If you want to see the University war, then don't blink.
2184, before ending turn: set research to Advanced Military Algorithms. Last time, I had to pick some tech after Planetary Economics, which was Centauri Empathy because everything else desirable fell into the missing-tech hole, but then the set of available options changed upon stealing Optical Computers. Switching means giving up about 130 labs into Empathy (SMAC uses the pre-Civ 4 mechanic that progress accumulates towards one tech rather than separately on each), but that's alright, I don't need it.
2185: Leader's Horde causes another eco-damage fungal bloom. It occured on the borehole, but that actually makes no difference - the borehole still yields the 0-6-6 productivity, overriding the fungus. I have a rover to counterattack on land again, but I still can't hit a Locust on a sea square, so as before I clear out all my units adjacent to it so it will attack a base instead. I expected it to attack Fecundity Tower, but it went for Hole of Aspiration instead which I then realized is the same distance away; anyway I won on defense same as before. From here, I'll skip ordinary eco-damage reports unless something unusual happens.
Remember that loaded Spartan transport? Here's the unit that was on it -- but I have a probe in place (the probe that returned after stealing Optical Computers) to bribe it! 206 credits is a lot, but it's totally worth it for early access to impact rovers without the tech! And I can use the rover itself to kill the Spartan infantry that also invaded.
In other Sparta news, I again brought two probes with a transport to steal a tech. As before, I landed the two of them next to a base that only had one unit on defense. It counterattacked to kill one, but the other survived to steal, and got exactly the prize I wanted in High Energy Chemistry. I had made sure this wouldn't screw up my beeline to Genejacks -- in fact I
needed to acquire/steal/trade one tech somehow here, or else Bio-Engineering would fall into the missing-tech hole on my next step.
Finally I remembered the right way to use probes from boats. Unlike later Civ games, unloading from a boat consumes only one movement point rather than all of it. A 2-move probe can walk off the boat and steal right away. My earlier probes had been on the 1-move infantry chassis, because that was cheaper to build and I thought the second move wouldn't be relevant coming off the boat.
This screenshot didn't actually occur as shown, I took it just to illustrate the principle, then reloaded so that my probe didn't actually land and no steal happened. Because there was a defending probe in the base. Even if mine won the probe combat, it would just get counterattacked and killed.
Back home, I've mustered units to capture that lingering Peacekeeper base. Two 2-attack units will make sure to kill the one 2-armor defender, then my other rover can capture the base (in SMAC a victorious attacker does not automatically advance into the defender's square.) Plus an artillery rover fired one shot from the tile south of my stack to damage the defender.
As I move in, Lal opens communications and I make the mistake of accepting. He offers the submissive pact that I mentioned long ago. But I can't take it. I don't want his 2 techs (Doctrine Mobility and Applied Physics), since they will raise my own tech costs and also perturb the missing-tech holes that my current beeline is calculated to avoid. Rejecting a submissive pact means the faction goes to permanent vendetta and will never talk again, but that's okay. Destroying him will be a service to myself, not to humanity, but that's all I care about.
Morgan also opens communications. First he wants to trade techs by offering Doctrine Mobility or Applied Physics. I say no of course. Then I repay my old loan in full (50 credits left) which allows him to offer a new one. 128 energy paid back 2/turn, even considering that as 78 net compared to the old loan... that's 39 turns before going below break-even and I already anticipate the game won't last that long.
Here's a happening that merits some note. A volcano erupted from undersea. It has no gameplay relevance to me; there's no faction near it and I don't expect to ever bother settling overseas. But what's interesting is the backstory behind this event. I can't find a citation but this is what I remember from threads on Apolyton back in the day.
There is a random event that can happen even if the option for random events is turned off. It is a meteor strike on one of your bases, destroying it entirely. I know this event happened regarding my base Leader's Horde, because this popup occurred during production upkeep, right after that base produced some item (and caused eco-damage again) but before zooming to the base screen. There are a number of conditions on the meteor strike: it only happens if you are first in the dominance ranking, it does not happen if there are any sea tiles within a certain range of the selected base (because the event wants to leave a crater on land identical to Garland Crater), and I think there's also a flat random chance of the meteor not happening which I think is 80%. If the meteor strike fails to occur from any of those conditions, the volcano occurs instead. Bullet dodged, although it's a gun with many failure points and only one bullet. There also exists a separate volcano event with identical results that is enabled by turning on the option for random events, and some reports conflate these two possibilities; the latter just happens as a volcano without any of the meteor strike threat.
2816: Advanced Military Algorithms discovered.
2187: Neural Grafting discovered. That was two techs on consecutive turns, meaning the overall speed is under 2 turns per tech.
2188: Here goes the war with the University. Don't blink.
The AI had been correctly amassing all its forces in Zoloto-Gold, as the tactical chokepoint facing my territory. It had had 8 or 9 units for quite some time, enough that breaking through would take quite a number of impact rovers. At the moment, I have three impact rovers staged where the defensive rover is (southeast of Zoloto), but that's not enough to drill through four 2-armor units behind a perimeter defense.
However, note that drone-riot icon on Zoloto. A drone riot halves the cost for enemy probe mind control. So does the University's inherent probe weakness.
Bam. 540 credits and it's mine.
It comes with all the units inside, and even the adjacent ones as well. Including that 5-1-2 Gatling Rover. Yet another stolen weapon prototype! And the units come with full movement available to use this turn.
I immediately sent that gatling rover to attack University Base, two squares away and connected by road. It knocked off the best defender there. I then had my (4)-1-2 artillery rover shoot down the defending (2)-1-2 in an artillery duel. Then I had two (2)-1-2 artillery rovers (one of my own, one just mind-controlled from Zoloto) fire at the last defender. Then I started sending laser infantry units from Zoloto to attack that last defender. They had a disadvantage to start with and a hasty penalty for traversing the one square of road, but I didn't care; these units were expendable meat hunks; I'd never use them for anything else, and SMAC has no war weariness penalty for losing them.
Two laser infantry died but then the third killed the last defender and my defensive rover from the staging area captured University Base.
Next, all still on this same turn:
I had one more probe in the area, one that had promoted to elite from several energy steals and had 3 movement. It could reach the next University base. This is the one that was building all those secret projects: Virtual World, Command Nexus, Merchant Exchange. But I had conquered the University's HQ. The cost to mind control is based on the distance from a faction's HQ, but if the faction has none (you don't get a free replacement Palace like in the later Civ games), it counts as a default large number for the distance. That means a drastic drop in the cost to mind control, here now 385 credits, and that's without the drone-riot halving.
Mir Lab also came with a gatling rover. But unfortunately it's an artillery model, which can only fire on the lone defender in the next base, not kill it. If that had been a normal rover, then I would have conquered the entire University in one turn.
I finally brought up my own impact rovers, and the next turn did finish that off. This didn't eliminate the University; they still have one more base far away north of Gaia. Zakharov now contacts me offering a truce. I take it because otherwise I expect he'll offer submission and give me the techs I don't want.
To afford that 385 credits for that second mind control, I had to scramble for money. I sold Children's Creches in the closest bases to my HQ, since they weren't doing anything at the moment. (No Creche will ever matter for growth again, since all future growth will be Cloning Vats booming. But the efficiency modifier still matters for anything at any distance from my HQ, plus the morale against worms.) I also scrapped the Tree Farm in Leader's Horde, as the food wasn't needed for the moment and the base could rebuild it quickly. SMAC pays out 1 credit per 2 minerals on scrapping a facility, not the 1:4 of later Civs, so this raised the ~200 money that I needed.
I had also visited Deirdre to see if I could extract a loan from her; no go, but in the conversation while I was there she did trade me Nonlinear Mathematics! Not that I need it for impact weapons now, but it's a prerequisite for later.
A year later, then Deirdre turned around and demanded I declare vendetta on my new trucemate Zakharov. When I didn't, then she declared vendetta on me. Never any peace around here. (This is entirely normal AI behavior for SMAC.)
Wrapping up another thread, I built one impact rover in the northeast to take out Lal's last base there. The "personal interrogation" isn't a game mechanic, you just get a video showing the victim screaming inside a punishment sphere.
2189: Back to domestic development. Bio-Engineering discovered this turn.
This tech allows Clean Reactors, a special ability that eliminates mineral support for that unit. All the guides tout this, but it's only moderately helpful in real terms. It costs "2" in the unit workshop, which is not 2 mineral rows, it is +50% of the unit's cost before special abilities, rounded up. A 30-mineral impact rover costs 50 with a clean reactor. Don't pay 20 minerals to save 1/turn, spend the difference on a supply crawler instead for 30:2. Particularly if the lifespan of the rover comes to less than 20 turns, then the minerals spent on the clean reactor were a waste by any reckoning.
What is worth a clean reactor is a unit that is cheap enough to cost only 2 mineral rows so the cleanliness only adds 1 row, and has a permanent expected lifespan rather than death in combat. This means police and terraformers. Building either of these clean costs 10 minerals to save 1/turn, which is most often worth doing. And upgrading a police unit to clean costs 20 credits, which is also a 10-turn payback horizon. Upgrading a former costs 30 plus the former's turn, so that's less worthwhile and I often don't bother. Plus once the police are clean, most of the formers occupy free-support slots in their home bases.
Unfortunately, we're not rich enough to upgrade all the police the easy way. More micromanagement: the right way to do this is scroll through all the bases and choose as priority for upgrades police units in bases paying the most support and where the saved mineral can make a turn's difference on the current build order.
The University may have crumpled quickly, but not so my next enemy, which is Planet. Here come the sea levels and the raging native life. But I'll be ready.
Here's how to harvest worms for maximum credits, which I really haven't seen described in any guides. This exploits the confluence of several mechanics:
- A fungal bloom spawns a stack of worms on the affected tile. The size of this stack increases with more incidents.
- A fungal bloom also spawns one mind worm on each adjacent unoccupied fungus tile.
- Killing a mind worm increases the lifecycle level (morale) of all adjacent worms, a "splash buff".
- Killing one mind worm in a stack kills the entire stack.
- The credits earned from attacking mind worms increases with morale, 10 per level.
- The 3:2 psi attacker advantage is usually enough to kill even high-morale worms.
Add these up and this is the right strategy: First nibble around the edges killing the single worms, which will increase the value of the main stack. Then kill the main stack. In this example, I jacked up the value of the main stack from 20 credits per worm to 40 before killing it. I'll show more examples later on, when this gets really excessive.
2190: Retroviral Engineering discovered. Next research is Synthetic Fossil Fuels, on the path to Biomachinery and the Cloning Vats. 454 labs/turn, still running at just better than two turns per tech.