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Simpson II
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varies
Jul 2000 time: 05:13
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I'm in a MP game right now where one player (who shall go nameless) chose to start the Weather Paradigm around 2110. He was Morgan, so it's just conceivable that he had rushed both tanks and a commons, but I doubt very much that he had a former. He will, almost without a doubt, get the SP. On the other hand his early expansion must be virtually crippled!
There must be a point at which the damage to your early game development ouweighs the avantage of builing one, and I suppose that in MP the idea would be to start shortly after that, forcing opponents to either loose it or damage themselves. But when does this come?
With a tech faction, I tend to wait until I have crawlers. My expansion is well under way, and I can boost my mineral poduction so that it doesn't take too long. Plus crawler upgrades, if house rules allow.
With Hive, Miriam etc. I would want 6, preferably 8 bases before one starts a SP. Otherwise I'm seriously hampering my ICS phase.
So when do you build Secret Projects?
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Beör
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Copenhagen, Denmark
Aug 2000 time: 05:13
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Simpson II
As you I try to get my core bases established, preferably with tanks, commons and a former a piece, before I consider building an SP (usually WP - I love terraforming!). As quickly as possible I ICS till the number of bases just before the first inefficiency warning. There is little time for garrisons and techwise I aim for Ind Aut.
Actually I probably wait a little too long, since I almost never get to build the first SP. UoP usually builds VW as the first SP in my games (strictly singleplayer). Frequently I don't even get HGP, but since I have mostly been playing the Spartans these drone control SPs are not very significant, except as part of a denial strategy.
HOWEVER, if you have a little luck Pod Popping, you might have procured 2-3 Alien Artefacts. As we have discussed in another thread this might be a perfect time to have the AAs contribute to an SP contributing 100-150 mins, rather than linking them to nodes that you don't even have at the moment. Having the WP very early - say 30 turns earlier than usual - could give you immense terraforming advantage, in the late early game.
But still 2110 is very early!
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Beör
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Copenhagen, Denmark
Aug 2000 time: 05:13
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WE
This is certainly earlier than I do it (commence SPs I mean).
What faction do you play, and what is your favourite SP?
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:13
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I'm a believer in WP'ing at the earliest possible moment. The small setback of tying up a base for its production is hugely offset by the terraforming speed gained, to say nothing of the ability to borehole, condense and echelon before the tech arrives (altho the fruit isn't available until the requisite tech, the infrastructure is in place)
And as Morgan, why not? He'll likely have Ind Auto first, meaning crawlers, and of all the factions he can afford to hurry build - heck I'll even sell base facilities to finance its building. As Morgan I think it beats even the ME for early value (altho later, if you get the lab-enhancing techs SPs in the same base, it will rival the extremely valuable PEG).
One mistake I did make in a recent IP game (as Spartans) was to have five inland bases and one coastal, and started the Command Nexus about turn fifteen or so in the coastal base. Still is just 90% built (in 2160) and finally got a second coastal base built and produced a foil - way behind in ocean pod popping, and in tech as a result.
Googlie
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Simpson II
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varies
Jul 2000 time: 05:13
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Googlie,
Do you play blind research? In that case I can see an argument for starting a project very early with Morgan.. playing directed as Zakharov or Morgan, I've nothing against finishing a project in the mid 60's, if you have real competition for it.. but you can do that after the base has built 2 colony pods, rec tanks and commons!
I'm very surprised that people will start SPs before they have rushed tanks in a base! Especially as Morgan, who can afford to do it straight off the bat, if he researches Biogenetics before Centauri Ecology. That way you can still have a project underway by 2112 or whenever, but you have massively enhanced production - +1/3 at the start (you are using forests here?), and you get the second population faster.
Consider a base which begins a SP in 2110, and finishes in 2160. It took 50 turns. A production 8 base (tanks, commons, size 3) will do it in 25. Add in a crawler or two, and you will finish it in under 20 turns. In a real game as Zak, and putting my back to it, I would hope to have a base approaching 20 minerals/turn in the 50's.
As Miriam or the Hive you don't have these options, of course, so unless you think you can probe away Ind. Auto it might make sense to start early. I'm doubtful, though.. the whole point of momentum is that someone else does the building, and you take what you want. Perhaps for a Miriam-as-builder strategy.
On the question of what to build first, I do things slightly differently. My first 2 bases build scouts, then formers after Cent Eco is done, then do pods. The formers do 2 squares worth of improvement, then move off to my next base site. If there isn't much fungus and the land is fairly flat, I build a road to speed the Colony Pod. Otherwise I will build a sensor where I intend to have the base. Human structures 'scare' (ahem, Firaxis' term) away MWs, so there is less danger of fried CPs (in one of my MP games, someone lost his first 3 to worms! It wasn't even a very fungusy planet.) When the pod arrives, the former is rehomed to the new base. The base builds it's scout with the bonus minerals, before beginning work on a CP. The base it came from begins a new former (rushed when 1/2 done, if I have the energy.) Finally it does the second CP, and the process repeats.
So, while no base is undefended for more than 1 turn, I always have a former working for any base which has more citizens than improved squares. Plus, I get a couple of turns 'free' per base that I get a road built to. The sensor-under-base thing is fairly sweet in it's own way, perhaps I'll be glad of it in MP.
What do you think?
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Simpson II
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varies
Jul 2000 time: 05:13
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Double blind, tech stag?? Ugh... only ever as the Gaians. I love my formers too much!
I do think there is a strong argument for roads ASAP in the right places. Pumping out pods quickly means that your bases are size 1-2 for quite a while, and I find my terraforming is still far enough ahead to cope with crawlers and a pop-boom (at least when I do all-forests.) That's on directed research, on blind you must stay way ahead in terraforming.
Roads clock up turn advantage amazingly quickly - two base-turns for every three squares of road. I'm very happy to start a forest 3-4 turns later if it means the base gets built 3-4 turns faster! Not useful for rocky terrain, but absolutely great on flat.
Of course, you can't quantify the advantage from sensors under a base. Personally I'd rather build 5-6 around a base in the mid game than one in the early game, though. You can take those away, but you will have to give some warning before attacking.
As to the AI 'exploring' better, you could say this. While using the scenario editor (testing factions) I've often see the AI load a couple of units onto a foil and send it directly to another factions HQ - the orders on the square to move to actually given the turn it leaves port.
So yes, it can 'explore' rather more effectively than most humans!
[This message has been edited by Simpson II (edited August 31, 2000).]
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Simpson II
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varies
Jul 2000 time: 05:13
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WE,
I said the '50's rather than turn 50, but yes, it can be done with Zak. A number of other factions can do it sometime in the '50's. I just sat down and played the start of a game as your favourite faction, the Gaians. I have a base producing 22 mins/turn in 2158, and I can finish the WP in 2167 even without help from the surrounding bases. (boastful sod, aren't I?)
This was literally the first game I sat down and did as an example for here, and the start is pretty indifferent. It's on a huge map, so on a standard one you could certainly knock off some turns. For the record I think I have 8 bases, all roaded together. Contact with Morgan, Santiago and Lal, and Vendetta with all 3 at some point. I bought them off to save time (though I do have 2 laser infantry.) I'll send you the .sav if you don't believe me!
Try it, I thought it sounded impossible when I read Vel posting on the subject, but it's actually quite easy.
Ogie,
Agreed, you will get some eco-damage. 3 in the game I describe above. Usually I don't go quite to 20 either (I did say approaching ), I max out at 17 or 18, but I will tolerate a little damage for the greater good. I know some people aren't at all careful, though - I'm in one PBEM where my opponent is happily running ecodamage scores in and approaching double figures. I can't criticize, he's waaay ahead of me .
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Simpson II
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varies
Jul 2000 time: 05:13
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WE,
In the game I described I hadn't lifted the mineral restrictions; I had quite a number of crawlers supported from the base (I could have had WP or whatever built before even '58 if I'd really wanted to. )
I don't have a huge problem with defence vs the AI, even on standard maps (which I play fairly often.) A couple of recon rovers lying around seem to make it a lot more friendly.
I definitely hear what you say about defence in MP though, especially on standard maps. However, bee-lineing for high-energy chemistry and building garrisons everywhere is just not an option in my view.. you loose so much time that you are effectively out of the game before it begins, unless you intend a pure conquest strategy. Until you can build a true armed forces to project some power, you are just allowing another player to deny you productivity and tech-rate without them having to do a single thing!
This is why infltration is so important. This is something that, in my experience, people do not do enough in MP. I have taken over quite a number of games, and have one going into the second century, but I have never seen a player infiltrate another human! Knowing a nearby opponent's tech level and military readiness is vital, so that you can tailor your defences to their attack force. And, when necessary, you know where to steal some military techs to bolster your defences. And if you want to have P. Networks and Ind. base anyway for military reasons, then hey, go those two extra techs down the line for the second-best builder tech of them all (besides Centauri Eco!)
Now, by the time you get Ind Auto you have researched at least one tech other than those on the beeline. If that is applied physics (in reality you will get this from a pod almost every time, at least in my games), then HEChem and non-linear maths can come immediately after IA and you are in a position, in the 50's or 60's, to build an excellent armed force from one single base, with every unit benefiting from a single command centre. Or if you are relatively isolated then you can churn out SPs like mad, or have 10 extra formers in 10 turns, or whatever you wish to build very, very quickly. And that's the name of the early-game.
And remember that crawlers can be military units too! As Vel suggests in the strat guides, they can be upgraded to best armour/ECM or trance - this is sufficient to stop a pretty good attack force, since they are certainly getting +50% for terrain and probably +25% for a sensor - so against conventional forces they are actually more secure than units in a base, prior to Perimeter defences! Armouring formers and crawlers is definitely a good tactic, it is causing me no end of headaches when Paul is doing it against me. 
All in all, I'm convinced that a good builder or hybrid beeline will include Ind. Auto very early, and much enhanced mineral production thereafter. Putting ~20 minerals of it into one base is simpler and allows a faster reaction time when the momentum people come calling, or when you decide to pay someone else a visit. There is a definite argument with the Gaians for Doc flex first, and there are sundry other important techs for each faction, but I know just how far behind I've put myself by delaying it too long in one of my MP games. Not pretty, and not a mistake I will make again (and another reason I don't like blind research ).
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