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hydra628
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sacramento, CA
Oct 2000 time: 05:13
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i usually play the gaians, and after about 10 population, my bases are all taken over by drone riots.
some bases riot even i build both hologram theatre and recreational commons, the other facilities weren't available because of my technology. and i can't use nerve stapling, because of my -1 police rating.
oh, questions, if you have your talents control the drones, do the drones work on the surrounding squares?
okay, back to the drone control thing, what does the game mean when it says like +50% psych? and what does contributing energy to psych on the social screen do?
oh, do talents have any other benefits besides drone control?
oh can someone give me a list of facilities or secret projects that reduce drones(not including those that give more talents)? i know of recreational commons, hologram theatre and punishment sphere.
about punishment sphere, it seems to me that at higher difficulties, you have to have this on all your bases to even remain control, is that true?
some more random questions, this is game is complicated!
i saw on another post, someone mentioned "releasing mind worms near someone else's base?" is that a special command, or did he just mean attacking enemies cities with captured or trained mind worms?

why is it that sometimes after i capture a city, it just disappears? no, i didn't order the unit to destroy it.
can you get more than 8 units of the same kind of resource from one square? because on some of my boreholes, it just says 8+.
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mark13
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Northampton, England
Sep 2000 time: 05:13
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OK, let's deal with all of your questions one by one....
A size 10 base, when left unmodified, will generally create a large number of drones on higher diffculty levels, it is part of how the game works. However, measures can be taken to ensure that any drone problems that may occur don't get out of hand:
- Build drone control facilities, such as Rec Commons and Hologram Theatres. These reduce the number of drones in your base by two.
- Assign police to the city. These help control drones, and under normal circumstances reduce the number of drones in your base by one each. However, there is a special ability, Non-Lethal Methods, that double the police effect of that particular unit.
- Create specialists, such as Doctors, Empaths and Transcendii. These increase the psych output of your base, therefore helping to alleviate drones. However, in order to do this, you must sacrifice a normal worker, and the resources he brings in. This is often the easiest way to alleviate riots in the early game, before special SPs become available.
- Increase psych allocation on your social engineering screen. A certain amount of your energy production will go to psych. 2 units of psych means one drone turned into a worker, or one worker into a talent.
- You can nerve staple, although this is officially an atrocity, and will result in 10 years of economic sanctions being imposed upon you. Not recommended if a lot of your energy production comes from commerce.
OK, if your talents control the drones, yes, the drones do work the surrounding squares.
Talents do have benefits beside drone control:
If the number of talents in any given base exceeds or matches the number of workers, and there are no drones, that base enters a Golden Age. During a golden age, a base will benefit from +2 Growth and +1 Economy on the SE table.
Secret projects, there aren't that many, the ones I can think of off the top of my head:
Virtual World, in which all Net Nodes count as Hologram Theatres in addition to their usual function, a necessity for the University....
Ascetic Virtues, gives you a +1 police rating.....
The Longevity Vaccine, if you run a certain type of government (can't remember which one)
And, later in the game, The Telepathic Matrix, in which drones will never riot at any of your bases. This generally comes too late to make a difference.
Funny, I was sure there were more.....apparently not.
Increasing psych by 50% - for this you must have a certain percentage of your allocation to psych. For instance - if you have 10% allocation, a base producing 20 energy will give 2 psych. Any facility that says so will give a +50% boost to this, the 2 thus becoming 3.
I have never built a punishment sphere and I wouldn't recommend it, because it basically halves lab production from that base. All you need to do is reserve a little energy allocation for psych, maybe 20%, and that should do the trick.
Releasing mind worms into the wild - LOL....
This is a very nasty tactic in which any captured mind worms you have can be turned back into the wild. The benefit of this is that it will usually go to the nearest base, and attack it, effectively letting you attack an enemy base without diplomatic penalty.
When you capture a city, the population decreases by one. The same happens when the last defender in a city falls, unless it has a Perimeter Defense. If a base's population was originally 1, and you walk in, that base's population will become zero, and cease to exist. You will still be able to steal a tech, though, if you have spoils of war on.
Any square that produces more than eight of a given resource is given the 8+ symbol. The only reason for this is because the game simply doesn't have a symbol for 9, 10, 11 etc. The actual taking of the resource is not affected at all.
Put simply though, controlling drone riots in the later game is all about psych allocation. True, some players get by without it (*ahem* Misotu ) but they have a difficult time of it. Come on Mis, prove me wrong.... 
Hope that helps....
Mark13
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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quote:

Originally posted by mark13 on 10-28-2000 07:12 PM
Put simply though, controlling drone riots in the later game is all about psych allocation. True, some players get by without it (*ahem* Misotu ) but they have a difficult time of it. Come on Mis, prove me wrong.... 
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A challenge, if ever I heard one. 
Well, I have been experimenting with psych recently along the lines you've been describing and, although it pains me to say it, you have a point. Most interesting ...
I think I disagree with you absolutely though about the later game. The later game is when you definitely do *not* need psych allocation to control drone riots - you have so many other options available to you.
With the approach I tend to take most of the time, controlling drone riots in the later game is all about food production. The more food you have, the more specialists you have, the fewer drones you have. Simple. Your mineral production is all about crawlers, you are feeding food into your cities with either crawlers (earlier) or orbital improvements.
I hate to admit this, but I so much hate spending energy on drones that I actually avoid building holograms most of the time ...
(Hides behind monitor as posters gasp and mutter insults about Misotu's playing ability)
This is probably not sensible, but I can assure you that it's more than doable And holograms are 3 energy credits a turn - worth their weight in gold, no doubt, when you have energy allocated to psych. But otherwise - you're really not talking much benefit. By the time I get to hab dome limits, I usually don't need a hologram. If I must, I build them, keep them for 3 or 4 turns and then disband. Prior to this, I have controlled it using a combo of rec commons/research hospital/specialists. The exceptions to this are the factions that can't boom easily, eg CyC and Pirates.
It's all possible. But I am by no means saying that this is the ultimate strategy. It's just a product of my personal antipathies
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mark13
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Northampton, England
Sep 2000 time: 05:13
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MariOne, sorry, there was supposed to be a smiley face in there, I just forgot - it wasn't a snipe at you!
But.....
You have a size 14 base - pop boomed a few turns earlier. You are running at +1 economy - Wealth only, at this stage - as you can't go FM (you are at war). OK, big dilemma - do I:
- Increase psych to 20%, enough for a Golden Age, and watch the extra energy come pouring in, or.....
- Increase labs/econ to 50/50 (or whatever) and stay with the +1 economy?
OK - let us say that the base is producing 34 energy ordinarily. Now, normally, 17 of that would go to labs, and 17 to econ.
You switch to 40/20/40, and a GA surfaces. Now, that base is now producing 14 extra energy (+1 energy/sq), and the base is producing 48 energy (more if you have crawlers out). 40% of this is going to labs - 19. This effect is multiplied if you have crawlers i the field - and increases with more energy (less allocation needed to get to a GA). That described is worst-case scenario. A nice side-effect of this is the extra +2 growth - which may allow you to pop boom to an even bigger base, depending on circumstances.
I would be interested to hear any other thoughts - something I have not considered (there must be something!) 
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MariOne
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Erewhon in Neverland
May 1999 time: 06:13
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mark13: I also forgot a smiley!
As for psych/GA.
When I have 14sized bases, I seldom get up to put 10 workers on the field.
That is, generally I have at least 4 specialists.
So
- the extra energy (1 per *worked* square) is 10 or less
- that *raw* energy stil has to be cut by inefficiency
As I said *generally*, *at first glance*, the kind of bases I tend to produce won't significantly benefit of getting in GA, if not even lose something.
As for +2growth, I only recently got SMAX (and I'm not planning to begin new pbems for the next months), so I tend to reason in terms of SMACv4, where a GA's growth does NOT work towards booming.
OTOH if I build too much bases and/or I can't sustain food enough to mak'em grow all the way w/out serious drone problems, that is if I switch to SE Green before completing the booming in some bases, the GA +2GROWTH can be useful. You know of course that nutriens don't get wasted, so you don't need to keep GA all the time when not booming, you only need it around growth time, to lower the tanks threshold, that's what makes it useful.
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mark13
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Northampton, England
Sep 2000 time: 05:13
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MariOne, specialists do somewhat level the playing field, as you won't get as much (if any) of an advantage.
However, I am a player who likes to use a lot of crawlers, and although it is often advantageous to use specialists, I generally don't bother, except, of course, for newly captured bases. But consider this, it is not only your citizens themselves who bring in extra energy, it is the crawlers that city is supporting as well. This can be up to 20 extra energy which goes into the kitty.
If you run demo/green, efficiency is somewhat of a non-issue in your main bases (usually only about 1-2%). Of course, GA's +2 growth not helping pop boom is somewhat of a disadvantage, but I think the problem is fixed with the xfire patches (correct me if I'm wrong).
Another advantage with the GA strategy, of course - you don't have to worry about drones!!
Kirnwaffen:
Specialists, as MariOne has mentioned, can often be of great use. Consider this - you have a choice of:
- 2 energy, with a nut and a min thrown in, from the field (say)
- A librarian, giving +3 labs before all the boosts from the facilities that base has.
Now, normally, wih 2 energy, 1 would go to labs and 1 to econ. Therefore, you are getting three times the labs advantage you would from the extra energy. In an SSC, a librarian would be expected to net you up to 9 extra research points. This, multiplied by, say, one in each base, at 5 extra points......? That's a fair bonus. 
I agree totally with you on punishment spheres. The only exception may be if you are running FM, and having a hard time with all the pacifism. You could build a punishment sphere, transfer support to that base, and not suffer any effects. I have never actually tried this, but there are several documented uses of it as a worthy tactic.
Ohh...dear, have I written that much? There are probably numerous fatal flaws in my comments, it's midnight, I'm tired.... 
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Basil
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Vancouver, B.C., Canada
Apr 2000 time: 21:13
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I find that my methods of quelling drones depend on the faction I am playing. If I am playing a faction which does not use free market, such as the Gaians or the Hive, I will make extensive use of facilities such as rec commons and holo theatres as well as specialized police units. With the Gaians in particular I very rarely allocate precious energy to psych - allocating 20% of energy to psych is not likely to get you a Golden Age as Yang or Deirdre! With the Gaians at least I never use punishment spheres; I haven't played the Hive enough to say.
On the other hand, if I am playing Morgan I'll be living by the Free Market. Police units are useless. Again I'll use rec commons and holo theatres as my drone controls of preference, but this time energy is abundant, and I'll allocate it to psych if needed.
But Morgan has an additional problem: air units. When you are running free market, air units create drones at the bases they are supported by. Lots of drones. Now, in single-player, or against human opponents who are merely trying to outbuild you and not to destroy your faction, and at lower difficulty levels, you don't need lots of planes and you probably have lots of secret projects which improve your population's happiness. In these conditions you can generate enough talents to offset the planes' drones reasonably easily.
On the other hand, if you are playing transcend against someone playing Marr or Santiago, and they have a fleet of aircraft with nerve gas pods heading your way, you need a large standing airforce. My preferred method of handling the associated drones is by building Morgan Punishment Spheres (TM) in a few of my bases and basing all the planes at those bases.
Which makes me really wonder about the morale of my air crews - here we have a faction which is generally devoted to energy credits, energy credits, and the pursuit of energy credits, except if you've been drafted into the air force, in which case your family is moved to a special base which is a mini-police state and threatened with torture if you don't behave . But that has nothing to do with playing the game.
WhiteElephants, remember Hydra is playing in the early-mid game as the Gaians. They're normally in demo/planned in the early game so their population normally booms almost incidently. They're not like Morgan where you have distinct phases of pop boom/slow growth.
[This message has been edited by Basil (edited November 01, 2000).]
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mark13
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Northampton, England
Sep 2000 time: 05:13
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Mis, strange, as I was about to deliver evidence to the contrary as you spoke. I was running Demo/FM/Knowledge, playing the PKs at 40/20/40, and, yes, the bases with creches and GAs promptly pop boomed. I got up to size 18 with Ascetic Virtues by the turn of the century, with +2 economy, +2 efficiency and +2 research, pop booming all the while. Very strange.
Was this a SMAC game or a SMACX game? Maybe it differs between the two, Firaxis couldn't be bothered to change it? Very, very strange. 
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:13
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Well, you can look smug all you like, but you *don't* get a GA pop boom in SMAC, so the patch didn't correct the problem.
Actually, I think we had crossed wires (so to speak) - you were talking xfire only I assume, I was talking both.
I'm still running FM/Wealth with 20% psych in one SMAC game, because it is still delivering more benefit in research/income terms than any other setting. I'll switch back to planned for a few turns to boom when it makes sense. I am curious though about the boost to commerce. FM/Wealth alone in this game gives me +3 economy overall. With a GA, that should move to +4? But I see no difference in trade income between 2 bases, one in GA/one not, where the latter is generating less energy. They're generating the same from commerce.
How does the commerce thing work? Theoretically, my GA base should be at +2 commerce, the non-GA base should be at +1. I'm governor, so maybe that complicates it?
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mark13
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Northampton, England
Sep 2000 time: 05:13
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Misotu,
I have not even tried to sort out the ins-and-outs of the commerce thing, but I gather it goes something like this:
When two factions are in a treaty or a pact, that arrangement produces commerce. The bases of the two factions are then paired off, the highest energy producing base of yours with the highest energy producing base of theirs etc.
Through some ridiculously complex forumla (which I think is in the datalinks under advanced settings) the two bases are assigned a commerce 'value' (for want of a better word) which takes into account the commerce rating, SE economy rating, commercial techs discovered etc.
Oh, what the hell, I'll delve into the datalinks and copy it out, I've nothing better to do..... 
1) First, all bases are ranked from top to bottom by energy output.
2) Bases are paired off rom top to bottom. If one faction has extra bases, these are ignored.
3) For each pair of bases, sum the combined economic output and divide by 8, rounding up.
4) Double if Global Trade Pact.
5) Now, for each individual base, the commerce formula is as follows:
(Value from step4) * (CommerceTech+1)/(Total CommerceTech+1)
6) Commerce Tech is the number of commerce technologies discovered (I think it means by your faction), plus commerce and faction bonuses.
7) Total Commerce Tech is the number of total economic technologies in the game.
8) Using the value from step 5, divide by 2 if no Pact (only a Treaty).
9) Add 1 if you are planetary governor.
10) Reduce to zero if economic sanctions are in effect against either faction (Really? )
Now, am I the only one that finds that description slightly vague? It doesn't say anything about GAs increasing commerce, I would think that is yet another feature Firaxis overlooked.
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Gregurabi
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Lorain, OH, USA
Jun 1999 time: 05:13
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Misotu:
Just because 2 of your bases have the same energy and commerce rating, doesn't mean they'll get the same amount of commerce from your treaty/pactmates.
Each of your bases is paired with a base from the other faction. (Unfortunately, you aren't told which one.) Suppose your Base A is paired with Lal's Base X; and your Base B with Lal's Base Y. If Bases A and B both have the same energy output, but Base Y has much less than Base X, then the amount of commerce you get in Base B is going to be less than what you get in Base A, simply because Lal's Base Y isn't as energy-rich.
Likewise, if your Base C and Base D have the same energy output, but Base D has a higher commerce rating; and they're paired with two of Lal's bases; then Base D may not necessarily produce more commerce income, because the PK base that it's paired with may be producing much less than the PK base that Base C is paired with.
(Hmm, that probably just confused you even more... if so, I'm sorry. )
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