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Kinjiru
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Nashville, TN
Jan 1970 time: 23:13
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Energy parks are not necessary to win on transcend, but they sure do make things easier!
The best place to build one is in a remote region that no one is likely to investigate. The reason you want it remote is that your usuage of the park will wholly depend on crawlers. And as I am sure you know, a couple of arty units or a squadron of bombers can utterly destroy a collection of crawlers in no time.
As to how to build one, simply raise all the land you are going to use. You want every square above 3000 meters to gain the maximium benefit. It will get very very expensive to raise all this land, so first of all, look for spots that are already up high. Second, plop a colony pod down in the middle of the to-be-raised land. If you have a base there, your terraforming costs will drop tremendously. Once you have the land raised, you can starve the base down to size one and then disband it by building another colony pod there.
As for layout, I will leave that to you to find the old threads that talk about it. There is a layout that provided maximum benefit for least cost. The thread was originated maybe 14 months ago or so. Look for ones with the term 'energy park' in the subject.
How to utilize a park? Once you have your mirrors and collectors set up, just plop crawlers down on every square. If you are using the most efficient layout, you will be pulling in 10 or 12 energy per square every turn ( I forget which, the screen would just show '8+').
You can achieve higher absolute returns with land parks. However, in SMAX, I think sea parks are the better value because you do not have to spend a dime (other than unit costs) to build them.
Have fun!
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Slimehorse
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Brooklyn NY
Jan 2001 time: 05:13
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Kinjiru: thanks a lot. One other thing- at what part of the game should you begin building them? It seems to take a lot of effort- when is it worth it to pull all those formers off your city squares to start on a remote energy park? Oh- and also, does the energy park serve one city only (i.e. all the crawlers come from your Headquarters) or do you share the wealth?
Also, has anyone had the pleasure of seeing the real-life energy park out in the Mojave desert? It's somewhere between Mojave, CA and Barstow, CA, on the way to Las Vegas. Very very cool.
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Aredhran
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Geneva, Switzerland
Apr 1999 time: 06:13
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Very important thing to remember:
Echelon mirrors only work as advertised when they are inside of your territory (just like sensors)
Therefore, if you decide to build your energy park in a remote location it is a good idea indeed to plop down a base, not only for reducing the terraforming cost, but also to actually receive the full energy input from your terraforming effort.
As far as sea parks go, they are usually cheaper than land ones (ie. less terraforming involved), even if the energy/square ratio is lower than land-based parks.
As said above, try to home all the collecting crawlers in one single base (or maybe two). This base should have: HQ (avoid inefficiency), all lab and econ facilities (to maximize your investment), the Science SP. If you can, try also to have the Merchant Exchange there (do not overlook the benefits of +1 ec/square !), and keep it in Golden Age (shouldn't be too hard with a high energy income, with only 10% psych). For sea parks, you'll need the Thermoclyne Transducer (if you're playing SMAX).
Aredhran
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Slimehorse
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Brooklyn NY
Jan 2001 time: 05:13
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Again, I'll say thank you. One very minor question, perhaps semi-off-topic but I think I can justify it since crawlers and trawlers are an integral part of the overall energy park system (no, I'm not a lawyer). Yes, I know that a "trawler" is a sea crawler, but is that a name built into SMAC or is that just what we've all just decided to call them? When I stick a supply unit on a foil, the workshop automatically calls it something like "fusion supply foil" or something, and I've been renaming that to "trawler," in order to sound more professional, like all you experts. But am I in fact designing it wrong? Is there a better sea crawler design that I'm missing that the game will automatically designate as "trawler?" (In the same way that I was delighted to see my Überdeathgravship get called a "Deathsphere" (or whatever it was) automatically)
And lbores, my assumption is that all of this would hold for the FS also, given all it does is +1 nutrient... which in my opinion makes it maybe slightly less attractive for sea parking, since I like lots of coastal bases along it with workers working the sea squares. Although if you get a nice big FS, like in the huge map of Planet, there's still room in the center for a sea park (which, given what I've been gleaning from the boards is I think probably a better role for the center than what I've previously been doing, which is dumping sea bases in there).
Edited to add a reply to lbores.
[This message has been edited by Slimehorse (edited February 23, 2001).]
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Slimehorse
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Brooklyn NY
Jan 2001 time: 05:13
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And I too had completely forgotten about the Geothermals! Of course- that's definitely the place to go about sea energy parking. The downside being that I don't think I've ever encountered an inland geothermal shallows, which means lots of expensive uplifting to turn it into an inland sea, or else defense of all those wimpy trawlers becomes an important consideration. Especially since in the game I'm playing the GS lies directly between me and Miriam...
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Kinjiru
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Nashville, TN
Jan 1970 time: 23:13
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Regarding the defense of open water sea parks...
In MP, one of the best ways to defend the sea park is to intentionally leave (or plant) sea fungus in one or two squares. Park a loaded up carrier, destroyer and foil probe in that square. The enemy can't see you until too late! Even better when you have the Xenoempathy Dome.
In SP, this doesn't work since the AI can see you in the fungus anyway. But still, parking a carrier with some bombers in the general vicinity is probabaly the best way to protect your investment. Also, putting armor on your crawlers defintely helps. Face it, you are going to lose a bunch of trawlers no matter what you do, if you can damage or destroy the attacker at the same time, then you are going to come out ahead.
Hmmm... defense in depth might work here as well. Build a bunch of foils that are heavily armored, but weaponless (and clean of course). And just park them in a massive line, two or three deep, along the approached to your sea park. Back them up with one or two armorless, but heavily weaponed foil, with the Marine Detachment if playing SMAX. If you have one or two big sea parks this strategy could work, if you have lots of smaller ones then it would probably not be cost-effective.
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NorthSwordsman
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quote:

Originally posted by Aredhran on 03-01-2001 01:05 PM
How could it be cost-effective at all ? Think of all the boats you'll be building... No matter what you do, you're better off producing a bunch more of trawlers, and accepting the loss of a few (which will be easily replaced).
I like the carrier hidden in fungus strategy, but that ability comes much too late to be of any use in most games.
Aredhran
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Wouldn't it be better to have your formers build a fungal border all around the energy park during/after completing the park, (assuming it was built in open sea.. if it was in an enclosed area, toss the idea out the window) stationing a few foils/cruisers *clean, of course* , IOD's, what have you, in the area? The fungus does slow units down, not to mention, (unless they have fungal movement bonuses) they will end their turn in the fungus. This, of course, would not apply to IODs, Sealurks, and those units that can move thru fungus freely... but it would slow others down somewhat. I realize that this idea may not be the best idea, but it does provide /some/ protection. You can always selectively built fungus spots to channel an enemy into an area where you have a nice trap for them. I know there are alot of things in this idea that may or may not work, but I think it might be worthy of pursuing as a tactic.
NS
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Kinjiru
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Nashville, TN
Jan 1970 time: 23:13
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It could be somewhat cost effective, if you are planning on building a navy anyway, and you are on a huge map, and your sea park is far away from your bases.
If your trawlers have a long way to go to get to the park, then you don't simply have the cost of rebuilding a trawler to think about, but the lost opportunity cost as well. If you don't want to go all out for defense in depth, then you could try a Maginot Line defense. Use a single line of armored foils, staggered back and forth, with maybe a few more held in reserve to plug any holes that appear.
There is no good method for defending at sea in this game. Period. This is just a suggestion for how to go about attempting to protect some sea assets, if you are so inclined.
Besides which, if I were going to attack your sea park, then I would not simply go in a beat up all your trawlers, I would keep a few units in the area so that when you bring over some more trawlers, I can kill them as well. Essentially the tactic would be to deny you the use of the sea park (and perhaps use it myself). If you are not going to attempt any kind of defense for your sea park, then you are leaving yourself open to this kind of tactic.
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TigToad
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Glendale, AZ USA
Dec 1999 time: 22:13
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A couple things... first off my opinion is while building a full blown land energy park is fun, I never do it. It takes too many resources to get it going and its kinda boring to do after you've done it once. I strongly prefer building sea crawlers and harvesting that way. Especially in SMAX when you can build a thermocline.
Second, it is quite possible to win a game without a crawler unit ever being built on transcend. In fact, long ago, before I found this forum I did it regularly. I just didn't transcend often. IMO, the easiest way to beat the AI is to grab Lal, the Empath guild and when you get that late game project, just name yourself supreme ruler. The upside to this is you get to conquer quite a few bases on your way to the top.
As for energy parks, you are going to go gung ho and build on, practice on a level or two lower than transcend first. Second, make sure you grab the merchant exchange (very useful for this), the Weather Paradigm (all that forming) and the Human Genome (unless you're lal, you need this to run free market early, IMO--and I LOVE running free market early and often).
Tig
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Thantos
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Grand Junction, Co, USA
May 2000 time: 05:13
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Something that I have found that helps my sea crawler programs is equiping them with deep radar and creating a more spread out park program with the distance of initial solar panel placement being just one square shy of my formers max range. This gives me a rather broad view of the ocean and forces him to spend much longer playing hide and go seek against my trawlers.
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Rastapopoulos
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Berlin,Germany
Feb 2001 time: 06:13
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As for the discussion about defending energy parks (by the way, I never build them on land, too much hassle, and the only thing I ever form on the sea is harnesses and farms, as many as I can):
I must say, I'm usually quite happy when an enemy attacks my crawlers/trawlers/formers. Unless he does it with a chopper, I can kill his foil or needlejet with one of my Interceptors that I have for the purpose and make him loose an expensive military unit for a cheap crawler that I can easily replace. I've seen quite a few players (especially AI, but even humans) waiste away large portions of their airforce or navy this way while I was thinking: keep going, I like it...
So besides giving you energy, these parks can be excellent bait for overzealous killers of any kind.
Only trouble remain the natives of course.
------------------
May the fungus be with you...
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