Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > AC-General/Help/Strategy-Archive > Pods - are they truly random?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
shawnmmcc is offline shawnmmcc
Prince

Jan 2003
time: 00:34
  Old Post 11-03-2004 21:24
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Pods - are they truly random? Support Apolyton buy from Amazon

I've never done a statisitical study, but it seems to be not uncommon, to a degree higher than randomness would indicate, that pods have a distinct tendency to "double up," as in getting the same result twice in a row. This especially occurs with resource squares, energy credits, monoliths, and alien lifeforms (though I just got it for the first time with techs, go figure). It may just be that I notice and remember when I get the same result twice in a row, but I'm not so sure. I've gotten to the point that I save and exit a game after any pod which yields alien lifeforms (when I'm popping another pod), and then pop the next pod after restarting the game, and I would swear I get fewer sequential alien lifeform pods. Anybody notice anything similar?

SynthetGod8 is offline SynthetGod8
Warlord

Oct 2003
time: 05:34
  Old Post 12-03-2004 09:48
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

Well, far as I know, one is more likely to pop alien lifeforms the farther one gets from the city squares and from national borders. One would think this is because of human interferance with the ecosystem, but that is here nor there. As for doubling up, it certainly isn't impossible and I've never experienced any patterns in any of my games, except for when I keep getting mindworms far outside my borders, but I knew that it was more likely anyway.

quantum_mechani is offline quantum_mechani
Warlord
Alaska
Nov 2002
time: 20:34
  Old Post 12-03-2004 11:23
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Inflate your Upload Space

I heard that alien artifacts are more likely in fungus squares.

shawnmmcc is offline shawnmmcc
Prince

Jan 2003
time: 00:34
  Old Post 12-03-2004 13:59
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Both of those are the case, a pod adjacent to a base will never produce an alien lifeform, and a pod within the production radius will never produce more than one square of alien lifeforms (which can be up to three with an IOD). You have a better chance of getting alien artifacts in both fungal squares and at sea since resource squares can no longer be obtained, and they are one of the two most likely results is my memory serves me properly, with alien lifeforms being the other. Eliminating the chance of getting resource squares redistributes the probability among the remaining results.

Sikander is offline Sikander
King
Boulder, Colorado, United Snakes of America
Jan 2000
time: 22:34
  Old Post 18-03-2004 18:50
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Tired of ads?

You can eliminate the complete production outcome by setting your nearest base to produce an SP.

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:34
  Old Post 19-03-2004 00:33
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

How on earth??? Ok, I'm going to maximise my pod-popping in the future... I only ever get the ""complete production" if the base is making crappy stuff though... is there some kind of limit to the number of rows this will fill?

-Jam

Illuminatus is offline Illuminatus
SMAC Stories Editor
Salvaging Unity Fusion Core
Jul 2003
time: 06:34
  Old Post 19-03-2004 01:43 Visit Illuminatus<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Remove this text

I ve never seen pod hurrying a SP.

EternalSpearman is offline EternalSpearman
Settler
Your army's worst nightmare!
Dec 2003
time: 05:34
  Old Post 19-03-2004 06:03
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

I think he meant that if the nearest base is working on a SP, you won't get the hurry production event.

Vev is offline Vev
King
I am so out of touch
Nov 2000
time: 15:34
  Old Post 19-03-2004 06:50
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

But if you have a ridiculous fission hovertank artillery with string and temporal shielding that costs like 1000+, yeah, the pod material will finish that.

shawnmmcc is offline shawnmmcc
Prince

Jan 2003
time: 00:34
  Old Post 19-03-2004 06:52
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Full PM-box? Change here!

Exactly - a "complete production" pod will complete any number of rows of minerals for a base facility or a unit. I have built some prototyped units at over 1000 minerals just to see. I love it for Hybrid Forests. If the base is population one, it will NOT complete a colony pod.

Jamski, the trick is in single player to time your pod popping. Try to keep the outlying base making an expensive unit - fission drop-empath missle/pulse three armor rovers come to mind (for the early game). When you get to ten minerals, switch to a base facility it needs, and rush build it if you have the resources. Start again. I have built a conquest force in SP just using agressive pod popping. You can also delay your pod popping for interior secure pods in your territory. There is nothing more valuable than a nutrient/mineral/(also energy if close enough to headquarters) square over a long period of time, and popping the pod adjacent to a base with "stockpile energy" eliminates fungal blooms, native lifeforms, and "project completion pods". It almost doubles you chance!

You can also complete some fancy high-cost supply units, and then use them for SP's. It doesn't get you the whole way, but it helps tons, the cheapest rover supply with armor is I believe 100 minerals.

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:34
  Old Post 19-03-2004 17:59
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

I'm not sure if saving pods for later is worth throwing away the turn advantage of popping them earlier. Imagine if I'd had those 3 AAs in 2120 instead of in 2140... Imagine if I'd been working those bonus minerals 20 turns earlier...

Hmm...

The luck factor really make it hard to get a handle on it. Later pod popping gives better pop results, but with just a bit of luck, and some good early pops, you can power your way ahead.

I'm thinking of the use of getting rovers and foils especially in the early game in MP. They can turn the game around by popping every pod in reach and stacking up masses of ec, AAs and planetpearls...

I'm not sure...

-Jam

shawnmmcc is offline shawnmmcc
Prince

Jan 2003
time: 00:34
  Old Post 19-03-2004 19:20
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Get a bigger avatar today!

Jam, that's a very good point. That's why I mentioned saving your internal pods until last. The only problem is that you are making the trade off between running free market versus foil pod popping, and that's a tough choice. For the Gaians an exellent strategy is to go for Doctrine Flexibility and Centauri Empathy first, and pop pods/capture native units. Once you capture one, use the IOD to pop the pod, the foil to capture or bombard (impact is where that starts getting effective), and then use your IOD to attack if the new one isn't captured. It can make them a very potent force in the mid to late portions of the early game (pre-Air Power/Fusion),

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:34
  Old Post 19-03-2004 20:37
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
That's why I mentioned saving your internal pods until last.



But those pods just near your first bases, which is what I suppose you mean by internal pods, could be mineral/nut/energy bonuses. These are so important early game because they bypass restrictions. I'm in favour of popping them as soon as possible because just one nut bonus and one mineral bonus makes an early game colony pod factory that allows for terrifying expansion.

-Jam

jtsisyoda is offline jtsisyoda
King
COO, Morgan Industries, ACDG3
Jul 2003
time: 00:34
  Old Post 20-03-2004 23:01
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Support Apolyton buy from Amazon

You can pop the pods whenever you want. If your colony pod is at 14 minerals, switch to an expensive prototype crawler. It asks if you want to lose 2 minerals for the switch. What it doesn't tell you is that if you do that, pop the pod, and it doesn't auto-complete, you can switch back to a colony pod and get your 2 minerals back. Make sure you remember what you were building originally, because that's the only way to get your minerals back.

Skanky Burns is offline Skanky Burns
Deity
Skanky Bastard Quartermaster
Aug 2001
time: 14:34
  Old Post 21-03-2004 07:24
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton or Terrorists Win

Nifty.

shawnmmcc is offline shawnmmcc
Prince

Jan 2003
time: 00:34
  Old Post 22-03-2004 13:49
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton buy from Amazon

What I do is pop the pods near my starter base to get my base grid started. I then determine where I'm going to place my first 16 (or 24) bases, roughly. Any pods that will be adjacent to them I save, I pop all the others. I will delay popping some of the pods if I'm just about to get a tech that will let me build an expensive base facility/prototype, for example a 2-2-2 recon rover. My favorite item, prior to expensive crawlers, is armored/trance sea formers, and the occasional sea colony pod if I have a really good site.

CEO Aaron is offline CEO Aaron
Prince
Everything has its price. Even you.
Aug 2002
time: 05:34
  Old Post 23-03-2004 02:26
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Avatar Enlargement: We've got the solution

I too try to delay popping Unity pods not adjacent to bases until I can take steps to assure that the negative outcomes won't cripple me, as I've had too many early worm pods destroy too many openings. See my thread on Morgan opening for a classic example.

In my experience, with the exception of pods immediately adjacent to a base, pod outcomes are just as likely to have negative as positive outcomes at transcend difficulty.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:34.
Apolyton Time is 00:34.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0457 seconds (90.94% PHP - 9.06% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net