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Maniac
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Gent, Belgium
Jul 1999 time: 06:19
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Googlie's comment a while ago:
quote: Well, at some point we're going to have to bite the bullet and grow our pop, or risk being relegated, along with the Gaians and the Angels, to bystanders as Morgan, the Hive and, to a lesser extent (if we have anything to say on the matter), the Uni-PK alliance, vie for supremacy
Even if that means building some rec commons in our fast-growth bases |
brought it to my mind that we don't really have a clearly stated plan for the economic development of our faction. As far as I know we've been more or less reacting ad hoc to the latest developments, without an “official” longterm plan to guide our actions.
That's why I've started this thread, so we could discuss our longterm economic strategy. I'll post below the idea I have been walking around with and basing my suggestions upon. Then perhaps others could post their ideas and then we can all discuss the merits and downsides of all the various plans.
Here we go as far as I'm concerned:
My plan for our possible midterm future development would go in three phases:
First phase and priority would be to to slow down growth in our size 2 & 3 bases, so we don’t have to spend all our minerals on building colony pods non-stop. This involves planting more forests so those can be worked instead of the 2-1-0 tiles. Building more formers might be required to plant sufficient forests in a decent timeframe.
When we no longer have to worry about population growth growing out of control, we can spend our minerals on other priorities. I think the best investment we can do in our current situation is harvesting four minerals on rocky mine squares. So the second phase would involve building and placing supply crawlers on all the nearby rocky squares, and of course build sufficient formers to construct the necessary mines.
After that we'd have a sufficiently high mineral production and large engineering corps to begin the third fase: popbooming! This involving building children's creches, rec commons and possibly tree farms. Especially here crawler-hurrying would become useful to speed up construction of those facilities. All our bases could build crawlers and they could all be sent to a limited number of bases to prepare those for popbooming in record time.
What do you think?
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Maniac
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Gent, Belgium
Jul 1999 time: 06:19
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While it seemed obvious building tree farms in our Peloponnesian bases was not worth the cost at the moment, and building condensers was the way to go, I assumed it would be profitable and certainly quicker to popboom with tree farms in Arcadia, as that option wouldn't require us to build a former corps out of nothing in Arcadia.
However I've now done the math a bit more thoroughly, and it appears the tree farm option is hardly profitable at all, even in Arcadia.
Here's the investment we'd need to make to popboom an Arcadian bases. I've taken the example of Argos, as that's a small base meaning it can still popboom a lot.
creche 5 rows
tree farm 12 rows
rec commons 4 rows
CDF 1 row
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22 mineral rows
In Argos this would lead to an increase of 7 minerals, 5 credits and 2.4 labs after deducting support and maintenance costs.
By comparison, if we just built 7 crawlers (21 rows), we'd get 14 minerals when harvesting forests. Double that amount if we harvested mines, but then of course we'd first need the formers to build those mines...
In other words, tree farms hardly seem worth to build in all Arcadian bases, if the goal is to increase them all to size seven.
To sufficiently win back the high investment cost of tree farms and make a profit higher than simple forest crawling, we'd need to popboom our bases to size fourteen.
For that reason, may I suggest to focus our infrastructure improvement in Arcadia on Fort Superiority and Arcadia University for now? There the return is highest. Fort Soup already has a tree farm and a hologram theatre. AU also has a hologram theatre, and has the Merchant Exchange meaning each citizen gives one more energy. Tree farm and hologram theatre together double psych production, meaning only two doctors would be needed to keep all citizens above size seven content.
Building a modest former fleet in Arcadia would in this option be required after all, to construct a few condensers to feed the doctors in FS & AU, and still keep the 2 nut surplus required to popboom.
Oh, for the record, the Ascetic Virtues with its extra two citizens before the hab complex limit, and the +1 Police to easily control those two drones, would make building tree farms to popboom to the hab complex limit (size nine then) profitable after all.
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wuy3
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So why didn't be build forests in the beginning? Did we just decide to concentrate on roads instead or something? Or did the worms get out formers?
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vishniac
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Lausanne, Switzerland
Feb 2002 time: 06:19
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Communication from the Ministry of Infrastructure
Ok, popbooming is on the way and we have some turns of peace to develop infrastructure and thus industrial and military capacity.
First thing to ask:
With the current 'soft' bullying of the Angels, and Yang having withdrawn his border units, how long can we hope to stay at peace?
Do we have any offensive desires or planning yet, or shall we wait for an opportunity?
The answers will determine the build options.
Some cities will need new build orders on turn 2171:
-South Craterwest, but it was said we'll instabuild The Planetary Datalinks there (yes?).
- Tegea Harbour, but perhaps we'll use it for the Ascetic Virtues.
Other cities in Messenia are:
-- Rio Grande
-- Fort Buster: growth stagnant but 17 minerals.
-- Santiago Citadel
-- Olympus Academy
-- Vladivostok
3 of the 5 finish a former. We have to decide between more formers, crawlers (there are already quite a few but some SP are coming), military units or facilities.
When we'll know about the pod-popping, there should be a decision about Minas Tirith and 2Nuts Strand, both at No Minerals. I would particularly like to see 2NS growing swiftly for it is our more southern base, is a harbour, and can be a major support point and colonization departure. It should be twined with another city sending it crawlers to build a sea former and land facilities.
Arcadia University: The sea former is an excellent idea. But after that, with growth stagnant, i'd advise a Tree farm ASAP. It would add 3 nutrients a turn and would be paid by its own 50% economy.
Fort Superiority: When some deny the construction of tree farms as too expensive, we build a hab complex when growth will still take 32 turns after completion (effectively costing us 64 energy). For minimizing the loss and maximizing the utilization of the hab, it should be followed by a Hybrid Forest.
Tegea harbour has 7 tiles of forest available for itself. You know what I mean!
About more mid-term expansion: there are some good points where to found bases on land (for bonus or strategic reasons) but I'd like to submit you something.
In a few turns (about 6 or 7), Fort Sup (and its 24 minerals) could build copter-colony-pods (expensive but much time-efficient) and Arcadia University 2 or 3 seaformers.
The goals?
-- Fossil Field Ridge! One base can encompass the entire field + 2 bonus nutrients!!! With Aquafarm and Subsea Trunkline, it would be a killer.
-- Geothermal Shallows! Just south of the FFR, we could found 2 or 3 bases there and boost our energy gain.
Add to this that these bases would be the closest from the Data Angels continent and their importance is clearly showing.
So, let's plan for 2171 production! 
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wuy3
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does 1 Alien artifact autofinishs a SP when you cash it in or does it just contribut an arbitraty number of mineral points to the SP?
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