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The diplomat
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Terre Haute, IN USA
Sep 1999 time: 23:13
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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?
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No permanent enemies, no permanent friends.
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Gregurabi
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Lorain, OH, USA
Jun 1999 time: 05:13
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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.
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DilithiumDad
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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.
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