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Bblue
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Raleigh. NC, USA
Oct 1999 time: 00:13
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The bonuses seem to interact with the game in some strange ways. I am not sure how negitive modifiers react with the game as I don't normally play at those levels and didn't feel like spending the time on it. As for the positive modifiers here is what I've observed so far
Negitive modifiers from factions and SE choices do get added in with the bonuses.(ie. +2 Growth for Tiny map and you play the Pirates.. +1 Growth). Positive Bonuses at first glance appear to be overridden, probably until the faction + SE modifiers are greater then the bonuses provided due to map size. Exception: the Drones with thier +2 Industry still get a +1 over and above the Map size bonus, so I am not clear what is exactly going on here. (Still working with this, hope I will figure it out)
I only spent 2 hours gathering this info so please leave a message if you know of something here that is incorrect as I am modifieing this post as I am still figuring things out; however, I think I got the basic gist of it. Once any errors are found and cleared up it would be nice it this information was saved somewhere that is accessable for future refrence and for new players. Maybe let Vel, if he wants to, clean it up and add it as an index to his Stradgy guide?
Alas, for the reason I started this.. what is the hardest map to play on. If you just take into account the bonuses discussed above and nothing else (ie. ease of getting to your oppent early, time for them to build up, etc..). Assuming the Human player plays a faction with the with no minues to Growth or Industry. Dividing your Growth/Industry by the AI's Growth/Industry.
Standard Map 10/7 = 1.42
Small Map 9/6 = 1.5
Tiny Map 8/5 = 1.6
On a Tiny map at Transend level the AI has a 60% faster Growth/Industry then a human player, compared to a 50% on a small map and 42% on a standard or larger map. So on these factors a tiny map at transend level should be the hardest.
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"Power does not corrupt; it merely attracts the corruptable"
[This message has been edited by Bblue (edited November 22, 1999).]
[This message has been edited by Bblue (edited November 22, 1999).]
[This message has been edited by Bblue (edited November 22, 1999).]
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LamprosWC
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Irvine, CA, 92612
Oct 1999 time: 05:13
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I think you're overanalyzing it. The idea is:
1, ppl who play small maps wnat quick games, and vis a versa
2, Playing on a huge map, it would be possible to have a ton of tech by the time you met anyone if they did'nt slow you down.
I think it depends on the faction. Miriam is gonig to have some difficulties on the larger map, where as Lal could go nuts. Builder factions get helped, whereas conqueror factions get hurt. (this is proabably one reason for the teach bonus on the smaller map: balance builder factions at all levels.)
Alex
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Tau Ceti
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Kyoto, Japan
Nov 1999 time: 14:13
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Hmmm... Looking through my save files, I found one where Yang obly needed 4 minerals per line. However, this was on a large world, and he was running Police State/Planned/Survival at the time! That means he must have at least +4 before any modifiers for faction and SE.
I checked the other factions too, and the results are strange. Check it out:
Miriam (Fundamentalist/Planned/Power)
+6 Growth (+7 with Creche), +4 Industry
Lal (Democratic/Planned/Power)
+7 Growth (no Creches), +4 Industry
Yang (Police State/Planned/Survival
+6 Growth (no Creches), +6 Industry
Santiago (Fundamentalist/Free Market/Power)
+5 Growth (+6 with Creche), +3 Industry
I just cannot see how Santiago can have an Industry only 1 level less than Miriam and Lal. The Growth ratings can be explained if we assume that they all get +5 Growth as a basic bonus, and that +6 Growth is the same as +5 Growth (5 nutrients per line - this is how it works for human players, but we get population boom), meaning that you need a Growth rating of +7 to need only 4 nutrients per line, and +9 to get 3 nutrients per line.
Confused? Well, me too.
By the way, it seems that the AI factions get an extra +1 Growth/Industry if the human player is Unsurpassed, and that the difficulty level bonuses also go down by 1 if SE settings give them at least +1 in that category. (At least on large worlds - I have not tested this for other map sizes.)
Perhaps someone from Firaxis could explain how all this really works?
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David Byron
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I had a quick look at this the other day. I think the error in finding the formula is of thinking that the bonuses for map size and for the AI's difficulty level are of the same +/-10% type as the normal industry and growth levels. They aren't.
On a size tiny map you have 8 columns to fill but it is still 100%. Each column is 12.5%. Consequently (with rounding down) a +10% bonus doesn't register as one less column. It's 2.5% short. On the other hand a 10% penalty is rounded down to a 12.5% penalty of one whole column extra.
In effect then it works out that your first +10% is ignored but after that it's normal. Penalties are normal too. Now for AI on the lower levels I *assume* it works the other way. If they have over 10 columns then each column is worth less than 10% so a +10% is a column off but a -10% is TWO columns extra for the poor old AI. This could be tested with an AI Pirates' Growth on the easy levels but I haven't done so.
Because I'm a mathemetician not an engineer....
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David Byron
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The theory I mention above seems confirmed except I haven't tried it on different map sizes. With Transcend level / unsurpassed the basic # columns is 5 and 5 9instead of 7/7 for transcend level alone). Thus each one column represents 20%. Positive bonuses less than 20% (ie the odd bonus levels) are ignored / rounded down. Thus:
Pirates with no SE bonus (-1 growth) have 6 columns.
Miriam with no SE bonus (+0 growth) has 5 columns.
Yang with no SE bonus (+1 growth) has 5 columns.
Caretakers on Democracy (+2 growth) have 4 columns.
Usurpers on Democracy (+3 growth) have 4 food columns.
Caretakers as above with Crech (+4 growth) have 3 columns.
Similarly for Industry:
Spartans with no SE bonus (-1) has 6 columns.
Everyone else with no SE bonus has 5 columns -- including Yang with +1 industry.
I assume therefore that a pop boom will occur for anyone with +6 growth irrespective of the number of food columns this would be because of difficulty level, size of map or "unsurpassed" status.
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David Byron
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What remains to be seen is if the size column modifier is cumulative in an additive or multiplicative manner with the difficulty modifier and the unsurpassed modifier. ie would it be 3 columns or 4 for tiny / transcend / unsurpassed?
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Bblue, thanks for bringing this thread to my attention. I'm trying to figure out how to reference it in the list I'm making (over in the "Difficulty levels explained?" thread). I don't want to mention map sizes or unsurpassed bonuses, because I just want to keep the focus on difficulty settings. This isn't always strictly possible, because some things depend on both, such as the bureaucracy penalty. In that case, I just used a sample value from a standard planet as an index of comparison.
In this case, I think first I need to know the "basic" number of minerals/line for each difficulty level, assuming no SE modifiers apply--which is something I'd want to put on my list anyway. Do you know these numbers?
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Thanks for simplifying this very complex thread for me. I'll add that info to my list.
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:13
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Ned,
It seems AI is the constant bane of the computer gamer. Still, I don't think it's fair to compare SMAC to chess. Chess is a game where intense research has only recently made AI a match for the best players, and only then at great expense (including research staff). Let's face it, Fireaxis isn't IBM, and your desktop is not Deep Blue.
Multiply this limitation by the inherent difference in the complexity of the game. Chess has 64 squares, all of which are identical, while SMAC has hundreds or thousands of squares, with numerous terrain types, which can change during the game. In chess only one of your 16 pieces can move in a turn. In SMAC, all of your (potentially hundreds) units can move every turn, which combined with randomization of combat results raises the number of possible outcomes by orders of magnitude. Thus it is nearly impossible for the AI to look even 1 turn deep, there are too many variables.
Finally, consider that SMAC is still in large part CIV, which was a miniscule little DOS program. The system works, but it would be interesting to see a new champion paradigm. Perhaps a game designed to simplify the task for the AI combined with a beefed up AI design could give the player a battle without resorting to various cheats.
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