[Dear mods, I see succession games galore, full of amazing player descriptions and in their own threads separate from game discussion, but no threads for solo game narratives. I am hoping people are interested in following an SMAC game and that making a thread for this is acceptable, if it is not, feel free to let me know and close the thread.]
I play a lot of classic SMAC (Sid Meier's Alpha Centauri), usually just to relax as I eat or watch NASL. I usually play on Thinker, the second-highest difficulty, as Transcend/Deity is a little too stressful, and a big step up from Thinker as well. I've read a lot of solo game descriptions for Civ3 and Civ4 on Civ-based forums, but have never seen any for SMAC. Since the Alpha Centauri thread was recently necro'd, I've noticed quite a few people are familiar with this amazing game, and more than a few are unfamiliar with it, but interested in learning about it. So I'd like to chronicle my latest game for your entertainment. Feedback and questions are very welcome.
Note that I play on a Macbook Pro, hence the OSX bar in the screenshots. I have a very old copy of the game, and there is a Carbon frontend or whatever you call it available out there somewhere. Please do not discuss ways of getting the game here, other than pointing to this link, courtesy of deth2munkies. Take your discussion to the Alpha Centauri thread.
Settings are random map, standard size, standard rules, Thinker difficulty. I am choosing the University of Planet (affectionately "Uni"), as I have the second-fewest wins with them (Believers are dead last, for the curious).
Let's get to it.
MY2101
We land on the surface and establish University Base. We see a vibrant monsoon jungle to the NE, the best possible bonus landmark to have; we immediately send both our first scout and our colony pod to try and take territory. it's going to be a critical area to hold, as the a natural +1 nutrient in every square means that our bases will grow at a remarkable rate, with no effort on our part.
Plus, the only goodie pod in sight is to the NE.
MY2104
The pod gave us energy resources, normally only a decent boost. But the fact that it is on a monsoon square, and the fact that we are playing University makes it amazing. I immediately order our lone citizen to shift to that square.
MY2106
Our scout-colony pod duo reach a flat square in the monsoon jungle, where we establish a new base, Zoloto-Gold. Perfectly located on an isthmus, we will be able to move sea units through the city, conveniently linking the two oceans. Plus, the flat square is less useful when worked.
Just when I thought things had been going as well as could be expected, the pod to the east yields an alien artifact! Useful for either a free tech when connected to a Network Node, or rushing a Secret Project. As Uni, we have free network nodes at every base, so I immediately link it up for that free tech. While it may be more useful to hold on to it until more difficult to research technologies are within reach, I want to get our faction to get established quickly, and that requires an early tech lead.
MY2111
Uh oh. We bumped into a Spartan unity rover only a few squares further into the monsoon jungle. The Spartans are one of the strongest military factions, fielding highly trained, expensive units to slice through poor researchers like ourselves. Think dark templars slicing through drones.
I meet with "Colonel" Santiago, the Spartan leader. Our intelligence indicates that they are "anemic", incredibly weak, and that we are currently "unsurpassed" in strength. While this is encouraging, and will keep them begging for tech handouts instead of trying to bully us into giving up tech, I am sure that they could probably still give us serious problems with just that rover. We will need to make sure that we stay at least one conquer tech ahead of them.
Anyway, they give us rover tech in exchange for some base level techs. We elect not to give them another tech in exchange for their world map, since with our amazing luck energy-wise, we can be aloof and neglect finding other factions to trade with.
MY2116
We stumble across a Believing scout patrol in the jungle as well. I'm getting a bit worried, are there three of us this close together? And we're the only non-military faction? Sheesh. Anyway, Believers are also anemic, but I'm getting seriously worried about how close their HQs are. If they started as close to the jungle as we did, we may be in for a tough time. Unscouted marine-scv all-in tough. So I give them basic weapons (2 attack) for a copy of their maps, which shows that Sparta Command and New Jerusalem are actually somewhat distant.
Perfect, we should have enough time to grab the whole jungle. We don't bother signing a treaty, we both know that I am dominant right now and it will be up to Miriam to respond with either probe teams or straight up military force.
That's fine. I intend for her to fight Santiago anyway, and once they are fighting, they will have no forces to spare for this corner of the continent. Remind me to hang on to some techs to hand out, to keep them happy in the meantime.
Looking at the map again, one of their scouts must've gotten a pod that tapped a river in the middle of the jungle, too, so energy shouldn't be a problem for us at all. I'm feeling confident about this situation, especially since my scout patrols to the NW and south haven't come across any other factions.
The uranium flats to the south give +1 energy to each square, but are going to be firmly in Believing territory soon. Southward expansion will be at most a single buffer base to keep our headquarters a little safer.
MY2119
I rushed a colony pod out from Zoloto-Gold, and will rush another out from Uni HQ in a few turns, too. I hope to get by with a bare-bones defense for the time being, while jumping ahead in econ, Spanishiwa-style.
MY2124
I get a third base up. Mir Lab sits in the middle of the jungle, on the coast of the inland sea to the south. With the territory claim it gives, we should be able to hold the majority of this nutrient-rich super-imba area. I use the free minerals that each new base gets to start another colony pod.
HQ has finally finished its first colony pod. Since the scouts on the western border located monoliths from two of the goodie pods, I will want to set up two bases in that sector. Monoliths are used for instantly repairing military units, giving the unit a single morale upgrade in the process, but they are primarily important for the resources they give: 2-2-2 (that's 2 nutrients, 2 minerals, 2 energy), which is unrivaled for the first 100 turns, at least.
Lovely, we also got probe tech. This unlocks probe teams, which is good because we will need to build some to repel enemy probes, but also gives us an opportunity to rush for the Virtual World secret project (network nodes count as hologram theaters), one of the two projects that make Uni ridiculously powerful if they grab them (remember how we get a free node at each base? so yeah we'd get a free theater everywhere too). But we want that jungle so bad! Sun Tzu says land is the foundation of the state, and I doubt we can land grab and build the project AND defend ourselves from twin aggressors all at once. Haha, I feel spoiled and a little silly, I'm stressing about choosing between two ways to get ahead. Jungle, though, is the more stable choice. No one can build the jungle out from under us, after all.
MY2129
Fourth base up, this time in the west. Monitoring Station sits next to a monolith and two (!) energy bonuses), one on a rolling&rainy square (2nut 1 min). I have barely enough units to garrison each base, but hopefully our brilliant scientists will figure out the secrets for making synthmetal armor (2 def) soon. I glance at the stats, and it seems Santiago is ahead in tech. Sigh, the AI gets crazy bonuses sometimes. I only see one city so far though. Hm.
Then I see the Gaian city to their east, and it all starts to make sense. They must have beaten some explore tech out of the poor pacifist hippies. Oh well, at least it probably wasn't anything they can use to bolster their military.
Oh and I triggered an earthquake (from a pod) on Pholus Ridge (north-south mountain ridge, gives +1 energy/square), it's more a blob than a ridge now.
MY2130
Oh wow, I need to pay more attention. Growth-capped Morgan has highest population, not the Gaians?
MY2132
I decide to try talking to the Spartans. Turns out they already have particle impactors (4 attack), they offer it in exchange for probe tech. I decline, end up trading it for 25 credits. Not a smart trade, but I promise you, this land grab thing will pay off! I hope. Oh and I try to ask for the Gaian comm frequency, but no dice.
Since I already sat down at the comm, I ring up Miriam, of Believer infamy. She's pissed, and demands a base level tech. I decline, but her power is rated "sufficient" now... I may pay for this soon.
Oh gosh, both Hive and Morgan are climbing the power ranks. My tech lead is dwindling and I suppose power rating followed. I can't wait to face swarms of units and exceptionally well-funded probe teams. I hope they're far away, Hive especially will go after the nearest soft white belly. No pun intended (Uni is always colored white).
MY2133
A random alien artifact owned by Morgan shows up north of Monitoring Base, I go out to meet it with a scout. Hopefully I can steal it (undefended artifacts are up for grabs), but first he wants to talk.
He immediately tries to get a tier 2 tech for his measly 2 def basic tech. I pass, but try to buy it off him. He wants 100 energy for it! He must be the only one on the planet to have it, and he starts with it. Hm, that partially explains his power rating. Still, we sign a treaty for commerce purposes. He'll benefit from it more than I, but I don't want to lose a major city to a random mind control attempt.
On the eastern front, I put down a fifth base, Otkretia-Discovery, in the northern part of the jungle. I have also sent an undefended colony pod out toward the SE edge of the jungle. I don't like leaving colony pods undefended, but I haven't seen a mind worm in quite awhile, and the faster I finish setting up, the sooner I can start ramping up.
MY2134
I take the artifact from the Morganites. Going to use it for a free tech, hopefully something useful.
MY2135
I talk to some of the other faction leaders before linking the artifact. I get that 2 def tech from Morgan in exchange for another tier 1, such a change of heart on his part. Still no idea where he is, by the way. I manage to get Santiago to trade her 4 attack tech for sea tech, perfect. It also makes her very happy, for some reason. I also contact Miriam but all she does is demand, and she's asking for 4 attack tech! No way I am giving that to a military faction, it's more than worth a war (in which they won't have 4 attack, haha). She's truly angry at this point--must be entitlement issues--but she doesn't declare vendetta.
Diplomacy exhausted, using artifact. Artifact link gives us artillery tech, which at the moment is more interesting because of its bonus to base probe team morale. Still, overall a useless tech for our situation. At least it's out of the way now, and it puts us closer to the wondrous chaos gun tech (8 attack!).
Status check: This turn shot us way ahead. Our bar is long, theirs are short, and hey look at that, we're #1 in tech again. Let's hope it stays that way.
Haha, I remember this game from when I was a wee little nublet!
SMAC will always have a place in my heart. I was so young when I played it that I wouldn't want to play it without my dad because I was afraid of being attacked . I also felt sick when I played Zerg in BW because the animations of morphing buildings were just really nasty for my mind to want to watch
Now I'm old and disillusioned and desensitized to violence
I play this game about once or twice a year, and always find it enjoyable. I'm sorry to say i've never gotten particularly good at it, probably because I treat it somewhat like a game of the sims or whatever, where I want all the cool shiny stuff.
Anyway, nice write up. I'll be checking back soon.
I really want to install this game again after reading these threads.
I think you're really missing out on a lot of benefit by not making more workers. Just like in starcraft, the earlier you make workers, the more you benefit from them over the course of the game. For instance, let's say you rush a worker out on your first turn. 4 turns later, you have a forest and are earning a bit more from that one tile - for the rest of the game. Once you have a number of workers, you can terraform the land in just a few turns. So, the earlier you start, the better!
Also, roads and sensor towers are great for defence. With roads between bases, you can defend multiple bases with a single rover. If you're willing to make your cities closer together, even an infantry unit can cover 2 bases. If you make your road to your next city before settling it, your colony pod gets there a few turns earlier, meaning you start benefiting from the extra base sooner. If you put a sensor tower on the city location, it gets a permanent +25% combat bonus for your troops.
In this game, with good worker and supply vehicle use, even transcend difficulty can be mastered easily.
On June 14 2011 17:05 zylog wrote: I really want to install this game again after reading these threads.
I think you're really missing out on a lot of benefit by not making more workers. Just like in starcraft, the earlier you make workers, the more you benefit from them over the course of the game. For instance, let's say you rush a worker out on your first turn. 4 turns later, you have a forest and are earning a bit more from that one tile - for the rest of the game. Once you have a number of workers, you can terraform the land in just a few turns. So, the earlier you start, the better!
Also, roads and sensor towers are great for defence. With roads between bases, you can defend multiple bases with a single rover. If you're willing to make your cities closer together, even an infantry unit can cover 2 bases. If you make your road to your next city before settling it, your colony pod gets there a few turns earlier, meaning you start benefiting from the extra base sooner. If you put a sensor tower on the city location, it gets a permanent +25% combat bonus for your troops.
In this game, with good worker and supply vehicle use, even transcend difficulty can be mastered easily.
I knew someone was going to thrash me for the utter lack of formers. I'll try and justify it in this admittedly weird game.
First and foremost, most of my workable squares are already very good. since I don't yet have high explore tech, I am capped at a production level of two of each resource per square. Uni HQ is working a 2-1-0 and a 2-1-2, where the latter energy-unrestricted due to the bonus. I would get at most +1 resource there. Zoloto is working a 1-2-0 and a 2-0-2, but the first is a sea square so too difficult to improve for now. Here, a forest in the 2-0-2 would be huge, making it 2-2-3 and bliss in all forms. So yes, I could use a former there. Similar situation with Mir Lab, but I'm going to jump ahead and say that forests in the monsoon all give 2-2-1 and so are amazing. But compared to the normal versions of the squares, I already get a free farm due to monsoon, so I am more concerned about proper pop management, not letting any base get past size 2 so as to avoid drone riots. So I'm playing as though I have free farms, which many will disagree with. I hope to prove people wrong by holding the entire monsoon jungle and then sweep SE if my bases are ready to churn out chaos rovers, ETA 50 years (=turns).
The second reason is support. Formers are 20 min, easy to build compared to the colony pods (30? 40?), But every pod is a base square plus citizen working another square without support cost, in fact giving me 10 free mins and 2 more support. Every former is taking up a garrison or scout spot. Imagine my scout to the west was a former instead. I would be down two monoliths. Scout to the east? Down 50 energy and delayed contact with the neighbors. I have lost only ~5 min to support, and only left ~5 min of unused support across 35 turns. That's with building 4 colony pods plus about 4 scouts, say 160-200 min total, that's some efficient building. Oh and support is also an issue because I had no idea if/when Miriam and Santiago might attack. Having a few too many formers is just like having too many drones, and early game scouting is nearly impossible, not even speaking of "scouting" their decision to declare vendetta.
Third is a situational lack of need. Not only have the mind worms been strangely amiss (seen 3 in 35 turns), so sensor towers have felt unnecessary, the unique thing about land grab in the monsoon jungle is that you new bases are able to help build colony pods immediately, thanks to the nutrient bonus. This significantly reduces colony pod travel time. Each colony pod has only moved a max of 5 squares so far (fifth pod is halfway through a long trek but roads wouldn't be that far east yet anyway), so road savings would be about 3 turns of movement per pod, or 15ish turns including the fifth pod on its way SE. To cover the roughly 10 squares between cities, it would take 20 former turns (FT), plus about 5 turns build time per former. Best case, roads give me 15 turns for the pod movement, and take away 25 FT. While FTs are technically free once you have the former, keep in mind that the one or two turns faster that these bases each get up when beelining for lots o' pods means 2-1-2 extra from the base square alone, per turn earlier. I feel that these factors combined more than justifies late formers. I do feel it needs to be justified because it is so odd, however, and you definitely may end up being right.
Seriously though, you leave bases empty just because you have a unit that can reach it?! Mind worms will either sack your base or cost you a pop point and your precious node. I already feel undefended with one unit per base and i abhore sending out pods without military cover. Hmmm. You've won a game on transcend? Maybe I haven't tested this enough, but i figured losing my third base to worms once was enough testing. It feels like losing your hatchery to a 1 rax bunker pressure, it should never happen.
Hope to continue this evening. Cotemplating a switch to planned economy (-2 efficiency for +2 pop growth and +1 industry [build speed]), but efficiency will lower the number of bases we can build before unhappiness starts becoming a problem, and that is always an issue with Uni due to native unhappiness problems (1 unhappy citizen per 4 pop in a base, rounded down) Since we are going to have a lot of fast-growing cities, it would have to be a temporary choice anyway. It may be best to save the 26 energy credits.
I almost always play the game on transcend. It isn't that hard to beat it once you learn to exploit the game mechanics to the fullest. If you look in the other thread about alpha centauri I made a longish post with some tips that should let you dominate the AI. It is a couple posts after yours.
thnx for posting your game. Looks like a fun start and you're doin well w/ ICS strategy. Once you get a few crawlers out to rape some boreholes on those energy bonus squares Zak will be laughing!
Does "standard rules" allow you to chose your tech path? I forget, it's been awhile.
SMAC is a great game. Some of the units are a bit OP and the AI can be exploited, but its still one of the best in the civ series. I keep popping into civfanatics and hoping to see a GOTM w/ SMAC. There are GOTM w/ civ2,3,4,warlords,bts, and civ5, but nothing for SMAC. Someone seriously needs to get this ball rolling. I'm sure it would be a big hit. GOTM's are fun because even tho you play single player and on your own time, you still feel connected to everyone else when the final scores/saves are posted. Maybe you can post your MY2101 save file and we can start one here at TL.net! We should pester Petek at civfanatics.com to get involved in bridging the gap between the 2 fanbases too. TL.netters and civfanatics need to come together on this one. SMACOTM gogogogo!
... subscribed to your thread. look forward to reading more.
Great stuff man. I've played a ton of civilization 1,2,3 and 4 and some CTW but I have to admit I played very little Alpha Centauri. I might try to play some a bit later. Until then, I'll be waiting for the next updates of your game. ^^
This is post 2 of the game. [search for this sentence, changing the number as needed, if you are trying to only read game descriptions and not deal with the discussion.]
MY2138
I found our second western monolith city, Budushii Dvor, and our SE colony pod has made it to the river on the edge of the monsoon jungle to settle Koppernigk Observatory. I've also built our first former, and had it start linking the monolith-laden west to the eastern jungle with roads, as the monoliths may be my strongest production for awhile, but I will want the units to defend the jungle that we've worked so hard for. One more colony pod finished this turn, and I rush out two more for next turn. This should mark the end of the heavy colonization phase, and things should get more interesting soon. I'm starting to prototype foil (sea), 2 atk, and 2 def all on one unit (2-2-4sea), and starting a synthmetal garrison in Koppernigk Observatory, roughly timing it so that the prototype completion should allow the garrison to finish as though it were built normally (i.e. not 150% like normal prototypes). I'm also prototyping rovers and 4 atk on one unit at Uni HQ. These could be formers, but the sea exploration should pay for itself quickly, and having an impact rover will make Miriam think twice--or pray twice, whatever--before attacking.
MY2139
As expected, the Believers took the Uranium Flats. I wish years of radiation poisoning on them.
Looking over our faction again, I think Monitoring Station should built up some population to take advantage of those two energy bonuses. Since size three gets precarious, happiness-wise, I'm electing to built a Recreation Commons there to keep things stable. The NE section of the jungle has two rocky squares with mineral bonuses (= huge minerals, no restriction), so I am comfortable shifting military production duties to... two bases that I haven't even established yet. Sigh, that truce never felt more shaky.
MY2140
FINALLY. Every game, it is a toss-up between the Gaians and the Uni who will get the Secrets of the Human Brain tech first. It is a pivotal tech because it gives a free tech to the first faction to discover it. So we get the free tech, and move further into the lead. Poor Gaians, they're lagging behind and could've used the extra tech.
The free tech is Optical Computers, one of the only a handful of wondrous technologies in SMAC that give no benefit whatsoever. ... I guess it's out of the way now, though, and since it's required for later techs, it's not a complete waste, just extremely close.
Oh god, the rankings tell me the Gaians actually have the strongest military? What's going on?! I don't have contact with Deirdre so I don't know if she and Santiago are at war, so now I'm guessing they're all chummy and Deirdre still has all her captured mind worms intact. And now Miriam has highest population. Hm, I only see 6 pop points worth of bases from her, and I have 9 at the moment. So she's probably hiding two 2s. It can only be to the south, or east to the plateau (another +1 energy/sq landmark)...
Enough thinking, let's get on with it.
MY2141
ARGH. Gaian mind worm appears in the southern part of the jungle, two squares from Mir Lab. Does she have a pact with Santiago, how did she get here through Spartan territory? I change the Lab's production from formers to scout patrol, and rush production by 6 credits just to make sure I have it. Let's go out and meet her.
Well, she's unsurpassed, but she's been talking to Lal of the Peacekeepers. 40 credits is a lot this early, and I want to rush both prototypes soon, so let's decline. Note that she's anemic, we kind of guessed, but it's good to confirm. She then offers to give us her maps in exchange for a tier 2 (t2) tech. I counteroffer with a treaty plus the tech, trade is good and Deirdre tends to be a good little lady and stick to her word. I will trade the tech to everyone else this same turn, though, so that I dilute its value quickly (so she can't sell it off for much). I then sell her probe tech (which several people have, and the rest soon will too haha) for 25 credits. We hang up with her feeling ambivalent towards me.
I call up Morgan, sell him Deirdre's comm frequency for 20. I sell him the t2 tech that I gave Deirdre and move on.
Santiago wants to sell me Lal's frequency for 55, I laugh and politely pass. She tries to ask for that useless t3 tech we got for free, but I'm not handing her anything for free. I ask what tech she'd like to buy, she wants the t3 tech or artillery. I decline. I'm feeling adventurous though, and query what it would take for her to ally with me against the Believers.
She wants pretty much all my tech, three t2s and that useless t3. Now isn't the time to take this trade, since it provokes war between us and the Believers too, but it's tempting.
Finally I call Miriam, scourge that she is. She's at "potent" strength now, still demanding 4 atk tech. I decline, she tries to offer me maps for it. I decline and hang up. Useless conversation, I won't waste my time on her again.
Using our newfound bonanza of cash, I rush through our wonderful prototypes. Miriam will soon see that 4 atk tech, oh yes.
MY2142
OH GOOD LORD. Before our turn starts, Deirdre calls council election for planetary governor.
How she got everyone's comm, I don't know, but here we are, in a three-way election for governor (gives bonuses to trade, automatic infiltration in all factions). And it gets worse! Miriam has a four-faction bloc: Santiago, Deirdre, the Hive, and herself. That's 28 votes, we have 11 by ourselves. Miriam and Lal, voting for themselves, cannot be swayed.
Sigh. That means we need to remove at least the Hive (10 votes) from Miriam's USSR. Let's try to bribe him to vote for us.
He wants 4 atk tech, sea tech (t2) and the useless t3. ...how much do we want governorship? The trade bonus will be nice, and council gives everyone access to all comms, so we can sign more treaties afterwards. And information is the key in our war, I don't want to fight Miriam blind. But the Hive is tied for #2 right now, and 4 atk may cause him to roll straight through whoever is next door. Wait, is Morgan (other #2) next door? This is a risk we have to take (since we can't afford the 153 credit bribe option).
Awesome, I am governator.
Turn now starts, our prototypes pop, and hey we're #1 military.
A precarious position, probably only due to our being the only ones with a 4 atk unit out. Since Santiago has 4 atk tech (we got it from her) and her prototypes have no extra cost, I won't be surprised if we lose #1 in a few turns.
But Miriam... does she even has 2 def?
Looks like every base has scouts defending?? And she's building pods and formers.
I switch all production to impact rovers. We have maybe 25 turns to destroy her.
Before the turn finishes, I talk to the Hive. Yang immediately demands t2 tech from me, and I can tell he's serious. I still think he's really far away though, and I don't mind being at war with him because soon, everyone else will be too (his natural choices for gov/econ/social all cause conflict with others).
I then go talk to Lal, he sells me maps of Hive territory for a fair price. I trade tech with him, then sell him a few more. He's not doing so hot, I bet he's the one stuck with the Hive. We sign a treaty. I check the map...
...and yes, he's dealing with the Hive. If you check the minimap, too, you'll notice that they're both far away. I'm not concerned anymore.
I then turn around and try to sell off some more techs. Deirdre bites for two (1d2 damage?), plus her world map, Morgan for four (one of which is 2 atk tech haha), Santiago for three. That's a lot of cash, but impact rovers are expensive.
Here's the full Believing map (or as much as will fit on one screen).
This is our future territory.
Status check: Here is our base operations summary.
It would be more impressive if that last former were also an impact rover. Oh well.
EDIT: took out duplicate screenshot, put correct one in.
On June 15 2011 03:38 zylog wrote: I almost always play the game on transcend. It isn't that hard to beat it once you learn to exploit the game mechanics to the fullest. If you look in the other thread about alpha centauri I made a longish post with some tips that should let you dominate the AI. It is a couple posts after yours.
Read through what I believe is the post you're referring to, but I feel like the only tip I didn't know is the supply crawler upgrade. I feel like that one is exploiting unintended game mechanics though. But I know pop booming, and I don't do it often enough. I think you're definitely a cut above my level if you throw these around as basic tips though, haha. Oh and the bonus resource restriction thing is always fun with Uni, you can borehole an energy resource and just crawl it for energy. I will definitely be crawling the rocky minerals in this current game.
ICS I love, clearly, though I believe the canon ICS is only the cities back-to-back (2 squares apart) version, the more spaced-out ones are called some variant of ICS? I also crawl things to oblivion and back in every game, since the AI never goes for cheap choppers to deny it.
I'd love to hear more input/criticism as I run through this game.
Does "standard rules" allow you to chose your tech path? I forget, it's been awhile.
Standard rules is blind tech. I left tech settings to discover, I love getting chaos guns before missile launchers, then plasma shard before fusion lasers. Plus, HSA and VW are both discover techs, and the sooner we get the option for those as Uni, the more fun this game will be!
Just a quick post to let you know I'm watching this and it is awesome and nostalgtastic, although I realize now I probably spent as much time playing around with modding the .ini files as I did playing this game. There was some hilarious hidden stuff programmed in, especially in terms of the unit creator.
And as a small note towards your posts, direct link to the image files on imgur. They don't mind and it saves us a click to expand the screenshots. Looking forward to more!