Alpha Centauri - Page 6
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Reyis
Pitcairn287 Posts
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Manit0u
Poland17166 Posts
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maryelizbethwinstead
Mexico223 Posts
Played all the civs except "Call to Power" (does that count?). This is the best one. Soooooo much thought and care was put into making it. I fall in love with this game again and again, despite RL and other games pulling me away. It's the only one that can make the sun rise and set again for me. | ||
Bajadulce
United States322 Posts
While succession games are popular here at TL and probably are more open for discussion, a GOTM has more freedom in that you get to play your own game without any commitments. For those unfamiliar with GOTM, players download and play a start game and then submit their final saves for comparison with others. The games are rated by speed and score, taking into account the type of victory or defeat. Anywho.. it's a lot of work for someone to organize something like this, and don't think I have the time nor organization skills/leadership to run something like this, but I would definitely actively participate/help as best I could. ... any thoughts? | ||
whatusername
Canada1181 Posts
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nemY
United States3119 Posts
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HaXxorIzed
Australia8434 Posts
I do love this game however, I still play it frequently. The practiced, steady expansion of the university hinging on the power of that "free supply" from established bases for mass formers and the bonuses of all those network nodes, oh god yes. | ||
Nightmarjoo
United States3359 Posts
My last game was as Santiago, and I was on a small island. I covered it with bases and forests with some farms. When I terraformed the last square I sent all my formers with a Colony Pod with a few formers to the nearby island to colonize it. Isles of the deep destroyed the scouting boats I made. The few factions whose coasts I found were entirely unfriendly. I obtained the Merchant thing, Citizens Defense Force, and the free tech when 3 factions research it projects. I ended up getting Cyberethics before resource bonus techs, so I was running Police State and Knowledge while researching towards Tree Farms. I had lasers and synthmetal armour only. Yang and Lal landed on my second island and started bullying me. I gave them everything they asked for. Morgan offered me a shitload of money and a tech to vendetta on Miriam, so I did. Then Lal instantly declared war on me and showed up with a few elite Gatling Infantry on my second island. My police synthmetal infantry defense melted like butter and I gave up. I just dunno what I needed to be doing differently. Any advice? | ||
deth2munkies
United States4051 Posts
You pretty much have to find someone to make friends with and try to keep treaties up but never take pacts because no one on Trancend will make you a pact offer that's worth it. | ||
arb
Noobville17918 Posts
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Warmonger
United States69 Posts
On November 06 2013 13:25 Nightmarjoo wrote: Transcend isn't very fun. I became recently reinvigorated to play this game, and wanted to finally win on Transcend, but I just feel lost. I can't make any headway in any direction with any faction on that difficulty. Everything just sucks every turn. I don't know what to do anymore. Every faction I meet demands tech and won't trade anything, and usually declares war on me if I say no. Frequently the first faction I meet just instantly declares war without even saying anything else. I'm not even playing with intense rivalry. I'm always so far behind on tech that aggression and defense both aren't options. I can't get any advantage with formers early. Drones. Drones everywhere. I don't know what kind of goals I should be making or how to meet them. I try to make a bunch of forests with some farms if I lack nutrient bonuses, to get Police State asap, to get Supply Crawlers, but have always lost or given up before I can get Tree Farms. My last game was as Santiago, and I was on a small island. I covered it with bases and forests with some farms. When I terraformed the last square I sent all my formers with a Colony Pod with a few formers to the nearby island to colonize it. Isles of the deep destroyed the scouting boats I made. The few factions whose coasts I found were entirely unfriendly. I obtained the Merchant thing, Citizens Defense Force, and the free tech when 3 factions research it projects. I ended up getting Cyberethics before resource bonus techs, so I was running Police State and Knowledge while researching towards Tree Farms. I had lasers and synthmetal armour only. Yang and Lal landed on my second island and started bullying me. I gave them everything they asked for. Morgan offered me a shitload of money and a tech to vendetta on Miriam, so I did. Then Lal instantly declared war on me and showed up with a few elite Gatling Infantry on my second island. My police synthmetal infantry defense melted like butter and I gave up. I just dunno what I needed to be doing differently. Any advice? Alright, I'll try to be brief to get you started, but I'm pretty sure I could write on a book on this game so I apologize if I get long winded. I'm going to assume you aren't using any governors/auto builders (they are terrible) and you understand the basic mechanics of Terraforming, Social Engineering, Rush Building, Supply Crawlers, and Bureaucracy. If you need any clarification just let me know and I'll go more in depth. I am going to focus entirely on the first 50-75 turns of the game. After that point you can very easily already have the game won (although 200 turns of clean up may be necessary). The first thing you need to get a handle on when increasing difficulty is drones. The early levels will make or break your entire game and loosing even a turn to drone riots will set you back massively later (just like getting supply blocked in SC2). What this means is you need to become familiar with how large your empire and each of your cities can grow for the faction/map size you choose. I'll use the Spartans as an example (I feel they are probably the weakest/second weakest of the original 7 in regard to dominating the AI, but they are still easily usable). On Transcend difficulty you get 1 worker at each base you found, afterward every population point becomes a drone. You can manage these drones via a number of ways but in the time frame mentioned your main methods will be doctors, police, and colony pods. Assuming you aren't going to be running FM (it is amazing, but hard to manage correctly) nor Police State (it is, generally speaking, garbage unless you are Yang) each garrison will control a drone and you can have two police garrisoned at each base. This is really all we need to know to get started other than the size of the map (I will assume standard for the following example, which places a BUreaucracy limit of 6 on +0 Effic factions). MY 2101: So you start on turn 1 and you must immediately assess your situation. You are looking for the best two base locations your two Colony Pods can reach in the next turn or two. You do this by scouting with your initial Scout Patrol. I recommend you place all of your bases within 3 squares of each other (a unit will be able to move from one base to another in a single turn with roads) in a somewhat grid like pattern, terrain permitting. Obviously you must be flexible. If there is an initial river or energy special consider planting a base directly on it. If a much better base location isn't immediately apparent i recommend you drop your headquarters right where you start so you don't loose out on base turns. Next set your research (see the end of this post for research suggestions) and start cranking out another Scout Patrol. MY2102-2105ish: Your second and third Scout Patrol are done and you have minerals already banked toward four and five. You have two bases founded and your scout patrol is continuing to look for new base locations, pop pods and look for mind worms for those planet pearls (fungus is your friend until MY2115 when worms get stronger, I prefer to move through it rather than not). You desperately need those early energy credits to rush build. If you founded a river/energy special you will be close to your first tech. Before scout patrol 4 and 5 finish your goal is to switch them to a move useful production goal. If your first tech was CE you can build Formers, if you have +2 nut squares you can work toward colony pods (your base must grow a turn before it can make the pod), if you have a +2 min square as Sparta you can proto a Scout Rover 1-1-2 (or 2-1-2 if you are rushing NMath). If you have none of those things I feel your pain... you will have to finish another set of Scout Patrols. Your free maintenance at each base is two units and you want to stay at or below that if at all possible. (Keep in mind your initial scout along with any free units from pods are independent. These units are amazing and after you are forced to garrison they should be thought of as free facilities more than military units. Keep them alive.) MY2106-MY2115: You are scouting more of the surrounding area and have collected a few planet pearls by now (hopefully). Your goal is to have another set of bases founded as soon as possible. As soon as you get formers you will want to make sure each base has a +2 nut square (so it can grow asap and produce colony pods) and 1-2 forests (so it has production/research/income). After than build a road between your bases and then out to future base sites where you can start building forests/farms/sensors. You want to juggle your base workers to get colony pods out from your first two bases asap. Ideally the base would grow to size 2, a garrison would arrive there the turn before to handle the drone, and your colony pod would finish or be rushed for next turn. If you can manage to do this, you are doing very well. MY2116: From this point forward a mind worm attacking a scout will kill it nearly 100% of the time so you must be much more careful. Don't loose units early! MY2117-2150: You should have a handful of techs and six bases come MY2150, continuing in the same fashion as before. You want to switch to Planned asap and continue to rush buy mission critical units. You shouldn't be worried about facilities at all unless you researched/popped Biogen in which case you could build Rec Tanks at a min heavy base while waiting for maintenance to go down. When you found a new base make sure to re-home Scout Patrols/Formers to redistribute the maintenance cost (Ctrl-h) while the unit is in the base. Assuming to are going to play fairly passive each base should have a garrison and a former taking up the two free maintenance mins. If you are playing aggressive you simply build as many 4-1-2 rovers as you can and go wreck MY2140-2160: Assuming you aren't playing crazy aggressive and you haven't conquered your 6 closest neighbors yet you really need to have IA around this point. The AI will be finishing Secret Projects soon and you want to get in on that action, which requires you to have crawlers. The turn you get IA you need to be ready to switch production of all 6 bases to supply crawlers and get them working forested squares (after your formers finished their initial 1x forest, 1x +2 nut square, road at each base they should continue to spam forests). Continue to do this until your bases have run out of forest or are producing 16+ minerals a turn (send any excess supply crawlers from your best cities to those that are farther behind and re-home them with Ctrl+h). Rush as many Secret Projects as you can with upgraded crawlers. If at all possible grab the Weather Paradigm first so you can do some cheeky super fast pop-booming. MY2160+: You have any secret projects the AI didn't beeline (or maybe you have those too if you got a good start). Your tech is starting to really slow down at this point (increased cost/tech) and as such you need to do one of two things: grow vertically or grow horizontally. Horizontal growth requires pre-planning for the Bureaucracy drones, vertical growth requires pre-planning for the food requirements. This is already pretty long so I'm just going to cover pop-booming very quickly: You will be working forests with half your population and the other half will be doctors/scientists(population/drones allowing). The rest of your required nuts to support the popboom will be harvested by crawlers working farm/condesor squares. When a base hits 7 make sure it has a hab complex. When your bases stall out or hit 14 switch out of pop-boom and change all your workers to scientists. Bam! you are now getting a tech every three turns or so! Now some hints to manage your civ: Turn on the setting that pauses the game before going to next turn. When the next turn button starts flashing check: 1. Cycle through bases by going into the base screen and then hitting -> or <- to see if: a. they may grow next turn b. they have eco damage c. any units/facilities are low enough to be rushed with energy credits 2. Hit F4 to bring up the base menu and check both the workers tab and the production tab to ensure all your bases are doing the things you want them to. If your base grew and set a doctor you need to change it to a scientist. If you have a drone you need to change it to a doctor. If you aren't building something, fix it.\ 3. Turn on notifications in the game preferences for facilities finishing (units as well if you have incredible amounts of patients). Nothing is worse than stockpiling energy because you didn't notice your Rec Commons finished 4 turns ago. Lastly, once you are at the stage i described, you can win any number of ways, but the easiest is to simply bee-line to Doc:Air and spam 6-1-10 needlejets until you win. Throw in clean reactors if you are feeling especially awesome. Oh, I almost forgot. You don't need to worry about the demands the enemy AI place on you because you can simply give them any techs they ask for and your energy credits will be low from rush building so they won't ask for $$ (if they do it may actually be worth it to refuse them and go to war, if you feel comfortable doing so). You won't be building much military if you are going for builder style so you won't show up as a threat as your score will be low until you explode with secret projects/pop-boom. Refusing most factions once will result in war, twice and you will almost certainly see vendettas flying. Further reading: http://www.teamliquid.net/forum/viewmessage.php?topic_id=233305¤tpage=4#77 | ||
Nightmarjoo
United States3359 Posts
How long do you stay on 6 bases? Once you have your 6 bases and your 1 garrison/former per base, what do you produce? Do you just start working on secret projects and hope your base gets big enough in enough time to finish it before another faction? | ||
EatThePath
United States3943 Posts
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Warmonger
United States69 Posts
On November 08 2013 05:10 Nightmarjoo wrote: How do you protect your supply convoys? Even if you rule out bad luck with mind worms, the AI will inevitably declare war for one reason or another. In my transcend experience this has always happened before I could make the military to defend myself. How long do you stay on 6 bases? Once you have your 6 bases and your 1 garrison/former per base, what do you produce? Do you just start working on secret projects and hope your base gets big enough in enough time to finish it before another faction? It only takes a single turn to finish each secret project by saccing upgraded crawlers. Each crawler can be added to the stockpiled minerals of a Secret Project or prototype with 100% efficiency. This means the min output for your entire empire can be focused on a single SP with a little bit of crawler juggling. If those crawlers first are used to harvest for a turn or two, you are actually over 100% efficient. Further, upgrading crawlers to more advanced models (for example S-1-1 -> S-2t-1 is incredibly credit efficient. (The best ec -> min conversion from rush buying is 2->1, and upgrading crawlers and cashing them in always beats this.) This is the best way to spend any excess credits you may have at this point in the game. I'll outline the process: 0. You have all bases producing well by working mins at 5-10 forest squares for each base using crawlers. 1. Send all your additional crawlers to the base where you want finish the SP (I will refer to this as the SP base). 2. If you haven't finished a prototype of your highest armor crawler you will want to do so (you can use already built crawlers to speed this process as well). Most efficiently at a base <=3 squares from the SP base so on the turn it's built it can immediately move to the SP base via road and be added to the mineral stockpile. 3. Take note of the cost of the SP you wish to build. I'll use Weather Paradigm for this example, which is 20 rows. Note i measure the cost in rows because the actual mineral cost will vary depending on your industry SE settings (ie it would be 220 min for Sparta or 200 min with planned). With this number you can tell how many crawlers you will need: a S-1-1 crawler is 3 rows, a S-2-1 is 5 rows, etc... Upgrade as many crawlers as needed or you can afford to the newly prototyped model in the SP base square (or alternatively the turn before upgrade crawlers working squares next to the base square and set them back to work. They will be able to move into the SP base next turn when you start building the SP.) 4. Set production of the SP base to the SP you want. 5. Now the actual crawler rushing. Any crawlers that have already used their movement (either moving or upgrading) you must manually select from the SP base menu and then hit 'O' just as if you where harvesting with them. Select the option to add to the Secret Project. Any crawlers that aren't in the base square and you wish to add you can move them into the base square and the dialogue will pop up automatically. You can add more crawlers than needed so be careful! Don't forget the SP base is also producing 10-20 min so you don't need to pay those if its is close. A few tips that might help. 1. I rename all my crawler designs in the design workshop (hotkey: U) to include the number of rows they require to build. (so "Synthmetal Crawlers" become "Supply (S-2-1)(5rows)".) I actually do this will all my units but it is a lot of micro management for not a lot of gain, so you may want to forgo that step if micro management isn't your thing. 2. You can assign crawlers to harvest even with zero movement points by hitting 'O' with them selected. This means if a base builds a crawler and all the adjacent squares are worked you can "push out" a crawler and still have both of them working that turn. Now to defend: First sensor towers and forests are your friend. I build sensors on the edges of my territory along with a forest and park a crawler on top of them and I fill everything that isn't rocky/farmed with forests. Why? because not only are forests incredibly square efficient, they lower eco-damage from your min heavy bases, and they self-proliferate (removing fungus even), but they also reduce movement, so your enemies can't pierce past the edge of your territory in the early game. Your sensor tower sees the enemy/worm coming and you just pull back all your units in that area and send a military unit to collect your planet pearls/morale upgrade. (Seriously, early mind worms are a boon in most cases, not a hindrance. Farm that!) Also, don't go into drone riots because your garrison is off killing worms, set that drone to a doctor and have a turn or two of hunger! For growth: You want to expand horizontally once you can handle the drones. Each base beyond your first bureaucracy limit will produce two additional drones in the newly founded base as well as another base in your empire (so you will have no free workers in a size one base). If you are set to handle that with pre-built garrisons and facilities/secret projects you can (and should) expand horizontally. Another method is is to former/crawler the area before the colony pod arrives, set all drones to doctors, and collect all your nut via crawlers on farms to sustain the base. You can even plant a sensor array on the location of an upcoming base to give it a 25% defensive advantage if you have the former turns. On production: Crawlers. If you don't have at least 10 crawlers per base you are not doing it right in my opinion. Work every square. Use crawlers as forward scouting outposts. Every coastal square should have a crawler working it so units cannot land without amphibious pods. Every terraformed square should have a crawler working it so it cannot be bombarded. This is even more important with the Spartan -1 Industry SE default setting. Take every base to 20+ min output until you get your second mind worm <pop> (each pop gives you 1 free clean mineral at each base, but they get progressively worse), and then scale back to 0 eco-damage, setting everything else to energy/nuts. Then probe teams. What do crawlers and probes have in common? Zero support cost. You can crank out a P-1-1 defender (manually create it in the design workshop) for every single base in a single turn with your now amazing min output. P-1-2/P-1-4 probes/foil probes are amazing scouts and infiltrating an enemy is the single most important thing in any war. If you can build enough to steal some tech or sabotage some bases, even better, but at the very least get infiltration and vision via scouting. Keep in mind you are very strong industrially but you have no standing military. This means you have to react immediately to threats. If at any point someone declares vendetta you need to immediately start cranking out laser/impact rovers to defend your empire (Rovers for the move speed so you can reinforce where the attacks are coming from. Let the enemy push into your territory then counterattack them). Keep in mind every military unit you create reduces your effective industry by 1 min, so you want to defend with as few military units as possible until you get clean reactors. Playing a builder style in SMAC is a lot like playing zerg. | ||
bo1b
Australia12814 Posts
On a side note upgraded couriers are such a dirty way to win a game | ||
Warmonger
United States69 Posts
On November 08 2013 20:27 bo1b wrote: I think when people get a grasp on balancing drones/workers/crawlers/mineral income/fungus/economy/labs they're pretty much ready to start never losing vs ai. On a side note upgraded couriers are such a dirty way to win a game I agree. If you can handle all of those things you really won't have any problems beating AI most likely. Luckily with a little knowledge you can add more difficulty to the game with very little time invested through the scenario editor. For example, set the AI to all have permanent pacts with each other and permanent vendetta with the player, or give each AI faction a farm/condenser/nut special and rocky/mine/min special squares with crawlers already working them turn 1. As far as "dirty" ways to win I think there are plenty of things in the game that give an huge advantage to the player vs AI because the AI doesn't utilize them. Quite frankly the AI is terrible and only stands a chance against players because the rules for AI factions change so much they are basically playing a different game. Then again I would rather increase the AI difficulty like I mentioned earlier than decrease the number of tricks like crawler upgrading I can do. | ||
Nightmarjoo
United States3359 Posts
I try to rush out 6 bases, then 6 formers, then recycling centers, rec commons, then on my best base (or a couple if I have really good land) work on secret projects, then on the other bases and following the projects I make the energy things, network nodes (virtual world is always my priority secret project), then I just make probes until I can make supply convoys. I scout with rover and foil probes as is possible and try to infiltrate every faction. When I get convoys I try to get every base 16-18 minerals, with one base in the low 20s. When I get the +3 mineral tech I turn the farm I have for every base into a condenser (every other square is a forest), and when every base has a children's creche I pop boom, and start to make more bases. Aside from a rover to prototype my weapons I have no military. When I'm happy with my convoy count I make synthemetal foil probes at coastal bases and my best armour rover probes at other bases. The latter don't do anything assuming I have infiltration with any neighbors-by-land until I have a real army and want to fight. When I get clean tech I switch all bases that aren't catching up with supply convoys to military production, which usually means clean missile rovers and infantry (and needlejets if I ended up with airpower before clean tech). Then I piss off my neighbor with probes, and when they declare war I push with everything, using the armoured probes to defend my forward rovers while the infantry catch up. One frequent problem is the person I want/need to go to war with the most frequently gets the Hunter Seeker Algorithm before I can attack, rendering my probes useless. That means I can't remove perimeter defenses, so my army's strength is greatly diminished. I found that not setting any social options until I want to pop boom results in me living longer, as unless I'm Miriam (in which case every single faction I meet declares war instantly for some reason...) no one declares war on me when I use default options. I can sometimes win my first war (usually if my target is fighting one or more other factions at the same time), but after that I'm completely boxed in by land and sea and can't expand, in addition to having an inferior military anyway. It seems like my problem is from having too few bases, but I either don't know when I can afford the drones and can make the bases, or I literally don't have a place to make them because I got boxed in especially early. I usually can't get very many secret projects because I just don't have the prerequisite techs in time to compete with the ai. If I'm really lucky I can get virtual world, human genome project, merchant exchange, and the bases-start-at-3-project. That's usually about it until a hundred turns later or so, when I can get some of the reject mid-tech projects. I never get the weather project. I can sometimes get maritime. Is there anything blatantly bad about what I'm doing? Or is it just a matter of little things accumulating over the course of the game? edit: Got pissed off and tried something completely different, and it accidentally is working so far. I went for industrial automation asap (before formers even, so it was pretty suboptimal), then centauri ecology, then beelined for airpower. Santiago had immediately declared war one me (Zakharov) but wasn't near enough to do anything about it. My neighbor Miriam, who had already conquered Morgan and all but 2 of Lal's bases, broke the treaty and attacked with her laser/impact units. I rushed my missile rover prototype and started making missile rovers and needlejets and crushed her. It took a long time to actually conquer her because her empire stretched a great distance, sprawling from the west of to me in a great arc north of me to the east of me, and had no roads. I truced with Santiago with 0 bloodshed, and am now building up my very neglected bases. The only facilities I made were rec commons (and late, I had to take a worker off production for a while because I didn't even research social psych) and recycling centers. I didn't even try to make any secret projects, but had the great fortune to capture the Virtual World from Miriam. I suspect I'll be at war with Deirdre sometime soon because she's my neighbor and kind of surrounds me from the south and east, but she randomly gave me some chaos rovers (I don't even have superstring theory yet), to fight Miriam I guess, even though we only have a Treaty. When I finish the formers and some basic facilities in my conquered territories I'll pop boom everything and should be in a pretty good position. | ||
Warmonger
United States69 Posts
Lets assume Zhak for the rest of this post since you mentioned having some luck with him; he is, imo, the easiest beginner faction (although Deirdre is close) and against the AI on Transcend his weaknesses actually aren't that big of a deal. First, techs: assuming a standard map, you should have Industrial Automation (crawlers) & Centauri Ecology (formers) by 2112ish (larger maps may require a few more turns, smaller maps a few fewer). If enemies are close you can easily switch to get Nonlinear Math (4 attack) & Doc: Mobility (speeders) instead (or get them after the beeline if possible) and get them to submit quickly. Second, facilities: it sounds like you may be getting base facilities too soon. Rec Tanks aren't a bad early investment but anything more than that is a waste until you want to start pop booming (and I wouldn't build *any* facilities until all of the early game Secret Projects were off the table). Rec Tanks have the side effect of growing your base faster which can be troublesome if you are having drone issues. Each Rec Commons requires 1 maintenance per turn and they aren't needed until your bases start growing - Zhak has more drones late game, but early game he is the same as everyone else: under your first bureaucracy cap you get one free worker and the rest are drones. In the early game (until ~MY2140-60 when you are getting ready to pop-boom or you built PTS, VW, or HGP) your bases should never grow beyond size 2, and the majority of the time they should stay at size 1 (the only time this won't be the case is a nut special square within the base radius, and a doctor will stabilize the base at size 3 with only 1 worker wasted the turn before the base grows). You manage this by timing Colony Pods to remove population just as the base grows and by adding a garrison/doctor the turn before the base grows. Once you can do this well you can start expanding to your second bureaucracy limit sooner (which is ideal), but if you don't feel comfortable with that, 6 bases will work fine early game. Third, post-SP: Alright it is roughly MY2160 and all the early game SP are gone or nearly gone. If you choose to forgo a few that is fine but as UoP I recommend at least trying for VW, WP & HGP/PTS. (Depending on how many bases you want to make: HGP is your friend for fewer, large bases while PTS is better for massive empire with small bases. That said both are great so getting them all can definitely be worth it.) Each of your bases is ~16min/turn and you are close (or already have) Gene Splicing and you are getting ready to either lift the other resource restrictions (Ecological Engineering & Environmental Economics) or getting ready to mess someone up (Doc: Air Power). - If you are going the peaceful route you need to start building the facilities necessary to pop boom (Children's Creche, Rec Tanks, Rec Commons, Hab Complex, Holo Theaters in roughly that order, don't build drone controlling facilities until you need them). Note you don't need all of those facilities to start booming and if you secured VW you can start booming with just Creches and crawled farms. (Once your city is large enough to pay for the Tree Farm's 3 maintenance without problem you can build them, so not until after you need the other facilities listed; they are not necessary at this point in the game if you have the nuts to via crawled farms/condensors.) After you are done with your facilities its time to start cranking out more pods or some military to expand your empire. - If you are going the offensive route, as soon as you have Synth Fossil Fuels (6 attack) start the proto on a speeder and in a few turns once Doc:Air finishes you can crank out 6-12 needlejets and a few more speeders. Take the army to your nearest enemies land and mess them up. If you hit this window no one has Aerospace Complexes or AAA defenders and they will be powerless to stop you. Remember needlejets cannot be attacked in the field without the SAM special ability so you can block enemy units using jets and ZOC. After you have forced a submissive pact it is time to read the paragraph above about pop-booming or take your military to the next enemy (until the AI has two of AAA defenders, Perimeter Defenses, or Aerospace Complexes your needlejets will gain free kills every time they attack). It sounds like you are having trouble before or at this point so I won't go into anything latter unless you have specific questions, although I have thought about doing an exhibition game recently, so if you have a preference for what faction/strategy you would like to see I would gladly take suggestions. | ||
Nightmarjoo
United States3359 Posts
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xDaunt
United States17988 Posts
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