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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:22
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quote: Originally posted by Velociryx
Yeah....that's a better term for what we do....'speriment with the boundaries of a game....I like it!
One caveat tho, re: specialists:
Research is derived from your total commerce such that (I think):
Total Commerce Collected - Loss via Crime = Net Commerce
Net Commerce * Science Rate = Science Collected
Net Commerce * (1-Science Rate) = Income
So your worker generating 30 commerce wouldn't generate you 30 science till you were running a Technocracy with 100% science and no crime. In the early game, with a cap of 50-60% science, that's when you really see the huge difference that specialists can make. One point of pop, by himself, can generate the same science that it'd take 4+ workers in the field to do.
-=Vel=- |
Yepper thats what I think as well. If science contribution is pure and not lessened due to effects of crime (inefficiency in SMAC terms), then pure science contribution from worked squares is net commerce * allocation rate whilst a scientist will generate quite a bit more due to no loss in crime or allocation (although on the flip side no money either)
Further, If you really think things through its the same paradigm as the old Engineer specialist I used to argue for all the time in SMAC. Max your food and thereby max your population points. Given a normal square is say a 20/20/20 (we'll call this Square 1 for argumment sake) vs. a square that generates 10/20/40 (square 2). Your initial thought is go for the commerce laden square 2. But.... (assuming your rations are 10) then square 1 delivers enough food to develop another pop point (albeit in future turns thank god no pop booming to make it effective immediately) If specialized this makes square 1 worth in future terms. 0 (all food converted to pop points)/ 20/ 50+ commerce points. Furthermore fully 2 thirds of the equivalent commerce is free of crime (unless I'm mistaken) Equivalently speaking that would be the same perhaps as having a 10/20/60 square2.
So again for every X food (where x = rations set) it is equivalent to having 30+ commerce as pop points are added.
One other point I noticed was as I massively specialized I required less entertainers to keep the peace. If I set all citizens to worker I would need say 3-4 entertainers. If I set all available workers to scientists, remaining folks as workers to keep from starving, I would need but 2 entertainers to keep the peace.
Whoops looks like I opened my mouth again Locutus. LOL 
PS - Vel,
A lot of people say SMAC was broken upon discovery of the power of the Engineer. I'ld hate to be the cause of breaking two games LOL . Fortunately this one is still fixable.
Og
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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Hey, thanks for the breakdown. Ogie, it's my job to try to close any loophole that comes up. 
Math was never my strongest suit, especially since my last math class was in 1979.... (So I'm writing this out for my own sake...)
Race to grow your cities ASAP and then switch whatever you can to Scientists - Do not bother with Merchants because the payoff in science is not as great, plus you should generate sufficient gold thru trade and gold producing tile improvements.
And the thing to remember is that as you build tile improvements (especially the advanced ones) you will obsolete the need for farmer and production specialists but not the scientists. Not by a long shot - in fact the scientist becomes even more important as you build science buildings.
Ogie, do you think that dropping scientists down to 15 will help balance it out, or will this put Merchants in the can't-lose position?
At 20 for a scientist, it seems that the choice is still weighted toward the scientist.
This will be the breakdown.
(at 15) Scientist - no gold/15 science
(at 20) Merchant - approx 10 gold/10 science at optimum, (minus the crime factor), plus the flexability to emphasize either gold or science via the science rate slider. The crime factor will make the decision a little harder though, but Merchants suddenly appear to be a good choice.
The only issue would be in the fact that later-game specialists may be all but obsoleted, but only if your rings are fully tile-improved.
Any problem in keeping Food/Production specialists at 30 - these can be toned down. Actually toning down the Farmer (to 20 or 15) is a good thing because it will still keep their importance in mountainous cities, but greatly lessen their need in flatland cities - those cities grow fast enough as is.
The happiness difference in your specialist/non-specialist cities is probably due to lower pollution rates because you cut production in those cities.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:22
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Currently, that's what pollution does in Cradle - it acts as an severe unhappiness modifier (to a much greater extent than in the default game). The trick is to make sure that the AI is not hamstrung though. If you think it is hard for the human player to handle a crisis situation, its a nightmare to get the AI to handle it.
The current Merchant specialist already takes into account a bonus in science because the gold it produces is also translated into science (I'm assuming here Locutus).
So are you suggesting putting off the Merchant to Age of Reason? Actually, a better slot would be at Trade Guilds from the point that Merchants are more economically-based units. And Trade Guilds are roughly contemporary to Age of Reason. It's more a question of aesthetics...and I do not mind pushing elements of the game until later. (although you are looking at approx 600 turns until you get Merchants and even more until you get Scientists)
btw, Trade caravans do not add to science - that gold goes directly into Rush Buy gold. So your main boost to science gold will come thru TI, specialists, and buildings
So here is a proposed slotting for Specialists. This will allow for early growth.
Farmers - 25 Food (from 30) - Agriculture
Laborers - 25 Production (from 30) - Architecture
Merchants - 20 Gold - Trade Guilds (from Bureaucracy)
Scientists - 20 Science (from 30) - Industrial Revolution (from Philosophy). This is still powerful when you add in building effects, but I can make a case for going with Merchants too, in light of the fact that city improvements will also boost that base commerce number to higher than 20 (minus crime, of course...) and a player will have to decide to go with all science or a combo of science/gold.
(It does appear that I can have multiple abilities for a specialists too: for instance, a food/production specialist, but there isn't any reason to do this, and it appears that I am limited to a total of 5 specialists)
Pushing Scientists past Age of Reason will help minimize the exploit because most likely, someone will be building Emancipation at that time. Even though Emancipation does not get rid of the ability to Enslave, the bulk of your slaves will be wiped out beforehand. Its a given that you are better off slaving in Cradle, and there is no real reason not to enslave as much as possible.
But this should reduce the exploit to some degree.
A small point is that the revolt/specialist cycle will (should) destroy many of your buildings. This does waste production, but that is a minor problem to deal with.
The other options is to get rid of Slaving altogether, or as Vel said, cut all the Specialist abilities in half and keep them where they are in the game...
And as I said, if it is a known exploit, players could choose not to do it either. Nevertheless, if there is a way to fix it, I'm all ears.
RE: Mega cities
The concepts in CTP2 are somewhat different from the SMAC/civ2 and 3 setup because a CTP2 city has an expanding city radius. Large cities are probably more the norm in CTP2. What changes the dynamics is the whole slaving concept too.
But on the flipside, at least in Cradle, large AI cities are the norm. The main issue is to make sure that the AI is able to grow it's own cities and even outgrow the human player in this regard.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:22
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I think the numbers are good as per your sugesstion above.
As to the benefits and downsides, to me, they are this:
The first city will have eight workers working. That's 100% of the first tier land and terraforming, which would include a not-inconsiderable amount of production power. That equates to faster troop builds or PW (since...and this is one of the coolio things about Cradle), you can set cities to investing in infrastructure pretty early on....I like that!.
So....in the first case, you'd have an advantage in production capacity, and in the second, you'd see an increase in science outputs (and this can truly be taken to extremes via the enslavement gambit, because you can set ALL citizens to scientists, let them starve (which won't happen right away in any case, and when it does, you'll only lose one point of pop per turn), and really rack up a significant science gain.
I'm diggin' it! 
-=Vel=-
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