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Nakar Gabab
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of Pedantic Nitpicking
May 2001 time: 00:14
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No automation. But I do use time-saving techniques; I move formers in big clusters to finish stuff really fast. Sound strategy, also very very lazy. Heh.
I also make heavy use of F4 and right-clicking to rush at multiple bases. I don't want to go into a base screen unless it's out of stuff to build or I need to fortify it.
I don't even let the AI design for me. Inevitably it makes a useless mix of units that can't possibly benefit me at the time. No thanks, if I need it, I'll build it.
Automation is the work of the devil! Or sure seems that way, the way units act (possessed?).
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D4everman
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Fort Dix, New Jersey
Jun 2000 time: 05:14
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When I start a game I control all of the formers myself. I check the base control screen to see where the workers are nd send the former to make a farm/mine/solar collector what have ya to speed up base growth. When I have 3 or 4 bases I use one to create an extra former and have it lay down roads connecting them. I do use the "Construct road to..." command for that.
By the late game I automate half of the formers because by then I'm too busy with vendettas most of the time to worry about them. Besides by then I have so many formers it becomes a chore. (I always have a few that I personally control though to repair fungus damage and finish up terraforming base squares.)
I almost always automate sea formers. For some reason its tedious for me to control them. Besides, if I don't have sea bases by the mid game I don't build them. They take too long to grow IMHO and are too vulnerable when the others get their navies together. Once a sea former has "auto improved home base" to the fullest I give it full automation and let it roam around forming coastal squares.
D4
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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Well, I always do everything myself in the beginning of the game. Everything is so important early on, and the slightest error will cost you the game.
D4, I am just like you. I hate managing sea formers, probably because it's harder to know what to do with the sea than on the land.
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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When I run governors, I just do a quick run through the Function keys to get a quick status report of base building each turn. I can quickly scan for Punishment Spheres, etc. It's quick and easy, and saves me lots of time.
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Ken Hinds
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I'm sorry folks, but if my empire is going to be run into the ground then I will do it myself, thank you very much. For CIV II the only automation I used was if I needed a isolated plains or grassland square irrigated, then since Irrigating Mountains took so damn long I would plop an engineer or settler on the correct square and give it the K command since the AI and hence my unit now AI controled didn't need water to irrigate.
In SMAC the only way I use the automation features is to Hold down the mouse button on a distant square when I want a unit to travel there. I've also tried the / (auto explore) on a few ships, but I'm not sure it is worth the effort.
I create my own build queues and redesign any AI suggested units as I see fit.
Ken
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Blake
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Brainfallocatione
Oct 2000 time: 17:14
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Does anyone actually move every single unit with keys? Just, erm, wondering 
quote:
No automation. But I do use time-saving techniques; I move formers in big clusters to finish stuff really fast. Sound strategy, also very very lazy. Heh.
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This comment amused me (no offense ), if you do the maths it is a lot less work to get every former to work on it's own task.
The maths of drilling 16 boreholes (with the WP):
Gang of 16 formers, complete one borehole in one turn, this requires the gang to be moved 16 times, involving 16 moves per former, for a grand total of 256 moves.
16 seperate formers, (each) complete a borehole in 16 turns, thus a grand total of 16 moves.
And, the nice comprimise:
4 gangs of 4 formers, drill a borehole in 4 turns, 4 moves per gang, for a total of 64 moves.
Each "move" requires one mouse click+hold, and one shift-b, then an additional confirmation if drilling on forest. For either 2 or 3 discrete actions. (more if moving using keys).
Clearly, a massive "real time" advantage is gained by not ganging your formers. The in-game advantage is fairly large for ganging however.
One gang of 16 formers:
720 minerals, 720 energy (multiplied to about 2000 net energy).
Which is something like 2 medium sized SP's, and a few techs
4x4 formers:
576 minerals, 576 energy (somewhere about 1500 net)
16 individual formers:
no advantage
What can I say, I'm a maths geek 
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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And your point is...
Are you saying that people should take the extra time in r/l to save time in the game?
Personally, I get sick of moving all those formers, but that's just me. What there needs to be is a que, so you could select all 16, and hold some button and que up all the boreholes at once. Then you wouldn't have to worry for the next 16 years! (or whatever)
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Fitz
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& Anarchist
Mar 2000 time: 21:14
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So here is the challenge for all of you Control Freaks:
The Govorner Challenge
Random (no control of specific random attributes) Huge planet, Trancend, Blind research, must use govorners, automated formers, and faction research priority. No Spoils of War. Any other settings as you feel like it.
Can only change SE & Govorner priorities every ten years. Must use faction's preferred SE choice or none on that row.
Cannot use Advanced Govorner settings (all on), but may use any combination (including none) of the four basic priorities. Use all terraform settings (all on). Automate all terraformers use any automate command you care to.
You may use the design workshop as you see fit to limit/expand the disigns the govorners may build.
Choose any faction. Each base may have multiple priorities, or none, and each base can have seperate priorities. However, you may only change the base priorities on a Misson Year multiple of ten.
The exceptions are:
You may set a Social Engineering choice the year you discover the tech that allows you to use it, provided you are not running a different SE choice on that same line. If you don't have the money to turn it on that year TOO BAD.
When you found a base, you have the option to build a garrison and a former (any order), but that is it. After the pop-up window for the base informs you the second item is finished, you must enter the base screen and turn on the govorner.
This challenge basically concentrates on overall mission parameters (Social Engineering & govorner priorities) and waging war. You'll probably find the turns go fairly quickly.
In addition (and this is the part that makes it very hard) I bet the govorner almost never builds crawlers. 
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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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Hmm, I don't think this would be very hard...that is basically what the AI does but you have the advantage of being a good micromanager. Of course I haven't actually tried it yet...
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