 |
|  |
 |
|
VoodooChild
|
|
Atlanta, Ga. USA
Aug 2000 time: 05:13
|
|
About a month ago there was a discussion on the value of pod booming a base even before the hab limits. The basic operation would be to use your last built base to just crank out CPs to be used for pod booming your other bases.
I was of the opinion that it could be a valuable strategy if you find yourself on an island, or other restricted environment. Some of the advantages I see would be:
- faster overall growth since it is much easier for a size 2 base to recover from a CP build, than it would be for a base to grow from pop 3 to 4, or 5.
- with limited funds of the early game, you can selectively rush one building type in a base instead of trying to build from a uniform list, then devote that base to a certain task (build SP, prototype, research, etc.). This will allow you to get the most bang for your buck.
Since all of this is a study of creating turn advantage, I figured that you would like to take up this project. Unfortunately my time is quite limited and I don't usually have the opportunity to test theories out.
|
|
|  |
 |
|
Capt Dizle
|
|
Let me see if I understand how this pod boom thing works. Get ten pop 7 bases with sufficient minerals to build a colony pod in one turn each. Then set up a normal pop boom so that each turn your base grows by one and also produces a pod (remaining at pop 7). Run for 10 turns or so and then have all the pods join their base and you would have 10 pop 17 bases.
Is that how you do it?
jt
|
|
|  |
 |
|
Velociryx
|
 |
of Candle'Bre
Apr 1999 time: 05:13
|
|
Hey guys! Good topic, by the way. And the main reason I have never considered this (Pod-Booming) a "cheat" falls under the same general line of thinking that would allow a given base to build a crawler, and shoot it off toward a base that's currently working on a Secret Project. Everyone agrees that such a use of crawlers is acceptable, and it's the exact same principle where CP's are concerned.
The thing that keeps this from being a cheat in my mind is the inherent opportunity cost built into such activity (either Crawlers or CP's, actually). I'm certain that most everyone reading here will have a firm grasp on the whole notion of opportunity cost, but I'll elaborate that point just in case: Essentially, if you take the time and resource to build a CP and assign it's "point" of population to an existing base, rather than founding a new one, you're losing the opportunity to have a new production center, in exchange for the opportunity to shift one point of population from one of your existing bases to another. Well and good, so long as you are mindful of exactly what it is you're giving up.
Bear in mind that the chief advantage of founding new bases is to give you more production centers relative to your opponent. More production centers = more flexibility....so the essence of what you sacrifice when you elect to Pod-Boom is an element of flexibility (and least in terms of being able to produce MORE units at any given point, and eventually, the ability to support more units--at least somewhat important til the advent of clean reactors).
But more is not always better, and that depends on just HOW efficient your existing bases are (ie - it doesn't really matter that your opponent can crank out twice as many units as you at any given moment, if your bases can crank 'em out at least twice as quickly).
Anyway, yes....this is an excellent homework assignment, and I'm curious as to just how many wrinkles I can find in it.... 
-=Vel=-
|
|
|  |
 |
|
Kinjiru
|
 |
Nashville, TN
Jan 1970 time: 23:13
|
|
JT, Ogie, and Vel,
It's been a while my friends! I have been off with my PS2 and trying to get into CTP2 (which I can't, btw) but SMAC is still my love. Anyway, on to the topic at hand...
I played around with the pop-booming thing and it is viable, iif (if and only if) you have base locations that can support lots of growth. Let's say you pump a base from size 7 to size 17 with pods. As long as you can continue to bring in pods, you have no worries. However, if your stream is interrupted, that pumped base better have the nutrients to maintain the inflated population. So, if you get blind sided by Yang, let's say, and you have to start producing units instead of pods, that size 17 base can quickly fall back to size 10 while you are taking car of Yang. So, if you want to pump a base, locate it near the sea and make sure you plant those kelp beds.
Btw, the best arrangement I have found to do the base pumping is to lay out a cross of four bases and put the pumpee in the middle. Vel has advocated this arrangement for the no-worked-squares strategem, but I am talking about a much wider spacing. Instead of a tight cross with the east west anchors 7 or 8 tiles away, space them so that the middle base can still work all it's squares. Of course, if you go to all the time and trouble of getting such an arrangement, your probably wasting your time (opportunity cost again), but it is still fun to try!
Laters gang!
-Kinjy
|
|
|  |
 |
|  |
 |
|
hellrazor
|
|
Portland, OR USA
Feb 1999 time: 05:13
|
|
One situation where I think it might be an advantage is with a production heavy - research weak faction like the drones. I usually play stagnant tech so I often am in a situation where I don't have anything to build. If I have a science city and I'm at my population limit, I can use other cities to feed it pods and ramp it's research production way up. The population hit is minor especially if I'm in a boom or near boom situation and I don't really have much to build anyway.
|
|
|  |
 |
|
hellrazor
|
|
Portland, OR USA
Feb 1999 time: 05:13
|
|
Early game though, I don't think it's much of a viable option except in very specialized circumstances.
|
|
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|