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Jeem
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Ayrshire, Scotland
Sep 2001 time: 05:15
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Is it possible to follow a 'true' planet path in SMAC? What I'd really like to do is plant fungus everywhere instead of forests and the like, but there is just no point to it. Even late on in the game when you get loads of bonus resources in fungus, the eco damage is appalling - even with a +7 Planet rating and all the ecology bonuses going. I would have though mineral output in fungus wouldn't be counted towards eco damage.
I once tried to create a true green faction with ACEdit but it was too hard to play without letting them plant fungus from the start. What I'm saying is, I wanna be a real hardcore planet nut but the game won't allow it! My idea of this would be a faction that used fungus as a resource and also a weapon if played right. Obviously, growth would need to take a hammering in keeping with the theme. Another idea would be to have mind worms count 1/2 for support purposes so hordes could be built even at a democracy.
Any ideas? Also, if somebody can post a link to some custom factions then I'd be grateful. Cheers.
Jim 'not content with the Gaians or Cult'
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:15
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Yes, I do hear what you're saying and what you're saying is true, up to a point. But I consider myself to be a hardcore planet nut, in a way, and I find the game perfectly satisfactory although you might not like my reasons 
Thing is, a real planet-nut walks lightly. This means that minerals of any kind are DIRT. Now the Nessus mins do not pollute at all (which is weird, because they really must be causing pollution somewhere, right?), so when you get to that stage you can engage in a little correction. But I have to say that I have always regarded minerals in SMAC as dirty items. I play an energy game - mins are an undesirable but necessary factor. A bit like sewage 
Try playing Dee as an energy faction. With her efficiency, she is practically designed that way anyhow. Which might suggest that energy, and not mins, is the way to play planet?
However, if you don't like this idea, and you simply want to play the fungus, then you must control min damage. Which means that you have to go for a very early fungal pop from eco-damage.
If you have one base that can generate very serious mins from an early point (mines on min specials etc) go for max ecodamage and get a fungal pop as early as you can. After that first pop, any facility reducing ecodamage increases the number of non-polluting mins per base by one. So, for example, after your first ecodamage-related fungal pop, every tree farm you build anywhere in your empire increases clean mins/base by one. Very significant ... and there is a very good thread here explaining this in more detail.
That's about it really. All I can say is that you either do this ... or you focus on energy and ignore the mins. I would say that the latter, ecologically, is the more enlightened strategy because mins are clearly dirty items however you look at it. There are other threads here detailing an energy strategy. But the former may be more of a winner 
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Blake
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Brainfallocatione
Oct 2000 time: 17:15
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A few thoughts:
Mindworms dont require support if in fungus.
In order to reduce Ecodamage force a "pop" then build heaps of cent preserves, each built allows one more "clean" mineral per base.
You could design a faction with the following specs:
Start with tech for plant fungus (Cent Empathy?)
+1 Nut, +1 Min, +2 Energy in fungus tiles or
+1 Nut, +2 Min, +1 Energy in fungus tiles
If this is a role-playing faction, then you'll only be working fungus, so 2-2-1 or 2-1-2 wouldn't be unbalanced, considering you wont be working any special resources.
Industry can go either way, for example:
-1 Industry: Expensive to be green
+1 Industry: Efficent use of available minerals.
Which to choose really depends on how high fungus mineral output is set to.
Economy should take a hit.
Morale could take a hefty hit to encouarage use of natives, and improve defense in bases with a ChildrenCreche.
Could start with a free green facility, such as broodpit or biolab (not cent. preserve, or temple of planet), with or without pre-req (to taste).
Prehaps -2 growth, but impunity to negative effects of green?
edit: more cross posting than you can shake a fish at.
That ED thread is more the history of "the unlocking of the mysterious of ecodamage", it is very very long and has quite a lot of maths, a lot of the early hypothesis turn out wrong, and you'll only thoroughly confuse yourself by reading it (altough if you want to see the brilliant minds of Apolyton at work, feel free to read it)
The Ecodamage column is much more usfull, unfortunately it seems to have been un-topped. Try this link:
http://apolyton.net/forums/showthre...codamage+Column
Last edited by Blake on 24-09-2001 at 02:16
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Avenoct
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NC, USA
Apr 2001 time: 00:15
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A nice can of worms this is (har har )..
Really though, this seems a philosophical question on top of a practical one.
quote: Is it possible to follow a 'true' planet path in SMAC? What I'd really like to do is plant fungus everywhere instead of forests and the like, but there is just no point to it. | That's a practical question. Here's the answer, taking into account quote: (With the) bonus resources in fungus, the eco damage is appalling (for the custom faction. ((and)...They are) too hard to play without letting them plant fungus from the start |
In the short-term, it's easy enough to add 'FUNGNUTRIENT, 1', or 'FUNGMINERAL, 1' to the text for your Green custom faction. I take it that one problem is that you can't plant the fungus you need, which can be taken care of in the alpha.txt in the line quote: Fungus, None, Sea Fungus, None, 6, Remove $STR0, F, F
Fungus, EcoEng, Sea Fungus, EcoEng, 6, Plant $STR0, F, Ctrl+F | of the "Terrain#" section. Change the Preq to "None" from "EcoEng" and "EcoEng" in each case. You can also change how long it takes to plant the fungus (the "6" above).
In the long term though, you're ecodamaging too much for what should be a 'Green' faction. The only way around this is to play a scenario. When creating the scenario play a few turns as your faction, making sure to ecodamage and cause pops, build tree-farms, etc... and then erase everything. Start your faction all over again, with whatever starting conditions you want. They will, in effect, have a high eco-damage threshold....as high as you take it in the creation step. Because this means you must play a scenario, it's really impractical, but there you go, it's possible.
Now, to the interesting part, the philosophy of 'Green'. You really have to step back to the premise of 'wilderness'. This concept only occurs when you encounter duality between 'civilized' areas and 'uncivilized' or wild areas. This is of course a consequence of civilization, which places certain geographical areas under various levels of control, initially, agricultural control. Green means simply the deemphasis of the difference between civilized and wild areas combined with the deemphasis of the impact of one side against the other. Thus, a Green farm blends as harmoniously as possible with a wild farm, or plants doing what they do naturally.
But consider that our notion of the duality of wild/civilized is an abstraction. There is no such actuality. One way to see this is to examine the word 'Weed'. The definition of a weed is any plant that occurs where it shouldn't, and shouldn't in terms of civilization. So, a tomato plant in a cornfield is a weed, as is wild garlic (Aliaria sp. ) wherever you find it, because it's an invasive, an alien species (in North America). So, consider, is the Green philosophy one of dampaning the duality, or a philosophy truly apart from the duality?
This is a question rarely addressed by so called 'Environmentalists', and all the many other terms for those people who recognize the inherant stress of maintaining an abstraction such as 'civilization' in duality with the abstraction 'wilderness'.
But back to the game... are minerals 'dirty' as Misotu suggests? I would propose that for a truly Green faction they are not. Consider too that a Green faction is most likely to seek Transcendence, which, iconically represents the fracturing of the above duality. (Needless to say, its a return to harmony, not the first visit upon it.) Imagine, you are a people that not only believes, but acually thrives on working with the environment around you. If that's true, anything you do is going to be 'Green' because you represent the Will of Wilderness itself, a wilderness bound and spoken through its many incarnations. If your faction needs to build something, Planet provides, because Planet agrees. If there is even the possibility that you could do something against Planet, you are no longer Green, but a pretender.
But suppose you can act either with Planet or against it. Why consider that minerals are against it? This presupposes that building hurts Planet, which may or may not be true. On Sol, we've learned that our methods of construction are generally hard on local environments, but what if Sol was threatened from outside? Wouldn't the Planet, if conscious, desire that we construct the things that would protect it? And on the other side of the coin, if we are one with Planet, wouldn't our construction be just another expression of Planet's will?
On Alpha Centauri we are faced with these questions for the first time, in a way. I hope that we look deeper than our own politics and toward the possible.
As a final note, you might find that Psi-units have an organic and Planet characteristic, but that their abilities are somewhat limited. I've included here a couple critters from Aldebaran that can be easily added to Smac. Just go down to the section on #UNITS in the alpha.txt, add 2 to the number on the next line, and paste these in:
quote: Great Worm, Hovertank, Psi, Psi, 1,15, 1, Yourtech, 4, 000000010100001100111010
Great Locust, 'Copter, Psi, Psi, 4,15, 1, Yourtech, 3, 000000010100000100100010 |
[EDIT: Thought I'd better clarify...if you paste these in, either do it at the end of the units list, or replace existing units (and hence, keep the total-units number the same). If you paste units into the beginning of the list you'll bump everything down a position so the game will make a call on the wrong unit...would hate to see Probe teams pop up in the Xenofungus from ecodamage!]
Replace the parts 'Yourtech' with whatever tech you think they should be available for Chironians. You can of course put 'None', or customize a tech that only your faction possesses and add it to the alpha.txt.
Good luck, and let us know if you find a truly 'Green' solution,
Smack
Last edited by Avenoct on 24-09-2001 at 23:42
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Avenoct
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NC, USA
Apr 2001 time: 00:15
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Fitz,
Great idea, but, unfortunately, not possible. If things like that were accessible one could make some truly amazing scenarios. Surely, in the source-code it is just a matter of flagging the Xenofungus to the grow and ecodamage algorithms. Unfortunately it does not make a call to a rules-file (.txt) about this.
However, just to point out the possible, even though it's largely impractical, one can make a scenario, fill it with high-tech factions. Planet-bust the **** out of everything, then re-set the factions to appear to be landing for the first time. As you can imagine, it becomes a four-way battle between forest, xenofungus, rising oceans, and new volcano's....from the very first turn. Another large problem with this technique is that each pop will be accompanied by worms, so you'd probably wan't to reduce them in strength (possible). Yeah, it's a pretty terrible idea and definately not a solution, but there you have it, the only way to 'grow' xenofungus...stubborn stuff.
-Smack
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Blake
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Brainfallocatione
Oct 2000 time: 17:15
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Yes, I have done such a test. Five minutes ago. I also tested a few other things regarding forest growth, which I've been meaning to test for a long long time.
(the test was done on a completey flat, completely arid map, the only rocky tiles were used as barriers, no rolling, no moist tiles)
Here are my findings:
Forest never grows over rocky tiles (atleast never over arid rocky tiles).
Forest still grows if a road or sensor is built on the forest. (I had suspected that forest growth was impeded by roads, but it seems not)
Forest grows into tiles with a road (in fact grows into almost any terraforming which isn't mutually exclusive, like farms)
Something I hadn't expected:
Forest seems to prefer growing downwind, with approximately twice the growth rate downwind than upwind.
For anyone which doesn't know, the wind on chiron blows from west to east, so forest grows faster to the right than to the left.
(but I only tested that twice, so it *could* have been random chance, but that's unlikely, it could also be a function of how forest growth is calculated)
If anyone is really bored they could test the effects of:
Slope, Rainfall, rivers (I suspect no effect, in all three mentioned cases)
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:15
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I thought that I've seen a post or posts which asserted that forest grows downHILL, rather than downWIND. I admit tha it's possible that my eye-mind coordination was off and it/they said downWIND, but in any event, I've been acting on that notion when choosing where to start planting forest and I can't say that I noticed any trend to reinforce the downHILL theory, so I could believe that it was really downWIND. In RL, some tree seeds are pretty heavy like chestnuts, and others pretty light or aerodynamic like elm or maple, so a case could probably be made for either/both. Of course, some trees seem to rely on birds and/or animals spreading and even planting (squirrels & acorns) their seeds, so who's to say.
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freshman
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It would be nice to know forest growth trends - hard to test unless you make up a map with say all arid squares - or all rainy squares - lots of high ground - or lots of rivers. I've heard that the number of neighboring forest squares also affect growth rates. So that might be another variable to test. I certainly don't have the patience to do these tests (yet) - I'm too busy playing my second game ever!
Speaking of playing True Green, how's this for a strategy:
I've heard others having a worm-collector base to attract all worms by running high eco-damage, and have units on hand especially built up to deal with them - and to get the energy from them - but I've never heard of anyone doing what I did during my game. In OCC, sometimes a faction starts eating into your territory. In my case, Miriam, who was unbribable, ploped down a city smack in the middle of my energy farm. I tried all diplomatic efforts to raise our level of friendship from Treaty to Pact to no avail. It didn't take long before she complained about all my energy farmers - in "her" territory. She was the biggest neighbor, so I had to comply and pull out - in hopes of a diplomatic solution in the next few turns. The next few turns came and went with no solution. Frustrated (in OCC can't build military units - and nobody had gifted me any either), I tried something I had never done before. I raised my eco-damage significantly, waited 2 turns for 2 rounds of worms to come on the scene, then droped eco-damage to zero. The worms became disinterested in me and headed for Miriams' base - which they promptly took out (it was only size 1 - I guess since mindworms cant take over a base, they only drop its pop by 1 when it enters).
Problem solved - and I immediately refarmed energy. Is that symbiotic or what? I didn't even need to capture them (couldn't without any military units). Not only that, but I maintained my diplomatic stance with Miriam because she didn't get to blame me for loosing her city. I used the planet's defense mechinism against my enemy by calling upon it. Granted the land was surrounded by sea and so there was only one route of escape for the worms which led them to Miriams' base. OCC has to be one of the most fun challenges - it sure forces you to get creative to handle tough situations - creativity that can only come in handy in an unrestricted game.
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