Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > AC-General/Help/Strategy-Archive > minimal infractructure strategy
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
The diplomat is offline The diplomat
King
Terre Haute, IN USA
Sep 1999
time: 23:13
Post  Old Post 10-02-2001 03:43
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
minimal infractructure strategy Suffering from ads?

When I first started playing SMAC, I assumed that it was a good idea to build all the facilities in all your bases, so that each base could take advantage of the facilities' benefits. But now that I am an experienced player, I think this is not such a great idea. The main reason is that infrastructure eats up energy through maintenance costs which means less energy for your labs, psych or economy.

To maximize your energy, you want to increase your energy input and decrease your energy output. This is simple budget 101. To this end, a player should terraform and increase population as much as possible to maximize the energy produced. It is important to have a good efficiency so as to minimize waste. Now, that your energy is maxed, a player needs to reduce the energy that is spent. I believe the best way to do this is to minimize your infrastructure. Build as few facilities as possible. For example, only build energy banks in the bases that are already producing lots of energy. Building banks in poor energy producing bases will not help as much as it will hurt. Only build commander centers in a few bases where you want to build an army.

By building the fewest number of facilities as possible, your maintenance costs will be the smallest possible, and you will maximize your energy surplus!

This strategy could be the most beneficial for factions such as Morgan and Zhakharov since they need lots of energy!

Any thoughts on this strategy?

------------------
No permanent enemies, no permanent friends.

WhiteElephants is offline WhiteElephants
King
Toledo Ohio
Mar 2000
time: 00:13
Post  Old Post 10-02-2001 04:56
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

I agree to some extent. I select certain cities bases on their locations and decide what facilities, in their future, are they going to require. I tend to build command centers at bases with a decent amount of mineral output to support combat units. Some of my smaller bases simply add to my armada of formers until they are large enough to contribute in some other way.

The reason I only agree to some extent is that it doesn't take a whole lot of energy production to capitalize on the benefits of net. nodes or energy banks. I generally only takes two or three population points to compensate for the upkeep of these facilities. If I understand correctly you would only need to produce 4 energy which is 2 labs and 2 e.c.'s. From that point either a node or a bank would be compensating for the upkeep by producing an extra lab or e.c. And considering you base square starts with (one or two?) energy your not far from 4 especially after a rec. tank which is pretty standard for any base.

Misotu is offline Misotu
Emperor
Leamington Spa, England
Dec 1999
time: 05:13
Post  Old Post 11-02-2001 00:41
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Browse Apolyton AD-FREE

Agreed WE - in fact, 2-2 energy (labs, econ) is the same as 1-1, because in each case you'd get 1 extra lab and 1 extra econ for the bank or node. So energy banks break even pretty much from day one (not that I'd recommend building them then!).

Tree farms break even at 6 econ (and that's leaving aside the food/psych benefit). Fusion labs also break even at 6 econ, plus delivering a lab benefit.

I wouldn't advocate a minimal infrastructure approach, but it is definitely worth assessing advantage vs cost. A slow research faction, esp on tech stag, can easily end up building facilities they can't support!

Gregurabi is offline Gregurabi
Prince
Lorain, OH, USA
Jun 1999
time: 05:13
Post  Old Post 13-02-2001 00:58 Visit Gregurabi's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I'd also like to point out that the upkeep cost of a base facility is subtracted from your surplus econ income, not from your pre-multiplier energy income. If your whole faction is producing a grand total of 20 labs per turn and only 1 surplus energy credit; and you build a Rec Commons somewhere; then your faction is still producing 20 labs per turn (and no surplus econ).

On the other hand, if that Rec Commons allows you to put a worker back in the field instead of being a Doctor, then you're going to make a profit on it. If the worker goes onto a forest (even before Tree Farms), that's 1 extra nut, 2 extra minerals, and 1 extra energy you're bringing in. If the extra energy gets multiplied, or increases commerce income... then you may make way more than the 1 EC you're spending on that Rec Commons. And even if it's not multiplied, the 1 energy will pay for the Rec Commons's upkeep (assuming it isn't lost to inefficiency), leaving you a profit of 1nut/2min per turn.

DilithiumDad is offline DilithiumDad
Prince
Ohio
Aug 1999
time: 00:13
  Old Post 13-02-2001 01:08
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Browse Apolyton AD-FREE

There are many momentum players who don't build facilities other than recycling tanks, but I don't think this is a wimming strategy. The Hive is faction that benefits most from going easy of facilities. Hive bases are small and usally closely packed, and produce little energy. In one game as the Hive I went overboard building Research Hospitals and Network Nodes in a crazed attempt to boost my research and ended up with negative income (not on the F3 screen but for real --credits available going down and facilities self-destructing left and right). From then on, I have always been careful about building too many Research Hospitals unless playing the University, where they are essential in every base over size 6 or so.

Skanderbeg is offline Skanderbeg
Warlord
of the Anti-Alien Forces of the Cult of Planet
Nov 2000
time: 05:13
Post  Old Post 13-02-2001 14:35
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Increase Your PM Length

You normally couldn't have "two much" energy, lab, and anti-drone facilities. If a base is big enough to build such an enhancement in an agreeable number of turns, it is easily able to pay the maintenance costs.

Other thing is military enhancing facilities, like
command centres, cyborg factories, shipyards, cov ops centres (except aerospace complexes, because of their use for satellites). These facilities are only for specialized military bases.

"Steelborn, Starborn"

cbn is offline cbn
Prince
Newfoundland but soon to be Calgary, Canada
Aug 2000
time: 01:43
Post  Old Post 15-02-2001 02:49
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Increase Your PM Length

Generally I agree that most bases should get most facilities as outlined above. However I have had any number of occasions when it made sense for a base to be simply size 2 or three and have no excess nuts. Crawlers make it a productive industrial centre and any nuts or energy squares are crawlered to the best science city to be processed through the multiplicative effects there.

However ever the mineral city will get some facilities-ie Rec Commons or Tanks - they may get a particular morale enhancing facility and then be tasked to building that type of unit.

Method is offline Method
Emperor
/me goes to France
Feb 2001
time: 00:13
Post  Old Post 17-02-2001 20:50
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Increase the size of your Attachments

do facilities that you get from a SP like command nexus or cyborg factory cost anything?

RGE is offline RGE
Chieftain
Karlstad
Jul 1999
time: 06:13
Lightbulb  Old Post 19-02-2001 14:50
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

No. And you don't actually have those buildings either, you have the *effect* of those buildings. That's why you can't scrap them for credits, or have probe teams sabotage them.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:13.
Apolyton Time is 00:13.
    top of page
Rate This Thread:
archivepost
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0359 seconds (88.40% PHP - 11.60% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net