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What is your SE economic choice? (Time out:0 days after 05-07-2005, 07:21)
Free Market
Planned
Green
Xenobanana monopoly....
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Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:21
  Old Post 05-07-2005 07:20
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How many of you are free marketeers? Support Apolyton, buy GURPS/ Alpha Centauri

I'm just curious...

I know I've asked this before, but I just wanted to know how many of you use the free market....

I know some of you do different SE settings depending on the game and M.Y., but for the most part, what SE setting do you mostly run in economics?

cal_01 is offline cal_01
Chieftain

Jun 2005
time: 05:21
  Old Post 05-07-2005 07:34
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I typically go planned these days. Free Market penalizes you too much for having military troops, and Green -- while it is close to planned as being my favorite -- kind of hurts with the -2 Growth.

If your bases are already raking in the nutrients, then Green is probably the way to go. However, I'd choose Planned over Free Market in order to get my bases set up (Growth and less minerals vs EC to buy facilities).

Frankychan is offline Frankychan
King
In the Kingdom of Hawaii (CPA Member)
Sep 2001
time: 19:21
  Old Post 05-07-2005 11:09 Visit Frankychan's homepage!
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PLANNED



FM is ok (nah, I lied), but all those credits won't help you when the skies above your faction are filled with PB's.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:21
  Old Post 05-07-2005 11:35
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I voted FM because most factions most of the time are able to do it and benefit from it.

The problem(s) of your poll are:

1.that I hardly know a player who runs FM or any choice throughout all the game (except Hive).
2.Economics depends on faction. Some factions are unable some choices, for some factions it's just plain silly to take some choices (FM for Hive).
3.Economics depends on a situation. If you are Planned and Demo able faction who runs FM most of the time, you will still go Planned for a cheap popboom (usually chepaer than the psych needed for GA).


meant no offense

Tommar is offline Tommar
Chieftain

Sep 2004
time: 05:21
  Old Post 05-07-2005 14:01
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Free Market + Wealth + builder-type factions (University, Morganites, Cybernetics, etc.) is VERY powerful.

But only if you SPEND the money.

The military hits are severe. You can only survive the military hits if you immediately rush build good base facilities and keep your research as high as possible (at the level where there are no penalties for doing so, other than the cash investment.) If there is a pesky neighbor, buy him off. The less you have, the less it will cost you, another good reason to spend the money as fast as you make it. If you can't pay your neighbors to leave you alone for enough time to build, capture their units with probe teams.

Commy is offline Commy
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St. Louis, MO, USA
Mar 2004
time: 05:21
  Old Post 05-07-2005 20:02
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quote:
Originally posted by binTravkin

The problem(s) of your poll are:

1.that I hardly know a player who runs FM or any choice throughout all the game (except Hive).
2.Economics depends on faction. Some factions are unable some choices, for some factions it's just plain silly to take some choices (FM for Hive).
3.Economics depends on a situation. If you are Planned and Demo able faction who runs FM most of the time, you will still go Planned for a cheap popboom (usually chepaer than the psych needed for GA).



Which is why I'm asking what you generally do...I would assume that if you are playing the gaians, you really don't want to do a free market anyway....

By the way, I use the same SE choices throughout the entire game, and I don't play the Hive...

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:21
  Old Post 05-07-2005 20:44
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Lose 30 kilos (of popups)

quote:
I use the same SE choices throughout the entire game


With a freemarketeer able to run planned it's a mistake because planned makes you popboom easy and early.

It also tend to not be beneficial at wartime (unless you're very effective at the sole PS strategy) and very late game when you need rather efficency and planet not econ.

Hive is actually the only faction who can do it very succesfully without a single SE swap after it's default SE has been researched and set.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:21
  Old Post 05-07-2005 23:15
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quote:
Originally posted by Commy




By the way, I use the same SE choices throughout the entire game, and I don't play the Hive...


Is this an intentional handicap to make the game tougher?

Flubber is offline Flubber
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Aug 2000
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  Old Post 05-07-2005 23:23
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Other than the obvious things like Hive in planned, my game goes something like--


LOTs of FM-- the extra energy is just so much-- The attributes are well known and there can be little doubt that it can lead to faster research

Interludes of planned --- I will often do a switch for a number of turns to pop boom AND rush some more expensive assets. I find the added pop alone is worth the cash and the savings on rushing expensive stuff can often exceed the 80 ec cost for the switch--

late game green-- There comes a point in many of my games where the inefficiency reduction , PLUS the ability to go to 80-100% Labs makes green look just as good as anything else. Most bases are at hab limits so the growth penalty is irrelevant and wormfarming around your polluter bases can become quite lucrative

Commy is offline Commy
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St. Louis, MO, USA
Mar 2004
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  Old Post 05-07-2005 23:43
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quote:
Originally posted by binTravkin


With a freemarketeer able to run planned it's a mistake because planned makes you popboom easy and early.

It also tend to not be beneficial at wartime (unless you're very effective at the sole PS strategy) and very late game when you need rather efficency and planet not econ.

Hive is actually the only faction who can do it very succesfully without a single SE swap after it's default SE has been researched and set.


I have to disagree...in the very early game, a free market can easily double your tech rate, and give atleast a 50% boom to economy...

Planned, on the other hand, helps expansion a lot more, but an early tech and economic lead is sometimes more valuable than horizontal growth...

If I'm playing the University, I already have a tech lead with the +2 research and the network node...if I can double my research rate with a free market, I'm sorry, but it doesn't matter how big you are when I have chaos guns you don't even have missiles...

cal_01 is offline cal_01
Chieftain

Jun 2005
time: 05:21
  Old Post 06-07-2005 03:03
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quote:
Originally posted by Commy


I have to disagree...in the very early game, a free market can easily double your tech rate, and give atleast a 50% boom to economy...

Planned, on the other hand, helps expansion a lot more, but an early tech and economic lead is sometimes more valuable than horizontal growth...

If I'm playing the University, I already have a tech lead with the +2 research and the network node...if I can double my research rate with a free market, I'm sorry, but it doesn't matter how big you are when I have chaos guns you don't even have missiles...


But don't forget that FM also has a negative police rating. You won't get far with University and their extra drones plus the lack of police power.

PJayTycy is offline PJayTycy
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Apr 2005
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  Old Post 06-07-2005 03:20
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Morgan can get FM in 2103, only has to research 1 tech and the ec's are available. Usually scouts won't be out of territory either after 3 turns (unless you landed on a river).

I'd always do this up to the first base limit. After that, it depends on how drone-stable my bases are, but mostly I'll go to the second base limit in FM/wealth too.

Then add democratic for a higher base limit and further expand untill I reach it. This is the time I might change out of FM to planned to get a little pop-boom.

Flubber is offline Flubber
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With a view of the Rockies
Aug 2000
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  Old Post 06-07-2005 05:13
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quote:
Originally posted by cal_01


But don't forget that FM also has a negative police rating. You won't get far with University and their extra drones plus the lack of police power.



The theory is that you rake in so much research that you can afford a psych allocation or to soon rush a rec commons plus you are willing to be somewhat isolationist for a while-- perhaps send out some probes to explore along with any independent units.

Archaic is offline Archaic
King
Washed up SMAC/X University Specialist
Nov 2001
time: 15:21
  Old Post 06-07-2005 05:26 Visit Archaic's homepage!
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quote:
Originally posted by cal_01
But don't forget that FM also has a negative police rating. You won't get far with University and their extra drones plus the lack of police power.


Drone control without police on FM is pathetically simple. You'll only ever have troubles if you're building a huge airforce, and that's what Punishment Sphere and All-Specialist bases are for.

I don't tend to ever swap out of FM once I've discovered it, using semi-eternal GA's to boom rather than Planned. As I see it, there's little point to increasing Pop when you won't be able to produce the nuts to support it when you need to turn some back to specialists when returning to FM, so unless you've already got all your psych facilities up, a slower more controlled boom is simpler.

Sikander is offline Sikander
King
Boulder, Colorado, United Snakes of America
Jan 2000
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  Old Post 06-07-2005 11:54
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Got spare money?

I use them all, and usually use at least two of the three every game at some point.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:21
  Old Post 06-07-2005 12:07
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Got spare money?

quote:
I have to disagree...in the very early game, a free market can easily double your tech rate, and give atleast a 50% boom to economy...

Planned, on the other hand, helps expansion a lot more, but an early tech and economic lead is sometimes more valuable than horizontal growth...

If I'm playing the University, I already have a tech lead with the +2 research and the network node...if I can double my research rate with a free market, I'm sorry, but it doesn't matter how big you are when I have chaos guns you don't even have missiles...


Bah, are you Commy blind?

Go read the quote to which I answered with this!
Noone questions the goodness of FM in early game!

I never run the same SE for entire game for the sole reason that it's 200% better to have a city of pop 14 while you've been running planned for the last 15 turns than to have city of pop 3 or 4 whose each citizen gives you 1 more EC!

Planned = popboom.

I couldn't explain it simplier..

Tommar is offline Tommar
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Sep 2004
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  Old Post 06-07-2005 12:43
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quote:
Originally posted by cal_01


But don't forget that FM also has a negative police rating. You won't get far with University and their extra drones plus the lack of police power.


Um, I beat the game consistently (not always, but often enough) with University in Transcend mode (dunno about PvP.) Free Market + Wealth + inherent research bonus + free network nodes = Very fast tech research + lots of cash (to rush build and/or use probe teams.)

Last edited by Tommar on 06-07-2005 at 15:31

Tommar is offline Tommar
Chieftain

Sep 2004
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  Old Post 06-07-2005 15:14
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quote:
Originally posted by Frankychan
PLANNED



FM is ok (nah, I lied), but all those credits won't help you when the skies above your faction are filled with PB's.


It is if you've spent the credits. You're right that the money sitting in a bank account is of no use. But if the builder type has spent the money, they will have the abilities to block planet busters.

And can make PB's faster than you can, although they don't need to.

Last edited by Tommar on 06-07-2005 at 15:21

GeoModder is offline GeoModder
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Jan 2004
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  Old Post 06-07-2005 15:17
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Or to buy those PB's hovering around.

Tommar is offline Tommar
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Sep 2004
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  Old Post 06-07-2005 15:28
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quote:
Originally posted by GeoModder
Or to buy those PB's hovering around.


Are you talking about using Probes on their base, or something different?

If different, do tell!

GeoModder is offline GeoModder
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Jan 2004
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  Old Post 06-07-2005 15:40
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Nothing to tell thus, for I wouldn't know a way to buy a PB not stationed somewhere.

Lazerus is offline Lazerus
King
Empires were built by dictators, not democracies.
Jul 2002
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  Old Post 06-07-2005 16:17
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quote:
It is if you've spent the credits. You're right that the money sitting in a bank account is of no use. But if the builder type has spent the money, they will have the abilities to block planet busters.

And can make PB's faster than you can, although they don't need to.


You think ? I'd say a large industrial faction could outbuild a pure builder faction purely because ODP's are cheap so they'd quickly get control of the skies by having alot more bases thus making enemy PB's ineffective while his own can fire at will.
The builders only advantage is that in general they will reach the PB/ODP techs first and better make damn sure theyve got total power by then.

sentry33 is offline sentry33
Warlord
Warsaw, Poland
Jun 2004
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  Old Post 06-07-2005 21:24
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SE choice depends mainly on faction, then on few other things like stage of the game, overall strategy, wars etc

CEO Aaron is offline CEO Aaron
Prince
Everything has its price. Even you.
Aug 2002
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  Old Post 07-07-2005 00:11
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I'm not so much a free marketeer as THE free marketeer. I love credits. LOVE, LOVE, LOVE credits. With the logarithmic power of recycling tanks and crawlers, a well-run cash-rich faction can outgrow ANY pure industrial faction, casually. Without cash, you can typically grow thin (ICS) or grow deep (OCC), but not both. With cash, you CAN.

Here's the bottom line on FM: Unless you CAN'T run it (Deedee), or don't get real benefit from it (Yang), you MUST run Free Market in peacetime. If you don't, you will be outgrown by a competent opponent. What's a 10% price break on your mineral costs compared to a 100% energy income increase? Not very much, that's what.

Don't get me wrong, having a good industry rating is good. It's just that having good economy is better.

dacole is offline dacole
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May 2003
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  Old Post 07-07-2005 04:48
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Also the trick to using free market with the university is to research defense stuff early soon after IA and get the Virtual World and the Human genome project if possible. Then it becomes to costly for anyone until planet busters to try and attack you. As long as you have lots and lots of pb blockers you should still be ok even then.

Zoetrope is offline Zoetrope
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Sep 1999
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  Old Post 07-07-2005 05:32 Visit Zoetrope's homepage!
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I enjoy playing a variety of factions, and for most my economy broadly changes through the game thus: Simple -> Planned -> Free market -> Green. My reasoning is thus: (1) Very early on, a surprise attack from a single worm can be devastating, and growth and industry are both greatly needed, so Planned is the go; also, there are few sources of energy (on land) at this stage and efficiency isn't a major factor yet. (2) Once i'm more secure and the rudimentary infrastructure is up (outside bases that includes clearing fungus, building farms, mines and solar collectors, and establishing sensors), then significant energy gains are achievable materially and sustainable strategically. Then Free Market is the go, the money rolls in, research accelerates, and probe teams gop on a buying spree. (3) Later, my empire has grown to the point where efficiency is significantly more important than economy to energy income, and I have the Cloning Vats, so I go Green. Of course the contest is well over by this point, but I like to play each game out to an official conclusion.

However, the reported experience of other players leads me to reconsider how soon use my freedom of choice to select FM.

Since I use a modified smacx initialization with ground-to-air (SAM) probe teams, those annoying Hive and Believer jets are soon Owned. FM is of course excellent for this.

In answer to Tommar's question, if a PB is hovering around (because blocked from its target base by a solid wall of units) then the SAM probes own that too.

Ogie Oglethorpe is offline Ogie Oglethorpe
King
Marietta, GA
Dec 1999
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  Old Post 07-07-2005 07:50
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haven't bothered to read most of the posts here but a couple of thingd that I'm sure others have touched upon.

1) Depends greatly on factional choice no Hive No gaia typically big yes for buulders

2)depends on time in the game typically for builders early FM is extremely powerful assuming room to build without early momentum rush late game green typically is better

3) depends on version of game being played. Those patches including SMAX that allow GA pop booms obviously allow longer uninterrupted spans of FM with doses of psych to kick the empire into high gear periodically

cal_01 is offline cal_01
Chieftain

Jun 2005
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  Old Post 07-07-2005 08:35
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quote:
Originally posted by Tommar


Um, I beat the game consistently (not always, but often enough) with University in Transcend mode (dunno about PvP.) Free Market + Wealth + inherent research bonus + free network nodes = Very fast tech research + lots of cash (to rush build and/or use probe teams.)


Well, since there's a lot of posts concerning my comments concerning FM, I guess I'll mainly reply to this one, address the points raised by the others, and add a few more points to my arguement. In my analysis, I generally refrained from talking about SPs that the player may get, because that is the fairest way to compare the SE choices.

To start off, I used to be a major FM player when I started AC, but then went on to almost never using it at all once I got more experienced at it because I found the proactive styles of play tend to be more effective at winning games.

My main concern concerning your comments, Tommar, is the evident lack of credits, even with FM (unless you're Morgan), in the early game. The supposed advantage here is, of course, to rush-build facilities to gain turn advantages. However, Planned gives you the +1 minerals bonus (nothing to sneeze at in the early game), which are relatively accessible in this stage of the game through forests and mines (one can also add Recycling Bins to that list too). Furthermore, the FM player in early game doesn't have too much of an advantage in terms of EC compared to the Planned player, which means that the +1 minerals bonus is awesome since it costs less to rush-build. The growth bonus from Planned is great too, since city growth is one of the important advantages to obtain in the early game.

Moreover, the negative police rating from FM makes it hard to build up valuable facilities; you end up spending both EC and turns building Holo Theatres (3 EC upkeep I believe , and it doesn't do anything proactive for your faction) and increasing your Psych meter in order to keep your citizens happy, whereas you can spend that extra 10% (or even 20%) from Psych in your Econ or Labs. (As an added note, I pretty much never build Holo Theatres until I get Hab Complexes, and I never set my Psych meter to anything above 0% until I start hitting size 10 or 12 cities with excessive drones)

In mid-game, FM/Wealth is still less desireable compared to Planned/Wealth (or even Planned/Knowledge for that matter). With P/W, you now get 20% minerals off, complete with an economy bonus. Sure, there's a morale and inefficiency hit, but I typically take the morale hit and build my bases close together (quasi-ICS style) to avoid the inefficiency (IIRC, inefficiency is directly related to base distance from HQ, right?). Sure, you might get extra EC with FM/Wealth and a mineral bonus too, but it's more efficient and faster to rush-build with a medium sized economy with a significant minerals bonus, than to have a large economy with a small minerals bonus.

There's another point to address in mid-game and that's the following: you [/i]will[/i] be fighting wars, and a war is won with minerals, and not EC. That's the reason why Domai completely trumps most other factions (debatable whether or not he actually beats Miriam/Santiago in terms of military might) during wartime; he can produce more troops more often. Rush-building troops at 20% off is signficiantly more advantageous than rush-building at 10% off.

Furthermore, even if it is peace-time, there should be at least some build up of troops. Under FM, it's near impossible to produce the strategic military units needed for an effective war campaign with the Police hit, such as Needlejets, Copters, and the ever-useful Conventional Missile once your opponent starts getting AAA. I mean, sure, you could go the Probe/2-move-unit route since they don't trigger the "military" unit thing, but that's terribly inefficient and possibly dangerous when your opponent can build up strategic units.

One more thing about warfare, and this applies to all stages (early, mid, and late) of the game: a proactive and aggressive campaign can easily outpace a lesser campaign. The FM player will ultimately be less proactive and aggressive than players that have made other SE choices. While it is nevertheless possible for the FM player to play more defensively by using Mind Control and surgical strikes, the momentum ultimately resides with the player that is more proactive and aggressive in his or her approach.

In the late game, whether you're trying to achieve victory by conquest or transcendence, there's two things to consider:

1. You've taken a few (or many) bases, and possibly conquered a few factions. Your territory is huge, and inefficiency is up the roof. You have to ask yourself: do I bother rebuilding the facilities in the cities that I've captured, or do I concentrate on my core cities instead and use the captured ones as proxies/staging grounds?

If you're of the sort that rebuilds those cities, then it's better to go Planned/Wealth or Green/Wealth (or Green/Knowledge, but that's another thing altogether). Although Planned has the additional inefficiency hit, it does have the nice minerals bonus, which is useful in rebuilding since you'd have ECs off the scale by that time. Green/Wealth is pretty good too, since the increased efficiency can allow you to use Psych more efficiently (hah) in your outlying cities (less facilities tend to mean more drones) and you typically aren't too worried about city growth at that time.

If you're of the sort that uses them as proxies/staging grounds, then it doesn't make sense to keep yourself in FM since you're going to want to have some sort of a Police rating to keep the riots down. Furthermore, you can't even staple in FM! (Plus, why are you in FM when fighting a war anyway?)

2. If you're going for the Transcendence win, then you're likely going to be in a tech/SP race with your closest opponent in terms of faction tech/size/etc. At this point, the analysis is a bit tricky since the economies are nearly the same, with only a few hundred or so EC difference and maybe 1 turn tech advantage with FM. Moreover, both civs, either running Planned or FM can probably buy entire SPs in one turn, but FM can probably do it more often since it has more ECs. It seems that FM has the advantage in the late game, right?

Wrong, because it's on the incorrect assumption that the game is during peace-time. Once you're at that stage of the game where you're going for Transcendence against another faction, you should be doing everything you can to destroy that faction -- nerve-gassing, obliterating their cities, making them glow... anything! And, as addressed before, you can't fight wars effectively with FM.

And of course, I didn't mention two other possible victory conditions: Diplomatic and Economic Victories. Diplomatic doesn't really factor this FM/Planned debate since it really depends on how nice (or mean, if you're into submission pacts :naughty you are to other factions. Economic victories, on the other hand, take too long and are terribly inefficient to obtain. However, if you were planning on an Economic victory, you probably want to switch to Green instead of FM for the efficiency boost.

So in summary (tl,dr for the ones that didn't want to read all this):

1. FM is inherently weaker in all stages of the game compared to other SE choices, even in peace-time.
2. FM is not a proactive SE choice, and will ultimately hurt your game.
3. You can't effective wars with FM.

And to end my post, I guess I'll write about my typical playing style.

No matter which faction I go with (unless Miriam, at which point I'd just build up Scout patrols and "nuke" the nearest factions right then and there :cute, I almost always end up staying with Planned throughout the entire game, although I sometimes do go Green if there's a blue moon and during peacetime and the growth penalty doesn't really hurt me, while my other SE choices vary depending on the situation. Come to think of it, I don't think I've ever really tried Police State many times before. Hmm.

And I agree with the other posters who say that switching SEs is very important. However, I just never switch into FM anymore.

Whew, that was a long post!

PS. Do people actually choose Green when they're playing as Deidre or Cha-Dawn? I find the Planet rating to be excessive, and I tend to get a lot more EC with a little Planet since it's not enough to capture but enough to give you a significant advantage over Mindworms.

binTravkin is offline binTravkin
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quote:
PS. Do people actually choose Green when they're playing as Deidre or Cha-Dawn? I find the Planet rating to be excessive, and I tend to get a lot more EC with a little Planet since it's not enough to capture but enough to give you a significant advantage over Mindworms.


Deirdre running Fundy-Green-Wealth and 100% Economy is a killer!

Not only she's able to outbuild you, she also has very little b-drones, very much NL and a decent probe rating to use while extracting your techs.

cal_01 is offline cal_01
Chieftain

Jun 2005
time: 05:21
  Old Post 07-07-2005 12:17
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... NL? Sorry, I'm still new to this forum, so I don't know all the abbreviations.

edit: Speaking of which, I've never ran into a bright red super-drone before.

Last edited by cal_01 on 07-07-2005 at 12:28

 
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