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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:35
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Sometimes the game seems to do you a favor and build one for you when you would otherwise get sunk if left to your own devices. Does anyone know what triggers this bail-out?
Also, if there is an adjacent 1000+ elevation tile next to your about-to-be-sunk base tile (so that the tile itself will ultimately remain above sea level after all is said and done), is it still necessary to build a Pressure Dome? In other words, are bases immune to the effect known as 'washing', where the terraforming is erased from tiles that were in the danger zone, but were saved from the sea by virtue of a 1000+ elevation neighbor.
Another complication I have noticed is that when there is a substantial enough sea level increase that the sea rises in installments, that a warning-about-to-be-sunk tile that at first blush appeared to be 'safe' from disappearing under the sea (maybe not from being washed, but at least still above sea level) due to a 1000+ neighbor may lose that protection when the 1000+ tile is lowered in the intermediate stage of sea level increase. The question here is does anyone know how this works more specifically so as to accurately tell what is safe from submergence and what isn't - at times this may be important, such as when faction borders are involved (e.g. if a land base becomes a sea base, it may change the ownership of key land or sea tiles). Conceivably the 1000+ tile becoming 999- and the sinking of the seemingly-protected-from-submergence-but-not-anymore tile could happen in the same turn if the algorithm doing the sealevel increase lowered the 1000+ tile first, then went on to sink the endangered adjacent tile second. Sounds unlikely perhaps, but I'm seeing this situation in 2 different places in the same PBEM at the moment, so it can't be all that rare either.
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:35
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quote: Originally posted by johndmuller
Sometimes the game seems to do you a favor and build one for you when you would otherwise get sunk if left to your own devices. Does anyone know what triggers this bail-out? |
quote: Originally posted by Patashu
The dome-building occurs if you have over a certain amount of population. |
I believe, but am not certain, it also needs either, or both, of:
…sufficient Minerals for completion (after applying all the minerals already accumulated toward what the base was working on)… …and/or… …Energy Credits to rush (if the minerals total is insufficient).
I suspect also (again, I am not positive) that the Base Governor must be active.
quote: Originally posted by johndmuller
Also, if there is an adjacent 1000+ elevation tile next to your about-to-be-sunk base tile (so that the tile itself will ultimately remain above sea level after all is said and done), is it still necessary to build a Pressure Dome? In other words, are bases immune to the effect known as 'washing', where the terraforming is erased from tiles that were in the danger zone, but were saved from the sea by virtue of a 1000+ elevation neighbor. |
Bases are not safe from washing. The tile will be blanked.
quote: from xscript.txt
#BASESUBMERGED1
#xs 440
#caption Chief Planetologist
Tidal waves near $BASENAME0! $BASENAME0 has been submerged and lost! |
quote: Originally posted by johndmuller
Another complication… The question here is does anyone know how this works more specifically so as to accurately tell what is safe from submergence and what isn't… |
Myself, I prefer to assume in every case that if it says ENDANGERED it's going under.
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Taarkin
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Well that helps explain why sea colony pods are more expensive than land ones.
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:35
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I'm still wondering about whether or not there is a known pattern to the sequence of adjusting elevations.
Warning Micromanagement post 
The basic situation is when you have a tile at elevation 10 (marked endangered) and one adjacent tile > 1000 at say 1020 and a sealevel increase of say 50. If the elevation 10 tile is hit first, it will only be washed and would subsequently continue to be dry land at some new seemingly arbitrary elevation, say 275. OTOH, if the 1020 tile is adjusted first, then it will no longer be > 1000 and so the elev 10 tile will be submerged rather than washed. In the cases at hand, there are bases on the elevation 10 tiles (protected by PDomes, so they will not be lost in any case); the question involves trying to predict whether they will be land bases or sea bases, which (since these bases are quite near the border) has a reasonably large impact on the faction boundaries and who can produce from which land and sea tiles in the neighborhood. It also affects whether or not it is possible to reraise the base if it is submerged, as the new boundaries will trigger the situation where you need to declare vendetta in order to raise the adjacent tiles too. You say well raise the 1020 tile before it is sunk and don't worry anymore, as the base will now be at 1000+. All well and good, but then you may turn your coastal base into a landlocked one and/or block a channel you want to keep open. Thus the interest in a more detailed insight into the mechanism.
There is a basic question of whether it works through the endangered tiles one at a time subtracting the sealevel change from its elevation and then comparing it to adjacent tiles to see if it is spared due to washing or not -- or if it does all the subtraction first and then does the washing or not check. In the first case, the order in which it does the tiles could determine whether or not some tiles are washed or submerged (i.e. if they are done before their 1000+ neighbors are lowered); in the second case where all the subtraction is done first, there would be no reprieves.
I have definitely seen the increase occur in installments, where some tiles are submerged/washed but some further endangerment remains. Thus, even if the adjustments are made by doing all the subtractions before the wash-tests, there is still a possible way to get a reprieve - if the partial adjustment is enough to potentially sink a vulnerable tile, but not enough to lower its 1000+ neighbor below the 1000 mark, then it could still end up getting washed even if the full elevataion change would have dropped the protector tile below 1000, because the vulnerable tile would have already been adjusted to its post-washing elevation before the protector finished getting lowered below 1000.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:35
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Great questions johnd-- I only wish I knew the answers
I always assumed that the washing effect was done on a more general level-- meaning that ALL tiles would drop the same amount in elevation and then and only then would some tiles be readjusted upward so that the adjacency rules were respected ( with tiles coming out of the water being the washed ones)
I haven't experienced washing much lately since I tend to pick some key tiles and raise them to 2000+ so that most of my terraforming stays protected.
I still wish the game allowed you to make an order like " raise to 999 metres" or "maintain elevation" since the existing methods mean that you often have the choice iof allowing land to sink losing land terraforming or raising land and losing sea tarraforming or turning a port into an inland base etc
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:35
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oh and IIRC a sea colony pod costs aound the same as a land pod plus a rec tanks.
I believe a base above size 4 can survive submersion and continues on with a pressure dome but with a number of facilities lost as well.
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