Details the extra terrestrial the extra terrestrial

Details my cute island my cute island

This sad sack is going to build Subspace Generators! I've never won a game by Progenitor Victory before. This After Action Report demonstrates the awesome capabilities of my SMACX AI Growth mod version 1.19. This is played on a Huge map with average settings on Transcend difficulty. My purpose is to test several factions for their robustness, and this alien ugly is just the excuse I need.The Data Angels have been getting their butts kicked in various test games I've played. I've realized they have no advantages in practice at the beginning of the game, which is when they usually get killed. They can gain any tech known to 3 factions, but only if they've infiltrated them. I've realized it's way too much to ask the AI to do that, especially on Huge maps or larger. So the new Data Angels don't need to infiltrate! They just sit back and let free tech roll in. Problem solved? We'll see.In my last test game, the Morganites tried to corner the energy market and win Economic Victory! They almost succeeded. It only cost them 1000 credits to do it, which is egregiously cheap. In version 1.18 I took away the easy money from Democratic politics, so I hope Morgan can't do this anymore. I need to find out for sure.A modder who precipitated a lot of the changes that are going into 1.19, complained that the Cybernetic Consciousness was getting its butt kicked in his games. I've not seen that in my own games; they're typically a research powerhouse. He didn't start his games in what I call "the usual way", so maybe that's the problem. We'll see if some weakness has developed in Cybernetic play.I've been worried that the Believers might be too vanilla and weak compared to other factions now. However they do have a new ace up their sleeve: immunity to mind control. That's not the same as immunity to all probe team actions, but it's very helpful when on the offensive. Let's see if they can keep up!The Usurpers are chosen to oppose me, and to provide another violent faction. It should be noted that in my mod, the Aliens are no more powerful than other factions. They don't get free recycling tanks and their armor has been stripped. We get to direct our research, but we have social engineering penalties to offset that. Mine is that I have -1 POLICE, the only faction in my mod with this liability. Marr's is -1 PLANET, again the only such faction.I round out the ensemble with the Pirates. In my mod they are passive and their fixation is Wealth. Don't let that fool you: with a minerals and energy rich moat all around them, they are a formidable foe! They are destined to clash with the Usurpers whose fixation is Power. They don't have an inherent beef with anyone else, and that's a deliberate choice on my part.The Data Angels' fixation is Thought Control. Thus they are destined to fight the Consciousness, but not until late midgame. That's when Future Society choices become available in my mod. They are not overpowered, and a large portion of the game is played with 4 social engineering choices.Enough talk, now everyone dies!! Actually I'm not likely to be as genocidal as last game. The mindworm hordes that came to punish me for that, were not pretty. They erased any advantage I hoped to gain from chemical weapons, and ultimately I quit that game out of sheer fatigue. This time, I'm far more likely to sit back and egg others on. Especially since my chosen victory condition doesn't require me to conquer anyone.Mission Year 2106. This island is large enough to build a modest civilization on. I will want to know if the nearby land masses contain Usurpers or not. I should get a boat into the water and start poking around for Isles of the Deep to capture. I often forget to do sea capture when playing a PLANET friendly faction, but I won't forget this time.