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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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They have both their advantages and disadvantages.
Land bases are easier to defend and have better mineral income, sea bases are better in growth and energy.
Seabases must be good defended especially before DAP, cause an attacker ship (with 4 or more move points) can come out of the nothing, and seabases couldn't be protected by sensors excecpt there is some land nearby.
So, when playing not the pirates, building sea bases or not depends on the game. When pirates are among the AI factions, and I get the WP, I will enlarge my continent by terraforming instead of going to sea.
But it other cases, I will generally build two or three seabases in safe places, especially in inland seas if possible, as sience/energy bases.
And I like to send my warships on visits to AI's isolated seabases.
"Steelborn, Starborn"
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:13
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It is usually the case that a sea base contains some land, and almost all of my land bases contain some sea. Thus economically, there needn't be all that much difference between the two, though obviously land bases will tend to have the better of the mineral production and crawler maximized production, while sea bases tend to have a nice supply of high food / high energy squares.
As far as everything else is concerned, the sea base is not as good as the land base except it cannot be attacked prior to ship techs being researched (an advantage that only the Pirates can take advantage of usually). They are more trouble to defend (big time), and can't take advantage of roads and such, which requires a host of more expensive ship and air based units.
In the late game a sea shelf square's production is dwarfed by that of any land square (properly terraformed to produce 6 food), and using a trawler one can only exploit the square for half of it's potential. Playing for maximal production, one would raise land so as to completely eliminate sea squares and replace them with crawlered farm / condensor / soil enrichers, and grow your bases sky high with transcendi.
The truly useful thing about sea bases is the ability to use them to reach your enemies or to serve as early warning airbases. For this they are great, and I almost always surround my home continent with some. They aren't that hard to defend when they are stacked full of copters and interceptors, and the AI doesn't seem to have any answer to this but blockheaded attrition.
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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:13
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OK one last try. This about the umpteenth time I'm writing this message.
Skand,
Good points on move and impact on turn advantage. Most of my base spacing is 3 square spacing so bases are in place and set in 4 turns worst case many times 2 if a river or road is in place.
As for turn adavantage let me crunch some math and try to illustrate my point. All by memory so take it with a grain of salt. I have been known to be wrong.
Sea base newly formed
Free 10 mins
Free nutrients = 2 at size 1, 1 at size 2
Mins = 3 at size 1, 4 at size 2 assumes coastals
Nuts required for size 2 = 24
Mins required for sea pod = 60
Case 1 First build garrison then sea pod
turn 1 - garrison Nuts in tank =2
turn 2 start sea pod nuts =4
Turn 12 mins = 22 nuts = 24 size 2 starting turn 13
Turn 13 mins/turn at 4 mins at 26 Nuts in tank 1
turn 14 30 mins 2nuts
turn 15 34 mins 3n
turn 16 38m/4n
....
turn 22 58 m/10 nuts
turn 23 62 mins/11 nuts sea pod produced moved and base created
Land base - Rolling rainy
Free 10 mins initial
Free Nuts = 2 at size 1, 1 at size 2
Mins = 2 at size 1, 4 at size 2
NUts reqd for size 2 = 20
Mins reqd for colony pod = 30
Case former first, then garrrison, the colony pod
Turn 1 - 12 mins towards former, 2 nuts in tank
Turn 2 - 14m/4n
Turn 3 - 16m/6n
Turn 4 - 18m/8n
Turn 5 - 20m/10n
Turn 6 - 2m/12 n - former complete and moved to forest site
Turn 7 - 4m /14n begin forest complet in 4 turns
8 - 6m /16n
9 - 8m /18n
10 - 10m/20n size 2 next turn and garrison complete/forest complete
11- 4m/1n
12- 8m/2n
13- 12m/3n
14- 16m/4n
.......
17- 28m/7n
18- 32m/8n new colony pod
4 turns to get in place base set at turn 22
So what I see here is in the same time frame you have produced a sea base and a garrison while the landlubbers produce and set a colony pod, a former and a garrison in approximately the same time frame. But the picture gets worse for the salty dogs when considering the next pod:
Sea base
Turn 23 3 mins/11nuts
24 6m/13n
25 9m/15n
26 12m/17n
27 15m/19n
28 18m/21n
29 20m/23n
30 23m/25n size 2 next turn
31 27m/2n
......
39 59m/10n
40 63m/11n sea pod built and set
Land base
turn 19 2m/10n
20 4m/12n
....
24 12m/20 nuts size 2 next turn
25 16m/1 nut
...
29 32mins/5 nuts colony pod produced and moved one square & 3 turns to move into place and st by turn 32.
You've saved 8 full turns on the second pod. You've got formers to boot all in all it looks to me like land bases tend to spread quicker.
I do believe there is a time when the sea formers and the cheap t-forming they do as well as cheapend unit costs upon fusion really make the pirates a pull ahead faction but for out of the blocks I think they have some issues in contrast to most land factions save perhaps Santi.
Jus my thoughts albeit written over and over again thanks to my crappy internet connection.
Og
[This message has been edited by Ogie Oglethorpe (edited February 14, 2001).]
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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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I understand now why I think sea bases are faster, and You think land bases are faster:
As You pointed out, for the first time (with base spacing of 3) it takes nearly the same time.
But You would begin producing the next colony pod in the same base which has just build one. My approach is not so ICS-like, I would let the new-found base build another colony pod, but the first base would start building troops or infrastructure.
All in all, it seems to make not much difference.
You have, in nearly the same number of turns, a landbase with former against a sea base with pressure dome. I see little advantage for the land base, because it would need less time to build the rec tanks for the land base than to build the sea former for the sea base, and the land bases former starts earlier with his duty.
On the other hand, with my playing stile including the credo "Every base needs a pressure dome!", building a pressure dome instead of a recycling tank, the sea base comes in advantage.
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Earwicker
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Washington, DC, USA
Mar 1999 time: 00:13
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[resurrecting an old thread because of some sea base issues I've been having]
The most useful thing about seabases is that their base radius in water squares extends further than land bases. In recent games I've been driven mad by hard-bought pet factions building dinky seabases up against my coastal bases, robbing them of production. What's the point of having a sea farm and thermocline if Domai or Sven (the worst culprits by far) horn in on your goodies? Eventually they get uppity about my insistence to hand them over, and who wants to keep piles of sealurks waiting around to unmake those empty size-1's? (We need another line on the diplomacy screen to provide the available response: "Don't make me kick your tail again!")
A good idea is to use some preventative medicine: plop down a couple of seabases in strategic locations (offshore of your science base, occupying a narrow sea area), filling in your area of control so it is much harder for other factions to squeeze in a new sea base.
Ironically, sea colony pods have their most substantial benefits in the early game, when it is most difficult to build them. Although low producers in terms of minerals, they have an easy time getting a lot of (restricted) 2-0-2 squares, good for growth and income without a lot of terraforming effort. Adding to the mobility question (quicker to get a new base into position) is the fact that a foil unit will never be rejected when trying to move across fungus like a colony pod sometimes is. Sure, it slows you down, but you are least make some progress. The flip side of the movement question is that land colony pods are easier to escort: a 10-mineral 1-1-1 (monolithed to hardened or disciplined) is a heck of a lot easier to come by than a green foil unit.
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