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TheRedmenace
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The Merchant Exchange is still subject to the energy caps. Usually your minerals are better spent on other stuff. I've seen the Gaians build it though, with the explanation that they needed every joule they could get since they couldn't run Free Market. I guess I can sort of buy that, but normally, just pass on this one.
It also makes a nice placehold if you want to get a head start on a project before you get the necessary tech.
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:35
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Suppose you have the ME in a SSC with 40 crawlers. Assume, generously, the SSC itself is working 15 tiles (base + 14 population). This means the ME is contributing 55 energy. With a reasonable (land) energy park, the average tile should be contributing at least 6 energy (7 with the ME), between echelon mirrors, elevation, and +2 econ. Therefore, the ME at this point is worth 9 worked tiles.
Each worked tile costs a crawler and, on average, 12 units of former time (6 for a solar panel, or 16 for an echelon mirror, and half of each, plus a road on each tile). Therefore, the ME, which costs 6 + 2/3 crawlers in the early game, is worth, at most, 9 crawlers + 108 units of former time + 9 tiles of land in the mid game (assuming 40 crawlers with the ME). Is this a reasonable return on investment?
For what it's worth, an optimal energy park would return an average of 4 (high elevation) + 3 (average echelon mirror bonus) + 1 (+2 econ) + 1 (rivers on the whole thing) + 1 (ME) = 10 energy/tile, plus any energy bonuses.
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Ouro_827
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Alaska
Feb 2004 time: 20:35
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Well yeah, that's pretty much what I was going to come up with.... Most players forest their lands early, unless you're tryhing to see what you can do using normal improvements, or you're a native faction living off fungus..... Let's say you build it in base size 5, with 3 energy crawlers working from it.... you got lucky and picked it up as a bonus. Now, you're making 9 energy more a turn. If you wanted to rush in... say a terraformer for 20 credits, that would be about 2 turns from that base. So you're gaining what's normally called the turn advatage. 9 energy. Every turn. With a promise to grow. Let's say you build more crawlers and the base gets bigger. Now you lift restrictions. Now, in a size 9 base, with 6 energy crawlers, you are making 17 energy a turn, which is almost enough to buy a terraformer every turn. That is what is termed 'turn advantage' by ceritain parties.
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livid imp
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Gimme a quarter or I'll touch you
Mar 2004 time: 21:35
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quote: Originally posted by Jamski
Actually nothing has such a good return as more bases |
And the ME is nowhere near as good as the WP/HGP/VW but that is not in question. Just whether or not the ME is worth building at all.
quote: Originally posted by Jamski
I ALWAYS try to grab it in the city that will get the Supercollider and/or ToE, and then it is very much worth the 20 rows.
Think of the future!
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Agreed. This is exactly what I do. Not only does it give you +1 energy per base square per turn, but more importantly it also gives +1 to every crawler from that base. That can easily be +20 energy per turn just from crawlers alone. Plus +10 or so from the base squares. 30 energy per turn extra. So what is it 2 ec per min? 4ec per min? So the payback comes in 13 or 26 turns? Everything after that is gravy.
Are my numbers right? Can someone confirm this?
edit: whoops, I just repeated what Googlie already said about this. forgot where this thread had already gone.
Last edited by livid imp on 28-04-2004 at 22:23
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:35
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Jamski, so you'll be cancelling that project then.......
*giggle*
Hey I'm far from asleep.
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:35
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In multiplayer, I don't count on any particular SP unless I'm confident I can get it, and that's rare. Instead, I count on getting some useful SP, and when I'm ready to get one in a single turn (from some combination of stored production in a random SP, crawlers, artifacts, the crawler upgrade exploit, disbanded units, and purchased minerals), I pick the best available and take it (assuming an even better one isn't just a few turns away from being available). This is usually the WP or the HGP, but can be the PTS or VW.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:35
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A clarification...The Merchant's +1 energy bonus applies to tiles crawled/trawled to the base with the SP, as wel as those actually worked by the base's pop.
Also, as I recall, the benefit does NOT apply to worked Fungus tiles.
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Whoha2
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Yea it works with crawlers, which is really nice.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:35
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quote: Hey - I replied to this before... where's my post gone?
You know what I'm up to John
-Jam
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Well actually I suspect that's not the real reason. I actually give you far more credit than that.
Mongoose wrote a comment on morgan (or maybe I got that information in email) a while ago about saving up minerals for the first few turns until biogenetics was obtained and hence recycling tanks can be built. This is because making several scout patrols early on isn't quite as beneficial for Morgan with the reduced support rating. Also making colony pods isn't as useful with the -1 growth rating forcing you to lose minerals.
In reality I figured you're just saving up minerals until biogenetics comes along. That's something I was considering doing in that Humcad, but Googlie gave us several special bonuses so colony pods were fine as a first build. I assume that in the recent game that's not the case, as from what I saw the starting terrian seems more like random map terran and not the accelerated starting bonus terran that I seen before.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:35
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quote: Originally posted by Kody
... Also making colony pods isn't as useful with the -1 growth rating forcing you to lose minerals.
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I don't understand this. A GROWTH penalty doesn't force one to lose minerals, a SUPPORT penalty does. Morgan doesn't have a GROWTH penalty, he has a SUPPORT penalty and a habitation penalty.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:35
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quote: I don't understand this. A GROWTH penalty doesn't force one to lose minerals, a SUPPORT penalty does. Morgan doesn't have a GROWTH penalty, he has a SUPPORT penalty and a habitation penalty. |
Umm I've got my facts confused, thinking the size restrictions of the bases equalled a growth penalty. I get my facts wrong now and again. But what I originally meant by that comment was that the growth of the base often doesn't warrant building a colony pod first up.
quote:
Kody, I saw that post about Morgan starting The Merchant Exchange SP in his 1st 2 bases while researching Biogenetics ASAP. I thought the idea of switcing to recycling tanks in those 2 bases (even at the cost of a few minerals when you switch) was elegant.
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Yeah when I thought about it was elegant, not my idea though.... Looks two posts up and grins.
Last edited by Kody on 02-05-2004 at 03:41
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Santiago_Claus
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I guess I can weigh in on this. The ME looks deceptively poor, but after actually building it one begins to see its advantages.
The Merchant Exchange, pre-restriction, allows you to get 2 energy from forest WITHOUT running Market, which means you can troll fungus and pop boom and use police all while your best city still gets "Market-lite".
Golden Age / Wealth does the same for most factions.
Factions benefitting most from ME in my experience are UoP, because it's tough to get Golden Ages, and economy- and efficiency-challenged factions for whom ME will represent a significant share of income.
Morgan is, in my opinion, the least able to take advantage of ME: his advantages spread the wealth to all his bases, so he leverages those advantages by expanding early rather than building the ME. Meanwhile Morgan's penalty, lower max base size, limits the effectiveness of putting all the eggs (err, oranges) in one basket.
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