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DilithiumDad
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Just when I thought I knew everything, something comes up again. I'm in a rather slow PBEM and getting frustrated at that point after you're made the first two or three discoveries and your discovery rate drops to one every 15 years because you only have two size 1 bases and a size 2 HQ base. I tried fiddling with the % allocation and found that by going up to 70% research/ 30% economy I could up my annual research points from 5 to 8 at a price of 3 measly credits a year in economy! This is as the Gaians, of course, with +2 efficiency. But a 60% increase in research rate brings the Gaians close to the 70% bonus of the University (20% bonus plus 50% for the free node).
In the very early game, you can still make pretty favorable trade offs with +0 efficiency. It depends on whether you have an odd or an even number of energy units in your base. If you have 3 units of energy, then it splits 1:2 in favor of research anyway, and there is nothing to be gained from tinkering with the % allocation. But if your bases have an even number of energy units, then it is much better to have a 1:3 aplit in favor research rather than 2:2. This is because research costs is 50-100 at this point, and getting Planetary Networks 4 turns earlier is worth forgoing a few credits of income.
I have to admit that I steopped playing with the % energy allocation unless I was trying to get a Golden Age with some Psych allocaiton, or when I was +4 efficiency and could goose up research or eceonomy wihtout penalty. It seems like much of time (especially for the Peacekeepers or Pirates!) that tilting your allocation toward research yields almost no benefit and just wastes energy. But it seems to me that even at +0 efficiency, it is sometimes worth it to bias your energy towards research, espeically very early on.
There are a few times when I bias toward economy instead of research. Most important is a military challenge, which usually means I am in a hurry to upgrade those flimsy scouts to plasma steel. Also, I like to have plenty of cash on hand the turn I discover Fusion Power for the instant upgrades. Finally, it is worth slacking off on research for a turn or two to rush build some Tree Farms or Hybrid Forests to let my bases grow and to increase economy and psych.
How about the rest of you?
------------------
Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
http://guild.ask-klan.net.pl/eng/index.html
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Gregurabi
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Lorain, OH, USA
Jun 1999 time: 05:13
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In the first 10 years, Miriam and Domai gain no research points -- so for them, you might as well throw all your energy into commerce income. (Depending on efficiency, the optimum may be 100%, or somewhat less than 100%.) But don't forget to put the sliders back in place for research when the 10-year penalty is over!
For most of the early game, I tend to run 50/50 unless I have an efficiency bonus. Especially if I'm in Planned (which is common), the losses due to inefficiency are too big.
After Tree Farms are in place, I'll typically run with a large research allocation and a small energy allocation -- and maybe 10% psych, depending on needs. I generally avoid running a commerce deficit unless I absolutely, positively must learn some tech ASAP. I'll also try to avoid running close to a commerce deficit -- if, say, 30% commerce would give me +5 EC/turn, but 40% commerce would give me +40 EC/turn, I'll run 40% and let research take an extra turn. (I tend to build a lot of base facilities.)
Toward the end of the game (post-Fusion, certainly) I may be able to run 100% research (or 90%, with 10% psych) and still have appreciable positive income, thanks to the Engineers/Transcendi. This requires that I have Trees & Hybrids, Energy Banks (or Energy Grid) and Fusion Labs in my core bases for the multipliers.
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DilithiumDad
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Another example: As university, getting 6 energy in each of two bases. Normal split is 3:3 so you get 6 economy and 24 research points from both bases. Now (and this is with normal +0 efficiency) you just go to 60% research, the split becomes 2:4 and now you are getting 4 economy and 28.8 research points. Helps get those critical early techs.
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radegast
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One use I find for juggling energy is in that phase between Hab Complexes and maximum city size where I am pop booming like crazy.
Normally I try to ensure each base on a boom has +2 and only +2 food, other citizens are technicians or librarians according to need. I selectively starve bases by using specialists to generate tech or income, and then overfeed to boost production and food reserves.
I never let a base reach maximum food if it cannot grow. Well almost never.
Once the base reaches max it can usually support 4-6 specialists, especially if there are some food convoys around
But I hate doctors, so until empath arrives I'll often slowly boost the psych to enable the pop boom to continue, the loss is almost always compensated for by the extra specialists I can bring on. Once the empath is there, its economy boost is 2/3 of a technician anyway so I'm not so fussed.
Also, I love the Longetivity Vaccine, I am so frequently in planned or perhaps green, that the drone reduction is a massive bonus, allows me to run a virtually 0 psych.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:13
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DD,
You're right. With 2 size 2 bases in 2117 and two techs already under my belt, my Gaians went from 1 tech in 8 to 1 in 7 years with a 60/40 lab/eco split. With the low total energy the eco and lab penalty (which occurs even with a +2 efficiency) doesn't register, so there is effectively no loss. I didn't try to goose research to 70%, but will later. Now that I think of it, I really don't care if I lose a point or two in economy. A couple of MW kills more than makes up for it, and I get research bump to boot.
In my role playing PBEM my research is set permanently on Explore, and I am dreading the day when the Hive or Spartans show up with impact speeders against my 1-1-1 garrisons. Maybe with an aggressive lab strategy I might get a decent weapons tech to defend myself. Thanks, DD!
Hydro
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DilithiumDad
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Key times when I boost economy rather than research:
1. Military emergency. However, it is important to research new military techs, so I wouldn't go 100% economy.
2. Just before getting the tree farm tech, I go 60 to 100% research to lift energy restrictions and get tree Famrs as soon as possible. As soon as I get the tech, I go 60 to 100% economy and use the money to rush build Tree Farms. The extra population, economy and psych from the Tree Farms pays for itself very quickly. Once most of my bases have Tree Farms, I switch back to research but now my pop is higher and my economy is humming even with a 40% setting.
3. Ditto the above but to rush Hybrid Forests. You can resume research after getting those facilities in place.
4. DItto the above but to rush Fusion Labs AND upgrade units.
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DilithiumDad
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If you are in a situation where you can probe for the tech, especially if the Usurpers have Environ Econ, then go ahead and go 80% economy. Definitely do that if you are in Fundy. With a setting of 80% economy, Fundamentalism becomes more attractive, especially if you already have probes on the move.
After your probe missions are complete, switch out of Fundy to Demo and boost research over economy. If you are still behind in tech, your research costs will be low and you can catch up quickly.
Before lifting of restrictions, I usually would goose up research to the max, then go to economy after lifting restrictions to build those Tree Farms. Each Tree Fram you build boosts your economy, especially with 60-70% economy over research.
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