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EscapedGoat
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I just finished a transcend game where I built a Super Science City(SSC) and I was a bit amazed at how much science was comming out of that city!
The city was 26 pop with half of them transcends, 12 crawlers crawling 7 energy each. It had all standard research facilities pluss the SPs: SC, ToE, NetBackbone.
Setting the slider to 100% labs to check out how much research it produced:
211 labs + 3043 bonus = 3254 research
For comparison my next best research city with the same pop and just normal facilities brought in:
88 labs + 350 bonus = 438 research.
Most of my 'normal' bases produced around 300 research under these settings.
Basically, the SSC produced as much research as the rest of my empire of 10 or so cities.
And this city wasn't even optimized for it, it didn't have merchant exchange and could have crawled in a lot more energy.
Seems like a SSC is a pretty good investment to me. Allthough the net effect of SC and ToE should be 4x research, the extra crawled energy makes it way more than 4 bases research output. What do you guys think? Good investment or not?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:20
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Great investment.
Its simple really-- Do you take a bunch of middling numbers and multiply them by 2 or do you use the same resources to create a pretty big number that you can multiply by 4.
The SSC in a pure builder type game would probably fare quite well. The only other style that competes is ICS .
The only problem with the SSC concept is that SMAX is also a wargame and it has elements of "all your eggs in one basket". If your good base is at all vulnerable you have problems. In addition, many smaller maps are not suited to big energy parks since a lot of resources would have to be devoted to protecting those crawlers
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EscapedGoat
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Yes, it's a bit like putting all your eggs in one basket... but there really is no reason why you can't combine one SSC with some other approach like ICS!
You can just leave some room around your SSC and go nuts with CxCxCxC everywhere else it if you feel like it. Then you can get the best of both worlds.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:20
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quote: Originally posted by EscapedGoat
Yes, it's a bit like putting all your eggs in one basket... but there really is no reason why you can't combine one SSC with some other approach like ICS!
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I've actually tried that out a little. All of the crappy bases exist only to create more colony pods or to produce crawlers and formers for the energy park. Very effective although I got bored with the micro management required.
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BlackCat
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quote: Originally posted by Dissident
I always try for it. But sometimes I don't get one of the 2 science SP's, and I never get merchant exchange. |
What faction gives you that trouble ? Since I started to have two or three bases pumping formers into my SP builder base I ususally get all SP's as Aki.
Last edited by BlackCat on 21-04-2005 at 02:00
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EscapedGoat
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Yeah that's the main reason I don't like to ICS too...you might play less gameturns, BUT the turns take forever, and it's a lot of work! It's just clunky to play with bases that close, and turns take forever.
I am also not sure if CxCxC spacing really is optimal... I have a feeling CxxCxxC is a pretty competitive spacing scheme, and it is very easy if you forest everything, build treefarms and pop boom. You can have the same amount of boreholes anyway, and each citizen will eat 2 nutrients and be a drone regardless of where he lives. The advantage to CxxC is more citizens can use the same facilities, thus it's easier to amplify your basic income from squares. If you have 5 ppl in 2 bases or 10 ppl in 1 base, that's basically a toss up because the small bases get the base square as well, but you need 2x the infrastructure. The advantage to smaller bases is drone control from SPs, police and recreation commons, which are very cheap to run... The point is, no one should feel that they are being terribly inefficient by spacing wider than CxCxC...
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Senethro
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EscapedGoat: unfortunately, the 2 size 5 bases need half the infrastructure in total, because all their citizens are thinkers.
ICS: Good game, thanks for playing.
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:20
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yep.
Ideally, I'd like to build: Merchant Exchange, Supercollider, Theory of Everything, Network Backbone, and Space Ellevator. I'm not sure about the last one. It says it increase economy 50%- I'm not sure if they improves research at all. And of course, biology lab, network node, energy bank, nanohospital, research hospital, (is that it?).
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BlackCat
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quote: Originally posted by Dissident
yep.
Ideally, I'd like to build: Merchant Exchange, Supercollider, Theory of Everything, Network Backbone, and Space Ellevator. I'm not sure about the last one. It says it increase economy 50%- I'm not sure if they improves research at all. And of course, biology lab, network node, energy bank, nanohospital, research hospital, (is that it?). |
Nope, you have forgotten Fusion and Quantum labs.
Further, since you probably want to pump a lot of energy into this base, Tree farm and Hybrid forest should also be build there. They don't add directly to reseach, but together with EB and Space elev it gives + 200 % on ECONOMY, wich again may be reallocated through SE.
If running FM, the Longevity vaccine adds another 50 % to energy.
That should be it (I think )
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BlackCat
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That is why I hit them before they get them. I think I have been hit once by PB's, and since I figured out what had happened, PB builders / owners has been my main target .
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BlackCat
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quote: Originally posted by BlackCat
That is why I hit them before they get them. I think I have been hit once by PB's, and since I figured out what had happened, PB builders / owners has been my main target . |
Edit : Actually, I have never seen a ODP in function - is it worth while to try it ?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:20
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quote: Originally posted by Commy
Another way to avoid PBs is to clear all units out of the base...if you have enough infastructure around the base, like other bases, you'll never have to worry about units attacking the city...just watch out for mindworms... |
The empty the base trick-- I have used this as well. The mindworms CAN be maddenning. Foir anyone that didn't understand Commy's reference, one of the most frustrating thing that van happen to you is to clear and area of units so a buster has nothing to hit only to have a mindworm appear and come close to your base. The opponent nukes the worm and you say bye bye base.
Note that generally the emptying the base trick is generally only recommended for "safer" bases. Not much point is having your best base captured after all
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:20
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OH and if I am playing SMAX, I am more likely to have a lot of trawlers which makes it more difficult for an AI to PB me anyway. They form a barrier defense. If I see a PB nearby I might also put up a wall of interceptors (plus empty my key base)
These are all last ditch type efforts anyway as my more typical method is to simply kill any enemy base that dares be within range of my best city
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livid imp
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Gimme a quarter or I'll touch you
Mar 2004 time: 21:20
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quote: Originally posted by Dissident
yep.
Ideally, I'd like to build: Merchant Exchange, Supercollider, Theory of Everything, Network Backbone, and Space Ellevator. I'm not sure about the last one. It says it increase economy 50%- I'm not sure if they improves research at all. And of course, biology lab, network node, energy bank, nanohospital, research hospital, (is that it?). |
If you build you SSC on the coast, don't forget the Thermocline Transducer. If you are trawling energy off the tidal turbines, it acts like a ME (no maintaince +1energy and a lot cheaper to build)
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BlackCat
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quote: Originally posted by livid imp
If you build you SSC on the coast, don't forget the Thermocline Transducer. If you are trawling energy off the tidal turbines, it acts like a ME (no maintaince +1energy and a lot cheaper to build) |
I don't like coastal placement of core bases so I prefer to terraform up to above 3000 m. That gives +5 energy with ME.
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