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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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I suspect you are not using the crawler upgrade trick to make crawlers worth additional minerals when cashing them for Sps like the WP. Even without upgrading, cashing crawlers should mean you get the WP ahead of the AI-- I know that its painful to eliminate your own crawlers, but some projects are just worth it
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Santiago_Claus
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I generally get WP by setting a base down in a good location, waiting for a rec commons, then building WP. No way am I going to wait for supply crawlers -- I'd get sniped for sure.
I try to keep the support burden light in the base set aside to build it. I'll also burn artifacts, damaged battle ogres, and surplus Unity Rovers for it -- it's that important. (I won't burn "Independent" Unity Rovers, though -- support-free police are too valuable.)
Early game growth is exponential, and I pay a huge opportunity cost of that potential to keep my best base at zero support (0-1 units) just to build WP. As an added bonus, though, that base is set up to compete for other critical SP's.
The arrival of the supply crawler ends the era of the single "SP base" -- and of the painful decision to burn artifacts. By that time I usually have WP and VW, and if I'm lucky either CN or HGP.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:34
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For Morgan, early AAs are DEFINITELY best used to build WP or HGP, don't hoard them for tech. Also, instead of upgrading crawlers early on, just rush build them. It seems less cash efficent, but it _is_ more time efficient, and that's what counts. Use the crawlers to trawl forest tiles while you're waiting for enough to finish your SPs in a single turn, you'll be suprised how much quicker your early SPs get cranked out.
If I have 2 AA's collected, I'll consider building WP even before I get IA, but for just one, the early growth is far more important.
Last edited by CEO Aaron on 26-03-2004 at 05:11
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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:34
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You mean rushing crawlers, not formers, right? Although you need to rush some formers too, so the crawlers can collect the "interim resources" more effiecently. Forests and roads seems to be the quickest. The road adds a bit of terraforming time, but means the tile can be crawled 1-3 turns earlier in most cases, adding 2-6 minerals which soon adds up.
I'm sure that with the right rushing, all your core bases can get 25-30 minerals within 10 years of getting IA, by crawling the minerals back to build more crawlers, and always rushing as soon as you have the first row full. (With enough cash, rush to fill the first row on the next crawler too) When I have 5-6 bases that can all build crawlers in one turn, I can crash build all the early SPs one after another bang-bang-bang-bang. Then I switch to colony pods at all bases, having terraformed new base sites with enough food and with the PTS and HGP, I now massively ICS. The new bases pump more CPs and crawlers while the core bases switch to facs, while changing the crawlers to food to support pure specialists.
If THAT doesn't help a cash rich faction get into a good position vs the AI, nothing will.
-Jam
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:34
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You don't run FM for very long with Morgan, just long enough to get to your nut/mineral/energy restrictions lifted, and a quick population boom afterward. Once you're finished with the pop boom, and all your bases are at 11, switch to Green/Fundy/Wealth, and you're ready to head out on the offensive.
As for 25-30 minerals per base, yeah, that's probably too much to run in every base, but you actually want to have a couple of fungal pops before you start building Tree Farms.
ICS isn't too hard, it's just predicated cornering a couple of early SPs. With just HGP and PTS, you can plant infinite size 3 bases. Make sure there's a 2 nutrient square it can harvest in addition to a couple of forests, and build yourself a Rec Commons with your starting 10 minerals. Plant your bases 3 squares apart, and you'll have plenty of room for a horde of them on even a modest sized continent.
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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:34
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The formers pay for themselves. If they're costing 1 mineral per turn in support, but mean you gain 2 minerals per turn from a forest... and remember kids, its not how often in SMAC, but how soon you can do it.
Yup, turn advantage is well worth the extra former (rushed of course to save more turn advantage) so you KNOW that when a bas is planted it has good tiles to work, a road link to get the CP there quicker, you know that before it grows, it will have enough food, you have the tiles terraformed before the crawlers are crawling them...
2 formers per base is good, because they can get you the mines and forests faster. I'm just realising recently how vital minerals are in the early game. Its all about production. Forget nuts. Grow to size 2-3 and make crawlers. Crawl minerals to make more crawlers, then produce anything you want almost instantly.
The extra support - even with Morgan - is no big deal. Its better to pay that ONE little mineral to get your terraforming done in time. I want my boreholes in place just BEFORE restriction lifting, not after.
-Jam
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Santiago_Claus
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Liberating this thread to its original subject (opposite of hijacking) I played the prooffered game. I have a story to tell you:
It's an arid little starting position, but lucky breaks with the pods brought 3 nutrient resources. By the time I made contact with Santiago in the east my bases had cranked out WP (allowing condensers on the nutrient specials) and HGP, and I shot into first place on most of the graphs.
When she declared war on me I was ready, with several healthy bases all cranking out units, mostly Gat and Missile Rovers, under CC's and BC's under FM / Survival and after hostile pops and a new volcano Fundy / Weath. After taking most of her land she capitulated, swearing a Pact to serve me, and I settled at last into Morgan's famed Demo/Green/Wealth.
I met Domai early and we formed a Pact to smite the evil Caretakers. Later I would use the landlocked but helpfully bellicose Caretakers to finesse a Pact with the reluctant Data Angels, as well.
Domai and Mount Planet are a lethal SP-sniping combination. Other than that major annoyance -- he built AV in 8 turns, the speedy bloke -- I'm on the exponentially accelerating "Stairway to Transcendence"!
But wait ... I have another story to tell:
At first cheered by the placement of my first base on a river, my optimism would soon be ground underfoot by some terribly unlucky pod-popping. A fungal bloom rendered the north coast of my peninsula totally uninhabitable, and the lack of rainfall in general limited my scrawny bases to trailer-parks.
Barely able to expand, SP's were out of the question, and I watched wistfully as the WP, HGP, CC, and all the other favorites went past my nose.
When Santiago found me her well-armed pack descended on my impoverished nation like wolves on raw meat, and I was powerless to stop her. If only I could have expanded as far as the Monolith East of Pholus ridge ...
It pretty much goes to show that how well you do depends a great deal on luck -- not in the first 100 turns but indeed in the first 10.
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