETTING drones as long as you have food... * * When they start to riot in 4-5 bases at once, it is a HUGE issue- * * especially if the Free Drones are on the map (and you are not * * playing as them- perish the thought!). So, to counter act the * * vats, most times players either run themselves out of food, or * * not build the correct hab facilities in a promptly manner. There * * is just one problem- this kind of counteracts the entire benefit * * of the vats, and actually HAMPERS your growth. What to do? Here * * is the second part of the combo.... * * Telepathic Matrix is seemingly a useless SP (+2 to Probe... not * * like Probe teams do anything at this point), but has one good * * side that most people do not see unless they read the itty-bitty * * print- drones do not riot. Yep, that's right. You can have all * * of the drones you ever wanted, and they will not riot (I guess * * because they are staring at all of the beautiful women/men in the * * secret project or something). Although this seems to not be too * * big of a benefit (oh joy! Now I don't need to build a rec dome!) * * , it is HUGE when paired with the vats. Now, you can have a pop * * boom and NOT have to worry about the drones... and you can * * withdraw most of your psych, put it in to research or tax, and * * launch yourself ahead of the competition! * * Something else that works as well- Punishment domes (the ONLY * * time I ever use them is in this case), and being Serabollio. * * * * * * Multiplayer Strategies * * As of right now, I only have one strategy since I FINALLY got multi * * to actually work- start of with a huge world. Otherwise, you will * * be squished since you (most times) won't conquer your ally. * ******************************************************************************* ***************************************************************************** / Part 07: Alternate Strategies created by submitters | ******************************************************************************* * You know, it helps for people to send me strategies.... GIMME! * * webmaster@vandaliersheart.com, I'll give full credit to those with * * strategies. * ******************************************************************************* ***************************************************************************** / Part 08: Other Frequently Asked Questions | ******************************************************************************* * Dear ’ther SPOON!- * * In Alien Crossfire, why would you ever use a standard faction? * * -MB poster, GameFAQs * * Dear MB Poster (yeah, I know, cheesy :P)- * * In Alien Crossfire, the factions have many more upsides.. and stronger * * downsides as well. For instance, the Pirates net a -2 average with their * * government stats, but happen to be my favorite faction to play with. * * * * Dear SPOON!- * * Do you know of any websites for factions or other things to download? * * -Email * * Dear Email- * * No, I do not. However, if people will email me ones that are still up, * * I'll post them in my FAQ. :) * * Update: MiraiTrunks83 informs me of some sites. Thanks MiriaTrunks83! * * http://members.tripod.com/ACHeaven/ (hasn't been updated in a while, but * * it's got some decent info) * * http://ac.strategy-gaming.com/ (good one, has strategies, custom * * factions, links, etc) * * http://www.apolyton.net <- the best SMeier Game resource out there. * * Update: Wow.. found this from the SMAC board on GameFAQs. This is * * definitly worth a looking at, as some of my FAQ will now be devoted to * * this site: http://networknode.org. Has some great new factions. * * * * Dear Almighty SPOON! * * What is your favorite faction pack? -Unknown * * * * Dear Unknown- * * As of right now, the Second Mission factions from http://networknode.org * * * * (NEW!) * * Supply Crawlers? How do you use them, and are they worth it? - grendel03 * * * * Dear grendel03 [this was posted on the GameFAQs message board for SMAC] * * Multiple uses exist for the supply crawler. * * 1) Transfer minerals from one base to another. -1 mineral per turn from * * the source, +1 mineral per turn for the destination. * * 2) See #1, replace minerals with energy. * * 3) See #1, replace minerals with food. * * 4) Harvesting squares. You move the supply crawler to a square that is * * unused (noone working it in a base, noone working it with a crawler - * * easier done if outside of base range), move to it and hit 'o'. It * * will extract Minerals, Energy, or Nutrients (your choice) from that * * square as though it was in your base area - like a forest would give * * 1 nutrient, 2 with a tree farm, or 3 with a hybrid forest. * * 5) Rushing secret projects. The minerals are 1::1 when moving a supply * * crawler to a base - as in for the 30 minerals you put in the crawler, * * that base gains 30 minerals on the secret project. REALLY handy to * * finish a project in one turn later on in the game. * * For more infomation, see my Crawler section of the FAQ. * * * * (NEW!) * * Where can I buy Alpha Centauri or Alien Crossfire at? - Various emails * * * * Dear everybody- * * Windows 9x version: * * EA/Firaxis has discontinued production of Alien Crossfire. It is * * currently classified as a 'rare' game, meaning really expensive eBay * * prices. You can try to find a "Buy it now!" link on eBay to find it, or * * you can try a different country... I hear the UK still has a few for * * sale online. As for Alpha Centauri, EA has it as one of their classics * * and I think you can still buy it in many places. * * Macintosh version: * * Check Firaxis' website. As of this writing (12/26/2002), it is still * * for sale on EA's website through the Firaxian link. * * Linux version: * * The publisher/porter of the Linux version is Loki games, which went * * under a short time ago. If anyone has any clues as to the areas in * * which you can purchase either Alpha Centauri or Alien Crossfire for * * Linux, please contact me so I can update this! * * * * (NEW!) * * Where can I download Alpha Centauri/Alien Crossfire at? - 'Friend' * * * * Dear 'Friend'- * * I'm not telling. Do not email me about this, as you will be rudly * * answered. * * * * (NEW!) * * Does Alpha Centauri work under Windows ME, 2000, or XP? If so, how? * * * * Yes, Alpha Centauri does work under all three of those operating systems. * * For Windows ME, just treat it like any other game. * * For Windows 2000, again, just like any game but with these suggestions: * * 1) Turn off DirectDraw. (DirectDraw=0 in Alpha Centauri.ini) * * 2) Turn off possible resolution shifts. (DisableOpeningMovie=1 in Alpha * * Centauri.ini, turn off SP movies in game options. * * 3) Enable standard Windows open box. * * NOTE: These are just suggestions and are not needed. * * This will allow SMAC to run under a normal 32 bit color. There is a * * patch created recently by Firaxis in order to help. Check EA's technical * * support website for more infomation. However, there is one known bug * * that I have heard under 2000 that has not been fixed - a capital µ is * * consistantly thrown in the single player infomation display box. * * Annoying, yes, but it doesn't really affect anything. * * For Windows XP, see above. The "µ" does not exist under Windows XP. * * * * (NEW!) * * I'm getting an error at startup running Alpha Centauri/Alien Crossfire * * and I have an Intel Pentium 4 processor. HELP! - Various. * * * * Set "ForceOldVoxelAlgorithm" equal to 1 in the Alpha Centauri.ini file. * * * * Have any questions for the SPOON!? See the "Other" section at the bottom * * of this guide. * ******************************************************************************* ***************************************************************************** / Part 09: Version History | ******************************************************************************* * Version 1.50- Rearrangement of all sections, * * redecorating, reorganizing, and general * * updating pretty much everywhere. :) ............12-26-2002 * * Version 1.45- Added Formers section....................12-26-2002 * * Version 1.40- Added Crawler section....................12-26-2002 * * Version 1.36- Fixed typos, altered stats...............12-26-2002 * * Version 1.35- Added Zeta Set...........................12-25-2002 * * Version 1.30- Finished Lambda Set, Added Prototypes....12-22-2002 * * Version 1.11- Fixed Typos - AGAIN......................10-16-2002 * * Version 1.10- Fixed Typos..............................10-12-2002 * * Version 1.09- Added Phases.............................10-12-2002 * * Version 1.08- Added Second Mission.....................10-12-2002 * * Version 1.00- Begun process of analyzing * * fan made factions from http://networknode.org * * Also created "New User" guide. MAJOR change.....08-03-2002 * * Version 0.74- As more people switch to Civ 3, my FAQ * * is winding down. So, here is another update.....04-13-2002 * * Version 0.51- MAJOR update with another section * * and yet another strategy. Over 50% complete.....10-18-2001 * * Version 0.09- Even more strategies, and more!..........08-09-2001 * * Version 0.08- Added some more strategies...............07-22-2001 * * Version 0.07- Added some details on Timelines..........07-02-2001 * * Version 0.06- Added basic strategies for SMAC factions.06-25-2001 * * Version 0.05- Corrected Minor Errors...................06-21-2001 * * Version 0.04- Added quote at bottom....................06-21-2001 * * Version 0.03- Parts 3 and 4 partially filled out.......06-21-2001 * * Version 0.02- First Content of FAQ ....................06-17-2001 * * Version 0.01- Creation of FAQ Layout ................. 06-16-2001 * ******************************************************************************* ***************************************************************************** / Part 10: Closing Notes/Other | ******************************************************************************* * Any website may post this FAQ (and ONLY this FAQ), but www.gamefaqs.com * * will always be current as that is the only site I personally will request * * updated. If you wish to use this FAQ, I request that you email me that you * * will be posting the FAQ (you don't need a response), and post the FAQ * * exactly how it is on GameFAQs in a text file or in a
 tag that has not *
* been modified.                                                              *
* ¸2001-03, Robert Shivers, all trademarks are of their respective companies. *
* Some of the information came from the online story posted on Firaxis'       *
* website (www.firaxis.com at the time of this posting), some of it is typed  *
* off of the misc. game screens in game, but much of this is out of the       *
* warped little mind of the almighty ’ther SPOON!                             *
* This FAQ was created in Metapad and looks ideal with "Courier" font.        *
*                                                                             *
*  If you wish to contact me about adding a faction pack to this FAQ, please  *
*   follow the following guidelines:                                          *
*           1) Full faction packs only.  That means 7 or 14 factions at once. *
*           2) DO NOT EMAIL ME THE FACTION PACK UNLESS I REQUEST IT!          *
*           3) No changes in any of the config files required except for      *
*                adding the faction in the alpha/alphax.txt file.  The only   *
*                exception to this is a complete modification (like the DS9   *
*                modification found on the web).                              *
*           4) DO NOT EMAIL ME THE FACTION PACK UNLESS I REQUEST IT!          *
*           5) Please make sure that the factions are complete.  I don't want *
*                to look at a faction with Deidre's face on it.               *
*           6) Include in the email subject "SMAC Factions".                  *
*  If you wish to contact me about any other Alpha Centauri matter, as long   *
*   as it is not covered in this FAQ, just place in the email subject "SMAC". *
*******************************************************************************