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Frankie
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Baltimore, MD
Mar 2000 time: 00:13
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I wandered through the Datalinks for a long time. It has formulae for everything else, but I didn't find the energy cost for hurrying production.
Some empirical testing revealed that for base facilities, the cost is 2x minerals if you're on the last 3 rows, 4x minerals if not. The cost for units is higher, but I didn't see a strict pattern.
I assume it's a function of total cost, minerals remaining, and your SE.
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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You have the factors right except for one. You have to add a % minerals remaining. Every turn you wait to rush something the more the cost decreases (exponentially). That's why you should have good minerals production as well as good SE settings (industry and economy).
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Ned
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of Aptos, CA
Oct 1999 time: 21:13
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Adam_Smith, As far as I can tell, if you go have 10 minerals for a city improvement or a unit, the cost are respectfully 2 and 3 credits to by one mineral to complete the improvement or worker. With an SP, the costs is 4 credits for one mineral after 10% of the project's minerals are in the bag.
In Civilization, there was a similar high cost for rush building units versus improvements. A familar trick was to pay for sufficient minerals while a building was selected for build - which cost less - and then switch the production to the unit.
This "bug" has somewhat been solved in SMACX by "reducing" the number of minerals to ten when one switch production, except if one switches from one SP to another.
Which brings me to my own two questions. I have in the past forced the AI to switch production away from, let us say, a PB to a sentry unit by attacking with a Copter on a long range suicide mission. To my horror, after the sentry has been produced and production swicthed back to the PB on the next turn, all the minerals lost in switching from PB return! How? Do I understand the rules here?
The second question concerns the rule against rush builds. Knowing that the first ten minerals are needed in order to reduce the costs for the balance, the game will not let you do two rush builds in one turn. However, there seems to be an exception. If one rush builds one "kind" of unit, and then switches to a different "kind" of unit, then a second rush build seems to be possible. Am I seeing things?
This would seem to permit a rush build of a scout to 10 minerals at a cost of 50, and a second rush build in the same turn of a city improvement for two credits per unit. This would seemingly permit the impermissible.
But, alas, there will be some who will point out that if you rush build the previous unit and pay more than you need to pay by 20 credits - you will buy 10 extra minerals that will carry over to the next turn. These, in turn will permit you to rush build the next improvement on the next turn at the lower 2 credit per mineral cost.
But - if the next item in the build queue is a military unit, do you still get 10 minerals if you overpay for the city improvement by 20 credits? I have never checked.
Ned
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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Very interesting. Sounds like I was wrong about the formula being exponential. If it's linear that will definitly change the way I play for the better.
I suppose you guys figured this out through observation, because I couldn't find anything in the book.
One more thing. Has anyone use partial payment to get secret projects up to the 10% level then rushed the next turn?
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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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Here's the formula that I got from some other post on these forums:
For facilities:
Before the first ten are done: 4 per mineral.
After that: 2 per.
For units:
If you don't have the first ten done, everything is twice as expensive, but after that, the costs are:
-- the last 5 minerals are 2 per.
-- the previous 10 (ie from half-way through the second to last row to half-way through the last row) are 3 per
-- previous 10 again cost 4 each, etc.
For secret projects:
If the first ten are not done, you will pay 16 per mineral. After the first ten are done, you will pay 8 per mineral until 10% have been built. After 10% is done, you will pay 4 per mineral.
These formulas are accurate for me about 70% of the time. I would say the facilities and Secret Projects are always right, the unit costs seem to be really close but sometimes off.
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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Yeah,
Hellium Pond has it right. The units do vary some how. I have some numbers here that seem to come from a more complex formula, maybe exponential.
A cruiser fungicidal former (prototype) with less than 10 minerals so far:
90 minerals remaining
1170 hurry cost
that's 13 ec per mineral
3-res sentinal with less than 10 minerals so far:
18 minerals remaining
104 hurry cost
that's between 5 and 6 ec per mineral
I think prototype might be a factor some how. Also, the former is much more expensive that's why I think there might be exponentiality.
I'm going to get more numbers as I come across them.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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Adam-
*never* rush a SP!! This is incredibly inefficient. The costs per mineral are I think 4, definatley not 2. Instead build a crawler at a city and then upgrade it. In the very early game 50 minerals worth of crawler upgrades costs you $90, which isn't half bad. Remember I say 50 minerals worth of upgrades- on a 30 min inf chassis that is 80 minerals. The cost is drastically increased for rover supply units with armor.
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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Ned,
I think you are right about rushing two things at the same base in one turn. I did that once with a Special Project. I rushed a cheap military unit. Then I switched to the Special Project. Then I rushed the Project. It might have been a faculity. I dont remember for sure.
Enigma,
I have no idea what you are saying. Sorry
Here is some more numbers
Skimship supply:
1 mineral needed
2 ec to rush
missle infanty artillery:
1 mineral needed
2 ec to rush
3 res sentinal:
12 more needed out of 18
74 ec to rush
That is between 5 and 6 ec per mineral
The last one is interesting, because it was with +4 industry. The numbers for the other sentinal are very similar, but it was with +1 industry.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:13
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3-res sentinal with less than 10 minerals so far:
18 minerals remaining
104 hurry cost
First 5 mins. at 2 per is 10, next 10 mins. at 3 per is 30, last 3 mins. at 4 per is 12 more...total 52, which is doubled because the first 10 mins aren't yet completed.
12 more needed out of 18
74 ec to rush
This is odd. First 5 mins. at 2 per is 10, next 7 mins at 3 per is 21 for a total of 31 that should be (I thought) doubled to 62.
Assuming the doubling factor for having less than 10 mins. in the unit is valid, some combination of factors must yield a cost of 37 ec before doubling.
That the difference between 31 and 37 is 6, which is exactly the number of mineral boxes in a row at +4 INDUSTRY, must not be a coincidence. Seems there is a penalty of 1 ec per box for one of the rows, on top of the 5 x 2, 10 x 3, balance x 4 rubric.
No idea why it applies here and not in the prior example. In both, the unit was 1/3 complete.
Hmmmm. Curiouser and curiouser!
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:13
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The first one fits the model:
21 mins total, with 10 mins not yet reached-
first 5 at 2, next 10 at 3, last 6 at 4 = 64, doubled to 128.
The second one, is odd again. 27 mins. needed with 10 mins not yet reached.
Hmmm, maybe another level at 5 per...
first 5 at 2, next 10 at 3, next 10 at 4, last 2 at 5 = 90!! Doubled to 180. Could be it.
Were either of these examples at +4 INDUSTRY?
That one from above seems increasingly odd, and it was odd to begin with.
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Frankie
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Baltimore, MD
Mar 2000 time: 00:13
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Okay, it looks like the only factor is the number of mineral boxes remaining (so your Industry SE is important). And if you've done less than 10 minerals of work so far, the cost is doubled.
quote:

3-res sentinal, less than 10 minerals so far, 18 minerals remaining = 104 hurry cost
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first 5 minerals x2 = 10 cost
next 10 minerals x3 = 30 cost
last 3 minerals x4 = 12 cost
subtotal 52 doubled = 104 correct!
quote:

cruiser fungicidal former (prototype), less than 10 minerals so far, 90 minerals remaining = 1170 hurry cost
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first 5 x2 = 10
next 10 x3 = 30
next 10 x4 = 40
next 10 x5 = 50
next 10 x6 = 60
next 10 x7 = 70
next 10 x8 = 80
next 10 x9 = 90
next 10 x10 = 100
last 5 x11 = 55
subtotal 585 doubled = 1170 correct!
Hmm...what happens if you do a partial payment to complete 10 minerals, then hurry again? Secret savings, or does SMAC keep track?
Thanks much for the info, everyone. For the record, the Unit Hurry formula is NOT exponential, it's a polynomial algorithm with O(n^2).
[This message has been edited by Frankie (edited April 20, 2000).]
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Frankie
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Baltimore, MD
Mar 2000 time: 00:13
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Final word on the Unit Hurry Formula
Some quick fiddling with statistical software determined the following best fit curve:
H(x) = 2*x + (x^2)/20
where x is the number of minerals remaining. Remember to double the result if you're less than 10 complete.
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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x^2 is exponential
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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Most expensive facility is a Nanoreplicator- at 320 that is only 620 to rush it in.
When I say I use rover supply that is not for normal use... that is to artificially raise the mineral cost as high as possible. I prefer to keep my city queues as flexible as possible, that is one of my highest priorities when I am building an empire. To that means I build crawlers then upgrade them- meaning the incredible strain on a city's production is spread around your empire and the cost of building that SP is more evenly distributed. A rover supply costs like 60 and can be upgraded to 180 cost or something- saving that particular city 120 minerals of building time. Once you are able to get a good economy super bases that focus on industry are much less important.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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And exactly what are these formulas for? Frankie that formula does not come even close to fitting a recycling tanks with 30 remaining- facility hurry costs are very very simplistic. It costs 60 to complete 30 minerals in a recycling tanks after the first 10.
Somewhere in the datalinks I read SP's have a hurry cost of 4, units have a cost of 3, and facilities have a cost of 2. The unit formula seems much much more complex though..
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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Enigma,
Ok, now I understand about the rover crawlers, but what do you uprade them to. I've used that strategy before with High tech low industry factions.
Frankies formula is for units. I haven't tested it yet. Has anybody. I think someone should graph it, and the real one. Maybe I will, but I'm pretty busy.
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