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theohall
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Aransas Pass, TX USA
Feb 2001 time: 23:14
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Yes, forests are great you big tree lover. However, specialized terraforming (ie farm/condenser combos for one) also has it's benefits.
It requires workers to make those hybrid forest sqaures work. A worker which could be acting as a talent and increasing labs/econ/psych without even working a square.
Specializing sqaures, especially for maximizing nutrient production, and then using Crawlers to send the food back, frees up workers.
As to collectors - find the highest ground you can, even raise it, then build rows of Echelon mirrors and collectors side by side. Then crawl the energy back to base. (Energy Park strategy) This also frees up workers from having to work squares.
A combination of foresting and specializing has worked best for me.
Don't get me wrong, I love forests for their eco-damage reduction, but don't overlook other forms of terraforming combos.
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b&i_c
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Washington, USA
Apr 2001 time: 21:14
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quote: Originally posted by Iskandar Reza
i only use forests if it's arid and nothing more. otherwise, why waste a perfectly good rolling rainy square on some lousy forests that won't let you expand beyond size 2? |
I said that if it was rainy I do either Mine/Farm/Road, or Solar/Farm/Road depending on the altitude.
I'm almost positive that you get 3/3/2 with a Hybrid Forest (of course to get a HF you need a Tree Farm).
My bases are usually big enough to build good facilities before I build the HF because I plant one forest, then proceed to terraform all the other squares that aren't "suitable" for forests so that they get lots of nutrients.
I put a mine on a moist rocky square because then you will get 5 resources total (with the one nutrient), and help pay the way for that worker's food, where as with a arid square, you only get 4 resources, and with a forest, you get 4 resoureces even w/o any Forest improvements, and WITH them, you get 8!
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:14
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b&i_c , have you tried out heavy use of specialists yet? Engineers produce both econ and labs IIRC, and are not subject to efficiency losses but are subject to "multiplier" effects from energy and most lab enhancing facilities. I think that they are available around the time that HFs are, but there are also Technicians (who only produce econ) earlier in a similar role; they also keep erstwhile drones out of trouble. I bring up specialists because they prosper with a development heavy in Nutrient production (so that you can have more of them). I think you can produce at least 6 nuts from a tile with enough farm/soil-enricher/condensor action going on. That translates into room and board for 3 specialists; you likely wouldn't need the condensor in each tile, so you could still get a min and an extra energy or two. Thats not to say that the TF/HF thing is bad, but neither is being rich and smart.
In the early game, a forest on a special (any kind) is a nice thing to have, and in the late game, plain old fungus isn't bad either.
I think that forested tiles with TF & HF are worth 3-2-2, or 3-2-3 if on a river or uranium tile.
Fungus tiles with all the restrictions lifted I believe are 2-3-3 unless you are Dee who would get 3-3-3.
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b&i_c
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Washington, USA
Apr 2001 time: 21:14
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Wait, you mean putting a crawler inside the base radius???
Well with a Hybrid Forest, there is no terraforming limit, and with a Centauri Preserve, your minerals limit is pretty high, but the pop limit is a major problem you're right.
Yes, fungus does get pretty good late in the game, especially if you have the Manifold Harmonics , but by the time you get all the techs, you have spent the whole game getting rid of fungus, so you don't really want to plant more of it.
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WhiteElephants
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Toledo Ohio
Mar 2000 time: 00:14
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Yes, in the base radius. That way you reap the benefits from the mine/road and then put that worker on, say, a farm/solar collector or one of your beloved forest tiles. Sure, you miss out on one nutrient from the farm/mine, but you gain on average (assuming you put the worker on a farm/solar) +1 nut +1min +2 energy. Or if you like specialists (everybody likes specialists, right?) you can alternately change the mine worker into one, usually netting you +3 enegy or +3 labs, until the advent of Fussion power where you can change that lazy American worker into an Engineer netting you +3 energy and +2 labs -- what wonderful little buggers. Before you know it your bases will be running with the speed and efficency of a Japanese auto factory.
Depending upon your base spacing you probably won't work all your tiles anyway and by that time you can always build satellities to supplement nuts, mins, or energy.
PS -- There was an interesting debate recently between those who supported only using specialists after all the base squares had been worked and those of us who supported using specialists before all the base squares were worked. You might want to look it up. Oddly enough, I believe that title had something to do with "+2 Research". I think it was called "What does +2 Research do?". Or something to that effect.
No more freebies. 
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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:14
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b&i_C,
It's been awhile since I espoused the virtues of specialization and since I was one of the original proponents many moons back let me give a little background.
First off let me say whole hearted forest are great especially in the early game. However they do reach a point wherein they become less useful vs say other more specialized forms of t-forming.
A heavy specialist approach offers a number of pros and some definite cons so lets start with the cons.
1. Heavy on t-forming time. Comparitively speaking I'll give examples of forest vs. condensor/farm or condensor/farm/soil enrichers. Forest are a mere 4 turns per square (3 w/ WP) vs. condensor farm of I believe 4 for the farm and 8? for the condensor. (3& 6 respectively with WP)
2. Further the forest expand on their own whilst the others do not.
3. The heavy t-formed land makes eco damage more susceptible in bases.
Pros
1. Energy!!! Energy is the key to any game much more so than mins. Sure mins have their purpose but after the first 10 mins I'll take energy over mins every day (granted I want enough mins to field a formidable fighting force but you get my point). Energy is accomplished by taking otherwise worker citizen and transforming them into specialsits. I've proven and written on this extensively to say that in the first phase of the game (librarians and technicians availaible) Generally forestation is a better approach for the reason listed above. Once beefier specialists become available tho' then the pendulum swings the other way and a specialist approach becomes much more favorable. Trouble with this is by the time you get fusion 99 times out of 100 you've got the game in hand anyway so it's no biggy.
2. Efficiency who needs it. Specialists offer their contribution to final energy forms econ or labs indpendent of efficiency loss.
3. Starvation who cares. Labs and/or econ from the specialsit still accrues even under starvation conditions.
4. Drone issues. If your a specialist you don't riot. That is stricty reserved for worker bees. Often times the best means to stave off a drone riot is to simply take enuff workers fromthe field convert them into the best specialsit you have and then buy the appropriate facility and/or 1/1/1 police unit. Caveat bases with less then 5 pop points allow only doctors/empaths/transcendi. A doctor is useless empaths are OK but transcendi WOW. Of course this is extremely late game.
Now onto the comparisons.
Hybrids on tree farms vs. Condensor/farm/soil enricher with 4 rocky roaded mines
fusion power discovered.
Assume max base population of 16 (say your either Lal or got Ascetic Virtues SP)
Hybrid trees
16 * 3/2/2 or 3/2/3 if +2 econ ignoring base square then output is 48nuts/32 mins/32 or 48 energy all in all not bad. Your 16 population will eat 32 nuts leaving you an excess nutrient total of 16. Remember in total you've worked 16 squares.
Condensor farm/soil encicher
Condensor farm Soil enricher
6 nutrients ea worked/harvested by crawler
4 rocky roaded mines worked/harvested by crawler
All 16 population points engineers
total of but 10 squares used
output = 4 excess nuts/20 mins/80 energy (48 econ 32 labs)
All in all the specialization route affords much higher returns on energy. Unfortunately it comes late in the game. It does behoove you though to start the paving over of you forest towards high one resource crawlered squares immediately upon discovery of fusion or shortly before.
One caveat IF you have a number of trade partners either through submissives and/or playing nice nice then trade energy is calculated based upon energy from worker bees not crawlers nor specialists. Trade energy component may outweigh the benefits of specialists.
In the beginning tho' I mostly agree forest are the way to go. Get a 2 nutrient square forest 2 others and get your bases to a stable drone free size 3 ASAP via growth or the PTS.
Og
P.S. White E. Damn I've been away such a long time I miss the good debates +2 research you say. Looks like I need to check that thread out.
Last edited by Ogie Oglethorpe on 20-06-2001 at 07:44
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Avenoct
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NC, USA
Apr 2001 time: 00:14
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Well, I must say I love the way the Topicstarter frames his position, and funny thing is, had he said that in the middle of the discussion this would be twice as long a thread as each 'side' tried to tell the other that it was right and the other then must be wrong. Ogie, you are a SMAC God IMHO, and I'm one who's always glad when you chime in, even though we've mostly all been through this complicated argument many times. Of couse Forests Rule! There are so many reasons why they do. Experience will lead most people to use them heavily in the beginning of a game. But at a certain point comes a choice.....continue with forests, or ....
Oddly enough I switch to specialized squares...condensers, almost never mines, boreholes, (and when I can ) energy parks, because I need the nutrients as I start filling up my core base squares with boreholes. Though I do make the occasional all-specialist bases, especially if I'm running or plan to forever run Free Market (to home my army to this base..no drones), I have yet to sucessfully max out my specialist use. Instead, I'm forced into it, but obviously I don't reccomend that as a strategy! The real choice in my situation comes down to Crawlers, as well it should. In the beginning I'm crawlering a whole lot of forests (yes I am embarrased) for minerals to get my production beyond 10 for every base and about 15 or so for SP bases. When boreholes come into play, or some nice mines, that's not an issue, and too many of my base squares are covered in crawlers for my workers to get in and do there thing. I use a few crawlers to finish some Secret projects, and hopefully I've founded an energy or mineral or nutrient park somewhere out of base range at this point and I send them over to continue crawlering back to their base of origen. Also, I can't tell you how great it is to send a few crawlers out when making new bases. Have them home to the base and speed the construction of necessary garrison/ facility products. After all, where do you really need fast production the most? On the frontier! Nine out of Ten times. Better yet, if you really need to, you can cash those crawlers instead of rush-buying (or in addition to) the critical things on the frontier. Crawlers there are a buffer in many ways....
Experience will teach you what works best for you, and I do think that's different for everyone with these 'everyone IS right' arguments. I do suggest trying extreme strategies if you have the time. When I've succeeded in having mostly specialized squares, it's been 'the best'. When I've developed Hybrid Forests early enough, I've been convinced that nothing could be better (especially in the Monsoon Jungle). The only limit on both strategies is the ever annoying rocky square. Build a base in the great desert before on a rocky plateau..trust me...chuckles....
Oh, forgot to address my header...I'm always glad when this topic presents itself...it recurrs because it is both central and unanswerable to SMAC strategy. It rears it's head in many forms 'Crawlers Rule!' or 'All Specialist Bases for Victory'...because all these things are intertwined in the most subtle and important aspect of the game. Get the most FOP's you can, quick as you can, and you win (with a few notable exceptions, the main of which is getting everyone elses FOP's instead of developing your own). Easy right?
-Smack
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Blake
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Brainfallocatione
Oct 2000 time: 17:14
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I have little doubt the "strongest" terraforming strategy is maximum density of boreholes, and every other tile farm+condensor.
However a nice comprimise to reduce MM is using mostly forest, then for every base add 1 farm+condensor (crawled) and one borehole. As former time allows add more boreholes and condensors, in approximately equal ratios.
Another handy hint: Boreholes can be built anywhere, just lower the tile you want to build the borehole on, one lower terrain will ALWAYS allow you to build a borehole on that tile. Consider a borehole costs 24, and a lower terrain 12, your only increasing the terraform cost by 50%, which really isn't so bad. I've experimented with maximum density boreholes (you gotta pre-plan the city layout), and it is very powerfull. But utimitaly using a mixture of forest, borehole, condensor is almost as good.
The place non-forest terraforming really shine is when you have the WP, and it's a double-blind game, even without crawlers you can easily use condensors to build a city up to size 5 and support several libarians. If you get a city with 2 nut resources, for a total of 14 nuts you can support a size 7 city with only 2 workers. That's a lot of lab points (especially for Yang!).
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Iskandar Reza
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Next to your Mama
Mar 2001 time: 13:14
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quote: Originally posted by Blake
I have little doubt the "strongest" terraforming strategy is maximum density of boreholes, and every other tile farm+condensor.
However a nice comprimise to reduce MM is using mostly forest, then for every base add 1 farm+condensor (crawled) and one borehole. As former time allows add more boreholes and condensors, in approximately equal ratios.
Another handy hint: Boreholes can be built anywhere, just lower the tile you want to build the borehole on, one lower terrain will ALWAYS allow you to build a borehole on that tile. Consider a borehole costs 24, and a lower terrain 12, your only increasing the terraform cost by 50%, which really isn't so bad. I've experimented with maximum density boreholes (you gotta pre-plan the city layout), and it is very powerfull. But utimitaly using a mixture of forest, borehole, condensor is almost as good.
The place non-forest terraforming really shine is when you have the WP, and it's a double-blind game, even without crawlers you can easily use condensors to build a city up to size 5 and support several libarians. If you get a city with 2 nut resources, for a total of 14 nuts you can support a size 7 city with only 2 workers. That's a lot of lab points (especially for Yang!). |
well put, Blake. exactly my point. why build forests when you can have these. you can just crawl everything, and change all workers to specialists
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