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Is there a good guide to Alpha Centauri?

Ovg

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I am playing smac again but I forgot so much. Is there like a good definitive guide that goes from bottoms up to explain all mechanics?

I know I'm a huge faggot and should have been playing civ and ac instead of some nuline rpgs. Please help me bros.
 

Malakal

Arcane
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Is there a need for a guide when playing SP? I don't remember AI being particularly challenging as an opponent...
 
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Rush terraformers and spam them (supply limit only costs minerals and you can make more minerals EZ). Understand terraforming (compare everything with just putting a forest there as a baseline). Either ICS to work tiles with your population or rush crawlers. That's about all there is to understand to really take off and destroy the AI even on transcend.

EDIT: Also, I'd recommend learning and playing on Stagnant Research option. A big problem with a lot of the guides and "meta" strategies is that they bypass most of the mechanics by specific teching strategies that lift restrictions before they even start to matter. This also makes war excessively easy since you can unlock counters to enemy units a few turns after they attack you and immediately rush buy defenses and destroy them. Stagnant research forces you to figure out and understand a lot more about the game and tradeoffs involved.
 
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EDIT: Also, I'd recommend learning and playing on Stagnant Research option. A big problem with a lot of the guides and "meta" strategies is that they bypass most of the mechanics by specific teching strategies that lift restrictions before they even start to matter. This also makes war excessively easy since you can unlock counters to enemy units a few turns after they attack you and immediately rush buy defenses and destroy them. Stagnant research forces you to figure out and understand a lot more about the game and tradeoffs involved.
Thought I was the only one who likes Stagnant Research. I just like to "enjoy" the technologies I have and appreciate the tech leaps, instead of getting tech so fast I barely use the options I get. I dislike when strategy games give me tech only for it to be obsoleted in a few turns.

SMAC feels like it needs a bigger fatter tech tree sometimes.
 
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Science can just scale up too easily the stronger you are as a player. It's a capitalist's wet dream of infinitely compounding returns every year. Production can't though, especially per-city production, which is what matters (100 cities worth of production still doesn't produce things sooner than 10 cities, just more, and if you are science-ing then lots of those projects are just facilities that contribute to science). Similarly things like terraforming and movement also can't really be done faster to keep up with science.

The fact that maximizing science also maximizes energy production, which is the one way to short-circuit these bottlenecks like production and movement (just rush a building or upgrade your military in the field) end up making maximum science strategies more dominant.

Also it's a lot less tempting to beeline certain technologies like crawlers or powerful wonders when it actually takes 15-30 turns to get there rather than 5. That leads to long gaps in your snowballing bumps which can leave you open to attack or just prove less useful than something that isn't ultimately as powerful but can provide an economic advantage in under 10 turns.
 

blamzooie

Educated
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Dec 18, 2013
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74
This guy seems to know everything there's to know about SMAC:
http://dos486.com/alpha/


Is there a need for a guide when playing SP? I don't remember AI being particularly challenging as an opponent...

If you play with AI mods, you may find it a lot more challenging. At least I did, although I'm rather casual. Thinker mod seems to be the most consensual atm: https://github.com/induktio/thinker/
A bit late to the thread but T-Hawk (dos486.com) is insane at SMAC and at old 4x games in general. It's sad that AC2 went down and we lost scads of old strategy discussions, but at least there's still other sites up with gems of wisdom.
 
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Well, might as well give a few more tips since I've also been playing AC recently. For reference I'm playing on Thinker (2nd hardest difficulty) with thinker mod and stagnant research and I feel I can comfortably win most games with a bit of effort.

- Most important secret project is Weather Paradigm. Both for unlocking terraforming options early (this doesn't matter much for non-stagnant research since you'd get them fairly quickly anyway), and for the terraforming speed (which ends up mattering more for non-stagnant research because terraforming speed is the main limitation on getting bases profitable and strong and you have less total turns to do so in a faster game). Boreholes go on mineral/energy resources obviously and especially the minerals are a huge speedup for later SPs. Condensors are important since they bypass the starting 2-food cap anywhere you put them, and with pops taking 2 food each they are the only way to get a food surplus that will grow and make up for working more mineral/energy heavy tiles. I used to run a lot more forests but nowadays I'm finding even more terraformers and more time-intensive terraforming with only a few forests works better. Forests still give you easy minerals anywhere, just get the food from farm+condensors, which you want next to each other so the condensors boost each other. I generally run about 2 formers per base, sometimes 3, and upgrade to rover formers eventually.

- Every base comes with 2 units of free upkeep, which is equivalent to 2 minerals that the units would have used elsewhere. Of course you'll fairly quickly want a single unit for policing, but that's still 1 free mineral per turn ontop of what the base provides. Pods are only 30 minerals so colonies are going to pay off quickly and you should pretty much always ICS to some extent. My standard "ideal" layout is:
Code:
CFFFCFFFC
FBFBFBFBF
FFCFFFCFF
FBFBFBFBF
CFFFCFFFC

C = Colony, B = Borehole, F = Food (though early game you don't need all this food so some forests work). Crawl Food ASAP, work the boreholes and have everyone else be specialists. This gives every base 5 food tiles and 2 borehole tiles to work once the entire "grid" is laid out, which is a strong level of profitability (all those specialists and 2 boreholes) while not having too much eco damage that you're suffering aliens popping up every turn. Always keep in mind that specialists unlock at 5 pop, your goal is to get there and cover those 5 drones then all future pops are specialists that nicely ignore drone problems. Ideally you got Human Genome project or something so 1 talent will balance out 1 drone every time base grows. Of course don't be obsessively strict about base layout, establish bases further out to secure frontiers and minerals/food/energy resources before planting bases that have nothing around and will take 30 former turns to make good. Only the boreholes will disrupt your layout if you move them so plan around that.

- Sea bases are generally kind of shit since it's hard to get enough minerals with them. Sea squares are good though since you can get 3 food/3 energy quite easily. Just make one sea former early and have them do the outskirts of all your coastal bases. If you explore early and find a sea mineral tile absolutely put a base there early then farm/solar the rest, it'll be mega profitable. Remember that the increased cost of a foil colony pod is offset by getting a free recycling tanks at the sea bases. Eventually you only want energy and you either get that by mass seaborne energy collectors or raising the land to the highest elevation and doing mass collectors/Echelon mirrors. Crawl it all to your capital (or where you have the merchant exchange, and move your capital there).

- War is always kind of the easy way to win. The AI doesn't understand beelining to offensive military tech and also doesn't understand either mass upgrading units as soon as you get tech or going full war economy and having all of your 10-20 bases going all-in on conquering units. On top of this, being warlike is kind of a good thing diplomatically. AIs seem to get "angry" at you and try to pick fights and demand shit when you have a weak military while when you're strong and conquering someone that they probably don't like they'll all like you and try to cozy up with you. Trying to stay in a corner, mind your own business, and eco your way to victory is ironically the best way to get into wars. There is a threshold where all the AIs start hating you again because they are afraid of you being too strong and being about to win the game but for the most part this is too little too late, and if you make friends (by beating up on their enemies) before hand they tend to stick with you for a long time with a minimal amount of bribery. I don't *like* going 100% military and winning games that way because I like building and eco management, so I try to strike a balance, but just know that if you go like 10% military 90% eco you're setting yourself up for failure.

-If you want to abuse capturing mind worms for early warfare, try to use them immediately. Your chance to capture new mind worms is based on your planet rating and how many you already have, so the faster you use them up the sooner you'll get new ones. If you don't want to fight then use them to patrol the fungus.
 
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