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dacole
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Ok starting to mess around with free market again and had some questions. First to anyone who hasn't messed around with free market and wealth before you are missing out! The energy credits you come up with are absolutley amazeing. Eight energy credits a turn from your base square! Especially in the early game this is huge!
Now some general questions about the planet rateing first. Does the negative planet rateing make worms appear more often? Does it have an effect on worm strength when you attack? When I started messing around with free market there seemed to be more worms attacking my colony pods as I started to expand and I actually lost a base to a worm. Something that has never happened before.
To more specific questions how do people deal with the worms attacking your base and your colony pods? Several opions exist as I see it. 1. don't change to free market or wealth (not an option here) 2. accept the fact that some colony pods will die and just keep building more (hmm this would really cut down on the number of cities you could plant in the early game) 3. Build millitary units to go along with your pods. (Here I usualy run into problems with the population growing before I can make another pod ok but annoying). 4. Research secrets of the human brain first then go onto IA (This would allow me to build trance units early which would be nice, but make IA come later which isn't)
What have other people tried are there other possibilities I've missed? Thanks a bunch!
Daniel
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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Its hard to kill worms effectively with the FM/wealth combo unless you have some artillery. Combine a couple of rover arty with a good sensor network. Your arty gets there in time to give a worm a bombardment or two before any old scout takes out the damaged worm. . .. In the earlier game before arty, I find you just have to accept some losses to worms as part of the cost of FM .. . its not that bad usually sicne you sacrifice a green scout sometimes to ensure your rover gets the kill ( and perhaps a morale upgrade)
The other thing that really helps is an empath unit, of course, or really any high morale unit. A commando or elite usually has enough of a morale advantage over most native life that it wins the vast majority of battles even with the 30% PLANET PENALTY
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Starfarer
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The endless oceans of Darkness that surround us all...
Jan 2004 time: 05:34
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I've found that that only happens late game... when it's going ot happen anyway.
My God, Franky, do you have triple-digit eco-damage or something? I mean... ouch. What are you DOING do that poor planet? I've NEVER had any fungal bloom with more than about five worms of middle-to-high lifecycle at best earlier than when I start getting close enough to Transcendance to get the interludes for Kai (Or whoever) downlaoding himself to a computer.
Poor planet... I bet it needs a band-aid.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by Frankychan
It's not fun when a fungal bloom happens and the fungal tiles all have 10 or so demon boils on them. |
If you have a drop artillery or two , its a simple formula-- bombard them once or twice to knock their health down to about 10% or so and then watch a basic scout easily kill them.
Although I also wonder what you are doing to get SO many worms-- IS it atrocities because absent them I don't see how you would get so many worms ( assuming you are building treefarms and hybrid forests as a normal part of your game
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:34
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Creches give back a bit of Wealth's morale-depressing effect to units whose home base has a Creche. Further, when they are defending the Creche base, the defenders' morale is as good as, and sometimes better than it would be without the Wealth penalty due to the benefits the Creche provides.
Armored Probes are not a bad idea for base defenders if you are running FM/Wealth, since you would not be getting any police benefits from the regular unit anyway. Res-3 Armor would be especially good for that, once you get it, but I believe that the mere fact of being armored at all will improve your odds (no non-com penalty). In any case, a probe team's morale is not affected by the Wealth modifier, but by boosts from various techs, like PolyM, as well as the usual military facilities - so you can get a decent morale probe sometimes when you are able to produce only barely capable regular units.
If you have a Creche in the base, the armored probe's main advantage would be its freedom from support charges (and of course its natural probe functions), since a 'reasonable' morale regular defender would not be hindered by the Wealth penalty and would be cheaper to build, so one might use the armored probes to occupy relatively new bases and the regular ones once you have built a Creche (which you will want to do reasonably soon), moving the armored probe defender further out to the frontier.
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RoadRash
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San Jose, CA, USA
Apr 2000 time: 05:34
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quote: Originally posted by Starfarer
...My God, Franky, do you have triple-digit eco-damage or something? I mean... ouch. What are you DOING do that poor planet? I've NEVER had any fungal bloom with more than about five worms of middle-to-high lifecycle at best earlier than when I start getting close enough to Transcendance.... |
When I get close to Transcendance, sometimes I get major worm hordes that make Franky's situation look positively tame.
My outbreaks are late-game surprises. I have a decent planet rating, and all my terrain has been converted to forests. Furthermore, I have zero improvements that boost minerals (not counting recycling tanks.) I've committed no atrocities and launched no planet busters etc etc.
Yet quite suddenly, about 10 cities per turn experience fungal blooms with 30-50 demon boils per square. I'm not kidding. Yet sometimes my planet rating is so high that I actually capture 30+ worms at a stroke. Unhappily this can cause the spontaneous disbanding of expensive units supported by the city.
Sometimes, I'll deviously walk these captured worms into my ally's back yard, then release them "into the wild".
What triggers these ridiculous outbreaks?
- Start with enormous cities surrounded by forests, which produce alot of minerals.
- Add certain late-game Secret Projects, and tons of mining satellites, to further boost mineral production.
To add insult to injury.... at this point in the game, fungus generates more minerals than forests, so each outbreak makes the situation even worse.
I got so sick of this crap that I tweaked the game to reduce the rate of global warming.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:34
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Roadrash, sounds like you are too clean for your own good.
I didn't see any references in your post to the usual methods people use to allow for hign min production without the high ecodamage; perhaps you are following that approach and are just producing humongous quantities of mins, but I'm guessing that you have minimized the ecodamage in the early/mid game and built most of the potential ecodamage-reducing facilities before getting your first >pop<. If so, the solution would have been to have been to force a >pop< before building your TFs, HFs, CPs, etc. (or to have delayed them until after the first >pop<) in order for them to have the beneficial effect on ecodamage.
As to why it happens all of a sudden, whether or not you have mitigated the ecodamage as above, it is likely the formula expressing itself - it has some factors like your number-of-techs that get pretty high as the game goes on, so once it crosses over into positive ecodamage, each extra min will get multiplied pretty heavily.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by johndmuller
Roadrash, sounds like you are too clean for your own good.
. |
I agree with Johnd, you must not have ensured a mineral pop before building the eco-facilities.
Assuming clean minerals at 16, you can trigger say 4 pops. and then lets assume a dozen bases with a treefarm and a HF, bringing you to 44 clean minerals.
Why anyone would need more than that in a base in the late game ( when sats can feed and specialists and energy are abundant) would be beyond me.
MY advice-- stop the mineral satellites and just put up more and more energy ones. Also consider a few food sats and specialists.
Other than that . . . make sure to cause a fungal bloom early so that all your eco-facilities have their full effect. Building them before the bloom is crippling their effect
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starfish
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quote: MY advice-- stop the mineral satellites and just put up more and more energy ones. Also consider a few food sats and specialists. |
I thought that I'd read somewhere that mineral satellites didn't contribute to eco-damage - I don't see any reference to them in either the Datalinks' Ecology section or Ned's eco-damage write-up. Am I missing something?
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:34
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quote: Originally posted by Chaos Theory
Artillery should be able to destroy the vast majority of native life in any given tile. Towards the end game, keeping 3 SAM string artillery in each base for worm defense seems entirely reasonable. One unit taking on 50 demon boil mindworms is hardly guaranteed to lose since collateral damage against native life is total. On the other hand, locusts of chiron do not suffer collateral damage, so you need artillery to blast them to pieces.
A base could be reduced to size 8 from 25 by 17 locusts. Each native life unit that enters an empty base of yours blows up one building and kills a population unit.
For what it's worth, I find that in the late game, Planned and Green give me more ecodamage than FM. The reason is that by that time fungus tiles are producing 2 or 3 minerals, so that if I run non-FM, I can work those tiles and produce plenty of minerals. What happens to me is that each pop makes the next more likely until the planet floods. |
When large stacks of native life appear it sometimes pays to self destruct a high attack value unit next to the native stack to destroy it. Copters or needles are great for this, as they have plenty of movement to get into position and can fly over sea squares with no problems.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by starfish
I thought that I'd read somewhere that mineral satellites didn't contribute to eco-damage - I don't see any reference to them in either the Datalinks' Ecology section or Ned's eco-damage write-up. Am I missing something? |
Nope-- my comment was based on:
1. My belief that having massive mineral production is a waste ( even if completely clean)-- With enough energy and specialists you can rush everything anyway.
2. MY own preference for food and energy satellites combined with specialists as a way to drive research. You can work a few less tiles and produce a few less minerals and avoid ecodamage if you wish
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RoadRash
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San Jose, CA, USA
Apr 2000 time: 05:34
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quote: Originally posted by Flubber
1. My belief that having massive mineral production is a waste ( even if completely clean)-- With enough energy and specialists you can rush everything anyway.
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True but this lowers your energy score.
My experiences with massive end-game worms are due entirely to a single Secret Project: the one giving +2 minerals per base. It seems preposterous that those two extra minerals would cause 30+ worms per base. But it happens to me every time.
I'm starting to wonder if those 2 minerals are added in a wierd way that skews the normal ecodamage calculations.
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