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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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bondetamp,
Yes, that would be quit a disruption. I've never had such a disruption, but I usually use crawlers for minerals and energy only. Well, some for food. I've never run a specialist base though. At least not one with all specialist.
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bondetamp
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Oslo, Norway
Nov 1999 time: 06:13
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Adam Smith:
If you use crawlers primarily for minerals and energy, wouldn't it still be a disruption?
Firstly you loose the crawler, so you have to build a new one. That is some minerals right there.
Second you have to get it out to the resource. As the crawlers that are farthest away are the ones likely to get smashed, this can take a considerable amount of time. If we are talking boreholes on top of mineral resources, we are talking 8 resources lost every single turn, from the crawler is hit to a new crawler is back on the spot. If building/ shipping takes five rounds, this equals 40 minerals. Enough for an interceptor IIRC.
As the support- and unhappiness factor of the interceptor must be accounted for as well, I don't think I would use air support for single crawlers. But if three or four crawlers were stationed within a few tiles of each others, the cost of an air base, a sensor and an interceptor could very well be worth it IMO.
The same prinsiple goes for energy- and nutrient hoarding crawlers. The cost of the crawler is insignificant, but the loss of production while processing can be considerable.
-b
[This message has been edited by bondetamp (edited March 14, 2000).]
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bondetamp
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Oslo, Norway
Nov 1999 time: 06:13
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I'm planning on, in my next game, to try the (drum roll) "Extreme Specialist Approach". This would include spacing like this:
cxcbcxcbcxcbc
cbcxcbcxcbcxc
cxcbcxcbcxcbc
cbcxcbcxcbcxc
cxcbcxcbcxcbc
cbcxcbcxcbcxc
cxcbcxcbcxcbc
cbcxcbcxcbcxc
where b=boreholes,
c=Farms+soil enrichers+condensers and
x=bases
The figure will be expanded as new pods are built, but kept small as I figure you get the picture.
Each base will thus have three squares available. Two nutrient producing tiles and one borehole.
There will be only one worker in each base, the one working the borehole. Crawlers will take care of the two nutrient squares.
The crawlers will thus be able to support a population up to seven (6+6+3) or more with nutrient squares.
as efficiency will not be an issue, I'll run planned, to get the industry- and population bonus and police state to support the hordes of formers I'll be needing.
The uttermost ring of bases will have more than three tiles available, which is fine as they need to build and support a garrison. The inner bases will not really need a garrison, as any enemy would have to slash their way through an endless horde of crawlers (to be upgraded as soon as my sensors see from where they are coming) to get to them. Something that will buy me time to build a garrison, or crush them (the enemy, not the crawlers) with my choppers.
After a while I will stop expanding at one spot, just expanding around it.
This will make a figure like this:
cxcbcxcbcxcbcxcbcxcbcxcbcxcbcxcb
cbcxcbcxcbcxcbcxcbcxcbcxcbcxcbcx
cxcbcxcbcxcbcxcbcxcbcxcbcxcbcxcb
cbcxcbcxcbcxcbcxcbcxcbcxcbcxcbcx
cxcbcxcbcxcbcxcbcxcbcxcbcxcbcxcb
cbcxcbcxcbcxcbcxcbcxcbcxcbcxcbcx
cxcbcxcbcxcbcccccccccxcbcxcbcxcb
cbcxcbcxcbcxcccccccccbcxcbcxcbcx
cxcbcxcbcxcbcccccccccxcbcxcbcxcb
cbcxcbcxcbcxcccccccccbcxcbcxcbcx
cxcbcxcbcxcbcxcbcxcbcxcbcxcbcxcb
etc...
The hole in the middle is for crawlers to support larger and larger bases. Maybe I should put some boreholes there too, to make the inner cities produce SP's and Sky hydroponics.
This whole concept, of course, requires a rather large continent.
Well, I haven't had the time to actually try it yet. Do you think it could work?
[This message has been edited by bondetamp (edited March 14, 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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bondetamp,
sounds pretty good. I've used the base every 2 spaces strategy. It works pretty good. I'm still into 2 spaces between bases though.
One thing that I've found is that once someone takes one of your bases they easily take very many of your bases since they have no garrison and they are so close together.
Another thing is that you show up high on the graph early, and people really hate that and they will immediately plan your demise.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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Very innovative approach.. high on terraforming time but comparable to an energy park. It is nice in that it also gives you minerals at each base. All I have to do is a little compare and contrast though..
I would like to put this in the simplest turns possible..
essentially this layout calls for a 2:1:1 condenser/farm/soil enricher to cities to borehole ratio.
Thus it is fair to say that on average each square gives you a little less than 4 food.. meaning 2 population. 2 population means 6 base lab points.
On the other hand an E park would give you on average 5 base energy per square.. every other square has 10 divided by 2.
Both use the same amount of crawlers, I.E. every other square.
an E park needs a city every 16 squares.. this layout needs one every 4 squares..
If my calculations are correct and you are taking the energy from crawlers to super science cities then an E park would give you superior labs, and good energy compared to the specialist city idea.
Plus it takes much less colony pods meaning fewer drones lost to inefficiency.
Neither plan loses energy to inefficiency.
I really do not have the organizational skills to compare and constrast this in an orderly manner, these are just obserbvations. And if anyone here would like to see a painstakingly built energy park that I spent 6-8 hours moving formers with... email me and I will send the turn.
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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 advantage that I see to Bonds strategy, which I have used something similar and been very successfull, is that you get a very fast start because you build more bases in the beginning. You get the resourse boneses from the bases and faster growth. His terraforming options also seem productive.
I like to have much more production at my bases though. You can have as much production with supply crawlers via transporting minerals. However, I believe that having workers on forest is better than supply crawlers, because you get the nutes and energy too. Ultimately, a good pop boom at a base with space to grow and a tree farm is going to better for your faction in most cases.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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The issue of increased costs to build these bases is definatley an issue. I always start an energy park about 10 years after I get magtubes, because otherwise the distances are so large I waste large amounts of time getting the formers there. Not only do you have to build much fewer bases with an E park but you can convert THOSE bases to pure specialists, build a base on top of an echelon mirror and build farms on the mirror squares, if you have enough food sattelites then that base can have a large amount of specialists.
I disagree with you about defending an E park, because I have magtubes and ridiculously high production at that point the AI is ridiculous. It offers no resistance. I assume we are talking about SP here because in MP the game would never last this long.
But here is another thing that affects the super late game with your specialist city idea: SATTELITES!!!
With every city getting +1/+1/+1 for every population point this can massively increase the capability of your bases.
For example at the initial 6 or 7 population you gain 7 more of each, meaning about 15 minerals and 15 energy at a base that uses only 4 squares. Quite efficient.
And then once these sattelites take affect you can reach a population of 14!!!
Add a hab dome here or there and a few extra crawlers feeding off more condensor/farm/enricher squares and you can have huge amounts of specialists.
The sattelite issue really makes me reconsider the Specialist Cities idea more. However, the main thing against this is the huge investment in minerals and energy for all the facilites and all of the extra colony pods and all the extra terraforming turns.
Plus the fact that the cities add production while an E park doesn't is also nifty.
Unfortunatley I have no clue how to calculate how all the facilities increase your energy, so I can not do a direct comparison but this looks favorable especially since it increases production.
The sattelites really make this an even more feasible approach.
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bondetamp
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Oslo, Norway
Nov 1999 time: 06:13
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Ogie-Boogie:
First: As the pronunciation of 'de' is close enough to 'the' that I'll use it, and 'tamp' is Norwegian (and originally Dutch, I believe) for 'short rope end' there is three obvious choices.
1. [James] Bond the [short rope end], a plausible, if somewhat cryptic alias.
2. [James] Bond the [end] [to all enemies, of the world, of the line (this is rather cunning, as line can mean rope), of the good time, of sanity, of any hope for a good/polite/sensible/sane/tasteful discussion]
3. Farmer boy (which would be a translation)
Second: If I find the Monsoon jungle during my expansion, it goes without saying that it becomes an 'all-c-area'.
+++++++++++++
Enigma
first: As far as I can see, your dilemma 'Super-Borg' Vs 'E-park' assumes that one excludes the other.
Why not do both? I can see no reason not to alternate the 'all-c-area' with an 'E-park'. Assuming, of course, that you have a large continent to spread out on.
Second: You're right. Only four nuts per square. This will take the population up to five. Enough to get specialists. And for further growth, what do you think those 'all-c-areas' are for?
Third: About # of pods, and drones lost to inefficiency: Drones are hardly an issue in specialist bases.
++++++++++++++
Ogie:
Third The facilities maintenance cost is a factor. With all lab- or econ enhancing facilities (biology lab; energy bank; fusion lab; hybrid forest; network node; research hospital and tree farm) you get a $16 output. You also get +200% on both research and income. Two engineers will take care of the expenses as well as net an extra $2 and 12 research. Assuming a population of six, you’ll have three librarians as well, netting 27 research, totalling 39. Energy harvested by workers are not counted. This will be affected by faction (free network node for University) and SP’s (free energy banks with whatever the name of that SP).
The expanse I’m planning will be far less rapid than traditional Borg. I will try to get an area terraformed ready before putting a base there. If I build Boreholes first, this gives the uttermost bases an extra borehole each, a kick start in other words. In the ‘all-c-area’ I will put down a couple of boreholes as well, so the bases on the rim have a bit extra production. These will, of course, be the ones building SP’s and prototypes.
You need to take into account that you don’t need rec. commons or hologram theatres. Nor do you need VW, Human Genome or other such SP’s. You should not spare any expense to get WP.
It could be an idea to put a crawler on the borehole. This would free a worker who could become an engineer, netting 5 energy. More than I would get on the bases some distance from the head quarter, as police/planned is assumed. This crawler does not need to be from the closest base. If one base is done building improvements, rotating crawlers could be a good idea. In fact rotating crawlers should be a vital point of the defence strategy. That way when someone takes one of my bases, the three crawlers next to him doesn’t disappear as well.
+++++++++++++++++++++++
Adam:
A forest square with tree farm + hybrid forest gives 3+2+3=8 resources. Farm + condenser + engineer gives 9. This number will grow with time, as soil enrichers and better specialists becomes available.
The philosophy behind this approach is to harvest the resources from somewhere else than the base squares, to give a compact and easily defendable whole. The theory is neither complete, nor actually tested. It seems like I never get the time to actually play the damn game anymore.
So I might be wrong. This whole idea may be ludicrous. And please point that out, because if the theory doesn’t stand a debate, it will probably be doomed from the start in an actual game.
So there.
+++++++++++++++++++++++
Enigma:
Satellites rock.
+++++++++++++++++++++++
Ogie (again! Don’t you ever get tired?)
I tried to address the point about production earlier in the post. But you are probably right. With this approach I get zounds of adequately producing bases, but no ‘super bases’ to produce SP’s prototypes etc. by straying a bit from the path, and putting down some extra holes, this could be remedied. As new cities are built, taking over those boreholes, the crawler moves to the next one, being completed by a former team the very same turn. The point here seems to be to have the formers preparing squares ahead of time.
Of course with mining stations, this cease to be an issue, but that is too late in the game.
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Christopher
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Oslo,Norway
Jan 2000 time: 05:13
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What I would like to see is a comparison to this strategy and the "forever expanding" strategy...
Could they be used in conjunction?
What are their weaknesses, strength etc?
For us "not as masterful as others" players such tips are really helpful.
How about a first-ring, second-ring tactic?
Start out as forever expanding, then change to Bondetamps tactic when you have achieved a fair number of cities, but do so only in your inner cities, when your seconday cities have built a new ring of expanding cities they switch to specialist cities.
This give a advantage of freeing the formers that you used in ring-one. I.e the formers follow the everexpanding ring of specialist cities. As soon as one is ready it continues to the next city who then switch strategy..etc etc.
Christopher
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Christopher
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Oslo,Norway
Jan 2000 time: 05:13
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ha! yeah right....
you always plays UoP 'cs you like em so much.
...and because you whop my behind with em...
But more serious on the matter, I tested this strategy with Drones. Starting of with the ususal Borg strategy and then making an inner ring of specialist-cities. What I found was that I had to make a few more boreholes than what Bondetamp recommended.
But I find this to be my habit of building strong with the Drones. Appart from that I was very happy to see police powers come into my hands. I had the same problems with drones only they happened much later and wasn't really a problem, more of a nuisance.
I haven't played very long(hey! its late and I am tired)so I can't say for sure how I like it, ButI noticed that it takes quite some time to get the formers and cities ready for a specialist-strategy. It is a mid-game strategy not an early-game strategy.
Christopher
P.S:
Has anyone any experiences with support?
(for the game, not Apolyton)
I have sent so many mails for such a long time and still no answer! *disappointed*
D.S.
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bondetamp
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Oslo, Norway
Nov 1999 time: 06:13
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I'd say that Yang is probably better suited for this approach. Trying to build an axtensive infra structure with Santiago seems close to the notion of drinking plumbo for kicks. 
My game with the University, has gone the wrong way all together, and I'll probably have to start over. (*grumble* bloody Angels *grumble* stupid probes *grumble* I'm going to show /you/ who is boss, ***** *grumble*)
On another note, I'm also somewhat unsure where to start my game. Wheter to go for a full 'Borg' approach in the beginning, untill I have, say 20+ bases, and then go 'super-borg' or if I should start earlier.
On one hand, by starting as regular Borg, I get a good number of bases, from which I get a decent amount of cash and tech each turn.
And tech is important, as there is little you can do before you get at least industrial automation for crawlers and gene splicing for nutrients.
On the other hand, by consentrating to much on expansion the first fifty years, or so, you risk never being able to catch up to the expansion former vise.
This can be fine, but makes for another game than the one portraied in this thread, where formers are supposed to be one or two moves ahead of the expansion at all time.
Oh, well, back to the game. Let's see who is boss this time.
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bondetamp
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Oslo, Norway
Nov 1999 time: 06:13
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I finally got enough time on my hands to play a long game of SMAX. I started out doing the routine, but due to being a lousy player, it is hard to see how effective the strategy is.
On thing struck me, though. As soon as my headquarter finally reached six inhabitants, I made my first librarian. I then proceded to make the rest of the inhabitants librarian, but, alas, it could not be done!
It seems to me that only the specialists you create from inhabitant #6+ can become anything else than a psych producing doctor. (max five librarians in a city sized ten, etc) Is this so, or have I missed something crucial? Of course this is rather important as I then have five workers to cope with rather one, which means my lay-out doesn't work at all!
Other than that, I found the layout to be marvelous. I'm pulling in research faster than ever, and money problems are a thing of the past.
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