Civ VI, BE & Other News AAR: The Spartan Federation - Will to Power The Spartan Federation – New beginnings



Hello, welcome to my new AAR. This time we are playing as Santiago and The Spartan Federation. This game is played with Will to Power mod on v. 117. There were quite a few changes since my last AAR that was played on v. 43 (



The game is on Transcend difficulty, random small map with standard vanilla AC2 factions. Spartans have morale and police bonus, both very important in WTP. The mod has units starting with very green morale and morale upgrades are generally harder to acquire. There are also more techs so free prototyping is better bonus than in vanilla.







Sparta Command



Sparta Command module successfully landed after the Unity spaceship orbital disaster. There was no time for choosing the perfect location, but navigators managed to hit the land and what looked to be nearby radioactive field.







Landing module is packed with extra colony pod and two formers that will help initial colonists. First task of the trained Spartans is to scout the surrounding of the new world. There's no telling what could be found – Earth's technology could not scan the plan and due to unfortunate circumstances there was no time to get planet scans from Unity.



Sparta has the good rainy river field nearby where colonist can gather food and start power supply. Colony pod is moved to radioactive field to establish new outpost base – Santiago immediately wanted to get the foothold there as radioactive materials meant one thing – powerful weaponry!







As soon as they left the base Scouts find mysterious artifact. It seems to be definitely artificial, almost like some kind of alien technology tightly packed in its strange case. There doesn't seem to be obvious way to open or use the thing. Santiago orders the scientist to lock the thing until they are sure its not some kind of Trojan package. Scouting continues – from now on Scouts are on high alert due to possible contacts with alien races.



First contact



And it happens soon after. Scouts found Unity pod that should have contained useful equipment of some kind, but instead they were attacked! [...] Hello, welcome to my new AAR. This time we are playing as Santiago and The Spartan Federation. This game is played with Will to Power mod on v. 117. There were quite a few changes since my last AAR that was played on v. 43 ( http://alphacentauri2.info/index.php?topic=21438.0 ) so i expect to see quite a few new things. Gonna make this one simpler and shorter – and hopefully fun as well. I am playing mostly blind, I read some change logs, but didn't play a game in a while.The game is on Transcend difficulty, random small map with standard vanilla AC2 factions. Spartans have morale and police bonus, both very important in WTP. The mod has units starting with very green morale and morale upgrades are generally harder to acquire. There are also more techs so free prototyping is better bonus than in vanilla.Sparta Command module successfully landed after the Unity spaceship orbital disaster. There was no time for choosing the perfect location, but navigators managed to hit the land and what looked to be nearby radioactive field.Landing module is packed with extra colony pod and two formers that will help initial colonists. First task of the trained Spartans is to scout the surrounding of the new world. There's no telling what could be found – Earth's technology could not scan the plan and due to unfortunate circumstances there was no time to get planet scans from Unity.Sparta has the good rainy river field nearby where colonist can gather food and start power supply. Colony pod is moved to radioactive field to establish new outpost base – Santiago immediately wanted to get the foothold there as radioactive materials meant one thing – powerful weaponry!As soon as they left the base Scouts find mysterious artifact. It seems to be definitely artificial, almost like some kind of alien technology tightly packed in its strange case. There doesn't seem to be obvious way to open or use the thing. Santiago orders the scientist to lock the thing until they are sure its not some kind of Trojan package. Scouting continues – from now on Scouts are on high alert due to possible contacts with alien races.And it happens soon after. Scouts found Unity pod that should have contained useful equipment of some kind, but instead they were attacked! Read more AAR: The Spartan Federation - Will to Power Posted by: lolada, August 29, 2020, 11:31:29 AM Replies: 24

Board: After Action Reports Views: 370 The Spartan Federation – New beginnings



Hello, welcome to my new AAR. This time we are playing as Santiago and The Spartan Federation. This game is played with Will to Power mod on v. 117. There were quite a few changes since my last AAR that was played on v. 43 (http://alphacentauri2.info/index.php?topic=21438.0) so i expect to see quite a few new things. Gonna make this one simpler and shorter – and hopefully fun as well. I am playing mostly blind, I read some change logs, but didn't play a game in a while.



The game is on Transcend difficulty, random small map with standard vanilla AC2 factions. Spartans have morale and police bonus, both very important in WTP. The mod has units starting with very green morale and morale upgrades are generally harder to acquire. There are also more techs so free prototyping is better bonus than in vanilla.







Sparta Command



Sparta Command module successfully landed after the Unity spaceship orbital disaster. There was no time for choosing the perfect location, but navigators managed to hit the land and what looked to be nearby radioactive field.







Landing module is packed with extra colony pod and two formers that will help initial colonists. First task of the trained Spartans is to scout the surrounding of the new world. There's no telling what could be found – Earth's technology could not scan the plan and due to unfortunate circumstances there was no time to get planet scans from Unity.



Sparta has the good rainy river field nearby where colonist can gather food and start power supply. Colony pod is moved to radioactive field to establish new outpost base – Santiago immediately wanted to get the foothold there as radioactive materials meant one thing – powerful weaponry!







As soon as they left the base Scouts find mysterious artifact. It seems to be definitely artificial, almost like some kind of alien technology tightly packed in its strange case. There doesn't seem to be obvious way to open or use the thing. Santiago orders the scientist to lock the thing until they are sure its not some kind of Trojan package. Scouting continues – from now on Scouts are on high alert due to possible contacts with alien races.



First contact



And it happens soon after. Scouts found Unity pod that should have contained useful equipment of some kind, but instead they were attacked!







Some kind of alien creature launched weird projectiles from nearby slime field. Scout retaliated in killed the creature in fire fight – good that Spartans put the highest emphasis on military trainings. They are survivalist after all. Spartans also notice that earth bases and machines seem to attract alien creatures, new attacks are to be expected.



Scout rovers



Sparta Command trained new scout defender to bolster its defenses and started working on mobile Scout rover. The technology and design were preserved from Unity as a symbol of faction strength.







Formers finished the farm on nearby hill field, but it doesn't appear to significantly improve food yield. A small setback, it looks like this planet, now called Chiron, works a bit differently than earth. Not a total surprise.. there's more to learn about new planet's climate.



Fort Survivalist base is settled on the coast in nearby radioactive field. It appears to be mostly Uranium; the area will be great energy source. Fort was established on the coast of what seems to be large ocean. It was a strategic decision as Sparta Command does not have immediate ocean access. Another factor was unknown surroundings as colony pod was unprotected and alien creatures seem to be abundant.







Technology development





In M.Y. 2106. new bases were finally settled sufficiently to be able to organize first serious science and engineering projects. Spartans focused on their strength, putting the money into science of weaponry.







Scouts uncover a new Unity colony pod – this one contained comm link to Sister Miriam of the Believers. Santiago contacts Miriam and she starts her long introduction and turns it into scripture babble at which moment Santiago interrupts her and cuts to the real deals. Believers might be misguided, but they are certainly crafty and capable people and Santiago uses the opportunity to trade for their Recreation Commons facilities. It was fitting in a kind as religious people tend to care and comfort the weak, they already found a good way to turn claustrophobic bases on alien planets into more habitable surroundings.







Santiago was not really that interested in comfort, but soldiers need to get some rest after hard trainings and there are civilians out there also – one cannot function otherwise. Miriam also wanted to trade her maps.







Believers were situated to the east on almost certainly small continent. Santiago started to believe Chiron is actually mostly ocean world, land near Sparta looks to be completely cut off by the ocean from the north side and the base located in the southern hemisphere. Another interesting feature of the maps were two large alien monolith structures.



In following years Spartans develop three important technologies. New Laser weaponry in 2109, Particle Weapons in 2113 and Biology Labs in 2119. This chain of event boosted their understanding of alien planet and creatures and created foundations for strong military faction.







Chironquake !?



An unusual disturbing earthquake turns out to be quite convenient to Spartans. When scouts activated unity pod in the east something triggered the earthquake and land significantly rose in short period of time. There doesn't seem to be nearby volcano on the surface, though down below its safe to assume there is huge lava pool. Its also weird that earthquake coincided with Unity pod discovery in time and location, that should be unnatural, or one in a billion chance hit. It was impossible to tell. Whatever the case, Spartans got a new patch of land and their continent was now significantly larger than what Believers had.







Sparta Command retools its production to Colony pod, there doesn't seem to be great use for scout rover at current time due to terrain configuration. Scouts can handle defense for now.







Chiarman Yang and The Hive



Santiago contacts The Hive leader Chairman Yang via new comm link found from Unity pod. Chairman is mostly unpleasant person to deal with. He was not interested in small talk as he already looked to be in conflict with Deirdre and the Gaians as he requested that we join him in the fight against them. Then he asked for Laser weaponry technology – which Santiago flatly refused.







Santiago thought of Yang as madman and there was no way that she would supply him with arms to crush the Gaians. Then Yang of course was not interested in providing Gaians comm link frequencies back; he would for weaponry, but that was out of question. A tough start with The Hive, he is certainly not a friend. Miriam proved to be much more pleasant to deal with and Santiago turns to her again.



Doctrine: Flexibility



Miriam was in good mood, she liked Spartan's weapons. Believers put the god on first place, weapons in second; Santiago respected them for that at least somewhat, even if they mixed up priorities. They were dangerous to be given weapons as well, but obsolete once were acceptable and Miriam accepted the deal.







Spartans third base, Assassin's Redoubt, proceeded to build first Spartan's gunship on Chiron. The base was settled from Chiron built colony pod in Sparta Command and settled near nutrient resources found by yet another Unity pod.







Unity pods proved to be quite helpful so far and more seem to be in surrounding oceans. They also turned out to be dangerous as they attracted aliens. Spartans had a few more alien clashes including first real casualties on one occasion. Slime terrain, named fungus now, was amplifying alien powers, something to care about in the future.



It was on location of Assassin's Redoubt where alien creatures drew the first blood, but that sacrifice helped secure the location for new settlement.











Hello, welcome to my new AAR. This time we are playing as Santiago and The Spartan Federation. This game is played with Will to Power mod on v. 117. There were quite a few changes since my last AAR that was played on v. 43 (http://alphacentauri2.info/index.php?topic=21438.0) so i expect to see quite a few new things. Gonna make this one simpler and shorter – and hopefully fun as well. I am playing mostly blind, I read some change logs, but didn't play a game in a while.The game is on Transcend difficulty, random small map with standard vanilla AC2 factions. Spartans have morale and police bonus, both very important in WTP. The mod has units starting with very green morale and morale upgrades are generally harder to acquire. There are also more techs so free prototyping is better bonus than in vanilla.Sparta Command module successfully landed after the Unity spaceship orbital disaster. There was no time for choosing the perfect location, but navigators managed to hit the land and what looked to be nearby radioactive field.Landing module is packed with extra colony pod and two formers that will help initial colonists. First task of the trained Spartans is to scout the surrounding of the new world. There's no telling what could be found – Earth's technology could not scan the plan and due to unfortunate circumstances there was no time to get planet scans from Unity.Sparta has the good rainy river field nearby where colonist can gather food and start power supply. Colony pod is moved to radioactive field to establish new outpost base – Santiago immediately wanted to get the foothold there as radioactive materials meant one thing – powerful weaponry!As soon as they left the base Scouts find mysterious artifact. It seems to be definitely artificial, almost like some kind of alien technology tightly packed in its strange case. There doesn't seem to be obvious way to open or use the thing. Santiago orders the scientist to lock the thing until they are sure its not some kind of Trojan package. Scouting continues – from now on Scouts are on high alert due to possible contacts with alien races.And it happens soon after. Scouts found Unity pod that should have contained useful equipment of some kind, but instead they were attacked!Some kind of alien creature launched weird projectiles from nearby slime field. Scout retaliated in killed the creature in fire fight – good that Spartans put the highest emphasis on military trainings. They are survivalist after all. Spartans also notice that earth bases and machines seem to attract alien creatures, new attacks are to be expected.Sparta Command trained new scout defender to bolster its defenses and started working on mobile Scout rover. The technology and design were preserved from Unity as a symbol of faction strength.Formers finished the farm on nearby hill field, but it doesn't appear to significantly improve food yield. A small setback, it looks like this planet, now called Chiron, works a bit differently than earth. Not a total surprise.. there's more to learn about new planet's climate.Fort Survivalist base is settled on the coast in nearby radioactive field. It appears to be mostly Uranium; the area will be great energy source. Fort was established on the coast of what seems to be large ocean. It was a strategic decision as Sparta Command does not have immediate ocean access. Another factor was unknown surroundings as colony pod was unprotected and alien creatures seem to be abundant.In M.Y. 2106. new bases were finally settled sufficiently to be able to organize first serious science and engineering projects. Spartans focused on their strength, putting the money into science of weaponry.Scouts uncover a new Unity colony pod – this one contained comm link to Sister Miriam of the Believers. Santiago contacts Miriam and she starts her long introduction and turns it into scripture babble at which moment Santiago interrupts her and cuts to the real deals. Believers might be misguided, but they are certainly crafty and capable people and Santiago uses the opportunity to trade for their Recreation Commons facilities. It was fitting in a kind as religious people tend to care and comfort the weak, they already found a good way to turn claustrophobic bases on alien planets into more habitable surroundings.Santiago was not really that interested in comfort, but soldiers need to get some rest after hard trainings and there are civilians out there also – one cannot function otherwise. Miriam also wanted to trade her maps.Believers were situated to the east on almost certainly small continent. Santiago started to believe Chiron is actually mostly ocean world, land near Sparta looks to be completely cut off by the ocean from the north side and the base located in the southern hemisphere. Another interesting feature of the maps were two large alien monolith structures.In following years Spartans develop three important technologies. New Laser weaponry in 2109, Particle Weapons in 2113 and Biology Labs in 2119. This chain of event boosted their understanding of alien planet and creatures and created foundations for strong military faction.An unusual disturbing earthquake turns out to be quite convenient to Spartans. When scouts activated unity pod in the east something triggered the earthquake and land significantly rose in short period of time. There doesn't seem to be nearby volcano on the surface, though down below its safe to assume there is huge lava pool. Its also weird that earthquake coincided with Unity pod discovery in time and location, that should be unnatural, or one in a billion chance hit. It was impossible to tell. Whatever the case, Spartans got a new patch of land and their continent was now significantly larger than what Believers had.Sparta Command retools its production to Colony pod, there doesn't seem to be great use for scout rover at current time due to terrain configuration. Scouts can handle defense for now.Santiago contacts The Hive leader Chairman Yang via new comm link found from Unity pod. Chairman is mostly unpleasant person to deal with. He was not interested in small talk as he already looked to be in conflict with Deirdre and the Gaians as he requested that we join him in the fight against them. Then he asked for Laser weaponry technology – which Santiago flatly refused.Santiago thought of Yang as madman and there was no way that she would supply him with arms to crush the Gaians. Then Yang of course was not interested in providing Gaians comm link frequencies back; he would for weaponry, but that was out of question. A tough start with The Hive, he is certainly not a friend. Miriam proved to be much more pleasant to deal with and Santiago turns to her again.Miriam was in good mood, she liked Spartan's weapons. Believers put the god on first place, weapons in second; Santiago respected them for that at least somewhat, even if they mixed up priorities. They were dangerous to be given weapons as well, but obsolete once were acceptable and Miriam accepted the deal.Spartans third base, Assassin's Redoubt, proceeded to build first Spartan's gunship on Chiron. The base was settled from Chiron built colony pod in Sparta Command and settled near nutrient resources found by yet another Unity pod.Unity pods proved to be quite helpful so far and more seem to be in surrounding oceans. They also turned out to be dangerous as they attracted aliens. Spartans had a few more alien clashes including first real casualties on one occasion. Slime terrain, named fungus now, was amplifying alien powers, something to care about in the future.It was on location of Assassin's Redoubt where alien creatures drew the first blood, but that sacrifice helped secure the location for new settlement. Money and the Will to Power: A Game of Economic Imperialism [PBEM]



While Thinker focuses on improving AI and providing configuration options, Will to Power makes an effort to completely rework the game in order to patch exploits and finally bring about True BalanceTM on Alpha Centauri. Among its many changes, and likely the most significant, is that combat is now weighted more strongly in favour of the defender, with huge bonuses to base defense and fighting on one’s own territory. Any war between factions is destined to be a protracted, drawn-out affair, defined by attrition and won atop a hill of mangled corpses and broken rovers.



So of course, we’re going to completely ignore all of that and instead wage war using purely economic means.



For as we all know, money is power…







This is a PBEM game played between myself and Nevill, using version 69 66 of the Will to Power mod. The exact rules have yet to be fully determined, since we were keen to get the game off the ground while it was the weekend and we could squeeze a good number of turns in, but essentially they amount to:

Don’t attack the AI, and definitely don’t capture their bases. Self-defence is, of course, permitted.

Don’t attack each other’s core territory, the exact extent of which will be subject to negotiation and the facts on the ground.

Game Settings

Difficulty: Transcend.

Map: Standard, Random.



Players

Tayta: Peacekeeping Forces.

Code: [Select] Starting tech: Applied Physics.

-1 EFFIC

-1 POLICE

+1 talent per 4 citizens

+2 standard population limit

x2 votes in Planetary Council elections

Pro-Democratic, Anti-Police State.



Nevill: Gaia’s Stepdaughters.

Code: [Select] Starting tech: Centauri Ecology.

+1 EFFIC

-2 MORALE

-1 POLICE

+1 PLANET

+1 nutrients from fungus

Pro-Green, Anti-Free Market.



Two peace-loving factions going head-to-head. Who will prevail in this contest of economic might? Find out as the game unfolds! The Will to Power is a new mod to emerge from the recent upswing in modding activity for SMAC, itself an offshoot of the revolutionary Thinker Mod . While these two mods might have their differences, both have incorporated and built off each other’s features, and it’s very encouraging to see new innovations being made for this venerable game. I certainly look forward to seeing what else modders come up with in the years ahead.While Thinker focuses on improving AI and providing configuration options, Will to Power makes an effort to completely rework the game in order to patch exploits and finally bring about True Balanceon Alpha Centauri. Among its many changes, and likely the most significant, is that combat is now weighted more strongly in favour of the defender, with huge bonuses to base defense and fighting on one’s own territory. Any war between factions is destined to be a protracted, drawn-out affair, defined by attrition and won atop a hill of mangled corpses and broken rovers.So of course, we’re going to completely ignore all of that and instead wage war using purely economic means.For as we all know, money is power…This is a PBEM game played between myself and Nevill, using version66 of the Will to Power mod. The exact rules have yet to be fully determined, since we were keen to get the game off the ground while it was the weekend and we could squeeze a good number of turns in, but essentially they amount to:Difficulty: Transcend.Map: Standard, Random.: Peacekeeping Forces.: Gaia’s Stepdaughters.Two peace-loving factions going head-to-head. Who will prevail in this contest of economic might? Find out as the game unfolds! Read more Money and the Will to Power: A Game of Economic Imperialism [PBEM] Posted by: Tayta Malikai, June 29, 2020, 10:05:06 AM Replies: 57

Board: After Action Reports Views: 1384 The Will to Power is a new mod to emerge from the recent upswing in modding activity for SMAC, itself an offshoot of the revolutionary Thinker Mod. While these two mods might have their differences, both have incorporated and built off each other’s features, and it’s very encouraging to see new innovations being made for this venerable game. I certainly look forward to seeing what else modders come up with in the years ahead.



While Thinker focuses on improving AI and providing configuration options, Will to Power makes an effort to completely rework the game in order to patch exploits and finally bring about True BalanceTM on Alpha Centauri. Among its many changes, and likely the most significant, is that combat is now weighted more strongly in favour of the defender, with huge bonuses to base defense and fighting on one’s own territory. Any war between factions is destined to be a protracted, drawn-out affair, defined by attrition and won atop a hill of mangled corpses and broken rovers.



So of course, we’re going to completely ignore all of that and instead wage war using purely economic means.



For as we all know, money is power…







This is a PBEM game played between myself and Nevill, using version 69 66 of the Will to Power mod. The exact rules have yet to be fully determined, since we were keen to get the game off the ground while it was the weekend and we could squeeze a good number of turns in, but essentially they amount to:

Don’t attack the AI, and definitely don’t capture their bases. Self-defence is, of course, permitted.

Don’t attack each other’s core territory, the exact extent of which will be subject to negotiation and the facts on the ground.

Game Settings

Difficulty: Transcend.

Map: Standard, Random.



Players

Tayta: Peacekeeping Forces.

Code: [Select] Starting tech: Applied Physics.

-1 EFFIC

-1 POLICE

+1 talent per 4 citizens

+2 standard population limit

x2 votes in Planetary Council elections

Pro-Democratic, Anti-Police State.



Nevill: Gaia’s Stepdaughters.

Code: [Select] Starting tech: Centauri Ecology.

+1 EFFIC

-2 MORALE

-1 POLICE

+1 PLANET

+1 nutrients from fungus

Pro-Green, Anti-Free Market.



Two peace-loving factions going head-to-head. Who will prevail in this contest of economic might? Find out as the game unfolds! The Will to Power is a new mod to emerge from the recent upswing in modding activity for SMAC, itself an offshoot of the revolutionary Thinker Mod. While these two mods might have their differences, both have incorporated and built off each other’s features, and it’s very encouraging to see new innovations being made for this venerable game. I certainly look forward to seeing what else modders come up with in the years ahead.While Thinker focuses on improving AI and providing configuration options, Will to Power makes an effort to completely rework the game in order to patch exploits and finally bring about True Balanceon Alpha Centauri. Among its many changes, and likely the most significant, is that combat is now weighted more strongly in favour of the defender, with huge bonuses to base defense and fighting on one’s own territory. Any war between factions is destined to be a protracted, drawn-out affair, defined by attrition and won atop a hill of mangled corpses and broken rovers.So of course, we’re going to completely ignore all of that and instead wage war using purely economic means.For as we all know, money is power…This is a PBEM game played between myself and Nevill, using version66 of the Will to Power mod. The exact rules have yet to be fully determined, since we were keen to get the game off the ground while it was the weekend and we could squeeze a good number of turns in, but essentially they amount to:Difficulty: Transcend.Map: Standard, Random.: Peacekeeping Forces.: Gaia’s Stepdaughters.Two peace-loving factions going head-to-head. Who will prevail in this contest of economic might? Find out as the game unfolds! AAR: Cha Dawn and The Cult of Planet - Will to power Cha Dawn and The Cult of Planet - Will to power



This game is played with Will to power mod with integrated Thinker AI mod and PRACX graphics mod. AI is much improved and WTP mod introduces many balance changes, that in general make stomping AI quite harder. Secret projects are more expensive, terraforming is different, forests nerfed, fungus buffed, rushing changed, weapons and armors rebalanced as well as social engineering policies. Combat is a lot different both conventional and PSI variants, mainly the defender is given 50% edge in own territory and base has 50% instead of 25% bonus defense. I've already played two games with the mod, with Deirdre and Miriam vs. original factions so i got a bit of feeling how the mod is working. Its my fifth or sixth game with improved AI mod.



This game I randomed every faction including my own. Difficulty is set to Transcend - so maximum there. Even though AI is quite tough, especially early, it feels like on higher difficulties AI will in general anyway fall behind player by late-game - at which point it is possible to build every secret project and then game quickly becomes a breeze (and boring).

Tech is set to blind research, i like to role-play a bit and it feels quite unique concept for Alpha Centauri. I'll leave default focus tech of any faction I got – role-play again. Slower tech research set - as its going quick anyway on this difficulty, no pods scattering. Other than that everything is set to middle value – planet size is standard, to avoid too much micro.



So let’s start, hope you enjoy, i am certainly enjoying playing and writing this.



"Mankind has been blind for thousands of years-for all of its history. We have come to a place whose wonders are a hundred-fold more amazing than anything on Earth. Around us is clear evidence of the will of a higher power. I bring the Vision to the blind eyes of men. I bring the Word to the deaf ears of men. I will make them see it. I will make them hear it." -- Prophet Cha Dawn, "Planet Rising"







Cha Dawn came to power when terrible mindworm creatures overran first human colony on Chiron. Seeing his parents die little frail kid with sheer power of his mind somehow stopped and controlled the creature. With colonist unable [...] This game is played with Will to power mod with integrated Thinker AI mod and PRACX graphics mod. AI is much improved and WTP mod introduces many balance changes, that in general make stomping AI quite harder. Secret projects are more expensive, terraforming is different, forests nerfed, fungus buffed, rushing changed, weapons and armors rebalanced as well as social engineering policies. Combat is a lot different both conventional and PSI variants, mainly the defender is given 50% edge in own territory and base has 50% instead of 25% bonus defense. I've already played two games with the mod, with Deirdre and Miriam vs. original factions so i got a bit of feeling how the mod is working. Its my fifth or sixth game with improved AI mod.This game I randomed every faction including my own. Difficulty is set to Transcend - so maximum there. Even though AI is quite tough, especially early, it feels like on higher difficulties AI will in general anyway fall behind player by late-game - at which point it is possible to build every secret project and then game quickly becomes a breeze (and boring).Tech is set to blind research, i like to role-play a bit and it feels quite unique concept for Alpha Centauri. I'll leave default focus tech of any faction I got – role-play again. Slower tech research set - as its going quick anyway on this difficulty, no pods scattering. Other than that everything is set to middle value – planet size is standard, to avoid too much micro.So let’s start, hope you enjoy, i am certainly enjoying playing and writing this."Mankind has been blind for thousands of years-for all of its history. We have come to a place whose wonders are a hundred-fold more amazing than anything on Earth. Around us is clear evidence of the will of a higher power. I bring the Vision to the blind eyes of men. I bring the Word to the deaf ears of men. I will make them see it. I will make them hear it." -- Prophet Cha Dawn, "Planet Rising"Cha Dawn came to power when terrible mindworm creatures overran first human colony on Chiron. Seeing his parents die little frail kid with sheer power of his mind somehow stopped and controlled the creature. With colonist unable Read more AAR: Cha Dawn and The Cult of Planet - Will to power Posted by: lolada, April 29, 2020, 09:05:25 PM Replies: 74

Board: After Action Reports Views: 2813 Cha Dawn and The Cult of Planet - Will to power



This game is played with Will to power mod with integrated Thinker AI mod and PRACX graphics mod. AI is much improved and WTP mod introduces many balance changes, that in general make stomping AI quite harder. Secret projects are more expensive, terraforming is different, forests nerfed, fungus buffed, rushing changed, weapons and armors rebalanced as well as social engineering policies. Combat is a lot different both conventional and PSI variants, mainly the defender is given 50% edge in own territory and base has 50% instead of 25% bonus defense. I've already played two games with the mod, with Deirdre and Miriam vs. original factions so i got a bit of feeling how the mod is working. Its my fifth or sixth game with improved AI mod.



This game I randomed every faction including my own. Difficulty is set to Transcend - so maximum there. Even though AI is quite tough, especially early, it feels like on higher difficulties AI will in general anyway fall behind player by late-game - at which point it is possible to build every secret project and then game quickly becomes a breeze (and boring).

Tech is set to blind research, i like to role-play a bit and it feels quite unique concept for Alpha Centauri. I'll leave default focus tech of any faction I got – role-play again. Slower tech research set - as its going quick anyway on this difficulty, no pods scattering. Other than that everything is set to middle value – planet size is standard, to avoid too much micro.



So let’s start, hope you enjoy, i am certainly enjoying playing and writing this.



"Mankind has been blind for thousands of years-for all of its history. We have come to a place whose wonders are a hundred-fold more amazing than anything on Earth. Around us is clear evidence of the will of a higher power. I bring the Vision to the blind eyes of men. I bring the Word to the deaf ears of men. I will make them see it. I will make them hear it." -- Prophet Cha Dawn, "Planet Rising"







Cha Dawn came to power when terrible mindworm creatures overran first human colony on Chiron. Seeing his parents die little frail kid with sheer power of his mind somehow stopped and controlled the creature. With colonist unable to approach the mindworm, let alone kill him that day, Cha Dawn quickly rose to godhood status and soon was renounced as prophet and prodigy. His followers grew in number and formed a cult, know known as The Cult of Planet. The Cult raised Cha Dawn to power and thus his Chiron adventure began.







Dawn of Planet was settled on slopes on a river that helped colonists with initial energy needs. Under Cha Dawn's influence this group of colonists was planet-aware and typical human rampant energy production was recognized as dangerous. That is what drawn native life into initial attack, now the Planet comes first. Luckily this didn't affect industry much as people in this enlightened age new importance of clean energy.







First colonist found enough food and material near river slopes. Exploration didn't reveal any more plentiful sources so that was first concern. Plans were made to cultivate farms and build energy collectors north on mineral deposit hills – that should make the area sustain itself. What’s the use of minerals after all if people have nothing to eat? Eastern windy hills seem to have potential for great energy production, but area was covered by native fungus terrain. That energy would have to wait.



Order was placed to produce first Formers in colony at initial cost of 40 minerals – large expensive machines that will be able to terraform alien planet. Its currently the most important invention in the world. It is of vital importance to extract resources from surrounding lands if colonists are to survive. Attempts were made to rush build the Former, and all quickly failed, as rushing units costs 4 energy credits per mineral and that’s way too much for an undeveloped colony with limited workforce.



Cha Dawn's then sent Mindworm and Scout to explore surrounding lands while Former was being built. Scientists took first samples of fungus materials to improvised labs. Anything that could give colonists the edge would be a boon, weapons, armors, even just better understanding of new terrain and life forms.



First steps



Huge barren and wasted lands were spotted to the north, there Scouts found site of U.N.S. Unity crash. Nothing of use survived, destruction was total and fire ravaged the lands afterwards. Group of cultist settles new base down the river on coast, using prepared Unity colony pod that survived Planetfall. Initial observations are that Dawn of Planet is placed far on northern hemisphere. If Chiron is anything like Earth, more fertile lands are to be found in that direction, scouts correct their course.



New base, designated as Concordat of Worms in honor of Cha Dawn and his mindworm, in its first months reports seeing two fireballs in skies. Paths were apparently erratic raising doubts someone else has landed to Chiron. And not too long after terrible explosions loomed through atmosphere – We are not alone! Its crushing, but not unexpected news – humans have already found new life forms and even control one and its certainly intelligent to extent. Even scarier it appears to have some kind of telepathic powers. Besides, even ordinary cultist figured out all Earth humans had to land earlier when Unity broke down. We have yet to find any and whatever was in fireballs could be dead now.







Concordat of Worms found more energy resources on the seas prompting cultist to consider settling more coast in the future. Second Former was ordered in the base and Cha Dawn issued a decree to build new colony pods as soon as Formers are built.

Exploring south inexperienced Cultist trainers try to use mindworm to fight native one and lose the fight. Cha Dawn was quick to punish fools and word of events never gotten to base. This did prompt young prodigy leader to double the efforts to catch more native life forms, in which he succeeded in the following years. Scouts quickly learned under his instructions and those who didn't, didn't tend to survive for long.

This game is played with Will to power mod with integrated Thinker AI mod and PRACX graphics mod. AI is much improved and WTP mod introduces many balance changes, that in general make stomping AI quite harder. Secret projects are more expensive, terraforming is different, forests nerfed, fungus buffed, rushing changed, weapons and armors rebalanced as well as social engineering policies. Combat is a lot different both conventional and PSI variants, mainly the defender is given 50% edge in own territory and base has 50% instead of 25% bonus defense. I've already played two games with the mod, with Deirdre and Miriam vs. original factions so i got a bit of feeling how the mod is working. Its my fifth or sixth game with improved AI mod.This game I randomed every faction including my own. Difficulty is set to Transcend - so maximum there. Even though AI is quite tough, especially early, it feels like on higher difficulties AI will in general anyway fall behind player by late-game - at which point it is possible to build every secret project and then game quickly becomes a breeze (and boring).Tech is set to blind research, i like to role-play a bit and it feels quite unique concept for Alpha Centauri. I'll leave default focus tech of any faction I got – role-play again. Slower tech research set - as its going quick anyway on this difficulty, no pods scattering. Other than that everything is set to middle value – planet size is standard, to avoid too much micro.So let’s start, hope you enjoy, i am certainly enjoying playing and writing this."Mankind has been blind for thousands of years-for all of its history. We have come to a place whose wonders are a hundred-fold more amazing than anything on Earth. Around us is clear evidence of the will of a higher power. I bring the Vision to the blind eyes of men. I bring the Word to the deaf ears of men. I will make them see it. I will make them hear it." -- Prophet Cha Dawn, "Planet Rising"Cha Dawn came to power when terrible mindworm creatures overran first human colony on Chiron. Seeing his parents die little frail kid with sheer power of his mind somehow stopped and controlled the creature. With colonist unable to approach the mindworm, let alone kill him that day, Cha Dawn quickly rose to godhood status and soon was renounced as prophet and prodigy. His followers grew in number and formed a cult, know known as The Cult of Planet. The Cult raised Cha Dawn to power and thus his Chiron adventure began.Dawn of Planet was settled on slopes on a river that helped colonists with initial energy needs. Under Cha Dawn's influence this group of colonists was planet-aware and typical human rampant energy production was recognized as dangerous. That is what drawn native life into initial attack, now the Planet comes first. Luckily this didn't affect industry much as people in this enlightened age new importance of clean energy.First colonist found enough food and material near river slopes. Exploration didn't reveal any more plentiful sources so that was first concern. Plans were made to cultivate farms and build energy collectors north on mineral deposit hills – that should make the area sustain itself. What’s the use of minerals after all if people have nothing to eat? Eastern windy hills seem to have potential for great energy production, but area was covered by native fungus terrain. That energy would have to wait.Order was placed to produce first Formers in colony at initial cost of 40 minerals – large expensive machines that will be able to terraform alien planet. Its currently the most important invention in the world. It is of vital importance to extract resources from surrounding lands if colonists are to survive. Attempts were made to rush build the Former, and all quickly failed, as rushing units costs 4 energy credits per mineral and that’s way too much for an undeveloped colony with limited workforce.Cha Dawn's then sent Mindworm and Scout to explore surrounding lands while Former was being built. Scientists took first samples of fungus materials to improvised labs. Anything that could give colonists the edge would be a boon, weapons, armors, even just better understanding of new terrain and life forms.Huge barren and wasted lands were spotted to the north, there Scouts found site of U.N.S. Unity crash. Nothing of use survived, destruction was total and fire ravaged the lands afterwards. Group of cultist settles new base down the river on coast, using prepared Unity colony pod that survived Planetfall. Initial observations are that Dawn of Planet is placed far on northern hemisphere. If Chiron is anything like Earth, more fertile lands are to be found in that direction, scouts correct their course.New base, designated as Concordat of Worms in honor of Cha Dawn and his mindworm, in its first months reports seeing two fireballs in skies. Paths were apparently erratic raising doubts someone else has landed to Chiron. And not too long after terrible explosions loomed through atmosphere – We are not alone! Its crushing, but not unexpected news – humans have already found new life forms and even control one and its certainly intelligent to extent. Even scarier it appears to have some kind of telepathic powers. Besides, even ordinary cultist figured out all Earth humans had to land earlier when Unity broke down. We have yet to find any and whatever was in fireballs could be dead now.Concordat of Worms found more energy resources on the seas prompting cultist to consider settling more coast in the future. Second Former was ordered in the base and Cha Dawn issued a decree to build new colony pods as soon as Formers are built.Exploring south inexperienced Cultist trainers try to use mindworm to fight native one and lose the fight. Cha Dawn was quick to punish fools and word of events never gotten to base. This did prompt young prodigy leader to double the efforts to catch more native life forms, in which he succeeded in the following years. Scouts quickly learned under his instructions and those who didn't, didn't tend to survive for long. No Survivors, No Secrets - SMACX AI Growth mod version 1.42



Details our fearless leader our fearless leader

This role is best played by Yang. Although others could do it, none can do it better. I deliberately choose him and leave the others to random chance. Ironically I nearly get the lineup of the original game, except for the Cultists substituting for the Believers. This makes diplomacy nearly identical to the original game, as my Cultists have Extremist as their core compulsion. Unlike the Believers, who in my mod have total free will and no compulsion at all. We've got 3 factions who will fight over Politics, 2 over Economics, and 2 over Values. And they're all gonna die. Watch what a +3 POLICE state can do!



Details the island the island

I am probably on an island in a large northern ocean. There is a chance it connect to the mainland to the southeast. Or that an earthquake will make such a connection for me. I take the initially offered landing site as it's flat terrain on a river, dead center of the island, and nothing will matter until I get off this rock and find my first victim.



Details improvement by elevation improvement by elevation

MY 2110. My bases were on pretty scratchy land. Suddenly my raininess is improved.



Details really catching really catching

MY 2114. At least my homeland is getting bigger.



Details where the wild things are where the wild things are

MY 2115. I get to know about the other factions! I'll also have a Unity Lifter coming to me. It's a pretty neat unit, the only helicopter available in the game. It's a long distance flying Transport that can scout the dickens out of stuff. Great for finding someone to execute.

My last demonstration game, Cybernetic Conquest, was decently played and related. However my finish in that game was so deadly dull, that it left me quite beyond an itch to scratch. I have a rash. I need to kill everyone, to overcome the nonsense I endured at the end of last game. So the concept of this game is, not only will I kill everyone, and not cooperate in any civilized manner, and inflict all manner of chemical atrocities, to prove that Sanctions do not in fact matter, and that Planet's vengance doesn't matter, but I will also completely refuse to build any Secret Projects at all. Any that I gain, is going to be something I conquered.This role is best played by Yang. Although others could do it, none can do it better. I deliberately choose him and leave the others to random chance. Ironically I nearly get the lineup of the original game, except for the Cultists substituting for the Believers. This makes diplomacy nearly identical to the original game, as my Cultists have Extremist as their core compulsion. Unlike the Believers, who in my mod have total free will and no compulsion at all. We've got 3 factions who will fight over Politics, 2 over Economics, and 2 over Values. And they're all gonna die. Watch what a +3 POLICE state can do!I am probably on an island in a large northern ocean. There is a chance it connect to the mainland to the southeast. Or that an earthquake will make such a connection for me. I take the initially offered landing site as it's flat terrain on a river, dead center of the island, and nothing will matter until I get off this rock and find my first victim.MY 2110. My bases were on pretty scratchy land. Suddenly my raininess is improved.MY 2114. At least my homeland is getting bigger.MY 2115. I get to know about the other factions! I'll also have a Unity Lifter coming to me. It's a pretty neat unit, the only helicopter available in the game. It's a long distance flying Transport that can scout the dickens out of stuff. Great for finding someone to execute. Read more No Survivors, No Secrets - SMACX AI Growth mod version 1.42 Posted by: bvanevery, April 24, 2020, 04:16:22 AM Replies: 135

Board: After Action Reports Views: 2476 My last demonstration game, Cybernetic Conquest, was decently played and related. However my finish in that game was so deadly dull, that it left me quite beyond an itch to scratch. I have a rash. I need to kill everyone, to overcome the nonsense I endured at the end of last game. So the concept of this game is, not only will I kill everyone, and not cooperate in any civilized manner, and inflict all manner of chemical atrocities, to prove that Sanctions do not in fact matter, and that Planet's vengance doesn't matter, but I will also completely refuse to build any Secret Projects at all. Any that I gain, is going to be something I conquered.



Details our fearless leader our fearless leader our fearless leader

This role is best played by Yang. Although others could do it, none can do it better. I deliberately choose him and leave the others to random chance. Ironically I nearly get the lineup of the original game, except for the Cultists substituting for the Believers. This makes diplomacy nearly identical to the original game, as my Cultists have Extremist as their core compulsion. Unlike the Believers, who in my mod have total free will and no compulsion at all. We've got 3 factions who will fight over Politics, 2 over Economics, and 2 over Values. And they're all gonna die. Watch what a +3 POLICE state can do!



Details the island the island the island

I am probably on an island in a large northern ocean. There is a chance it connect to the mainland to the southeast. Or that an earthquake will make such a connection for me. I take the initially offered landing site as it's flat terrain on a river, dead center of the island, and nothing will matter until I get off this rock and find my first victim.



Details improvement by elevation improvement by elevation improvement by elevation

MY 2110. My bases were on pretty scratchy land. Suddenly my raininess is improved.



Details really catching really catching really catching

MY 2114. At least my homeland is getting bigger.



Details where the wild things are where the wild things are where the wild things are

MY 2115. I get to know about the other factions! I'll also have a Unity Lifter coming to me. It's a pretty neat unit, the only helicopter available in the game. It's a long distance flying Transport that can scout the dickens out of stuff. Great for finding someone to execute.

My last demonstration game, Cybernetic Conquest, was decently played and related. However my finish in that game was so deadly dull, that it left me quite beyond an itch to scratch. I have a rash. I need to kill everyone, to overcome the nonsense I endured at the end of last game. So the concept of this game is, not only will I kill everyone, and not cooperate in any civilized manner, and inflict all manner of chemical atrocities, to prove that Sanctions do not in fact matter, and that Planet's vengance doesn't matter, but I will also completely refuse to build any Secret Projects at all. Any that I gain, is going to be something I conquered.This role is best played by Yang. Although others could do it, none can do it better. I deliberately choose him and leave the others to random chance. Ironically I nearly get the lineup of the original game, except for the Cultists substituting for the Believers. This makes diplomacy nearly identical to the original game, as my Cultists have Extremist as their core compulsion. Unlike the Believers, who in my mod have total free will and no compulsion at all. We've got 3 factions who will fight over Politics, 2 over Economics, and 2 over Values. And they're all gonna die. Watch what a +3 POLICE state can do!I am probably on an island in a large northern ocean. There is a chance it connect to the mainland to the southeast. Or that an earthquake will make such a connection for me. I take the initially offered landing site as it's flat terrain on a river, dead center of the island, and nothing will matter until I get off this rock and find my first victim.MY 2110. My bases were on pretty scratchy land. Suddenly my raininess is improved.MY 2114. At least my homeland is getting bigger.MY 2115. I get to know about the other factions! I'll also have a Unity Lifter coming to me. It's a pretty neat unit, the only helicopter available in the game. It's a long distance flying Transport that can scout the dickens out of stuff. Great for finding someone to execute. Cybernetic Conquest - SMACX AI Growth mod version 1.42



Details who shall lose to me who shall lose to me

Huge map, average settings, Transcend difficulty, random opponents. I draw the Cyborgs. The Cult of Planet is a natural enemy, as I cannot choose Politics that they'll be happy with. Unless I stayed Frontier, which I won't. The Believers actually aren't a problem, because in my mod they have no social engineering compulsion at all. They are Aggressive however, so they could go to war with me for that reason. Same with the Spartans. Otherwise, no predictions. Enemies will depend on geography. I was awfully nice last game, and I'll probably be a lot less nice this one.



I landed on flat terrain with a rainy patch south of me, so I just accepted it as my capitol. Unfortunately I messed up my screenshot of it. Just see what my land is like in the next post.



Details expect pirates expect pirates

I'm in the middle of a huge ocean. I may be on the southern end of a large continent. So my 2nd colonist heads north.

My previous demonstration of 1.42 was awkward! I'll try to do a proper job of it this time. No goofy ideas about how to put another faction down.Huge map, average settings, Transcend difficulty, random opponents. I draw the Cyborgs. The Cult of Planet is a natural enemy, as I cannot choose Politics that they'll be happy with. Unless I stayed Frontier, which I won't. The Believers actually aren't a problem, because in my mod they have no social engineering compulsion at all. They are Aggressive however, so they could go to war with me for that reason. Same with the Spartans. Otherwise, no predictions. Enemies will depend on geography. I was awfully nice last game, and I'll probably be a lot less nice this one.I landed on flat terrain with a rainy patch south of me, so I just accepted it as my capitol. Unfortunately I messed up my screenshot of it. Just see what my land is like in the next post.I'm in the middle of a huge ocean. I may be on the southern end of a large continent. So my 2nd colonist heads north. Read more Cybernetic Conquest - SMACX AI Growth mod version 1.42 Posted by: bvanevery, April 12, 2020, 07:43:29 AM Replies: 128

Board: After Action Reports Views: 2694 My previous demonstration of 1.42 was awkward! I'll try to do a proper job of it this time. No goofy ideas about how to put another faction down.



Details who shall lose to me who shall lose to me who shall lose to me

Huge map, average settings, Transcend difficulty, random opponents. I draw the Cyborgs. The Cult of Planet is a natural enemy, as I cannot choose Politics that they'll be happy with. Unless I stayed Frontier, which I won't. The Believers actually aren't a problem, because in my mod they have no social engineering compulsion at all. They are Aggressive however, so they could go to war with me for that reason. Same with the Spartans. Otherwise, no predictions. Enemies will depend on geography. I was awfully nice last game, and I'll probably be a lot less nice this one.



I landed on flat terrain with a rainy patch south of me, so I just accepted it as my capitol. Unfortunately I messed up my screenshot of it. Just see what my land is like in the next post.



Details expect pirates expect pirates expect pirates

I'm in the middle of a huge ocean. I may be on the southern end of a large continent. So my 2nd colonist heads north.

My previous demonstration of 1.42 was awkward! I'll try to do a proper job of it this time. No goofy ideas about how to put another faction down.Huge map, average settings, Transcend difficulty, random opponents. I draw the Cyborgs. The Cult of Planet is a natural enemy, as I cannot choose Politics that they'll be happy with. Unless I stayed Frontier, which I won't. The Believers actually aren't a problem, because in my mod they have no social engineering compulsion at all. They are Aggressive however, so they could go to war with me for that reason. Same with the Spartans. Otherwise, no predictions. Enemies will depend on geography. I was awfully nice last game, and I'll probably be a lot less nice this one.I landed on flat terrain with a rainy patch south of me, so I just accepted it as my capitol. Unfortunately I messed up my screenshot of it. Just see what my land is like in the next post.I'm in the middle of a huge ocean. I may be on the southern end of a large continent. So my 2nd colonist heads north. How to beat SMACX AI Growth mod version 1.42



Quote from: zoneplate on March 29, 2020, 02:35:45 PM One crit however - it feels like missiles are just sort of too good in the mid-late game, especially as it turns out they can capture bases (!!!).



Oops! Seems that "no fuel" missiles turns them effectively into gravships and able to capture bases. I think I've fixed that. This AAR will test that, at some point.



Mostly though, this AAR will be pragmatic, not thematic. How do you win this game? What strategic concerns are important, given the way this mod works now? Well, let's find out!



Details the total destruction of everything the total destruction of everything

As always, Huge map, 30%..50% land mass, average settings, Transcend difficulty, random opponents. I draw the Free Drones. I haven't played them in awhile so that's good. They are the only faction in my mod that gets an INDUSTRY bonus, and there is no way to get an INDUSTRY bonus in the Social Engineering Table. I believe they're overpowered, so in my mod they generally can't be had. This is the specific faction power of the Free Drones, getting to do everything a little bit cheaper.



Their default research foci are Build and Conquer. Usually when I play, I want to see what the game feels like from the AI's perspective, so I don't change the foci. But the purpose of this game is to demonstrate to a human player, how to win the game. So I will change my research to whatever I think will help me at any given time.



The Hive, Morganites, Cyborgs, Data Angels, Believers, and the University are in the game. No Aliens so that means Diplomatic Victory is an easier option.



The Believers are not Extremist in my mod, in fact they don't have any social engineering preferences at all. So, there's no inherent reason for the Hive and the Believers to be enemies, unlike the original game. Also they can choose Knowledge and cannot choose Cybernetic. They aren't doomed to conflict with Zhakarov, there's [...] The COVID-19 pandemic has given me more time indoors with wifi than I expected. I haven't played an After Action Report to completion in quite some time, and arguably, I now have the time. Version 1.42 of my mod could be the last one I do, barring playtesters finding things that are greatly wrong with it. Indeed, that's pretty much why there's a 1.42:Oops! Seems that "no fuel" missiles turns them effectively into gravships and able to capture bases. I think I've fixed that. This AAR will test that, at some point.Mostly though, this AAR will be pragmatic, not thematic. How do you win this game? What strategic concerns are important, given the way this mod works now? Well, let's find out!As always, Huge map, 30%..50% land mass, average settings, Transcend difficulty, random opponents. I draw the Free Drones. I haven't played them in awhile so that's good. They are the only faction in my mod that gets an INDUSTRY bonus, and there is no way to get an INDUSTRY bonus in the Social Engineering Table. I believe they're overpowered, so in my mod they generally can't be had. This is the specific faction power of the Free Drones, getting to do everything a little bit cheaper.Their default research foci are Build and Conquer. Usually when I play, I want to see what the game feels like from the AI's perspective, so I don't change the foci. But the purpose of this game is to demonstrate to a human player, how to win the game. So I will change my research to whatever I think will help me at any given time.The Hive, Morganites, Cyborgs, Data Angels, Believers, and the University are in the game. No Aliens so that means Diplomatic Victory is an easier option.The Believers are not Extremist in my mod, in fact they don't have any social engineering preferences at all. So, there's no inherent reason for the Hive and the Believers to be enemies, unlike the original game. Also they can choose Knowledge and cannot choose Cybernetic. They aren't doomed to conflict with Zhakarov, there's Read more How to beat SMACX AI Growth mod version 1.42 Posted by: bvanevery, April 03, 2020, 05:46:45 AM Replies: 63

Board: After Action Reports Views: 1458 The COVID-19 pandemic has given me more time indoors with wifi than I expected. I haven't played an After Action Report to completion in quite some time, and arguably, I now have the time. Version 1.42 of my mod could be the last one I do, barring playtesters finding things that are greatly wrong with it. Indeed, that's pretty much why there's a 1.42:



Quote from: zoneplate on March 29, 2020, 02:35:45 PM One crit however - it feels like missiles are just sort of too good in the mid-late game, especially as it turns out they can capture bases (!!!).



Oops! Seems that "no fuel" missiles turns them effectively into gravships and able to capture bases. I think I've fixed that. This AAR will test that, at some point.



Mostly though, this AAR will be pragmatic, not thematic. How do you win this game? What strategic concerns are important, given the way this mod works now? Well, let's find out!



Details the total destruction of everything the total destruction of everything the total destruction of everything

As always, Huge map, 30%..50% land mass, average settings, Transcend difficulty, random opponents. I draw the Free Drones. I haven't played them in awhile so that's good. They are the only faction in my mod that gets an INDUSTRY bonus, and there is no way to get an INDUSTRY bonus in the Social Engineering Table. I believe they're overpowered, so in my mod they generally can't be had. This is the specific faction power of the Free Drones, getting to do everything a little bit cheaper.



Their default research foci are Build and Conquer. Usually when I play, I want to see what the game feels like from the AI's perspective, so I don't change the foci. But the purpose of this game is to demonstrate to a human player, how to win the game. So I will change my research to whatever I think will help me at any given time.



The Hive, Morganites, Cyborgs, Data Angels, Believers, and the University are in the game. No Aliens so that means Diplomatic Victory is an easier option.



The Believers are not Extremist in my mod, in fact they don't have any social engineering preferences at all. So, there's no inherent reason for the Hive and the Believers to be enemies, unlike the original game. Also they can choose Knowledge and cannot choose Cybernetic. They aren't doomed to conflict with Zhakarov, there's actually no reason for it to happen, other than that the Believers are still Aggressive. Rather, the Cyborgs are their nemesis. If they make it to late game, they will come to blows. And so will the Data Angels, whose compulsion in my mod is Thought Control. I suspect that I'll beat them all, long before it matters though.



Hmm, in my mod, the Free Drones cannot choose Police State. After all they're Free Drones. They threw off the shackles, probably Yang's shackles. He's not gonna like me! I can expect early game conflict with the Hive, if we're neighbors.



In my mod, the track record is the University is likely to make tech go pretty fast for everybody. Unless they get clobbered, in which case tech tends to be at a slower pace. Not quite tech stagnation, but not that quick. I played my last game as the Cult of Planet, and I was surprised at how slowly everything went after the University got clobbered.

The COVID-19 pandemic has given me more time indoors with wifi than I expected. I haven't played an After Action Report to completion in quite some time, and arguably, I now have the time. Version 1.42 of my mod could be the last one I do, barring playtesters finding things that are greatly wrong with it. Indeed, that's pretty much why there's a 1.42:Oops! Seems that "no fuel" missiles turns them effectively into gravships and able to capture bases. I think I've fixed that. This AAR will test that, at some point.Mostly though, this AAR will be pragmatic, not thematic. How do you win this game? What strategic concerns are important, given the way this mod works now? Well, let's find out!As always, Huge map, 30%..50% land mass, average settings, Transcend difficulty, random opponents. I draw the Free Drones. I haven't played them in awhile so that's good. They are the only faction in my mod that gets an INDUSTRY bonus, and there is no way to get an INDUSTRY bonus in the Social Engineering Table. I believe they're overpowered, so in my mod they generally can't be had. This is the specific faction power of the Free Drones, getting to do everything a little bit cheaper.Their default research foci are Build and Conquer. Usually when I play, I want to see what the game feels like from the AI's perspective, so I don't change the foci. But the purpose of this game is to demonstrate to a human player, how to win the game. So I will change my research to whatever I think will help me at any given time.The Hive, Morganites, Cyborgs, Data Angels, Believers, and the University are in the game. No Aliens so that means Diplomatic Victory is an easier option.The Believers are not Extremist in my mod, in fact they don't have any social engineering preferences at all. So, there's no inherent reason for the Hive and the Believers to be enemies, unlike the original game. Also they can choose Knowledge and cannot choose Cybernetic. They aren't doomed to conflict with Zhakarov, there's actually no reason for it to happen, other than that the Believers are still Aggressive. Rather, the Cyborgs are their nemesis. If they make it to late game, they will come to blows. And so will the Data Angels, whose compulsion in my mod is Thought Control. I suspect that I'll beat them all, long before it matters though.Hmm, in my mod, the Free Drones cannot choose Police State. After all they're Free Drones. They threw off the shackles, probably Yang's shackles. He's not gonna like me! I can expect early game conflict with the Hive, if we're neighbors.In my mod, the track record is the University is likely to make tech go pretty fast for everybody. Unless they get clobbered, in which case tech tends to be at a slower pace. Not quite tech stagnation, but not that quick. I played my last game as the Cult of Planet, and I was surprised at how slowly everything went after the University got clobbered. SMAX - The Will to Power - mod

https://github.com/tnevolin/thinker-doer/tree/master/releases



This is a continuation of Fission Armor mod. I've decided to rename it and start a new thread because of few drastic changes.

I forked Induktio's Thinker mod with his generous permission and embedded it into my mod. Now I can tap into exe patching and fix some things previously not fixable by text patching. The most important one is unit cost calculation formula. I cannot express how happy I am to remove this pain in the ass that poisoned all my modding efforts until now! As a consequence, I've returned back all reactors as I can now correctly price them without breaking the game. Hence "Fission Armor" name is no longer relevant. I've renamed it to "Doer" without much thinking (no pun intended) as it compliments Thinker mod in my mind. Namely, Thinker mod teaches AI to think better. Whereas my mod adds more things for human player to do. I was also thought about "Thinker-Doer" combo, but "Doer" seems to be shorter and simpler. Let me know if you like new name.



This is Doer-20 version. I've play tested it a little and it is quite playable and satisfies me. There are few things on my TODO list. However, I believe there is no point to wait for perfection. Instead, I'll be releasing new version as long as I have time and will to do it. At the same time I hope to solicit user input to add or update my future releases based on it.



There is quite extensive README in the package that explains my reasons and modding ideas. However, it is worth reiterating once more that I want to highlight maximum number of game features already in the game. Most of them are extremely underpowered in vanilla and not appealing. This mod strives to make them appealing and must have in some strategies. Thus increasing play style variability = even greater replayability = even more fun!

I plan to do minimal changes for that purpose and do not plan to create completely new experience or new strategies. It should still feel like old good SMAX just better.





Release repository for latest releases . This place is no good to keep history. It doesn't allow more than 5 attachments.

https://github.com/tnevolin/thinker-doer/tree/master/releases Latest releases:This is a continuation of Fission Armor mod. I've decided to rename it and start a new thread because of few drastic changes.I forked Induktio's Thinker mod with his generous permission and embedded it into my mod. Now I can tap into exe patching and fix some things previously not fixable by text patching. The most important one is unit cost calculation formula. I cannot express how happy I am to remove this pain in the ass that poisoned all my modding efforts until now! As a consequence, I've returned back all reactors as I can now correctly price them without breaking the game. Hence "Fission Armor" name is no longer relevant. I've renamed it to "Doer" without much thinking (no pun intended) as it compliments Thinker mod in my mind. Namely, Thinker mod teaches AI to think better. Whereas my mod adds more things for human player to do. I was also thought about "Thinker-Doer" combo, but "Doer" seems to be shorter and simpler. Let me know if you like new name.This is Doer-20 version. I've play tested it a little and it is quite playable and satisfies me. There are few things on my TODO list. However, I believe there is no point to wait for perfection. Instead, I'll be releasing new version as long as I have time and will to do it. At the same time I hope to solicit user input to add or update my future releases based on it.There is quite extensive README in the package that explains my reasons and modding ideas. However, it is worth reiterating once more that I want to highlight maximum number of game features already in the game. Most of them are extremely underpowered in vanilla and not appealing. This mod strives to make them appealing and must have in some strategies. Thus increasing play style variability = even greater replayability = even more fun!I plan to do minimal changes for that purpose and do not plan to create completely new experience or new strategies. It should still feel like old good SMAX just better.. This place is no good to keep history. It doesn't allow more than 5 attachments. Read more SMAX - The Will to Power - mod Posted by: Alpha Centauri Bear, December 02, 2019, 07:49:12 PM Replies: 970

Board: Modding Views: 18180 Latest releases:

https://github.com/tnevolin/thinker-doer/tree/master/releases



This is a continuation of Fission Armor mod. I've decided to rename it and start a new thread because of few drastic changes.

I forked Induktio's Thinker mod with his generous permission and embedded it into my mod. Now I can tap into exe patching and fix some things previously not fixable by text patching. The most important one is unit cost calculation formula. I cannot express how happy I am to remove this pain in the ass that poisoned all my modding efforts until now! As a consequence, I've returned back all reactors as I can now correctly price them without breaking the game. Hence "Fission Armor" name is no longer relevant. I've renamed it to "Doer" without much thinking (no pun intended) as it compliments Thinker mod in my mind. Namely, Thinker mod teaches AI to think better. Whereas my mod adds more things for human player to do. I was also thought about "Thinker-Doer" combo, but "Doer" seems to be shorter and simpler. Let me know if you like new name.



This is Doer-20 version. I've play tested it a little and it is quite playable and satisfies me. There are few things on my TODO list. However, I believe there is no point to wait for perfection. Instead, I'll be releasing new version as long as I have time and will to do it. At the same time I hope to solicit user input to add or update my future releases based on it.



There is quite extensive README in the package that explains my reasons and modding ideas. However, it is worth reiterating once more that I want to highlight maximum number of game features already in the game. Most of them are extremely underpowered in vanilla and not appealing. This mod strives to make them appealing and must have in some strategies. Thus increasing play style variability = even greater replayability = even more fun!

I plan to do minimal changes for that purpose and do not plan to create completely new experience or new strategies. It should still feel like old good SMAX just better.





Release repository for latest releases . This place is no good to keep history. It doesn't allow more than 5 attachments.

https://github.com/tnevolin/thinker-doer/tree/master/releases Latest releases:https://github.com/tnevolin/thinker-doer/tree/master/releasesThis is a continuation of Fission Armor mod. I've decided to rename it and start a new thread because of few drastic changes.I forked Induktio's Thinker mod with his generous permission and embedded it into my mod. Now I can tap into exe patching and fix some things previously not fixable by text patching. The most important one is unit cost calculation formula. I cannot express how happy I am to remove this pain in the ass that poisoned all my modding efforts until now! As a consequence, I've returned back all reactors as I can now correctly price them without breaking the game. Hence "Fission Armor" name is no longer relevant. I've renamed it to "Doer" without much thinking (no pun intended) as it compliments Thinker mod in my mind. Namely, Thinker mod teaches AI to think better. Whereas my mod adds more things for human player to do. I was also thought about "Thinker-Doer" combo, but "Doer" seems to be shorter and simpler. Let me know if you like new name.This is Doer-20 version. I've play tested it a little and it is quite playable and satisfies me. There are few things on my TODO list. However, I believe there is no point to wait for perfection. Instead, I'll be releasing new version as long as I have time and will to do it. At the same time I hope to solicit user input to add or update my future releases based on it.There is quite extensive README in the package that explains my reasons and modding ideas. However, it is worth reiterating once more that I want to highlight maximum number of game features already in the game. Most of them are extremely underpowered in vanilla and not appealing. This mod strives to make them appealing and must have in some strategies. Thus increasing play style variability = even greater replayability = even more fun!I plan to do minimal changes for that purpose and do not plan to create completely new experience or new strategies. It should still feel like old good SMAX just better.. This place is no good to keep history. It doesn't allow more than 5 attachments.https://github.com/tnevolin/thinker-doer/tree/master/releases Streaming Alpha Centauri!



I'm thinking for anyone interested I'll do a stream of Alpha Centauri sometime on Sunday, say about 1 PM Mountain Standard time. I'll make a post on here just to remind you folks but I'll do a live stream of Alpha Centauri and you guys can tune in here:



https://www.twitch.tv/datrenchdog So I just wanted to bring this to everyone's attention. I configured OBS to where it can properly record Alpha Centauri, albeit its a bit clunky, and I can both stream and record video with it.I'm thinking for anyone interested I'll do a stream of Alpha Centauri sometime on Sunday, say about 1 PM Mountain Standard time. I'll make a post on here just to remind you folks but I'll do a live stream of Alpha Centauri and you guys can tune in here: Read more Streaming Alpha Centauri! Posted by: Trench Dog, August 09, 2019, 11:43:19 PM Replies: 4

Board: Council Room Views: 885 So I just wanted to bring this to everyone's attention. I configured OBS to where it can properly record Alpha Centauri, albeit its a bit clunky, and I can both stream and record video with it.



I'm thinking for anyone interested I'll do a stream of Alpha Centauri sometime on Sunday, say about 1 PM Mountain Standard time. I'll make a post on here just to remind you folks but I'll do a live stream of Alpha Centauri and you guys can tune in here:



https://www.twitch.tv/datrenchdog So I just wanted to bring this to everyone's attention. I configured OBS to where it can properly record Alpha Centauri, albeit its a bit clunky, and I can both stream and record video with it.I'm thinking for anyone interested I'll do a stream of Alpha Centauri sometime on Sunday, say about 1 PM Mountain Standard time. I'll make a post on here just to remind you folks but I'll do a live stream of Alpha Centauri and you guys can tune in here:https://www.twitch.tv/datrenchdog Project Tablet Centauri



I would like to introduce Tablet Centauri.

A stock-a-like additional interface for mobility and ease of access.





This 'mod' started out as a means to make AC portable and easy to use on tablet devices that have touchscreen functionality. I have quickly realized the potential of an onscreen button HUD that makes quick and convenient actions. This is an incredible benefit to anyone who may not be able to use a keyboard in a efficient manner, or at all.



Mission Statement:

-Create virtual keyboards for ease of use on Windows based devices and desktops.

-Use in game resources to create a stock-a-like look for virtual keyboards.

-Utilize any blank black bar space in AC with higher resolutions.



Requirements:

-Windows 10 or Windows based devices

-Hot Virtual Keyboard third party software

https://hot-virtual-keyboard.com/



Disclaimers:

These keyboards and point releases are as is. I'm doing the best I can with what I have. I'm not here to make custom keyboards for everyone. 2 jobs and 3 days a week maybe of free time combined with the attention span of a squirrel; efficiency does not make.

I will help you learn the software and try to help you create the keyboard you want. I will answer as many questions as I can but the point releases are as functional as I can get them at the moment. Everything Is new to me as well and this endeavor was started a mere few weeks ago.

As far as the graphics go I will lend a hand in that. It was a pain getting Photoshop, Windows, and HVK to cooperate with each other. Eventually I will release some graphic sets to aid in making your own backgrounds, as they were the longest and most troubling part of this project.



Software Notice:

Hot Virtual Keyboard is not free. It is a free trial (Shareware) that eventually expires. However, after it expires you will loose 0 functionality and only be subjected to automatic close after a eventual degrading time limit. After the software expired it stated I had 230 minutes till close. After a few days it shrank to 220,210,200 and so on. Unknown what happens when you reach the end. Retail was $30? but I believe the constant sale that is going on it will continue. Should be able to pick it up for $19.47. Wouldn't pay more that this. Of course cheaper is nice but [...] This 'mod' started out as a means to make AC portable and easy to use on tablet devices that have touchscreen functionality. I have quickly realized the potential of an onscreen button HUD that makes quick and convenient actions. This is an incredible benefit to anyone who may not be able to use a keyboard in a efficient manner, or at all.-Create virtual keyboards for ease of use on Windows based devices and desktops.-Use in game resources to create a stock-a-like look for virtual keyboards.-Utilize any blank black bar space in AC with higher resolutions.-Windows 10 or Windows based devices-Hot Virtual Keyboard third party softwareThese keyboards and point releases are as is. I'm doing the best I can with what I have. I'm not here to make custom keyboards for everyone. 2 jobs and 3 days a week maybe of free time combined with the attention span of a squirrel; efficiency does not make.I will help you learn the software and try to help you create the keyboard you want. I will answer as many questions as I can but the point releases are as functional as I can get them at the moment. Everything Is new to me as well and this endeavor was started a mere few weeks ago.As far as the graphics go I will lend a hand in that. It was a pain getting Photoshop, Windows, and HVK to cooperate with each other. Eventually I will release some graphic sets to aid in making your own backgrounds, as they were the longest and most troubling part of this project.. It is a free trial (Shareware) that eventually expires. However, after it expires you will loose 0 functionality and only be subjected to automatic close after a eventual degrading time limit. After the software expired it stated I had 230 minutes till close. After a few days it shrank to 220,210,200 and so on. Unknown what happens when you reach the end. Retail was $30? but I believe the constant sale that is going on it will continue. Should be able to pick it up forWouldn't pay more that this. Of course cheaper is nice but Read more Project Tablet Centauri Posted by: Maximus Thalos, June 01, 2019, 09:12:41 PM Replies: 3

Board: Modding Views: 4280



I would like to introduce Tablet Centauri.

A stock-a-like additional interface for mobility and ease of access.





This 'mod' started out as a means to make AC portable and easy to use on tablet devices that have touchscreen functionality. I have quickly realized the potential of an onscreen button HUD that makes quick and convenient actions. This is an incredible benefit to anyone who may not be able to use a keyboard in a efficient manner, or at all.



Mission Statement:

-Create virtual keyboards for ease of use on Windows based devices and desktops.

-Use in game resources to create a stock-a-like look for virtual keyboards.

-Utilize any blank black bar space in AC with higher resolutions.



Requirements:

-Windows 10 or Windows based devices

-Hot Virtual Keyboard third party software

https://hot-virtual-keyboard.com/



Disclaimers:

These keyboards and point releases are as is. I'm doing the best I can with what I have. I'm not here to make custom keyboards for everyone. 2 jobs and 3 days a week maybe of free time combined with the attention span of a squirrel; efficiency does not make.

I will help you learn the software and try to help you create the keyboard you want. I will answer as many questions as I can but the point releases are as functional as I can get them at the moment. Everything Is new to me as well and this endeavor was started a mere few weeks ago.

As far as the graphics go I will lend a hand in that. It was a pain getting Photoshop, Windows, and HVK to cooperate with each other. Eventually I will release some graphic sets to aid in making your own backgrounds, as they were the longest and most troubling part of this project.



Software Notice:

Hot Virtual Keyboard is not free. It is a free trial (Shareware) that eventually expires. However, after it expires you will loose 0 functionality and only be subjected to automatic close after a eventual degrading time limit. After the software expired it stated I had 230 minutes till close. After a few days it shrank to 220,210,200 and so on. Unknown what happens when you reach the end. Retail was $30? but I believe the constant sale that is going on it will continue. Should be able to pick it up for $19.47. Wouldn't pay more that this. Of course cheaper is nice but I'm invested in this project and bought at least one copy for my tablet.



Alpha Centauri Installation:

I have GOG's version and not that much modification beyond that besides a custom faction. If somehow this Key Mod gives you trouble in that regard, I'm sorry. Alpha Centauri looks decent in very few resolutions on a tablet. After testing all the resolutions I can cycle through, I've found 1440x900 and 1280x768 have the best 'fit' for the lower interface. Higher resolutions make it impossible to read in-game text. Lower resolutions significantly decrease the available 'dead-zone' space available for keys without overlapping any element of the game.



Tablet:

I have a Nuvision Tm800w610L 8in tablet. Small, under-powered, crappy, cheap little Chinese mass-produced touchscreen. Its what I got and for AC, its all I need. Most windows based tablets are capable of the same resolutions regardless of make and model.



A few things to do before installation of the mod or starting AC.



Resolution:

Tablet should be set to whatever the set requires first thing.

CUSTOM SCALING DOES EFFECT AC AND HVK SIZING

For the sake of development I have to turn off my scaling from 125 to 100 while testing.





The Taskbar:

Alas, the position of the taskbar at the bottom of windows gave my endless trouble. HVK doesn't like positioning itself over the taskbar. Even running a full-screen application it will slide itself just above where the taskbar should be. Fixed this by moving the taskbar to the top of the screen. So far I haven't found a workaround for this.



Adjusting specific settings:

After installing HVK, a few changes in the settings may need to be made depending on your device.

The small keyboard icon is most useful if Hidden up on the taskbar.







You may have to restart HVK for some scaling changes to take effect.



Mod Installation:

Pretty simple. HVK is default installed to C:\Program Files\HotVirtualKeyboard. Open the zip and drag all files accept for HVKActions.cka into the keyboards folder. HVKActions.cka needs to be put into the Data Folder. IF YOU BUY HVK then you can load the settings file included. This feature is not available during trial.



Installing Future Mods

I recommend deleting the previous copy over files before installing new ones. Make sure to exit HVK first.



THAT BEING SAID LET'S GET STARTED! This 'mod' started out as a means to make AC portable and easy to use on tablet devices that have touchscreen functionality. I have quickly realized the potential of an onscreen button HUD that makes quick and convenient actions. This is an incredible benefit to anyone who may not be able to use a keyboard in a efficient manner, or at all.-Create virtual keyboards for ease of use on Windows based devices and desktops.-Use in game resources to create a stock-a-like look for virtual keyboards.-Utilize any blank black bar space in AC with higher resolutions.-Windows 10 or Windows based devices-Hot Virtual Keyboard third party softwarehttps://hot-virtual-keyboard.com/These keyboards and point releases are as is. I'm doing the best I can with what I have. I'm not here to make custom keyboards for everyone. 2 jobs and 3 days a week maybe of free time combined with the attention span of a squirrel; efficiency does not make.I will help you learn the software and try to help you create the keyboard you want. I will answer as many questions as I can but the point releases are as functional as I can get them at the moment. Everything Is new to me as well and this endeavor was started a mere few weeks ago.As far as the graphics go I will lend a hand in that. It was a pain getting Photoshop, Windows, and HVK to cooperate with each other. Eventually I will release some graphic sets to aid in making your own backgrounds, as they were the longest and most troubling part of this project.. It is a free trial (Shareware) that eventually expires. However, after it expires you will loose 0 functionality and only be subjected to automatic close after a eventual degrading time limit. After the software expired it stated I had 230 minutes till close. After a few days it shrank to 220,210,200 and so on. Unknown what happens when you reach the end. Retail was $30? but I believe the constant sale that is going on it will continue. Should be able to pick it up forWouldn't pay more that this. Of course cheaper is nice but I'm invested in this project and bought at least one copy for my tablet.I have GOG's version and not that much modification beyond that besides a custom faction. If somehow this Key Mod gives you trouble in that regard, I'm sorry. Alpha Centauri looks decent in very few resolutions on a tablet. After testing all the resolutions I can cycle through, I've found 1440x900 and 1280x768 have the best 'fit' for the lower interface. Higher resolutions make it impossible to read in-game text. Lower resolutions significantly decrease the available 'dead-zone' space available for keys without overlapping any element of the game.I have a Nuvision Tm800w610L 8in tablet. Small, under-powered, crappy, cheap little Chinese mass-produced touchscreen. Its what I got and for AC, its all I need. Most windows based tablets are capable of the same resolutions regardless of make and model.Tablet should be set to whatever the set requires first thing.For the sake of development I have to turn off my scaling from 125 to 100 while testing.Alas, the position of the taskbar at the bottom of windows gave my endless trouble. HVK doesn't like positioning itself over the taskbar. Even running a full-screen application it will slide itself just above where the taskbar should be. Fixed this by moving the taskbar to the top of the screen. So far I haven't found a workaround for this.After installing HVK, a few changes in the settings may need to be made depending on your device.The small keyboard icon is most useful if Hidden up on the taskbar.Pretty simple. HVK is default installed to C:\Program Files\HotVirtualKeyboard. Open the zip and drag all files accept for HVKActions.cka into the keyboards folder. HVKActions.cka needs to be put into the Data Folder. IF YOU BUY HVK then you can load the settings file included. This feature is not available during trial.I recommend deleting the previous copy over files before installing new ones. Make sure to exit HVK first. GOTM March 2019, Exiles: Miriam's Vengeance SMAC

SMAC game. Remember, this is SMAC game!









Southern Chiron hemisphere, Somewhere..., Mission Year 2190







Mission Year 2190, Day 1.





Miriam Godwinson took a deep breath. Since the landing yesterday, she got some 3 hours sleep. She was needed to make crucial decisions and did not want to leave them for her lieutenants. The air in the cabin of an escape pod was stale, but at least, one could breathe without a mask.





The pod landed on a wide beach deep in unexplored territory in the southern hemisphere. They only knew about this terrain what was visible to the line of horizon. The landing itself must have been overseen by God, since all pods, that managed to start from the last Believer's base, successfully flew over the ocean and barely on fuel fumes "drifted" over water to the first land they could find. Yes, it was a day yesterday...





* * *





Mission Year 2190, Day 0.





A plasma sentinel soldier rushed in to their local base command center in The Glory of God, the last base, that was still not conquered by Hiverian and University forces.

"We need to go now, Sister! NOW!" He was clearly desperate to convince them to leave the building immediately. Miriam looked towards Lt. Camia.

"All documents destroyed" Camia replied turning away from the shredder machine.

Miriam pointed to the main command computer.

"Soldier, destroy this."

"Yes, Sister, right away" he took a gun rifle from his shoulder.

"With explosive rounds" Miriam said.

The soldier shoot two longer rounds across the device. They could hear loud clanking sounds and sand-like sounds of electronics being torn to pieces.





They run out of the building. The smoke from flames of burning base facilities to the west was filling large part of the air. Somewhere to the south there was a large storage area warehouse, where they prepared some of the escape pods exactly for this occasion. It was the closest.

Miriam running turned on her inter-com.

"Miriam here. Commander Cassian, are you there?"

"This is Cassian. Where are you now?"

"We left command center... We are running south."

"You have the warehouse pods the closest to you, as we planned. There are three. I put more fuel in the largest one, Sister. Take the largest."





A minute later they reached storage field entrance. There it was, the largest pod.





Far in the distance to the east, [...] game. Remember, this isgame!Miriam Godwinson took a deep breath. Since the landing yesterday, she got some 3 hours sleep. She was needed to make crucial decisions and did not want to leave them for her lieutenants. The air in the cabin of an escape pod was stale, but at least, one could breathe without a mask.The pod landed on a wide beach deep in unexplored territory in the southern hemisphere. They only knew about this terrain what was visible to the line of horizon. The landing itself must have been overseen by God, since all pods, that managed to start from the last Believer's base, successfully flew over the ocean and barely on fuel fumes "drifted" over water to the first land they could find. Yes, it was a day yesterday...* * *A plasma sentinel soldier rushed in to their local base command center in The Glory of God, the last base, that was still not conquered by Hiverian and University forces."We need to go now, Sister! NOW!" He was clearly desperate to convince them to leave the building immediately. Miriam looked towards Lt. Camia."All documents destroyed" Camia replied turning away from the shredder machine.Miriam pointed to the main command computer."Soldier, destroy this.""Yes, Sister, right away" he took a gun rifle from his shoulder."With explosive rounds" Miriam said.The soldier shoot two longer rounds across the device. They could hear loud clanking sounds and sand-like sounds of electronics being torn to pieces.They run out of the building. The smoke from flames of burning base facilities to the west was filling large part of the air. Somewhere to the south there was a large storage area warehouse, where they prepared some of the escape pods exactly for this occasion. It was the closest.Miriam running turned on her inter-com."Miriam here. Commander Cassian, are you there?""This is Cassian. Where are you now?""We left command center... We are running south.""You have the warehouse pods the closest to you, as we planned. There are three. I put more fuel in the largest one, Sister. Take the largest."A minute later they reached storage field entrance. There it was, the largest pod.Far in the distance to the east, Read more GOTM March 2019, Exiles: Miriam's Vengeance SMAC Posted by: Mart, March 02, 2019, 06:19:41 PM Replies: 6

Board: Command Nexus Views: 2078

SMAC game. Remember, this is SMAC game!









Southern Chiron hemisphere, Somewhere..., Mission Year 2190







Mission Year 2190, Day 1.





Miriam Godwinson took a deep breath. Since the landing yesterday, she got some 3 hours sleep. She was needed to make crucial decisions and did not want to leave them for her lieutenants. The air in the cabin of an escape pod was stale, but at least, one could breathe without a mask.





The pod landed on a wide beach deep in unexplored territory in the southern hemisphere. They only knew about this terrain what was visible to the line of horizon. The landing itself must have been overseen by God, since all pods, that managed to start from the last Believer's base, successfully flew over the ocean and barely on fuel fumes "drifted" over water to the first land they could find. Yes, it was a day yesterday...





* * *





Mission Year 2190, Day 0.





A plasma sentinel soldier rushed in to their local base command center in The Glory of God, the last base, that was still not conquered by Hiverian and University forces.

"We need to go now, Sister! NOW!" He was clearly desperate to convince them to leave the building immediately. Miriam looked towards Lt. Camia.

"All documents destroyed" Camia replied turning away from the shredder machine.

Miriam pointed to the main command computer.

"Soldier, destroy this."

"Yes, Sister, right away" he took a gun rifle from his shoulder.

"With explosive rounds" Miriam said.

The soldier shoot two longer rounds across the device. They could hear loud clanking sounds and sand-like sounds of electronics being torn to pieces.





They run out of the building. The smoke from flames of burning base facilities to the west was filling large part of the air. Somewhere to the south there was a large storage area warehouse, where they prepared some of the escape pods exactly for this occasion. It was the closest.

Miriam running turned on her inter-com.

"Miriam here. Commander Cassian, are you there?"

"This is Cassian. Where are you now?"

"We left command center... We are running south."

"You have the warehouse pods the closest to you, as we planned. There are three. I put more fuel in the largest one, Sister. Take the largest."





A minute later they reached storage field entrance. There it was, the largest pod.





Far in the distance to the east, she could see two Hiverian rovers rolling over a hill, behind base outskirts. Camia and the soldier were running towards the largest pod.

"No" Miriam shouted "take this one." She pointed towards the smaller pod, but closer to them. They reached it in several seconds and entered the pod. It already had a crew and they helped them to the seats.





Pilot was watching surroundings on a monitor. Camera was showing some shadowy figures running from the northern end of the storage field. They seemed to be hiding when running behind patches of smoke, so they could approached unnoticed, but it was in vain. University Commandos!

"Take them out" Miriam ordered.

"We will manage to start before they reach us, Sister" the pilot answered. "The other po