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When playing the PKs (Biogentics) or Univ (Freebie Tech), do you ever go for SotHB be (Time out:0 days after 30-04-2004, 00:17)
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livid imp is offline livid imp
Prince
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Mar 2004
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  Old Post 30-04-2004 00:16
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When playing the PKs (Biogentics) or Univ (Freebie Tech), do you ever go for SotHB before heading to IA?

Net Warrior is offline Net Warrior
King
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Sep 2003
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  Old Post 30-04-2004 00:50
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The more techs you have to more they cost to research. I go for the ones I need and ignore the rest for as long as possible.

Minute Mirage is offline Minute Mirage
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Helsinki
Aug 2003
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  Old Post 30-04-2004 02:04
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When I play the University, I always go for Industrial Automation straight away, picking Centauri Ecology as my free tech.

GeoModder is offline GeoModder
Emperor
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Jan 2004
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  Old Post 30-04-2004 02:19
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I would go for it. It gives you a free tech, which can be used to the beeline for IA.

Jamski is offline Jamski
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May 2002
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  Old Post 30-04-2004 03:35
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But it makes the other techs cost about 40% more on the beeline.

So you take 3 non-beeline techs, to get one beeline tech, and also slow your tech rate significantly.

Not smart.

-Jam

GeoModder is offline GeoModder
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Jan 2004
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  Old Post 30-04-2004 03:42
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Lose 30 kilos (of popups)

But effective against native life, and in my first PBEM it payed me off because another player traded it for IA, so I got that o-so-important tech as well!!

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
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  Old Post 30-04-2004 05:43 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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In TCP/IP games, factions start slightly accelerated, which includes extra techs. A faction can start with both Biogenetics and Social Psych, in which case I will go for SotHB.

CEO Aaron is offline CEO Aaron
Prince
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Aug 2002
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  Old Post 06-05-2004 21:27
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Lose 30 kilos (of popups)

Always get IA first. If your goal is to have more tech, get IA, then doctrine flexibility, and steal the free tech off the faction that researched SotHB before you.

Judged on its own merits, SotHB is a pretty mediocre tech. It _is_ a gateway to some more interesting techs, but in the early game, ramping up your resource intake and snatching up early SPs is paramount. A mere tech lead can be recovered. A population and development lead is alot harder catch up to.

livid imp is offline livid imp
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Mar 2004
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  Old Post 06-05-2004 21:58
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Actually I concern myself with SotHB for the Trance ability more than the free tech. Once you go FM, you really need trance.

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Prince
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Aug 2002
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  Old Post 06-05-2004 22:59
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I'm only so excited about trance, even in FM. Early native life tends to be very weak, and even with the psi penalty imposed by a poor planet rating, you can usually overcome any worms that crop up in the normal course of a game. Trance only really becomes critical if you're facing a human adversary who's intent on mobbing you with worms.

Also, my point about this is that SotHB doesn't get you IA any faster. IA is far more useful a tech, and generally getting it early means a fast transition to wealth, crawler production and a few quick SP's. After I've got IA, SotHB is relatively quick to come, although more because I want Bio-Engineering than Trance garrisons.

Jamski is offline Jamski
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May 2002
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  Old Post 06-05-2004 23:33
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Planet Rating doesn't effect psy defence anyway, only attack. So Trance isn't effected by FM, or vice verse.

-Jam

livid imp is offline livid imp
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  Old Post 07-05-2004 00:08
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Yes, but pre-FM I attack incoming worms giving me a 3:2 advantage. After FM that advantage is gone due to the -30% to psi attacks

Ogie Oglethorpe is offline Ogie Oglethorpe
King
Marietta, GA
Dec 1999
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  Old Post 07-05-2004 00:41
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Livid,

I'm confused about what your trying to say. If running FM trance offers no help in atttack. If your saying you want to defend better thats one point of view but realistically in the first years on planet womrs attack at penalty such that any normal unit will defend OK in base.

During FM I hardly have the time for creation of units or trolling for worms. Everything is normally geared towards pods first, infrastructure second. As a consequence I rarely am attacking worms in FM but will defend. The only caveat to this is if and when setting down new bases you are in large fungal areas having a designated trance defender accompanying the colony pod is helpful. IMO though it is normally wasteful of build quee time to build the extra defender when instead you could have been producing facilities or formers.


ABout the only time I'm glad to get SotHB first is if a) I'm running a double blind research game or b) if as University I plow through to IA and am still able to get to SotHB beore other factions.

anarchie is offline anarchie
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Jan 2004
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  Old Post 07-05-2004 00:44
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In an OCC with Uni, I found that going for SotHB before IA causes IA alone to take nearly three times as long to research. Once this happens, your only hope is to get size 5 and use scientists to research, but that's pretty hard if you can't crawl in nutrients =P.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
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For the first 15 years, worms attack units in the open at a penalty. For the first 50 years, worms attack units in bases at a penalty. Each of these penalties is strong enough that you should be able to win almost all the time. Furthermore, non-combat units defend against worms as if they were combat units when in bases.

livid imp is offline livid imp
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Mar 2004
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  Old Post 07-05-2004 01:51
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Ogie, let me see if I can clear this up.

Pre-FM I prefer to attack incoming (as in attacking my base) to get the +50% bonus for attacking during psi combat.
Net bonus to me +50%

Post-FM without trance I prefer to attack to get the +50% bonus for attacking during psi combat. Minus the 30% plenty under FM.
Net bonus to me +20%

Post-FM I prefer to defend against worms assuming I have the trance ability. Worm attacks +50% vs my trance +50% and base bonus +25%. And by this time it is likely I have a sensor bonus +25%
Net bonus to me +50%

Allowing a worm to attack a non-trance scout in a base results in the following. Worm gains +50% for psi attack. You gain +25% for base defense.
Net bonus to the Worm +25%. Later on you'll get even odds with a sensor.

I understand that worms attack at "half strength" during the early part of the game. So wouldn't that still result in a +12.5% net bonus for the worm?

Balancing out the numbers I'd rather have a +50% than breaking even. Given that the definition of "half strength" isn't clearly defined, I could be way off on this, but this is how I have been going at it. If anyone has a superior model, I'd love to see it.

Jamski is offline Jamski
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May 2002
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  Old Post 07-05-2004 02:24
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quote:
Allowing a worm to attack a non-trance scout in a base results in the following. Worm gains +50% for psi attack. You gain +25% for base defense.
Net bonus to the Worm +25%. Later on you'll get even odds with a sensor.

I understand that worms attack at "half strength" during the early part of the game. So wouldn't that still result in a +12.5% net bonus for the worm?


No... more like a -25% penalty (-25%(base) +50%(attacker) -50%(earlygame))

-Jam

Jamski is offline Jamski
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May 2002
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  Old Post 07-05-2004 02:26
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Oh and of course we must remember that a run to IA will normally mean a change to Wealth when we get there, for another -25% to the human player because of the Morale hit.

-Jam

Ogie Oglethorpe is offline Ogie Oglethorpe
King
Marietta, GA
Dec 1999
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  Old Post 07-05-2004 07:34
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True there is a window of vulnerability between IA and SotHB (trance) but nothing appreciable that the extra mins can't help you overcome if need be.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
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  Old Post 07-05-2004 09:58 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Typical scout patrol attacking a mind worm under FM/Wealth:
Scout patrol's strength is
3 * .7 (-3 planet) * .75 (Very green) = 1.575
Mind worm's strength is
2 * .875 (green) = 1.75

Advantage: Mind worm

Remember that all + and - %s are really *(1+%), and all modifiers are multiplicative.

Jamski is offline Jamski
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May 2002
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  Old Post 07-05-2004 13:45
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I thought all modifiers were ADDITIVE.
Take Base + Perimiter + Tachyon:

(+25%)+(+100%)+(+100%) = +225% when done additive, which is correct.

(+25%)x(+100%)x(+100%) = +500% when multiplied, which is wrong.

-Jam

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  Old Post 07-05-2004 22:28 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Ah, but base defense facilities don't work like that. A perimeter defense alters the base defense mod from +25% to +100% (which is neither of the cases you calculated), and a tachyon field increase the base defense multiplier by 1, which makes +100% become +200%. I don't know what a tachyon field without a perimeter defense does, but I suspect you also get just +100%.

Veteran scout patrol in a bare base: 1 * (1+.25) * (1+.25) = 1.625
Veteran scout patrol in a perim defense base: 1 * (1+1) * (1+.25) = 2.5
Veteran scout patrol in a tachyon + perim base: 1 * (1+2) * (1+.25) = 3.75

livid imp is offline livid imp
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Mar 2004
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  Old Post 07-05-2004 23:24
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MATH FIGHT!


Maniac is offline Maniac
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Gent, Belgium
Jul 1999
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  Old Post 07-05-2004 23:39
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quote:
Originally posted by Jamski
Oh and of course we must remember that a run to IA will normally mean a change to Wealth when we get there, for another -25% to the human player because of the Morale hit.

-Jam

quote:
Originally posted by Ogie Oglethorpe
True there is a window of vulnerability between IA and SotHB (trance) but nothing appreciable that the extra mins can't help you overcome if need be.


Doesn't -2 Morale SE only give a -12.5% penalty to offense, and doesn't effect defense? And after you build Children's Creches the negative morale effects disappear, and you still get a +2 morale bonus, meaning you'll defend and attack with a +12.5% morale bonus, and also meaning that factions with a negative morale SE will have stronger units than a faction with 0 Morale SE, who will have disciplined morale units in a base with Children's Creche.
That's at least what my tests showed... (Sucks for Spartans, whose Morale bonus isn't very useful anymore... )

anarchie is offline anarchie
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Jan 2004
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  Old Post 08-05-2004 00:47
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Another interesting note is that the net effect of morale SE changes on an individual unit also depends on the unit's existing morale. A disciplined (+0%) unit becomes Green (-12%) losing 12% of its fighting power, but a Commando (+37%) becomes Veteran (+25%) losing only one eleventh (9%) of its overall power.

Side note: Any of you got a rack of trophies from actually winning math fights in intermediate school?

livid imp is offline livid imp
Prince
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Mar 2004
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  Old Post 08-05-2004 01:01
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quote:
Originally posted by Maniac
Doesn't -2 Morale SE only give a -12.5% penalty to offense, and doesn't effect defense?


Yes a -2 Morale Rating actually does equate a -1 Morale, and thus -12.5% to combat. But morale affects both offense and defense. Unlike Planet Rating which is offense only.

quote:
Originally posted by Maniac
And after you build Children's Creches the negative morale effects disappear, and you still get a +2 morale bonus, meaning you'll defend and attack with a +12.5% morale bonus, and also meaning that factions with a negative morale SE will have stronger units than a faction with 0 Morale SE, who will have disciplined morale units in a base with Children's Creche.
That's at least what my tests showed... (Sucks for Spartans, whose Morale bonus isn't very useful anymore... )


The actual text out of the manual regarding Childrens Creche is:
Children’s Creche. Base receives +2 on growth scale and +2 on efficiency scale. All negative morale effects are cancelled for units in base square; instead such units receive a +1 morale modifier. Reduces base’s vulnerability to enemy mind control.

As far as the +++ go with a creche that does tend to complicate things further.
And Spartans are better off in a offensive position where creches don't matter anyway

Maniac is offline Maniac
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Jul 1999
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  Old Post 08-05-2004 01:18
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quote:
Originally posted by livid imp
Yes a -2 Morale Rating actually does equate a -1 Morale, and thus -12.5% to combat. But morale affects both offense and defense. Unlike Planet Rating which is offense only.


Have you actually tested this? I get different results.

quote:
The actual text out of the manual regarding Childrens Creche is:


That text is inaccurate AFAIK. There's a bug - at least I consider it one - that gives, simply said, units of a faction with negative morale SE double the morale bonus they should get.

Last edited by Maniac on 08-05-2004 at 01:25

livid imp is offline livid imp
Prince
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  Old Post 08-05-2004 01:22
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quote:
Originally posted by anarchie
Another interesting note is that the net effect of morale SE changes on an individual unit also depends on the unit's existing morale. A disciplined (+0%) unit becomes Green (-12%) losing 12% of its fighting power, but a Commando (+37%) becomes Veteran (+25%) losing only one eleventh (9%) of its overall power.


And Elites would lose 13% going to Commando, go figure what they were thinking when they setup that scheme.

quote:
Originally posted by anarchie
Side note: Any of you got a rack of trophies from actually winning math fights in intermediate school?


The only thing I remember about High School/Jr High is wanting a high-powered rifle and a bell tower. Thank god for college. I think I'm normal now....kinda

livid imp is offline livid imp
Prince
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  Old Post 08-05-2004 01:48
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Maniac,

I am at work anytime I post so opening up SMAC to test my theories isn't an option And when am at home I currently don't have a net connection.

So I don't know, but the SE chart definately lists a -2 Morale Rating as a -1 actual Morale
But the text being incorrect doesn't suprise me in the slightest.

Last edited by livid imp on 08-05-2004 at 01:57

Enigma_Nova is offline Enigma_Nova
King

Nov 2003
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  Old Post 08-05-2004 07:56
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If the Empath Guild is in-game, it's a chance.

Depends on how the Mod 3 falls.
If I Scen Edit and give myself BioGenetics,
the beeline goes:
(Biogenetics)
Cent Eco
SocPsy
SotHB
EthCalc
CentEmp

On a Random Start, this beeline becomes unprofitable.
If you're sure no-one else is teching the same way...
SocPsy - CentEco - EthCalc - GeneSpl - SotHB - CentEmp

In my current PBEM, I'm doing El Tactic Boringo.
Tech straight to IA, get Doc:Flex off my spartan buddy, start expanding to faraway continents.

 
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