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DilithiumDad
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...or how I learned to stop worrying and love industrial pollution.
One thing I love about these forums is that once in a while, even after two years of single and multiplayer experience, I will read about a strategy or gambit that radically alters the way I play every game. That happened most recently with the new eco-damage formula. I must confess to having been brainwashed by the whole "green is good" paradigm expressed in the game interludes. I was spooked by losing huge bases to mile-high stacks of mindworms in the late game, and a few times when I lost echelon mirrors and boreholes to fungal blooms. I always kept ecodamage to a minimum and avoided it completely the whole game if I could. I believed that eco-damage was cumulative like it said in the manual. I built lots of Centauri Preserves, even in multiplayer. Sometimes I chose Green Economics just to reduce eco damage.
When the new eco-damage formula came out, I didn't accept it right away. I even tested it with the Scenario Editor and found that it didn't apply. But then I tested it in some real games. Sure enough, fungal blooms RAISE the threshold for ecodamage, not lower it! Each bloom increases the number of minerals you can harvest before eco-damage. Then, every Tree Farm and Hybrid Forest you build increases the number of clean minerals for your whole faction. It was quite a revealation. Now, instead of limiting mineral production when eco-damage appears, I designate a New Jersey base and start polluting massively. I go Free Market to increase eco-damage. I borehole to the max. Then after three or more fungal blooms I massively build Tree Farms and eco-damage is gone for the rest of the game! It's quite a turn around, really!
Has anyone else undergone a massive change in play style since testing the new eco-formula, or was everyone else already a big fan of industrial pollution?
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yavoon
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yah I make lotsa boreholes, and mines and everything, well before tree farms and preserves. I get burnt too tho. especially if I'm PK cuz I luv to run free market w/ them. its not that the eco damage comes quicker, its that my units cant initiate the combat nearly as easily. so it can get tricky guarding ur investment(formers/improvements usually) w/ 1-2 trance garrisons from a pop or an IoD that drops off 2-3 worms. then of course, if I'm runin free market/wealth, oh man, sometimes I wna just hit the computer screen.
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Capt Dizle
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Hiya DD, how ya been pal?
I don't know nothing bout eco-formulas. I used to love to cash those mindworm stacks though.
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bobyk464
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I highly endorse the methods outlined in the eco-damage paper. After a few bases are up and running, I'll seek out a spot with rocky terrain and mineral bonuses, put a base there, and start racking up the eco-damage. Ideally, the base will have a nutrient bonus on favorable terrain, too. If that situation doesn't occur, then sometimes you have to wait until crawlers arrive and can support the nutrient needs of the polluter base until it's big enough to be self-sustaining.
The planning and invesment it takes are certainly worth the effort. The first fungal bloom is the magic moment you're waiting for, and you know you're "set for life" at that point. Not having to worry about eco-damage as the empire grows amounts to a free license to do whatever you please. You can have hefty industrial output and be green at the same time. And while the Tree Farms and Hybrid Forests are costly, they certainly offer high return on the investment.
I answered "no eco-damage" in the poll. But that's the long-term objective. Is this a case of "the end justifies the means?" - I'll induce the blooms necessary to secure an eco-damage-free future.
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:15
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quote: Originally posted by Ironwood
Probably the greatest amount of ecodamage I ever ran was when I was playing Alien Crossfire and I built that project that ups the take from fungus squares according to your green rating (I was running a Green Cyber-Democracy, persuing Wealth as Morgan, I believe). I quickly found that those squares were more productive than any other, had all the factories going, so I simply allowed fungal blooms to take over entirely, and raked in the planetpearls! |
Yes, the Manifold "Drown the World" Harmonics. Sends late-game eco-damage through the roof the higher your planet rating. Ironic: the less terraforming/ more fungus bases which are most planet-friendly are the ones with the best production and hence the worst damage. Go figure. I was playing as Cha, with +7 Planet, and the world sudenly went nuts. Luckily, I was nearly to Transcend before the sea levels started drowning all my little tree-huggers.
I haven't tried building this since discovering that pops were vaccinations against Ecodamage (I went back to SMAC the last couple of months).
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TeknoMerc
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I also chose B, but like Blake and others, I do at least 1-2 boreholes/base. since I always play TORTURE MOD (crawlerless, tech stag), I tend to forest much more and beeline for restriction lift and satellites.
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Spathi
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Los Angeles, USA
Oct 2001 time: 21:15
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What is the eco-damage equation? From your comments I assume it isn't the one in the game Datalinks, since IIRC it doesn't factor in fungal blooms at all.
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Spathi
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Los Angeles, USA
Oct 2001 time: 21:15
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What is the eco-damage equation? From your comments I assume it isn't the one in the game Datalinks, since IIRC it doesn't factor in fungal blooms at all.
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Avenoct
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NC, USA
Apr 2001 time: 00:15
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The ecodamage formula in-game is incomplete. The formula referred to was uncovered by Ned, Blake, and Fitz. It was top-ed in this forum for awhile, and certainly should always be. Yet, do a search on 'Ecodamage Formula Revised' with the author's names and it should pop (hehe) up right quick.
I chose the no-ecodamage position because the poll makes the silly dichotomy between No-Ecodamage -VS- Lots of Minerals. As others have noted, One Uses:
Lots of minerals to get to a little ecodamage,
which you use to eliminate ecodamage (building tree farms, etc, after the first pop),
which you take advantage of by having lots of clean minerals and,
No ecodamage.
-S-
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