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WhiteElephants
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Toledo Ohio
Mar 2000 time: 00:15
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I haven't play SP in quite some time and your transcendence time sounds pretty good too me, but I'll try and help.
First of all I'm unclear as to how many bases you've actually built. 20? 30? 40? On a standard sized map I would think you'd be looking to have between 20 and 30. Some would say more. I think 20 is probably fairly conservative though.
As far as running demo/green/wealth you might seriously considering switching to free market during the years you're not at war as you're missing out on a decent amount of commerce income, since as you say, you gather submissives. That being said I would probably rather use Zak instead of Morgan to make a run at your fastest transcend time because the obvious reasons of his +2 research and free nodes, but also because he can run free market and can pop boom relatively easily, whereas Morgan can not pop boom with as much ease, granted that after you nab the coloning vats those are problems of the past.
Using the stockpile energy bug would indeed improve your time as well as the crawler upgrade trick. Some people find these "unethical",others do not. The effect is that everytime you finish a unit or building you are also stockpiling energy for that turn, so if you're pumping out crawlers every turn your also, in effect, stockpiling energy every turn as well. The effect is cumulative meaning that you won't see much of a change right away but over the course of 100 turns you're likely to see quite a difference.
I'm confused about your switching over to stockpile energy and crawlers in the last 5-10 years. Like I said it has been a while since I've played SP, but I distinctly remember having plenty of crawlers lying around that I could shuffle them to the final ascent project and finish it the turn after it is available. That means one of three things to me, you're either not building enough crawlers, you're not pulling them from the mines and what not to finish the final project, or you don't have the mag tubes laid out to easily shuttle them to the project city.
I would think that given you have the Cloudbase Academy and the Ascetic Virtues you'd be aiming for at least 16 satellites, not 13. Typo? I find that the only two types worth building are the nutrient sats and the energy sats. Nutirent sats in order to pop boom or take workers out of the field to make them engineers (transcedi?) and the energy sats to supliment your energy production. Given that you have 20 some cities one satellite is going to bump your raw energy production by 20 before being factored through your facilities. You may want to consider turning off the random events as these can really affect your game and more often than not it is negatively because you tend to be in the lead. It would be a shame to see your science city crushed by an asteroid strike. Which makes me wonder if you've bothered to build all those science secret project in one city or not? It would be a good idea if you haven't.
quote: First question is on commerce. I know that it is related to the non-specialists' energy production in the city. But the reallocation of submissive pact cities to mine is confusing when the number of workers are equal when I reach the pre-Hab dome limit. Can anyone tell me how the rules work exactly? Am I right in assuming that energy production before crawler energy is considered for commerce? |
I think you've oulined the way commerce works, but I don't know what you mean by the "reallocation of submissive pact cities"? If it means what I think it means I wouldn't bother too much giving your submissives your well built cities. Some might even go so far as to say you shouldn't have any submissive and keep those bases for yourself as you will ultimatley run them better. So much better that the little amount of commerce income generated by them will be more than made up for.
I wish I could give you so benchmark numbers to work against, but I just haven't played SP to the conclusion of a game in a long while. Like I said earlier your transcend times sound pretty good to me though.
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:15
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Red Fred,
The best terrain improvements for productivity is not fungus, but Condensor / Farm / Soil Enricher once you have hab domes and satelites. The six food produce 3 Transcendi, +3 (food, energy and mins) from sats. Those three food produce another Transcend (with a lefover food) and in turn this produces +1 (food, energy and mins), and two leftover nuts from steps 2 & 3 above yield yet another transcend, +1 (food, energy and min). All of this assumes that you crawl the square to maximize your transcend output.
Total = 5 transcendi, 5 energy and 5 mins
Two such squares will of course produce 11 of each, transcendi, raw energy and minerals.
This beats the snot out of fungus, though it is late in the game. You could pod boom to take advantage earlier though.
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Blake
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Brainfallocatione
Oct 2000 time: 17:15
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Sats are dirt cheap to buy (about 120 IRC), so the optimum number is the size of your largest base.
Sikander is right on with the specialists, but start early, build/steal the WP and build&crawl condensors, pop-boom bases to size 16 and convert most of population to libarians/thinkers/transcends or Engineers (Make sure to have 4 or less workers, to save on drone control, this was a holo theatre (VW) and rec commons takes care of drone control) . Crawl minerals or work boreholes. Working boreholes does give some trade, which is always good.
This strategy works for any faction, obviously some are better, Zak gets to crawlers much quicker, which will help you support a legion of formers and snag the nessecary SP's. Lal's (drone control) and Dees (efficency) bonuses are mostly lost on specialist bases. Factions which cant pop-boom are obviously slower... this actually pretty much leaves Zak as the best choice...
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RedFred
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Vancouver
Jun 1999 time: 21:15
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Thanks for your comments.
WE, I am guessing that by the end of the game I had close to 40 cities of my own or that I had conquered. Too many for my tastes.
When I spoke of 'reallocating pacting cities' I was not referring to giving additional bases back to my submissive pactmates. Rather, when one of my cities surpasses another in homegrown energy production the city it receives commerce with will change. This becomes a problem if your science city is crawlering a huge amount of energy but not taking in quite as much from workers as another non-science city. This was a big problem for me when my hab dome limit was reached. My HQ which was (unusually) not a port city was getting reallocated down and then dropped altogether from commerce with other factions. The energy from the port cities received by the workers prior to crawlered energy was greater.
Morgan has a different hab restrictions (another reason for picking Zak, I guess): 4 before a complex and 11 before a hab dome. Ascetic Virtues is still +2. Your point about Zak or someone else being better than Morgan is well taken. I play random faction games and I was surprised as anyone that Morgan has been best so far. An easy pop boom faction would be better.
Agreed that random=off would speed up things a bit. But that uncertainty makes the game a bit more interesting for me. Also agreed that food and energy sats are the only ones worth building in large numbers - if only because the mineral ones come too late in the game.
Despite the risk of an asteroid strike, I did go with the loading of ToE, SC and Network Backbone SPs in my HQ. That was the primary destination of my land energy park crawlers. Several other lesser science cities received a lot of sea crawler energy. Unfortunately someone else got the ME on me early. It was almost the endgame before I captured that city - far too late to make it pay off.
Regarding switching to crawlers or stockpile energy at the end of the game I did it the turn prior to getting Threshold to Transcendance tech, not earlier. As you can't build the Voice and the Ascent in the same turn, this was two turns prior to the end of the game. My concern is that all the sudden switches from building something to stockpiling energy were not efficient. Tons of minerals were lost as I abandoned normally scheduled production. I should have started winding everything down earlier in many cities to avoid all the waste. Might have sped up my Transcendance by a turn.
Can't argue with you that I would receive more energy with FM. I have successfully conducted wars of aggression against the AI in FM although it can be a pain. Part of the problem was there were a couple factions with FM aversions in the random faction game that I didn't want to annoy until much later in the game. (The "ideally only be at war with one faction at a time" concept. ) The other thing is that I do manage to generate considerable income by using my free native army to kill wild worms by running Green.
Sikander, I wound up underutilizing specialists in my science cities, preferring instead to work all the tiles I could for big time commerece income. At one point I had to increase the specialists in the non-science cities to preserve the commerce income to the science cities. Do you regard the specialist approach as more effective?
The "after hab domes" premise of an alternative to fungus was a problem for me. Despite beelining for domes it took forever to get them. The game was over when my biggest cities were size 19, or eight years after domes.
Fungus is a quick terraform that can boost production quickly in the late game. Condensers take more time. I tend to go with quick terraforms like forest and some mines and not many boreholes unless I am totally caught up in terraforming. But the information I failed to give you was that I am a Green specialist. Running Green, capturing the nexus and getting the Manifold Harmonics SP made the fungus wonderful.
Blake, I agree that 13 sats of each type is optimal for Morgan pre hab domes post AV SP. I was curious if people actually maxed out on them and it seems that the consensus is that most do.
Drone control was not a huge issue since I had the drone controlling SPs and a smaller hab limit. It would have been more of a problem if I had tried to run FM.
I see you are also recommending the specialist approach. I will try using them more in non-science cities, but the commerce income for the science cities is just too big to ignore with four submissive pactmates and the PEG SP.
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:15
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"Sikander, I wound up underutilizing specialists in my science cities, preferring instead to work all the tiles I could for big time commerece income. At one point I had to increase the specialists in the non-science cities to preserve the commerce income to the science cities. Do you regard the specialist approach as more effective?
The "after hab domes" premise of an alternative to fungus was a problem for me. Despite beelining for domes it took forever to get them. The game was over when my biggest cities were size 19, or eight years after domes.
Fungus is a quick terraform that can boost production quickly in the late game. Condensers take more time. I tend to go with quick terraforms like forest and some mines and not many boreholes unless I am totally caught up in terraforming. But the information I failed to give you was that I am a Green specialist. Running Green, capturing the nexus and getting the Manifold Harmonics SP made the fungus wonderful."
I agree that the hab domes come very late in the game, and thus all of that free growth is somewhat wasted when you only can sustain it for 8 turns (!). As I pointed out though, you can still pod boom your bases, which is a PIA, but will give you the ability to make use of those nutrients.
My premise is that specializing maximizes the performance of your available land area in terms of energy production, and with satelites all production. Hab limits have to be gotten around somehow though. The best two ways to do that are pod booming and building your bases fairly close together so as not to waste nutrients early on. For instance by packing your bases close together each base could have an area of nine squares (block formation) or ten squares (border formation). One square contains the base, while two of the other eight could be boreholed and worked. That leaves 6 squares for crawled condensor / farms for a total of 24 nuts, ie 12 pop, or 13 with the base square. When soil enrichers come on line the maximum population rises to 19, and with satelites something like 38. Once your mineral satelites come you can form over your boreholes for even more population / production. If you are pop booming or have the CV you don't need to have bases dedicated to producing colony pods, any base which is at the hab limit can do so. A road or mag tube network will speed the population to it's destination until one by one your bases are maxed out.
As for whether specialist income is greater or less than commerce income I have to give a qualified yes. In my experience I have never been able to make a truly significant amount of energy through commerce. IMO there is almost no point in the game (using directed research anyway) where commerce+workers can rival specialist production. Once you can make citizens into librarians the competition is over, and with crawlers it is even better.
For instance, consider a normal rolling moist square at 2000 meters. Many players would put a farm / solar collector on that square, which would yield 2 nuts, 1 min and 3 energy. With +2 econ that square would produce another energy for a total of 4. Thus you have a worker who is self reliant for nuts, and you are netting 1 min and 4 energy. Now imagine the same square with a condensor / farm and a crawler. It only produces a profit of 4 food, but when the food is converted into two librarians the square produces a total of 6 energy equivalents. While pure energy is subject to efficiency losses, specialist production isn't. Nor do specialists require any drone control measures. I'm not sure what best case early game commerce is like, but I doubt that it can produce enough of a boost to make up for the 1 FOP lost in direct competition with specialists in addition to that lost to both efficiency and drone control. As better specialists become available the advantage for specialists becomes greater. What is a marginal advantage for librarians is a solid advantage for engineers and an overwhelming advantage for transcendi.
Your Green strategy offers many advantages, not the least of which is fast terraforming. Once you have all of the pieces in place you also gain a good degree of security. Playing Dee you get that extra nutrient in the fungus, which is actually a huge advantage. I can't argue with your success. Probably the best thing about SMAX is that there are so many ways to skin the same cat.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:15
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Hiya Red!
Hmmm....yep....as far as increasing your overall speed, crawlers. All the way, and in every tile on your continent, and several score of them in the sea.
Use those crawlers to make specialists everywhere.
Granted, your empire won't look pretty (at all!), but your game will speed up hugely.
As far as some of the other stuff:
Commerce - don't know exactly how the rules work for it, but I've found my income raised by as much as 20+% by developing the empires of submissives (keeping them in line with the number of bases I've got, gifting when needed).
Satellites: I generally build them infinitely....setting some core bases to do that when there's nothing left to build....more is better, especially if you've got "alphabet" bases...
I never use the queue cheat either, but if you use it consistently then over the course of a game, it's bound to have a wampum big impact....

-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:15
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Hiya Fred! And you're welcome! Oh, I'd definately say that the mixed approach is the way to go!
Even with 100% specialists, your base square is still cranking out at least a smidgeon of energy, and when that gets run through all your energy-enhancing stuff, the number can be halfway respectable, thus rendering commerce income a viable part of your overall plan.
A 100% specialist approach is actually an enormous PIA, and in truth, I'm convinced it's not absolutely optimal, either.
For one thing, a 100% Specialist approach precludes the use of boreholes....or, if you DO use them, then you automatically halve their value, as you'll be forced to use them by crawling either minerals or energy.
Second, you lose the use of your talents.
IMO, a much better, much more balanced approach is to attempt to have nothing but specialists and talents, letting talents work x number of boreholes (where X is the number of talents at a given base). This, coupled with attention to commerce, should see you with a better overall result and a LOT less PIA....
-=Vel=-
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:15
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Even I don't use 100% specialists, at least not until very late. I use workers on boreholes and shelf squares, and some specials. It takes time to get up and running obviously, even if you use a large number of specialists and crawlers.
Even with a 20% boost in energy production with commerce specialists produce more benefits (possible exception: your capital / SSC). One thing they allow is running whatever SE choices you want, without wasting a joule on psych. Efficiency is not too important if a vast majority of your production is free from inefficiency. Nor are bureacracy drones a big worry, as so little of your population is capable of 'going red'. You can choose to build psych facilities to take care of these few malcontents, or simpy turn a few of your specialists into psych types. I can run planned (for the growth and industry) for most of the game. I tend to run perpetual pop booms this way, at least until I can build the CV.
One pod booming technique I forgot to mention above is to build clean colony pods during a pop boom. Store them up until you have enough to max your population. Each time you build one your pop grows back up to it's hab limit. When you have enough colony pods, activate them and keep hitting the 'B' key. Viola! An instant large base.
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