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shimmin
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Illinois, USA
Sep 1999 time: 05:13
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Ferdi:
General consensus around here is that there is nothing wrong with city overlap. Many even encourage it. Some have based rather fearsome strategies on pursuing overlap.
Basically, by the time you have bases that can use all 21 of those squares, the game's already been won or lost. Since using time wisely is the key to winning the game, try to get as many squares working for you as quickly as possible. The gains you take now will exceed the limits to city development in the distant future. This applies whether or not you follow an ICS strategy. You can always make a superbase later by giving one base all the squares it can use at the expense of its neighbors and/or heavy crawler usage.
In short, there is nothing sacred about base radii. Feel free to trample on them.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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Ogie is right, specialists are incredibly important in changing the energy value of a base. A base that is relatively useless but has a lot of food can be turned into a specialist base and net your empire a ton of cash. Really there is very little reason NOT to ICS unless perhaps you are Lal. Space your cities 3 squares apart. This also allows your infantry to move from city to city, and your rovers to move to cities far away. This allows for more efficient terraforming, faster expansion, is easier to defend, and should help your population. Again if your faction has a big pop boom focus then ICS is not as important, but then again extra population without squares to work on becomes specialists which are very very valuable in the midgame.
I like ICS a lot partially because I play Morgan a lot and can't pop boom, but it works well for any faction.
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Ned
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of Aptos, CA
Oct 1999 time: 21:13
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Ferdi, More than anything else, I find that building farms and solar collectors rather than forests causes ecodamage. The ecodamage formula adds farms and collectors but subtracts forests.
What I do is build farms and solars collectors ONLY on rainy rolling scquares. If there are a lot of these squares in the local area, I build no more than two farms. Everthing else is a forest or a mine. Later, after Hybrid Forests, I redo the farms to forests.
I also try to build my cities with as little overlap as possible. I sometimes build them farther apart than that. Why? This leads to fewer, but more powerful cities. When one gets Industrial Automation, start building nothing but crawlers to work the terrain. You can easily adjust what they transport to base to control ecodamage. Transport minerals originally, but when you begin to get ecodamage, set the crawlers to transport energy or food.
Put the cities own workers at the perimeter and keep the crawler's close to base or on roads. This is important for another strategy - the crawler upgrade "cheat" that permits one to build an SP in one turn.
Let's say for example that you know that in the next turn you will get the tech to build an SP. In this turn you pick a base - rotate them to avoid buildup of SP's in one city - and upgrade two or three crawlers to a very expensive configuration. In the turn you get the SP, move them into the city to build the SP by using the crawler's minerals. Then set that city to rebuilding the crawlers you just used.
Later in the game, after you have Habitation Domes, your cities will grow to occupy all squares in the base area. This is when you need to move the crawlers to those open spaces between the cities to obtain additional resources. Alternatively, move them inside the next base you intend for the next SP and wait to upgrade them.
In general, crawlers are essential to maximizing production and controlling ecodamage. They are also critical for building SP's.
Also, I have been able to run FM an produce 100+ minerals per base without ecodamage. The trick seems to be building eco-reduction facilities and not building factories. I find that factories, more than anything else, cause the ecodamage. Avoid them.
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wneubert
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As I was reading this I was sure I had MANY more minerals than what was mentioned here so I looked up some old saves. I didn't do an exaustive search of my old games, but I t least found a "Pirates" save where I had 564 minerals in one city without pollution (many cities are over 500 and most are over 200). I can still get eco damage so it has not become "unlimited", but almost.
I put the save online at http://web.raex.com/~wneubert. Please note that this is an early game for me, and the first time I ever played the Pirates. Keep that in mind if you want to critique my play decisions.
[This message has been edited by wneubert (edited August 03, 2000).]
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Ishamael
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546!!! Was that transcend, you said it was early?!?
Also, does anyone know if discovering technologies like Centauri Empathy effects ecodamage? I wasn't able to get more than 16 minerals per base w/out eco damage, but gradually it changed. The limit went up for all bases, but the only things I remember happening were discovering Cent. E., tree farms (which I know help eco, but I didn't think it effected mineral count directly, and most of my bases were almost all forest anyways), and base growth, which did not happen at all bases. One of my best mineral bases for awhile was size 3 (tech race so pressing I couldn't even pause to pop boom).
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wneubert
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When I said it was early, I meant it was on of my first SMACX games (I had played SMAC before when it first came out). I checked and due to the fact it was one of my first tries, the game was "thinker" (normally I only play "transcend").
I also counted the cities, and there are 17 with over 500 minerals (and 2 with 490). I really can't figure out how there could even be that many (Merchantman Run with 564 minerals has NO mineral Crawlers)
I have all the SP's (some were probably captured by conquest) and 64 "trancendent thought". The minerals started to explode after the Manifold Harmonics SP (plus some mineral satellites).
I checked an earlier save (2370 vs 2388) when I just reached trancendent thought and my cities could have 112 minerals with no eco-damage. I'm not sure whether this is due to tech or that all my cities didn't have Centauri Preserves and Temple of the Planets yet. Later, at 2388, there are a million cities and almost all of them have both. I'm pretty sure that it is how many preserves/temples you have total that determines how many minerals you can get without damage. My planet rating is 5.
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wneubert
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Boy did I mess up on this one. First of all, thanks Googlie for the correction that the 564 minerals was due to orbital production doubling the actual minerals. I have seen that before but forgot about it. That save was old and I only looked at the minerals reported, not what was being produced. I did wonder why so many cities had around 250 minerals, and those 17 had around 500 minerals. Thanks also for the minerals explanation.
I also was incorrect on the Centauri Preserve thing. I used the saved game to test this. I found I could get 282 minerals without pollution. Sold the Centauri Preserve and it went to 276. Sold all 49 preserves and it was still 276. That proves they don’t affect globally, right? I also checked the data links, and though you could take it either way, it did not specifically say global. It does clearly state that the number of tech is an important factor, so farther up the tech tree will reduce eco-damage. (It also said pollution is the same for thinker and transcend, so at least I didn’t further distort the issue with that.)
You mentioned “global pollution” that affects sea levels. I thought that this was based on eco-damage from all your cities. In other words, no eco-damage, no sea level rises. Is this correct?
PS – Sorry for all the confusion I caused here.
To Ishamael: I don’t think you are “off topic” discussing how pollution controls work in a thread titled “Pollution problems”.
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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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The formula is in the datalinks under advanced topics. I was going to post it here, but I sort of changed my mind. It's about two pages of scribble. I may latter if no one else does, but right now I'm going to watch a movie. It's pretty interesting acually. It has been posted here before, but I forget who to give the credit to. I actually learned some things after seing it again that I must have forgot.
The main points are that the total number of Centauri Preserves, Temple of Planets and NANOREPLICATORS effect ecodamage globally. Also the tech level has an effect. Another one that I had forgot is "natife life level" as in the before start option. Appearantly if the native life level is higher your ecodamage level with be higher.
This formula is not cast is stone however as far as I'm concerned. For example, it says that only MAJOR atrocities affect ecodamage, but I know for a fact that minor attrocities (in large number) affect it.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:13
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Here's the formula from concepts.txt
#ADVCONCEPT2
The ecological damage formula is complex:
(1) For each base total the number of Mines, Solar Collectors, Farms,
Soil Enrichers, Roads, Mag Tubes, Condensers, Mirrors, and Boreholes.
Items in squares which are actually being worked count double.
(2) Add an extra +8 for each Borehole, +6 for each Mirror, and +4 for each Condenser.
(3) Subract 1 for each Forest.
(4) Halve if base has Tree Farm, and Eliminate if also has Hybrid Forest.
(5) Divide this value by 8, and reduce by up to 16 plus # of previous
damages. Set this number aside.
(6) Take the number of minerals produced this turn (but not from Orbit)
(7) If result from 5 was reduced by less than 16+#, reduce result 6
by remaining amount.
(8) Divide minerals by 1 plus # of Centauri Preserve, Temple of Planet,
Nanoreplicator.
(9) Sum the values of (5) and (8), and add +5 for each major atrocity=8>.
(10) If Alpha Prime is at perihelion (20 years out of every 80), double
your value.
Ecology% = (ValueFromStep10) * Difficulty * Technologies * (3-PLANET) * LIFE / 300
Difficulty = Normally 3, but 5 on two highest two difficulty levels.
Technologies = Number of technologies discovered
PLANET = Social Engineering PLANET value
LIFE = Native life level (1-3) from Custom Start
Googlie
[This message has been edited by Googlie (edited August 05, 2000).]
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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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Here I have gone and found this in the pile of old threads. See I don't just tell people they are wrong. I do stuff for the Apolyton community also.
LoD
Warlord
From: Warsaw, Poland
Registered: Jan 2000
posted April 01, 2000 05:08
The formula is (from the help file):
(1) For each base total the number of Mines, Solar Collectors, Farms, Soil Enrichers, Roads, Mag Tubes,Condensers, Mirrors,and Boreholes. Items in squares which are actually being worked count double.
(2) Add an extra +8 for each Borehole, +6 for each Mirror, and +4 for each Condenser.
(3) Subract 1 for each Forest.
(4) Halve if base has Tree Farm, and Eliminate if also has Hybrid Forest.
(5) Divide this value by 8, and reduce by up to 16 plus # of previous damages. Set this number aside.
(6) Take the number of minerals produced this turn (but not from Orbit)
(7) If result from 5 was reduced by less than 16+#, reduce result 6 by remaining amount.
(8) Divide minerals by 1 plus # of Centauri Preserve,Temple of Planet,Nanoreplicator.
(9) Sum the values of (5) and (8), and add +5 for each major atrocity.
(10) If Alpha Prime is at perihelion (20 years out of every 80), double your value.
Ecology% = (ValueFromStep10) * Difficulty * Technologies * (3-PLANET) * LIFE / 300
Difficulty = Normally 3, but 5 on two highest two difficulty levels.
Technologies = Number of technologies discovered
PLANET = Social Engineering PLANET value
LIFE = Native life level (1-3) from Custom Start
LoD
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Ishamael
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Perhaps those perfectionists among us should ask Firaxis that, since they don't seem to intend to release a patch anytime soon (hopefully, they will eventually, but lets be realistic) they could mitigate (but NOT compensate!!!) for the harm done by releasing the real formulas and mechanics instead of the watered down, innaccurate formulas included for this and so many other game mechanics. Some seem to get it right, but this one at least is hopelessly buggy. The planet notation proves it right there, and it also doesn't mention the singularity inductor. I realize it does more eco harm than good, but doesn't it claim to reduce eco damage beyond what would be without it (build all the facilities seperately)? I don't remember mention of it in the formula.
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Decx
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Vancouver BC, Canada
Dec 1999 time: 05:13
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hi, I got a couple of questions... Fun huh?
So using this formula, it does actually mean that having boreholes outside of a base radius being mined by an crawler does actually create eco-damage? If this is so, does both the minerals coming in (from the ming crawler) AND the prescence of a borehole create eco-damage?
How much eco-damage can be sustained before a Global warming occurs? I know other factions (AI) can cause them, because once the HIve went nuts and created quite a few global warmings.
Also, in the case of atriocties (and I have a feeling this has been answered before), I know that say nerve-gasing a Alien faction will not cause a bad rep, but will still it cause eco-damage? What about with a PB on an alien faction?
Decx
------------------
Chaos, panic, & disorder - my work here is done.
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