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 > Alpha Centauri > AC-General/Help/Strategy > ICS Kind Of Part 2
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: ZAKHAROV TURNS ELEVEN
15.Sep: `POSSIBILITY` IS ALL FOR NOW
15.Sep: THE SINGULARITY CONNECTION

bottom of page
  - ALPHA CENTAURI PC $9.99 - Centauri Dawn $6.50 - Dragon Sun $6.99 - Twilight of the Mind $6.99 - Power of the Mindworms $8.95 - ALPHA CENTAURI MAC $19.99
Author
Thread   
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
TimeTraveler is offline TimeTraveler
Warlord

May 2003
time: 23:33
  Old Post 04-08-2004 01:25
Edit/Delete Message Reply w/Quote
#31 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by logic_error
I just realized there's a lot simpler-looking pattern compared to my previous one:

.B.....B....
.C.BCB.C.BCB
.B.....B....
....B.....B.
BCB.C.BCB.C.
....B.....B.
.B.....B....
.C.BCB.C.BCB
.B.....B....


Maybe I should make a Perl program to calculate all the possible variations. I wonder how many alternatives there are.


I found one alternative that may be quite useful. It holds the same borehole density as the others and allows for some flexibility when one tile or every other tile in a row has a lot of fungus or rockiness or is in the ocean.

B.B.B.B.B.B.
.C..C..C..C.
B.B.B.B.B.B.
............
BCB.C.BCB.C.
............
B.B.B.B.B.B.
.C..C..C..C.
B.B.B.B.B.B.


B.B.B.B.B.B.
.C..C..C..C.
.B.B.B.B.B.B
............
BCB.C.BCB.C.
............
B.B.B.B.B.B.
.C..C..C..C.
B.B.B.B.B.B.


Some variations of the grid don't even have to be consistent across the map.
B.B.B.B.B.B.
.C..C..C..C.
B.B.B.B.B...
..........B.
BC.BCB.CB.C.
..........B
B.B.B.B.B...
.C..C..C..C.
B.B.B.B.B.B.


I know that the grid discussion looks to be over in this thread, but I figured I could still point something out.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:33
  Old Post 04-08-2004 01:57 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#32 Report this post to a moderator
Get a bigger avatar today!

logic_error: your chart and my math both make the approach to double population look like a gradual one, but remember that the game works in discrete quantities, and when you're pop booming, a surplus of just 2 nutrients (which can be arbitrarily smaller than N) is enough to increase the base population. Thus, you approach 2N at a rate of 1 per turn, except for the last pop point, which requires growing on 1 surplus nutrient.

In other words, the time from N to 1.5N is longer than the time from 1.5N to 1.75N, so even though you go through increasingly many lines on your chart, the time to grow a pop point does not rise. In this sense, it's kind of like Zeno's paradox.

logic_error is offline logic_error
Chieftain

Jun 2004
time: 07:33
  Old Post 04-08-2004 02:59
Edit/Delete Message Reply w/Quote
#33 Report this post to a moderator
Support Apolyton buy from Amazon

@Chaos Theory:

Yep, I empirically verified that building enough satellites exactly doubles a base's population.

The thing that confused me was that I wondered whether the final nutrient surplus stays at +1 (so pop=2n-1, no further growth possible) or +0 (pop = exactly 2n). Maybe I try to think in a too complicated way.

Last edited by logic_error on 04-08-2004 at 03:08

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:33
  Old Post 04-08-2004 03:30
Edit/Delete Message Reply w/Quote
#34 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

You have +1 nuts. This causes growth which brings in another person, who causes another orbital nut to come down. That nut + the original +1 supports the last person.

Sikander is offline Sikander
King
Boulder, Colorado, United Snakes of America
Jan 2000
time: 22:33
  Old Post 04-08-2004 10:30
Edit/Delete Message Reply w/Quote
#35 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by Whoha
Satelites also fix that damned alternating growth/starvation deally that has plagued civ.


I always wondered why the hell they ever had that problem in the first place. An FOP whose only function is to support and grow population, why increment it in halves at all?

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:33
  Old Post 04-08-2004 16:15 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#36 Report this post to a moderator
Support Apolyton

Well, would the game be better off if every tile were either arid, rainy, or condensor-farmed (0, 2, or 4)? I think not. Allowing forests, for example, to provide just 1 food forces choices between growth and other production. Making forests produce 0-2-1 when boreholes produce 0-6-6 would be pretty weird. They'd just be more appealing targets for crawlers.

logic_error is offline logic_error
Chieftain

Jun 2004
time: 07:33
  Old Post 04-08-2004 18:41
Edit/Delete Message Reply w/Quote
#37 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

quote:
Originally posted by Whoha
You have +1 nuts. This causes growth which brings in another person, who causes another orbital nut to come down. That nut + the original +1 supports the last person.

But you cannot population boom unless you have +2 nutrients, do you? Watching some size 30 city to normally grow one pop unit with +1 nutrient surplus takes, well... forever.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:33
  Old Post 04-08-2004 19:00
Edit/Delete Message Reply w/Quote
#38 Report this post to a moderator
Put an end to popups!

No you can't boom unless you use a crawler to bring in 1 more nut temporarily.

Whoha is offline Whoha
King
The TOC is supposed to be classified guys...
Dec 2001
time: 23:33
  Old Post 04-08-2004 19:01
Edit/Delete Message Reply w/Quote
#39 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by Sikander


I always wondered why the hell they ever had that problem in the first place. An FOP whose only function is to support and grow population, why increment it in halves at all?


settlers eat 1 or 2 food depending on government, I guess it was done to make things easier for the eariler ones.

Qwerty88 is offline Qwerty88
Chieftain

Jun 2004
time: 05:33
  Old Post 05-08-2004 01:33
Edit/Delete Message Reply w/Quote
#40 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by logic_error

But you cannot population boom unless you have +2 nutrients, do you? Watching some size 30 city to normally grow one pop unit with +1 nutrient surplus takes, well... forever.

build a colony pod, the bas shrinks one size, population booms back up (+2 nut) and use the pod to grow it one more.

Sikander is offline Sikander
King
Boulder, Colorado, United Snakes of America
Jan 2000
time: 22:33
  Old Post 05-08-2004 11:14
Edit/Delete Message Reply w/Quote
#41 Report this post to a moderator
Increase Your PM Length

quote:
Originally posted by Whoha


settlers eat 1 or 2 food depending on government, I guess it was done to make things easier for the eariler ones.


In Civ 1 they ate one food only IIRC. My guess is that they wanted to boost the number of nutrients in order for the railroad to be able to boost in tile productivity by 50%. They would have been a lot better off simply by allowing fractional nutrient resources and have been done with it. Boy was that game flawed in so many ways, and look how vast the consequences of those decisions have been with the zillion successor games all trying to compensate in one way or another. Two of the best attempts have been SMAC (obviously) and Colonization.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:33
  Old Post 05-08-2004 16:12 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#42 Report this post to a moderator
Support Apolyton, buy Call to Power 2

The whole game would benefit from more continua where now there are steps. Continuous population, resource gathering, energy allocation, inefficiency, hurry costs, etc. Floating-point numbers aren't that scary. Oh well.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:33
  Old Post 05-08-2004 16:50
Edit/Delete Message Reply w/Quote
#43 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:

Technological advance Improving Civ games is an inherently iterative process.
One does not simply take sand from the beach Civ 1 and produce a Dataprobe Alpha Centauri.
We use crude tools learn from old games to fashion better tools games, and then our better
tools games to fashion more precise tools fun games, and so on. Each minor refinement
is a step in the process, and all of the steps must be taken.

-- Chairman Sheng-ji Yang,
"Looking God in the Eye"

Natalinasmpf is offline Natalinasmpf
Warlord

Sep 2003
time: 13:33
  Old Post 05-08-2004 17:32
Edit/Delete Message Reply w/Quote
#44 Report this post to a moderator
Lose 30 kilos (of popups)

I think I have to quote that. Very true indeed. Except you could replace "Alpha Centauri" with Alien Crossfire, since its slightly more advanced.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:33
  Old Post 05-08-2004 17:36
Edit/Delete Message Reply w/Quote
#45 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Hey why do you discuss so much about thos layouts?

the simplest, the most boreholed, the most useful, the most productive, the most fast-expanding layout is this:

BCBC
NNNN
BCBC
NNNN

and so on in all the directions

each base has 2condensers, 1 borehole
11 nuts till enrichers/nutsats
7mins till minsats, mineral facilities, Bulk Matter Transmitter
6 + economy (+1) + base output (HUGE for MORGAN) energy unless you build all those cute energy facilities which are useless in this layout because building 1more base gives you much more surplus than one more Energy Bank and is WAY cheaper!

Hough!

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:33
  Old Post 05-08-2004 18:50
Edit/Delete Message Reply w/Quote
#46 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Chaos Theory
The whole game would benefit from more continua where now there are steps. Continuous population, resource gathering, energy allocation, inefficiency, hurry costs, etc. Floating-point numbers aren't that scary. Oh well.

Drifting off-topic, but that's the fun part

Cheers to that thought. The few games that do this are so much more fun, IMO. I think the developers tend to stay away from continuous systems because it intimidates the players. There's a huge element of 'Don't make it too complicated, or we'll lose our customer base'. Which is just what apparently happened with Smac. Many people say 'It's too complex'. Silly.

The only two strategy games similar to Smac that had continous functions for resources that I know of are "Pax Imperia I" in ship design, "MOO I" to a very small degree in random planets, and "Conquest of the New World", which has continuous resources. It's a great game in terms of city-building because of that, but the overall game seems quite unfinished and isn't really enjoyable for strategy. I'll bet a few of the more modern games are continous as well. So yeah, there's nothing preventing that from being brought into Smac/Civ, but it won't happen because it's too 'complex', methinks.

logic_error is offline logic_error
Chieftain

Jun 2004
time: 07:33
  Old Post 07-08-2004 19:13
Edit/Delete Message Reply w/Quote
#47 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by binTravkin
Hey why do you discuss so much about thos layouts?

the simplest, the most boreholed, the most useful, the most productive, the most fast-expanding layout is this:

BCBC
NNNN
BCBC
NNNN

We've already discussed about that in another thread. It's the ugliest base layout ever! It also crams bases in so ridiculously small space that they stay tiny forever. And if you want to build any facilities on your bases, you get much less benefit compared to more spacious base layouts.

Natalinasmpf is offline Natalinasmpf
Warlord

Sep 2003
time: 13:33
  Old Post 07-08-2004 21:38
Edit/Delete Message Reply w/Quote
#48 Report this post to a moderator
Got spare money?

But then that wouldn't be ICS....

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:33
  Old Post 09-08-2004 14:52
Edit/Delete Message Reply w/Quote
#49 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
We've already discussed about that in another thread. It's the ugliest base layout ever! It also crams bases in so ridiculously small space that they stay tiny forever. And if you want to build any facilities on your bases, you get much less benefit compared to more spacious base layouts.


1st - once you get OrbSpcFl your bases are up to size 10-11
2nd - not building facilities (only creche & somesuch) is very fun and very cheap and very useful in MP games when you must act fast not to delay the game

3rd - It's INCREDIBLY poweful!

But everyone has rights think different, of course..

logic_error is offline logic_error
Chieftain

Jun 2004
time: 07:33
  Old Post 09-08-2004 18:48
Edit/Delete Message Reply w/Quote
#50 Report this post to a moderator
Help yourself to an AD-FREE life

Yes, it's an powerful ICS. But it looks so damn ugly. And besides, I'm a builder player by nature.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:33
  Old Post 09-08-2004 20:26
Edit/Delete Message Reply w/Quote
#51 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
I'm a builder player by nature.


But I'm an idealist builder!

Imagine if only 1 worker per city would work and the others be Librarians/doctors

Imagine that city has 10*x citizens
and only 1*x citizens really work hard (in borehole) & everything else is produced automatically by robots/automatic factories..

That'd solve 2 most annoying probs in big cities:

1.overcrowding (10*x citizens compared to at least 30 if city uses it's possible radius)

2.unwillingness to work hard physical labor.. & willingness to do "what I want"
(imagine 90% of pop being scientists!)

quote:
But it looks so damn ugly.


..and I think it looks very nice!

Nabvrimn is offline Nabvrimn
Chieftain

Mar 2004
time: 05:33
  Old Post 10-08-2004 00:26
Edit/Delete Message Reply w/Quote
#52 Report this post to a moderator
Lose 30 kilos (of popups)

One thing nobody's adressing: how do these patterns work out before boreholes and condensors become available. If wide spacing is better in the opening stages it wins out because that's when games are usually won.

logic_error is offline logic_error
Chieftain

Jun 2004
time: 07:33
  Old Post 10-08-2004 00:42
Edit/Delete Message Reply w/Quote
#53 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by Nabvrimn
One thing nobody's adressing: how do these patterns work out before boreholes and condensors become available. If wide spacing is better in the opening stages it wins out because that's when games are usually won.

I guess you just have to collect a couple of artifacts (for production rushing) and rely on getting the Weather Paradigm.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:33
  Old Post 10-08-2004 01:32 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#54 Report this post to a moderator
Increase Your PM Length

Or just rely on forests. 3 forests + rec tanks will support 3 population, which can be controlled (post-bureaucracy) by one of:

Rec commons + police
Lots of police
Rec commons + research hospitals
Rec commons + PTS
Rec commons + HGP
Net nodes + VW + something

You end up with a bunch of cities producing 8 minerals and 5-14 energy (depending on econ rating), with minimal facilities (usually rec commons and something). Yang with police and Zak with VW and PTS are particularly good at this.

Nabvrimn is offline Nabvrimn
Chieftain

Mar 2004
time: 05:33
  Old Post 10-08-2004 04:52
Edit/Delete Message Reply w/Quote
#55 Report this post to a moderator
Full PM-box? Change here!

Another thought: A condensor+enricher+farm produces 6 food, which with sats adds six to your pop, raising your sat limit by 6. It therefore really gives you 6 min, 6 energy, and 6 specialists. A borehole produces 6 min and 6 energy. Orbital solar collectors can be destroyed by random events. If you don't use them a super farm gives only 6 min and 7* specialists. The specialists presumably engineers which procuce 5 energy each. Mineral production is then the same for boreholes and super farms post SAM, and energy production for super farms is 35 to a borehole's mere 6, even if you build no solar sats. Base squares produce half the food and would have to produce 20 energy and 3 minerals to compensate**, therefore low base density is most beneficial in terms of raw mineral and energy production in the endgame. The endgame is not terribly relevant, but when you reach it you should fill in all your boreholes.


* the worker that would work the square can be replaced with a crawler

** this is, of course, impossible except with +3 or more econ during a solar flare

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:33
  Old Post 10-08-2004 07:25 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#56 Report this post to a moderator
Support Apolyton buy from Amazon

Until you can breach hab limits, boreholes are still very nice. After that, it's 5 turns to transcendence.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:33
  Old Post 10-08-2004 13:37
Edit/Delete Message Reply w/Quote
#57 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
One thing nobody's adressing: how do these patterns work out before boreholes and condensors become available. If wide spacing is better in the opening stages it wins out because that's when games are usually won.


By placing your CP 2 turns after it is created (2 tiles away) you're sure to get turn advantage which, in turn leads you to EcoEng first, thus giving you the needed Boreholes & Condensers, If you're playing Morgan you'll need also clean reators, but theyre not too far away from EcoEng!

Especially effective if you get a few min/nut bonuses/monoliths around landing site..

Games are won by turn advantage!

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:33
  Old Post 10-08-2004 13:49
Edit/Delete Message Reply w/Quote
#58 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Another thought: A condensor+enricher+farm produces 6 food, which with sats adds six to your pop, raising your sat limit by 6. It therefore really gives you 6 min, 6 energy, and 6 specialists. A borehole produces 6 min and 6 energy. Orbital solar collectors can be destroyed by random events. If you don't use them a super farm gives only 6 min and 7* specialists. The specialists presumably engineers which procuce 5 energy each. Mineral production is then the same for boreholes and super farms post SAM, and energy production for super farms is 35 to a borehole's mere 6, even if you build no solar sats. Base squares produce half the food and would have to produce 20 energy and 3 minerals to compensate**, therefore low base density is most beneficial in terms of raw mineral and energy production in the endgame. The endgame is not terribly relevant, but when you reach it you should fill in all your boreholes.


* the worker that would work the square can be replaced with a crawler

** this is, of course, impossible except with +3 or more econ during a solar flare


To win, you do not need to efficently use space, but to build up very fast - time is the key, not effective placement!

You seem to not have played MP with veterans -> you'd see that such calculations as "this layout is not effective because it makes you lose 6nuts, therefore 3 specialists, therefore blahblah" are useless because by the time those 6 nuts will matter, you will be no more, as some other player has had a different idea
"why must I build EBank for 80mins, when I can build CP for 30 mins and have even better effect in the early & mid-game?!"

There's no place for perfection/idealism in real life/game - there's only place for maths & strats!

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:33
  Old Post 10-08-2004 16:45 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#59 Report this post to a moderator
Remove this text

There's plenty of room for perfection/idealism in a game if you are either much better than your opponents, or they do it too.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:33
  Old Post 10-08-2004 17:53
Edit/Delete Message Reply w/Quote
#60 Report this post to a moderator
Remove this text

quote:
There's plenty of room for perfection/idealism in a game if you are either much better than your opponents, or they do it too.


1.if I am much better I usually try to use my ICS1x1 to take them out ASAP

2.if they "do it too", this is their worst mistake - I derive fun from having all I need at a lowest cost I can buy it, not from building "the nicest and most perfect faction ever", thus I have an advantage that gives me victory or at least great power

However - Im sure that citizens which live in my factions are quite happy with their lives as the only worker in a city is usually a talent and all the others are some kind of special staff, thus they don't care..

Plus: giving the amount of food they have and the space (cities are rarely overcrowded)..

 
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:33.
Apolyton Time is 00:33.
    top of page
Rate This Thread:
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 0.0626 seconds (93.08% PHP - 6.92% MySQL) with 30 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