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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:34
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It is unfortunate that one can't effectively search for old stuff, as there is quite a lot of good material available if you can find it. There is also a great deal of and the occasional tidbits of incorrect info to dilute your searching pleasure. Another difficulty is that links to some posts and threads which might attract one's interest in older threads are dysfunctional, perhaps due to database and/or software upgrades or reorganizations.
I've never made a study of it myself, but I have read some of those threads - I think the basic design is to create a big plateau at 3500m, fully solared with a good number of E-Mirrors (I would think it worthwhile to through in a few drill-to-aquifers too), the resulting energy crawled to your HQ most likely. In the threads, they discuss optimal ratios of solars to mirrors - it might be as high as 50-50, but I don't really remember for sure, in any case, it shouldn't be too hard to reinvent that wheel.
Other issues revolve around economics (like putting a base or bases nearby to keep the cost of raising terrain down) and protection (from those nasty envious enemies).
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:34
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Honghu,
I left a design for a simple energy park in the terraforming plan for the Hive like 6 months ago (it's probably dusty but I know it's in one of the old threads forumid41 also a few members have copies of it). Also notice that I've indicated with labels where land-raising or land-lowering needs to occur for boreholes to be enabled on energy bonuses or on mineral bonuses. As well as other things…. I think I only used one mirror in that design and only a few solar panels. Basically early on I expected terraformers would be more busy with other terraforming and wouldn't want to spend lots of time building mirrors when other terraforming may be more important.
When there are sufficient improvements elsewhere and you are in the position to build the crawlers for the energy park (you have to use your judgement on this), then you may want to use the mirror design found at the following link.
(link…. link…. darn couldn't find the original post)
__________________________________________________
___________________
Basically have lines of mirrors. For a 5x5 grid of squares.
I'll show a few different configurations.
E stands for Emirrors, X for solar
X E X E X
X E X E X
X E X E X
X E X E X
X E X E X
The bonus energy for each square
2 0 4 0 2
3 0 6 0 3
3 0 6 0 3
3 0 6 0 3
2 0 4 0 2
Total= 52
* The optimal configuration.
E stands for Emirrors, X for solar
E X E X E
E X E X E
E X E X E
E X E X E
E X E X E
The bonus energy for each square
0 4 0 4 0
0 6 0 6 0
0 6 0 6 0
0 6 0 6 0
0 4 0 4 0
Total= 52
* Notice how more mirrors doesn't actually improve the amount of energy you get.
E stands for Emirrors, X for solar
E E E E E
X X X X X
E E E E E
X X X X X
E E E E E
The bonus energy for each square
0 0 0 0 0
4 6 6 6 4
0 0 0 0 0
4 6 6 6 4
0 0 0 0 0
Total= 52
* rotating the design can be easily done
E stands for Emirrors, X for solar
E X E X E
X E X E X
E X E X E
X E X E X
E X E X E
The bonus energy for each square
0 3 0 3 0
3 0 4 0 3
0 4 0 4 0
3 0 4 0 3
0 3 0 3 0
Total= 40
* An example non-optimal design.
Of course when you only have a small energy park that is say about 3x3 squares, then you probably should consider doing it in Excel. Here's a template I was using before.
http://apolyton.net/upload/view.php...915_mirrors.zip
When deciding how you should make your energy park consider the following. They are ordered in priority.
1. How much terraforming time do you want to spend?
2. Rocky squares. Echilon Mirrors build time doesn't change when on different terrain. Solar panels double in build time when on rocky squares (they cost 4 normally 8 on rocky squares, applies for tidal harasses if the sea floor is rocky). So rotate the lines of panels/mirrors to reduce build time.
3. Try have solar panels not mirrors on rivers and energy bonuses. You won't be able to always have a crawler on every square of the energy park. This is because the opponent may pick them off, you may need to cash a few for SPs, divert some to food, or just be busy building facilities. So if you try and concentrate the energy onto particular squares then you'll be able to crawl more energy to your cities.
4. Don't forget that the mirrors themselves work as solar panels the only difference is they don't get the bonus energy from adjacent mirrors.
Other things to note:
Mirrors only work in your terrority.
http://www.apolyton.com/forums/show...rgy#post2368224
Last edited by Kody on 25-02-2004 at 12:07
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anarchie
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Not really. Energy parks are usually located outside a base's workable radius, so you can either crawl the minerals or energy, not both. It gives you some flexibility at a cost of former-turns.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:34
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For the 5x5 energy park assuming all above 3000m
Total= 52 bonus energy from mirrors. That's average of 2.08 bonus energy per square.
At 3000m 4 energy per square from solar added with the 2.08 bonus energy and that's 6.08 energy from each square not counting special/landmark bonuses or rivers.
Also boreholes can only be built 1 every 4 squares in optimal borehole spacing. From a pure energy perspective having a combination of boreholes and mirrors isn't that good as you lose more energy from having the borehole than you gain.
If you are at 0 elevation and have bases as well in your energy park. Then you can lose 7 energy in exchange for a borehole. So at lower elevation you can trade 1 energy for 6 minerals by building a borehole. At 3000m you lose 4 energy for the extra 6 minerals.
In later game when you're building your energy park you'll probably be more interested in energy than additional minerals as the energy from that park gets multipled by facilities.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:34
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Ahh yes I forgot to mention that point about sea energy parks.
I'll leave details on sea energy parks up to other people to explain.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:34
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Just to dispell a misconception, chessboard pattern is not most efficent. 40 Energy with the chessboard pattern, whereas if you look at the other pattern it's 52 Energy.
quote:
E stands for Emirrors, X for solar
E X E X E
X E X E X
E X E X E
X E X E X
E X E X E
The bonus energy for each square
0 3 0 3 0
3 0 4 0 3
0 4 0 4 0
3 0 4 0 3
0 3 0 3 0
Total= 40
* An example non-optimal design. (chessboad pattern)
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:34
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E stands for Emirrors, X for solar
e x x x e x
e x e x e x
x x e x x x
e x x x e x
e x e x e x
x x e x x x
The bonus energy for each square
0 3 1 3 0 2
0 4 0 4 0 2
2 4 0 4 2 2
0 4 2 4 0 2
0 4 0 4 0 2
1 3 0 3 1 1
Total= 64
_____________________________________________
E stands for Emirrors, X for solar
x x x x x x
e x e x e x
e x e x e x
e x e x e x
e x e x e x
x x x x x x
The bonus energy for each square
1 2 1 2 1 1
0 4 0 4 0 2
0 6 0 6 0 3
0 6 0 6 0 3
0 4 0 4 0 2
1 2 1 2 1 1
Total= 66
________________________________________
Sorry I stuffed up some of the calculations earlier (had the excel only summing some of the results).
It seems better to put the mirrors nearer the centre rather than creating the pattern.
Last edited by Kody on 27-02-2004 at 05:49
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shawnmmcc
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I've done some experimental pirate play, sea parks in SMAX can get you 4 per square for all 25 squares, that's 100 energy. I like to harness and trawler ocean energy resources in the early game, you get 6 per square before bonuses, seven with free market! I do it just around my base periphery, but prior to relaxing energy restrictions they rock. In multiplayer you probably want a shallow ocean area you can enclose to protect both the terraform time and the much more expensive crawler investment. Pirates have completely different problems than other factions, there was a thread last month on that.
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shawnmmcc
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One thing missed on the comment about the pirates is that popping pods doesn't increase your research rate. I combine what JohnD metioned, but as soon as I can I make usually two-five trawlers to go to those outer periphery ocean energy squares. They represent an extra five to eight extra energy per turn, half of which goes into research. That's where you start kicking butt, you've used pods to rush a couple of armored trance trawlers (also nice for rushing that special project) plus you have the extra armored trance sea formers and some base facilities. I've only done the Pirates solo, and I don't build too many warships early in solo play, I want to spread my pod popping out as I gain better techs. As I said, we had a great thread on that in December or January.
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jtsisyoda
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COO, Morgan Industries, ACDG3
Jul 2003 time: 00:34
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One thing I worked out was a time-efficient way to raise land. Meaning, what gets you lots of high land with relatively few former turns. This is for a situation where you have lots of crawlers and lots of space. Time (or former-time) is your limiting factor. If space or crawlers are your limitation, that's different.
Assume a flat plain of solars and mirrors at zero elevation. Raising one square to 3K gives you 35 bonus energy from elevation in a 5x5 mountain. That costs three land raises in the middle square. It might be tempting to raise one/some/all of the surrounding 2K tiles, but actually you get more for your former-time by moving several (say four) squares orthogonally and raising another zero elevation up to 3K. This gives you a bumpy ridge:
11111111
12222221
12322321
12222221
11111111
Where exactly to raise your second peak is another question of space vs. time. I prefer to make the peaks four apart as above. It's a decent trade-off, because per peak, it gives you eight new 2K squares (plus a 3K) and minimizes the number of 1K squares.
When you run out of space for 3K peaks, you have mostly 2K land, which you can raise to 3K at your leisure. (Like when you get clean formers.)
Edit: As far as solars and mirrors, the first mirrors go on the ridge, with solars on both sides. Then with more peaks, you can do the alternating rows described in previous posts.
Last edited by jtsisyoda on 02-03-2004 at 23:40
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Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001 time: 14:34
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code: E stands for Emirrors, X for solar
e x x x e
e x e x e
x x e x x
e x x x e
e x e x e
x x e x x
The bonus energy for each square
0 3 1 3 0
0 4 0 4 0
2 4 0 4 2
0 4 2 4 0
0 4 0 4 0
1 3 0 3 1
Total = 53
Mirrors = 12
_____________________________________________
E stands for Emirrors, X for solar
x x x x x e x e x e
e x e x e e x e x e
e x e x e e x e x e
e x e x e e x e x e
e x e x e e x e x e
x x x x x e x e x e
The bonus energy for each square
1 2 1 2 1 0 4 0 4 0
0 4 0 4 0 0 6 0 6 0
0 6 0 6 0 0 6 0 6 0
0 6 0 6 0 0 6 0 6 0
0 4 0 4 0 0 6 0 6 0
1 2 1 2 1 0 4 0 4 0
Total = 54, 64
Mirrors = 12, 18
________________________________________
E stands for Emirrors, X for solar
x x x x x x e x e x
x e x e x x e x e x
x e x e x x e x e x
x e x e x x e x e x
x e x e x x e x e x
x x x x x x e x e x
The bonus energy for each square
1 1 2 1 1 2 0 4 0 2
2 0 4 0 2 3 0 6 0 3
3 0 6 0 3 3 0 6 0 3
3 0 6 0 3 3 0 6 0 3
2 0 4 0 2 3 0 6 0 3
1 1 2 1 1 2 0 4 0 2
Total = 52, 64
Mirrors = 8, 12
It seems having a row of mirrors with solars on the outside gives you the most bang for your buck in terms of energy per mirror.
Last edited by Skanky Burns on 03-03-2004 at 10:23
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