View Full Version : ***SMAC/X Facilities Guide***
Jamski
April 2, 2004, 12:22
***SMAC/X Facilities Guide***
Part One - Early Game Facilities
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<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Aquafarm</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">8
Rows ( = 80 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">1
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">+1
Nutrient from Kelp Farms<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes :</span>
Ok, this facility has its
uses, I suppose, when a tightly packed sea-base spacing is used, and if
you really need to maximise production from worked tiles it can help
keep a
small base eating well, even when mostly specialists. The main
negatives are that despite coming early in the tech treee, you won't be
able to reap the
benefits untill after Gene Splicing lifts the nutrient restrictions,
and the large mineral cost, combined with a per-turn upkeep, mean that
for me,
at least, this facility is a waste of my precious minerals to build,
and my even more precious cash to
maintain untill at least after Treefarms - by which point I'm not
really short of nutrients anyway. The case for building them in
seabases is even worse, as sea bases normally are so rich in nutrients,
that anymore is purely a waste.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Having said that, if building an Aquafarm
allows you to increase the
base size, then it may pay for itself in the longterm, although if it
allows 1 specialist (producing +2 of something) it will require 160
turns to cover its costs, or with 2 extra specialists 53 turns. If the
Aquafarm allow you to use 2 extra second-tier specialists (that is if
you are working 4 tiles with kelp) the construction costs can be
regained in only 18-25 turns, and then anything after that is profit.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>This is bad practise in terms of turn advantage
though. Sea bases are
notoriously short of minerals, and an 8-row facility is going to block
up your build queues for a few years. A single trawler on a kelp tile
will offer just about the same benefits, for half the mineral cost and
no upkeep. I know which I would prefer.</big> </small></li>
</ul></td></tr></tbody></table><br><br></body></html>
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<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Children's Creche</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">5
Rows ( = 50 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">1
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">+2
Growth, +1 Effic, +1 Morale*<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td style="vertical-align: top; background-color: rgb(0, 0, 0);"
colspan="2" rowspan="1">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
:</span> Ok, everyone knows the importance of looking after the
children. For a mere 50 minerals (Roughly = 100 ec) plus 1 ec/turn
(Which the +1 Effic often gives back to you from reduced inefficiency
losses) you have given yourself (with most factions) the ability to
Popboom. Even without the other bonuses, the +2 Growth is easily worth
twice the current cost of the facility. Say, for example, that we build
the Creche in one of our little size 4-5 bases in turn 30, expecting to
end the game around turn 130 (conservative estimates indeed) so we have
to pay the equivelent of 200ec all together over those 100 turns, which
is about 2 ec/turn. Here comes the good news. Even without
Popbooming, the extra +2 Growth will (assuming there's always enough
food) make the base grow so much faster, that often in the long run the
extra income from a getting a larger base x turns earlier than
otherwise more than pays for the production and maintainance with the
profit gained over a base growing without a Creche.</big></small></li>
</ul>
<p><small><big><br>
</big></small></p>
<ul>
<li><small><big>Assume the Creche makes the base grow to each
size 1 turn faster.
Assume also that each extra poppoint is worth a 2-2-2 tile (nothing
special) which has an estimated ec-value of 6. Now with a 50/50
Labs/Econ split, that's 3 extra ecs each time the base grows one turn
earlier (ignoring the other benefits). So, the first growth comes 1
turn earlier, the second comes 2 turns earlier... till the tenth comes
10 turns earlier. That's a total of (1+2+3+4+5+6+7+8+9+10) x 3 = 165
extra ecs gained in the growth of the base compared to one without a
creche. Ok, then we have to pay for the creche, and that costs an
estimated 200ecs over our 100 turns or so, so we only make a loss of 35
ecs. However... what if the base grows more than only one turn faster?
Depending on the base set-up, its possible to rake huge profits here by
growing 2 turns faster each time (130 ec/base = 1.3 per turn) or 3
turns faster to the next size (295 ec/base = 2.95 ec/turn) </big></small></li>
</ul>
<p><small><big><br>
</big></small></p>
<ul>
<li><small><big>And that's without figuring in the other
advantages of more population,
namely council votes and score.</big></small></li>
</ul>
<p><small><big><br>
</big></small></p>
<ul>
<li><small><big>Not to mention how much you can gain by going
from size 5 to size 14 in
only 9-10 turns, in which case you are Popbooming, and the maths
becomes irrelevant. Popbooming is so good it should be banned. Really.
If you're going to Popboom, time your construction so that all your
bases are finishing the Creches about the same time, then flick over to
Demo/Planned/Whatever and enjoy the glories of +6 Growth. </big></small></li>
</ul>
<p><small><big><br>
</big></small></p>
<ul>
<li><small><big><small>*Any units defending the base ignore
negative Morale Penalties and take
+1 Morale instead. Units that already have +1 Morale or better do not
benefit</small>.</big> </small></li>
</ul></td></tr></tbody></table><br><br></body></html>
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<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Command Center</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">4
Rows ( = 40 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">1
ec/turn (increases with reactor)<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">+2
Morale to units produced, faster repairs<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
: </span>For a small cost you can make your units 25% better in
combat. Ok, I can see how that might be useful in a prolonged war.
There's a big "but..."<span style="font-weight: bold;"></span> implied
here though, and that is whether or not the time and minerals needed to
build Command Centers in every base are well spent.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Consider you intend to start an early war, by
which I mean Laser/Impact Rovers. The whole aim of an early war is to
rush a nearby opponent before he or she can get their defenses ready.
If you delay your war long enough to build Command Centers (say 4 turns
in a size 3 base with Rec. Tanks wroking 3 forest tiles) your intended
target may have time to prepare. There's nothing more embaressing than
a failed rover rush.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>So, what else could you do with 4 rows of
minerals instead of building a Command Center? </big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>You could build four 1-1-1 infantry units or
two 1-1-2 rover units to upgrade into real attack troops. Then you'd
better be playing a high-support faction. For a high-cash faction its
much better to have smaller numbers of better troops.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>What I'm saying is : don't automatically build
the Command Centers before building the troops. If you're planning on
attacking Morgan or Zak, its hardly needed to pump up your Morale. Its
far better to attack these builders early before they can get ahead in
tech, and your 4-1-2 rovers find themselves attacking 1-3-1 ECM units
behind Perimiter Defenses. If you want to take on Fungus Boy or Deedee,
then that extra Morale may just save your arse fighting the inevitable
worms. </big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Here's the catch though. Those Command Centers
will cost you 1 ec/turn each. If you're playing as Yang, with his -2
Econ, then this may be a bridge too far. Of course, Yang can run Wealth
to counter his -1 Energy/base, but then this cancels out the effect of
the Command Centers. You gain 1 ec, then pay it for the Command Center,
which gives you +2 Morale, which in its turn is taken away by the
Command Center. Sure, you get +1 Industry, but that will save 4
minerals from the cost of your rather expensive and pretty useless
Command Centers.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>But - and here's the rub - Against the AI you
can be pretty sure of snagging the Command Nexus, and getting one free
in every base. Of course, this is only a good deal if you have 5 or
more bases.</big></small></li>
</ul>
<ul>
<li>Note that as the best reactor size you have increases, that
the upkeep of your Command Centers also increases.</li>
</ul></td></tr></tbody></table><br><br></body></html>
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<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Energy Bank</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">8
Rows ( = 80 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">1
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">+50%
Econ at base.<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
:</span> As long as you're making good money anyway, it can't hurt to
make a bit more. Energy Banks are always worth having, especially if
you can get one in every base for free with the Planetary Energy Grid
(SMAX only) However, there's two questions to ask yourself before
building an Energy Bank : Will it give me a profit, and what else could
I be building?</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Firstly the profit question. An Energy Bank
gives you +50% Econ, at a cost of 1ec/turn. So if you're producing 2
Econ (not total Energy, just Econ) at that base, you will gain 1
ec/turn at a cost of 1ec/turn. Not such a great deal. With 4 Econ at
that base you gain 2 ec/turn which means it will only take 160 turns to
cover the value of the minerals involved in building the damn thing. Of
course the base will grow, and the returns will improve over time, and
the sooner you build one, the quicker you'll make the money back.
Energy Banks are like the Stock Exchange. You put some cash in now, and
hope the company goes up, and stays up long enough for you to profit
from it. So, as with all faculties that improve the base's Mineral or
Econ production, the sooner you build an Energy Bank, the more you will
gain from it.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>However, building too many facilities early on
is going to kill your horizontal growth in favour of vertical growth,
and in the long term this is very, very, very bad. What's better, 5
bases with Energy Banks now, or 15 bases with Energy Banks later? Or
even for a more direct comparison - instead of increasing the Econ of
your bases by 50%, why not increase the number of your bases by 50%?</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>What else could we have built in the same time
with those 8 rows? A Colony Pod, 2 formers to develop the new base, and
a 1-1(t)-1 unit to protect it? Recycling Tanks and a Crawler? Two
Colony Pods and 1-1(t)-1 units to protect them? If every base did that
instead of building an Energy Bank, you'd increase the number of bases
by 200% </big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>So we must decide between building early to get
more cash for rush buying to speed a later but faster expansion, or
building later, to expand faster in the first instance, but to get less
efficient use from our Energy Banks. There's really a lot of factors to
consider here, such as which faction, SE settings and map you are
using, but with the exception of Morgan, I'd use those 8 rows in the
early game to get more stuff on the map instead of more credits in your
pockets. Morgan on the other hand has poor Support and high energy in
the base square (easily gets 8+) so he can build Energy Banks as soon
as he is running FM/Wealth and really rake in the cash. Morgan can
easily get 16 energy at a size 3 base, which with the default 50/50
Econ/Labs split allows an Energy Bank to make a net profit of 3 ec/turn
- only 53 turns at that rate to earn the value of the Bank back, and
most probably less, and help to fuel a rush-buying frenzy that only
Morgan can get away with.</big></small></li>
</ul><small><br></small></td></tr></tbody></table><br></body></html>
-Jam
Jamski
April 2, 2004, 12:27
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<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Hab Complex</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">8
Rows ( = 80 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">2
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Allows
base sizes larger than seven.<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
: </span>What is there to say? Every base needs one to grow above size
7 except with Lal(size 9) and Morgan (size 4) If you're at all
interested in vertical growth, then you'll have to build some
eventually. Having said that though, I just won a game on Transcend
using the Gaians without building any, and I won by diplomatic victory
in 2180. Lots of smaller bases with crawlers and specialsists can
perform very well in the early and middle game, and aggresive play in
this period can ensure that your "swarm techniques" end up saving you
the trouble of building the 8 rows and paying the 2 ec/turn needed for
the Hab Complex.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>The most important consideration when building
Hab Complexes is timing. You don't want one sitting around in a size 5
base for turns and turns costing you money for no reason. In an ideal
world you'd look to see how many turns untill you grow to size 8, and
time the Hab Complex to be either finished then, or at least in a
position for you to rush it then.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Also, its hardly worth the cost for bases that
will only grow to size 8 and then stop. If you're really packing them
close together and concentrating on boreholes and mines, this happens
pretty often. You'll be paying 2ec/turn for an extra worker, who as
number 8 will be born a Drone, even on Citizen level. Consider it, and
don't do like I did in my first games of SMAC and stick them
everywhere, even in size 4 bases that were not growing because "I might
get enough sattelites up there eventually".</big></small></li>
</ul></td></tr></tbody></table><br></body></html>
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<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Hologram Theater</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">6
Rows ( = 60 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">3
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">+50%
Psych, quells 2 Drones<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
:</span> To be brutally honest, if you didn't get the Virtual World,
you're going to need deep pockets here. Unless you're playing on one of
the easier levels, you will need to suppress your Drones somehow. You
may think the VW is expensive for a secret project you can build very
early, but those 300 Minerals = only 5 Hologram Theaters, and you don't
have to pay the upkeep (although you wil have to build some Network
Nodes, which you were planning on doing anyway, right?</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Ok, Hologram Theaters are expensive, and before
you blindly build them, its always worth considering if there's another
way of dealing with your Drones. First alternative are Recreation
Commons - they cost less to build, they only cost 1 ec/turn but they
don't give extra Psych. Second alternative is to use more Police,
either more units, or a different SE setting. Third alternative is to
increase Psych spending on the SE screen, and the fourth easy option
for those early game Drones is to use specialists.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>There's a fifth option, which is to play as Lal
and pinch the Human Genome Project, in which case Drones will be a
non-issue even on Transcend level. In this case Holo Theaters are a
pure waste of time and money. No question.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>I'm really trying hard here, but I can't think
of a single situation in which you wouldn't be better advised to crawl
2 extra nutrients and make someone a doctor than to spend 6 rows of
minerals upfront ( roughly = 120 ec) and then another 3 ec/turn. There's
only a short window in which Holo Theaters are worth it, but when
Treefarms (also +50% Psych) and Research Hospitals (+25% Psych and -1
Drone) come along then I'd build them instead. You'll end up having to
shove some energy into Psych at some point in most games anyway,
there's no need to be ashamed of it.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Anyway this is about facilities, not Drone
control, and of all the facilities in this catagory, Hologramm Theaters
are the worst value. They do a good job, but not at those prices, and
not in my early game build queues. There's plenty of reasons to get
them free with the VW though.</big></small></li>
</ul></td></tr></tbody></table><br></body></html>
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cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Naval Yard</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">8
Rows ( = 80 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">2
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">+2
Morale for naval units, repairs units faster<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><span style="font-weight: bold;">Notes
:</span> Owch. Big owch. I'm not convinced of the economics of Command
Centers, unless you can get them free with the Command Nexus, and Naval
Yards not only have a more limited application (Everyone except the
Pirates will build many less naval units than land and air units) but
they also require twice the upkeep costs. Unless you get the Maritime
Control Center and get them for free, or you feel you really must take
on the Pirates before Doctrine: Airpower, you are simply foolish to
build these. Actually, if you want to make a big enough navy to take on
the Pirates at surface level, you're pretty foolish too. They get these
Naval Yards for free, and can capture the ships you so expensively
trained up. If the Pirates are not in the game, then who exactly did
you want to use all these +2 Morale foils and cruisers against anyway?
By the time there's enough sea bases in the game that its worth
training your navy to attack them, its also late enough that you have
noodles and choppers, which do a much better job.<br>
</li>
</ul>
<br>
<ul>
<li><small><big>Use those 8 rows to build a couple of Foil
Probes if you really have to muck about in the water, and then spend
the cash you saved on causing a few problems for some other fool.</big>
</small></li>
</ul></td></tr></tbody></table><br></body></html>
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cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Network Node</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">8
Rows ( = 80 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">1
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">+50%
Labs, cash Alien Artifacts for tech.<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
:</span> My second favorite facility. Ok, they're not cheap, and the
datalinks
are wrong, they'll actually cost you 1 ec/turn, not zero, which is a
shame. If you play as the University you get one in every base for
free, they are the prequisite for some of the later and greater tech
boosting facilities and they link up with 2 different Secret Projects
to become even more useful. </big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>If you're playing as the University you can
skip this, but the other
factions are almost forced to build them in order to try and match the
Uni's tech speed. They get a basic +2 Research on the SE table, making
their tech costs 20% lower, and the free Nodes make them reach that
lower target 50% quicker. They get you coming and going, so the other
factions are obliged to try to do something about it.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Like their sister facility, the Energy Bank,
they need to be built at
the right moment. They'll cost you 1ec/turn so unless they'll give you
at least 2 extra labs/turn you're not making a profit. That means bases
that are producing a basic 4 labs/turn or more will start to feel the
benefit, or even at 2 labs/turn its worth considering for factions with
low Efficiency ratings if they have lots of cash, but slow tech. Build
your Nodes too early, and you are throwing away expansion for little or
no return. Build them too late, and someone else will out-tech you. My
personal feeling is to either build them in core bases just after
getting Industrial Automation and getting the basic crawler
infrastructure out and building whatever early game Secret Projects you
might want, or to try and get them built quickly before IA so they
don't stop you from filling your build queues with crawlers.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Network Nodes have some other nice effects
though. They prevent the bad
random event from happening when you lose all accumalated labs, and
they give you a chance of getting the random event where "A Network
Node reports a tech breakthrough" and you get the tech currently being
researched. Network Nodes also allow you to cash Alien Artifacts for
tech advances, which is a bit of a waste, but useful, and they have a
very nice synergy with the "Network Backbone" and "Virtual World"
Secret Projects.</big> </small></li>
</ul></td></tr></tbody></table><br></body></html>
-Jam
Jamski
April 2, 2004, 12:32
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border="1" cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;"><big><big><span
style="font-weight: bold;">Perimiter Defense</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">5
Rows ( = 50 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">0
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">+100%
Defense to base<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
: </span>The reason I always played Hive initally was because of
the
free Perimiter Defenses. In the early game they have immense value.
Before Sythnetic Fossil Fuels, the common early wars will be Impact (4)
weapons against Synthmetal (2) or Plamsa (3) armour. Plasma armour
behind a Perimiter Defense is not going to be pushed out by Impact
Rovers so easily. In fact, with just the first Impact Rover destroyed
attacking your Perimiters, the minerals/ecs lost by your opponent are
already nearly equal to what the Perimiter cost you, not to mention the
fact that you just saved your base. This tends to dissuade huamn
opponents from even attacking. You're threatening them with losing
before they even attack you.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Of course its not that simple,
because the threat of one Impact Rover probably will cause the defender
to build more than just one Perimiter Defense, since if the attacker
sees one base is protected and another is not, which is he likely to go
for? And if you have to build 5 or 6 Perimiters to scare off a couple
of rovers, the attacker has won a material victory. He's made you spend
250-300 minerals and the build queues of half a dozen bases for his cost of
50-60 minerals and two build queues. So turn this on its head, and you
have another use for Permiter Defenses - making your opponents build
them. The game is so balanced that the attacker will almost always have
the advantage without Perimiters, and the defender the advantage with
Perimiters. </big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>If you have the minerals to spare, the Citizens
Defense Force is one of the more expensive Secret Projects. Most "put a
facility in every base" SPs cost the same as (5 x facility), but the
CDF at 350 minerals costs (7 x facility) It does have the advantage of
putting a free Perimiter Defense in every base though, helping when
expanding ino dangerous areas and may save you cash compared to the
usual cat & mouse game between the attacker and the defender.
Compared to the other SPs up for grabs at this level. I'd rather take
the Empath Guild, PTS or Virtual World though.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Generally Perimeter Defenses are nice things to
have. They're cheap, cost no upkeep and can save your bases. The one
warning I would give is that they should only be built in the bases
that will need them, as they do still take up the 5 rows that could
otherwise be used to build facilities or units that will then return
nutrients, population, energy and minerals back to you and make you
more powerful in the long run. Remember, the sooner you build these
facilites and units, the better, while a Perimeter Defense is just as
good if it was built the turn before the attack or 100 turns before.</big></small></li>
</ul></td></tr></tbody></table><br></body></html>
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cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Recreation Commons</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">4
Rows ( = 40 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">1
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; background-color: rgb(0, 0, 0); color: rgb(255, 255, 255);">Quells
2 Drones.<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
:</span> Unless you're playing on one of the "baby" levels, or you are
using at least +2 Police per base, you're going to have to find some
way of dealing with Drones in the early game. Of all the facilties
available, Recreation Commons give the best cost:effect ratio, and are
available with one simple starting-level technology, Social Psych. A
1-1-1(police) unit is actually a lot quicker/cheaper to build, and with
decent Support on the SE table won't cost you anything in upkeep, but
not everyone has the ability to use Police.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Ok, let's look at the numbers. Recreation
Commons are actually one of the biggerst production-boosting facilties.
They enable 2 more tiles to be worked or two more useful (i.e.
non-Doctor) specialists to be made in the base. Before restriction
lifting that's a possible extra 4-4-4 against the inital cost of 40
minerals ( = 80 ec ) + 1ec/turn. Assumming maximum energy and mineral
production from the two workers (and the food is a bonus) then it will
take only 7 turns before the facility is making a mineral/energy profit
for you. And a big one too, with a possible coverted ec value of 11
ec/turn - all before restriction lifting. After lifting you can double
that value. Very few facilities offer such huge gains from such
moderate outlays.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>All factions benefit from the use of Rec
Commons. Police-based Drone quelling is limited in the numbers it will
subdue, and Psych spending cuts into your Econ and Labs at 4 times the
cost of a Rec Commons (although other facilities will make Psych
spending more efficient in the long run) The trick, as always, is in
the timing. Ideally a base should build the Rec Commons exactly one
turn before it will grow to a size where Drones would riot, or exactly
one turn before building a new base that will push you over another
Buerocracy Limit and give you a B-Drone in that base. Always try and
stop Drone Riots before they happen. Losing a whole turn of production
is no way to win a game, especially against human opponents. There's
ALWAYS time to check your bases before pressing "End Turn".<br>
</big></small></li>
</ul></td></tr></tbody></table><br></body></html>
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border="1" cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;"><big><big><span
style="font-weight: bold;">Recycling Tanks</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">4
Rows ( = 40 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">0
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">+1
Energy, Nutrient & Mineral in Base Tile<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
: </span>These become available with one of the basic first level
techs -
Biogenetics - which Lal starts with. All sea bases include Rec Tanks as
part of their pressure dome, so Cpt. Svensgard gets the benefits of the
facility without having to research the technology. Everyone else has a
dilemma :</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Either you research Biogenetics straight away,
so you can take advantage of Rec Tanks in the early stages where they
are most useful, or you "beeline" for Industrial Automation, to get
there as soon as possible.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Why is there this dilemma? Why are Rec Tanks so
good? Well, the answer is simple. Imagine we have a "standard" size 1
base which is producing a total of 4-4-4. Adding a Rec Tank to the base
is a 25% increase for all the base's production and income. Not bad,
for a facility that's so cheap, and requires no upkeep. Look at it
another way - your first 4 bases with Rec Tanks will be as productive
as 5 bases without Rec Tanks.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Of course, you don't want to tie up your build
queues early in the game with expensive faculties when you should be
scouting, worm hunting, colony pod rushing and former flooding. That's
why the best way to build Rec Tanks is probably to rush them using the
free minerals* on the very turn you found a new base. The cost is
somewhere in the region of (40-10) = 30 minerals,assume the base can
produce 4 minerals per turn, so that's only 26 minerals that you need
to buy, which will cost you about 52ec to rush with normal Industry.
The Rec Tanks will only take 15 turns to pay off the equivalent of
those ec costs, while increasing the growth, research rate, and speed
of production right now. More growth and more production mean the next
base will be planted perhaps 1 turn sooner. That adds up in the long
term to big savings and more turn advantage, and after only 15(ish)
turns you're making pure tax-free profit from your rush building.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ol>
<li><small><big>The other side-effect of Rec Tanks, which I
often find useful, is that a size 3 base with Rec Tanks can work 3
forest tiles for 6 nutrients, which are exactly what are needed. Before
restriction lifting this is one of the more efficient base builds,
especially if you can manage 3 forests on a river. Without the Tanks
the base would have to use a farm or crawl one nutrient, costing you
either a mineral or an energy credit.</big></small></li>
</ol>
<small><br>
</small>
<ol>
<li><small>*Note : Won't work so well with Democractic SE
choices, otherwise the 10 free minerals are really pretty nice.</small></li>
</ol></td></tr></tbody></table><br></body></html>
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<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;"><big><big><span
style="font-weight: bold;">Research Hospital</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">12
Rows ( = 120 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">3
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">+50%
Labs, +25% Psych, quells 1 Drone.<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
:</span> This facility is always a problem. It comes with Gene Splicing
and
heralds the end or the true "Early Game" with the lifting of the
restriction on nutrient production. Those size 3-4 bases start growing
a bit, you have a decent infrastructure and now you're faced with
the choices offered by the first of the "second tier" facilities* Here
is the moment when you really have to decide what direction you want to
build in. Do you want to go upwards, or outwards?</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>If you want to go outwards, then leave the
Research Hospitals for now,
apart from those bases you may have identified as science bases.
Crawling farms/condensors now the restrictions are lifted can really
give you the nutrients needed for a very rapid expansion horizontally.
Research Hospitals are expensive to build and maintain, and you want to
preserve outward momentum at this point, not shut up shop and enter
"turtle mode" The 12 rows of minerals needed means you can't simply
rush one at every base and then continue expanding, as you can with
Nodes and Energy Banks. You'll have to sit and build for 4-5 turns even
with a great cash supply. If you want to build vertically though, this
is generally a good time to take your foot off the "colony
pod/former/scout patrol" pedal and start to really develop your bases.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>I have to say this again. They're not cheap.
And they keep costing you
3 ec/turn too, so don't build them unless you can afford them. They do
boost production in 3 different ways though, so in a large enough base
(never build in a small base) they more than pay for themselves.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Firstly the +50% Labs. Let's assume a nice size
4 base with the basic
facilities already in place, with 2 energy from each population, and
say 4 from the base (a moderate estimate) for 12 base energy. Then
let's take again the default 50/50 Econ/Labs distribution. In this
case, the Research Hospital is going to give you 3 Labs/turn at a cost
of 3 ec/turn. No loss, no gain either.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>However, when that size 4 base grows to size 5,
let's imagine that it
develops another Drone, which is then quelled by the Research Hospital.
We now have to include the added productivity of an extra worker (let's
put him on a forest for 1-2-2) which (ignoring the nutrients) is worth
6 ec/turn. This defrays the upkeep cost of the Hospital, returns 3
ec/turn to our pockets, and gives us
an extra 0.5 Labs/turn (a whole +1 Labs/turn, with the Node that the
base should already have) As the base grows past size 5, you may have
to spend on Psych to keep them happy in there, so the 3rd bonus comes
into play, of +25% Psych.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>So, the timing of Research Hospitals is pretty
simple. You should aim
to have them built the turn before reaching size 5 if running an FM
using faction, and any time between sizes 5 and 7 if using Police under
Planned or Green and planning on "turtling" for a bit, or if you are
planning on spreading like xenofungus before simply crushing everyone,
its best not to build them at all. Do one thing, and do it well, its
better than messing them both up.<br>
</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>One final thing to note - A Research Hospital
stops outbreaks of
Prometheous Viruses and Planet Blight at that base.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big><small>*Assuming a normal tech progression to
IA, then restriction lifting,
then D:AP</small></big> </small></li>
</ul></td></tr></tbody></table><br></body></html>
-Jam
Jamski
April 2, 2004, 12:36
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style="text-align: left; background-color: rgb(0, 0, 0); width: 600px;"
border="1" cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;"><big><big><span
style="font-weight: bold;">Thermocline Transducer</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">8
Rows ( = 80 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">0
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">+1
Energy from Tidal Harnesses<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
:</span> First thing to note is that before you lift the restriction on
Energy Production, this is completly useless to you. Don't build it.
Don't even think about the idea of building one.</big></small> You
can't get more than 2 energy per tile* until Advanced
Ecological Engineering even if you are Morgan running FM and Wealth
with the Merchant Exchange.</li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>After Adv Eco Eng, however, a facility that
gives +1 energy per square with no upkeep costs sounds too good to be
true. Its not. Rush one in any base that is working 2 or more Tidal
Harnesses. It will take a while till you are actually in profit from
it, but it can also be used as a way to convert minerals to energy
cheaply if you let it build naturally. If you are working 5 tiles with
Tidal Harnesses, it will only take 32 turns untill the mineral cost of
the facility is returned to you as energy to do with as you wish. (Much
less time if you have decent Industry and didn't pay so much in the
first place)</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Any base that is sea energy based would be
stupid not to build one of these. Coastal bases with only 1-3 Tidal
Harnesses would probably not always recover the cost of building the
facility between the lifting of restrictions and the end of the game.
Better to build those Treefarms, I'd say.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big><small>*Except for Energy Resources specials,
of course.</small></big> </small></li>
</ul></td></tr></tbody></table><br></body></html>
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border="1" cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;"><big><big><span
style="font-weight: bold;">Tree Farm</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">12
Rows ( = 120 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">3
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255);">+50%
Econ, +50% Psych, +1 Nut in Forest tiles.<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1" style="vertical-align: top;">
<ul>
<li><small><big><span style="font-weight: bold;">Notes
: </span>Coming two techs after Gene Splicing and the Research
Hospital
comes
the Tree Farm, and the lifting of the energy restrictions. Just one
tech before, your mineral restriction was removed, and all your
2-mineral crawlers moved off the forests and onto the
mine/road/rocky tiles you cunningly had just prepared with this tech
in mind, and doubled their production to 4 mins/turn. As a result you
suddenly hear*pop* and you know its time to start with the Tree Farms.
For my mind, this marks the end of the true "Early Game" and the
beginning of the "Mid Game", where all tiles can now be used to their
full effects, and all terraforming enhancements are possible except
magtubes.<br>
</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Ok, first of all the main reason to build these
facilities is not for
the extra Econ or Psych. What we are after is the extra nutrient from
our forests, (they should be everywhere by now) which will give us the
+2 nuts/turn we need for a popboom. If we're playing a faction that
needs a Golden Age to popboom, then view the +50% Psych as the game
telling you to get into the SE screen and push that central slider to
the right.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Like Research Hospitals, they boost income by
50%, in this case for
Psych and Econ, the other two of the three energy catagories, and in
the same way they cover their own costs, as long as the base is
producing a base 12 energy after ineffieciency, with anything else
being profit. Tree Farms, however, are the one facility where I'm
inclined to ignore the maths. The extra nutrients translate into extra
growth, which is always good - see my comments on Children's Creches.
If you want to count every last ec though, then I'd say that the only
bases that are really too small to build a Tree Farm are any bases
under size 4 which are not directly working either at least 2 forested
rivers, or at least two forests under FM.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>The "hidden" effects of Tree Farms are also
worth considering. Each
Tree Farm built increases the number of "clean minerals" for all your
bases by one, as long as it was built after the first fungal *pop* and
also reduces the Ecodamage at that base caused by terraforming within
the base radius. </big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>There's only two instances where I would
consider not building Tree
Farms as soon as they became available. Either if I was still pumping
units for an expansion or a war, or if I was running towards a future
"All Specialists" strategy, which was using only advanced terraforming
instead of any forests.</big> </small></li>
</ul></td></tr></tbody></table><br></body></html>
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cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Biology Lab</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">6
Rows ( = 60 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">1
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">+1
Lifecycle for Native Life, +2 Labs/turn <br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes :</span>
There's only one reason to build a Biology Lab, and that is for the
+1Lifecycle Native Life gets when built here. Without a decent level
of Lifecycle, your worms and locusts will just get mashed. If you
are planning on persuing an all-worm strategy, these facilities are
your Command Centers, and my comment about Command Centers apply
equally here, but more so, as Morale/Lifecycle is much more important
in psy-combat.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>The +2 Labs per turn is insignificant unless
you're planning on building them everywhere, but I don't reccommend the
investment in Biolabs for the purpose of boosting your research. Paying
1 ec/turn for 2 Labs/Turn may sound like a good deal, but with your six
rows of minerals (worth about 120 ec) you could have built two crawlers,
which I guarentee will be able to crawl you more energy than the +1 you
gain from just the Biolab (which will make a profit in the 123rd turn
after its built)</big></small></li>
</ul></td></tr></tbody></table><br><br></body></html>
That concludes "Early Game Facilities".
Any comments, corrections and so on will be very warmly appreciated, but can you do so in a new thread, to keep this one clear for "Mid Game Facilities" coming soon. Comments on the content that is ;)
-Jam
Lazerus
April 2, 2004, 12:56
:band: Jam, Jam, hes our boy if he can't do it noone ... will ...
Jac de Molay
April 2, 2004, 13:07
One thing.
Notes : Coming one tech after Gene Splicing and the Research Hospital comes the Tree Farm, and the lifting of the mineral restrictions.
Correct me if Im wrong, but don't you get the Tree farm with Environmental Economics, which lifts Energy restrictions? I thought it was Ecological Engineering that lifted mineral restrictions.
Jamski
April 2, 2004, 14:03
Yeah, that's what happens if you do stuff from memory. Its two techs after Gene Splicing, and with the lifting of all restrictions that you get Tree Farms.
I always research Gene Splicing --> Eco Eng --> Enviro Eco so I forget :)
I'll just edit that last one, eh?
I just fixed it (Jam'll fix it for you!)
-Jam
Illuminatus
April 2, 2004, 15:10
:unworthy:
Jamski
April 2, 2004, 15:59
Question : As I'm working on "Mid Game" Facs at the moment, where would people condsider the "cut-off" point to be, before "Late Game" starts?
Question : If you really like this would you pester a mod to sticky it? :cute:
-Jam
Jamski
April 2, 2004, 16:53
reserved for Mid Game Facs
Aerospace Complex
Bioenhancement Center
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<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Brood Pit</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">8
Rows ( = 80 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">2
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">+1
Lifecycle for Native Life, +2 Police for Base, -25% cost of
building Native Life, Ignores negative Lifecycle at base.<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes :</span>
This is one of the facilities most prone to abuse. If you build a Brood
Pit at every base, and manage to build the Asthetic Virtues SP as well,
you give yourself a massive +3 Police rating. This means you can run a
Free Market economy without any penalty, simply by threatening to throw
your citizens to the worms if they do not behave.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>However, this facility is also very useful for
those Free Market-shunning Gaians, and the Planet Cult, as not only
does it give an extra +1 Lifecycle to Native Life (essential if you
want to build a worm army) but it also reduces the cost of training
worms by 25% - in effect for every 4 units you build, you get one free,
and they are all 12.5% more effective than usual.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Against the obvious benefits of this facility
must be weighed the downsides. A cost of 64 minerals is not too much,
considering this comes towards the end of the "mid game", nor is the 2
ec/turn a ridiculous sum, considering the money available at this
point. The downside is that by the time it comes, Native Life has
severly lost its effectiveness, as it encounters artillery, airforces,
Trance and Empath units, and perhaps even the Neural Amplifier.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>The main use then for the Brood Pit is to pay 2
ec/turn to stop Drones springing up when your FM faction goes to war,
and as you can then send as many units overseas as you like, that
translates into 2 ec/turn to stop any number of Peacenik Drones you can
think of. Its a bargain, assuming you take advantage of it to actually
send masses of forces outside your borders.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>If you're not running FM, or if you don't
intend to use this base as the home for expeditionary forces - simply
don't build these facilities.</big></small></li>
</ul></td></tr></tbody></table><br><br></body></html>
Centauri Preserve
Jamski
April 2, 2004, 16:55
reserved for Mid Game Facs
Covert Ops Center
Fusion Lab
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<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Genejack Factory</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">10
Rows ( = 100 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">2
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">+50%
Minerals, +1 Drone<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes :</span>
By the time Genejack Factories come around, dealing with Drones should
be yesterday's problem. The only exception may be if you are playing as
the University and you failed to get the Virtual World or the Human
Genome Project, then you might want to think twice about building these
facilities, otherwise its almost compulsory to eat that Drone and build
the Factories.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Let's take a nicely developing base at this
stage of the late mid-game and look at it. Assumming a normal regualr
base spacing, and assuming also that you built enough formers to turn
Planet into Swiss cheese (i.e. you made stacks of boreholes everywhere
the game would let you) then I'm assuming something like 24
minerals/turn as a minimum level. (that's just 4 boreholes placed at
the corners of the base) Working on this base of 24 mins/turn,
the extra 50% would give the base 36 minerals/turn, an increase of 12,
which once we take off the 2 ec/turn upkeep (2 ec = 1 mineral) gives us
an extra 11 minerals/turn at that base. That means you'll be making a
net mineral profit in the 10th turn after building the Genejack Factory,
which is huge for a facility that only costs you 4 turns to build if
you don't rush it to completion (but you'll promise me to rush it after
2 turns, won't you?)</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Only one word of warning. Ecodamage. Just keep
a rough count of where your clean mineral limit is, and if you're close
to it anyway, best not to build that Genejack. The *pop*s are one
problem, but rising sealevels are a real pain in the arse.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>If you don't build Genejacks against the AI,
its not a problem, but if you choose not to against another human,
expect to be served cold.</big></small></li>
</ul></td></tr></tbody></table><br><br></body></html>
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cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Hybrid Forest</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">24
Rows ( = 240 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">4
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">+50%
Econ, +50% Psych, +1 Nut & +1 Energy in forests<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes :</span>
Unlike their little brother, the Tree Farm, Hybrid Forests are not
"auto-build" facilities. The desicion whether or not to build one
depends very much on the kind of terraforming you're intending on using.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>If you're planning on simply continuing with
the early-game forestry, and you are planning on placing workers on
your forests, not crawlers (i.e. you're lazy and/or have unlimited
space) then they're pretty much reccommended as the best way to make
this more relaxed and simple style work. Let's take a post-boom size 14
base as our example, with everyone working forests (for 28 nuts + 2 or
3 from the base tile = 31-2) By building a Hybrid Forest we increase
the base's raw energy income by 14, and bring the total nut production
to 45-46, which is a huge surplus. Now, the base can't grow anymore for
a long time, so we can use that surplus wisely, by taking 6 workers off
the forest and either onto boreholes (net increase of +3 energy and +4
minerals per worker) or make them into specialists (smaller increase,
but immune to efficiency penalties)</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Let's assume they all go onto boreholes (like I
said, this approach needs some space) for a total ec/mineral eqivalent
net gain from the Hybrid Forest of 14 + (6 x 3 = 18) + (4 x 2 x 6 = 48)
- 4 = 76 ec/turn. And that's not counting the +50% Econ bonus which
raises that up to the eqivalent of a possible 114 ec/turn*</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>That's a lot, and this is the true power of
wide base spacing, that in the mid-late-game you can reap immense
amounts from each base. In this fairly average scenario, each Hybrid
Forest would start to make a net profit in the 6th turn after building,
and after then its all big profits.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>However, if you're using many small bases,
packed closely together as most of the good players are doing these
days, then the use of Hybrid Forests is much more limited. In fact,
with the "ideal" small base fed by crawlers on farm/condensor/soil
enricher combinations, with the workers on boreholes, the only
advantages are the +50% Econ and Psych, and I have to say, if you don't
actually work any forests, this isn't the best investment.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Like the Tree Farm, when built, the Hybrid
Forest raises your clean mineral limit by one, which stays even if you
then scrap or lose the facility.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big><small>*If you have Paradigm Effic, and are
running 0% Labs.</small></big></small></li>
</ul></td></tr></tbody></table><br><br></body></html>
Jamski
April 2, 2004, 16:56
reserved for Mid Game Facs
<html><head><meta content="text/html; charset=ISO-8859-1"
http-equiv="content-type"><title>rectanksfaq</title><meta content="Jamski" name="author"></head><body><table style="text-align: left; width: 600px;" border="1"
cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Nanohospital</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">24
Rows ( = 240 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">4
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">+50%
Labs, +25% Psych, -1 Drone<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes :</span>
These facilities have exactly the same effects as Resarch Hospitals,
but cost twice as much to build (There are cheaper Secret Projects) and
cost a rather steep 4 ec/turn. Obviously the comments for Research
Hospitals apply, but with a number of differences.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>With any facility that increases the total
production of your base, the actual result is dependant on the basic
production. In this case, for the Nanohospital to make a profit, you
need at least 10 base Labs, which will then give you a profit of 1
ec/turn which means only 480 turns untill the cost of building the damn
thing is paid off, a very long time indeed. </big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>In my opinion, as the Nanohospital is coming
quite late in the game, you need to have paid off those construction
costs within about 20-30 turns, or the game will have ended before
seeing a decent return for your investment. For the costs to be paid
back in 20 turns we need a base production (before all bonuses, but
with specialists) of 56 Labs/turn, and for 30 turns to pay it back,
we're looking at the more modest amount of 40 Labs/turn. These are
pretty hefty amounts of Labs, and therefore the Nanohospital is best
used in either bases filled with Librarians (or better specialists) or
in bases that contain either or both of the Supercollider or the Theory
of Everything, both of which will double the effect of the Nanohospital.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Another way to get huge Labs at a base is to
crawl masses of energy from land or sea based Energy Parks. </big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>These, even more so than Resarch Hospitals, are
definitely not for every base, even if you have cash to burn, there are
much better investments for moderate Labs bases.</big></small></li>
</ul></td></tr></tbody></table><br><br></body></html>
<html><head><meta content="text/html; charset=ISO-8859-1"
http-equiv="content-type"><title>rectanksfaq</title><meta content="Jamski" name="author"></head><body><table style="text-align: left; width: 600px;" border="1"
cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Punishment Sphere</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">10
Rows ( = 100 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">2
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">1/2
Labs, No Drones or Talents at Base </td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes :</span>
Right, you're running a lovely Free Market economy and you want to make
an airforce or invade another faction's bases. You have three choices,
to control all those Drones that will spring up to call for peace, and
they are to squish them using the usual techniques, change to Planned
or Green economics, or to use Punishment Spheres.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>The ideal way to use Punishment Spheres should
be in combination with Genejack Factories. The extra Drone will have no
effect, and the extra minerals will pay the extra support costs for
you. For those who never had this idea before the plan works like this:</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>You move all the new units you build to the
Punishment Sphere base, and rehome them there with "Ctrl-H". The
Punishment Sphere base should have a high mineral/turn output as before
clean reactors it will have to support all your forces on its own. I
find that a couple of crawlers on rocky-mine-road tiles do the job.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Obviously the base has no need/use now for
Network Nodes, Reseach Hospitals, Nanohospitals, and similar facilites,
so you can scrap any you already built and make back some of the costs
of building the Sphere. Of course, best of all, and most effiecient,
would have been to never build these facilities in the first instance,
marking the base from the start to be your units' home.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Warning - If you get infliterated your
opponents will definitely try to knock out your Punishment Sphere base,
so either try to protect it as well as possible, or use multiple
Spheres, although this can seriously start to hurt your tech rate,
especially in any faction that cannot popboom through
Demo/Planned/Creche, as a base with no Talents can never enter a Golden
Age. If your single Punishment Sphere base gets captured (or even if a
probe destroys the facility) it can bring your invasion to a sudden and
deadly stop.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>If running FM don't worry about the cost of the
Sphere. The 2 ec/turn is easily covered by the savings in Drone control
just at that base, even before considering the other bases that also
benefit, and the construction cost can be justified by comparing with
the cost of all the science facilities you didn't build in that base. </big></small></li>
</ul></td></tr></tbody></table><br><br></body></html>
Skunkworks
<html><head><meta content="text/html; charset=ISO-8859-1"
http-equiv="content-type"><title>rectanksfaq</title><meta content="Jamski" name="author"></head><body><table style="text-align: left; width: 600px;" border="1"
cellspacing="2" cellpadding="2">
<tbody>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);"><big><big><span
style="font-weight: bold;">Subsea Trunkline</span></big></big><br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Production
Cost:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">12
Rows ( = 120 Minerals with normal Industry )<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Maintainance:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">4
ec/turn<br>
</td>
</tr>
<tr>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">Provides:<br>
</td>
<td
style="vertical-align: top; font-family: century gothic; color: rgb(255, 255, 255); background-color: rgb(0, 0, 0);">+1
Mineral from all Mining Platforms<br>
</td>
</tr>
<tr style="font-family: century gothic; color: rgb(255, 255, 255);">
<td colspan="2" rowspan="1"
style="vertical-align: top; background-color: rgb(0, 0, 0);">
<ul>
<li><small><big><span style="font-weight: bold;">Notes :</span>
One thing that sea bases are always short of is minerals, while they
rejoice in great nutrient and energy production. At first glance the
Subsea Trunkline seems to fix this problem. But it doesn't, not really.</big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>Ok, the question is just how many Mining
Platforms your sea/coastal base has. Personally my seabases are usually
nesting near the shore to plant boreholes, forests and mines to get
some minerals, but some bases have to plant Mining Platforms. If the
base has only 1 or 2 Platforms, then the Subsea Trunkline will cover
its running costs, but never its construction costs. With 3 Platforms,
it will take 120 turns, with 4 platforms it takes 60 turns and with 5
platforms it will need 40 turns. 6 Platforms = 20 turns. 8 Platforms =
15 turns. </big></small></li>
</ul>
<small><big><br>
</big></small>
<ul>
<li><small><big>So, since they come quite late, I'd be very
reluctant to build these Subsea Trunklines except in bases with stacks
of Mining Platforms. That's maybe 1 or 2 bases per game, maybe...</big></small></li>
</ul></td></tr></tbody></table><br><br></body></html>
CEO Aaron
April 2, 2004, 17:03
To my mind, satellites denote the transition to the endgame.
Jamski
April 2, 2004, 17:10
Advanced Spaceflight? Shards and Orbital Energy?
I'll buy that argument :b:
-Jam
Jamski
April 2, 2004, 17:28
Rubin pointed out that I have used the rows--->mineral conversion rate for Tiny sized maps, and I'm editing all the numbers to reflect a basic 0 Industry rating on a Standard size map.
-Jam
Jamski
April 2, 2004, 17:58
I had to type the whole damn text, so I'm sure its no effort to read it Tass... ;)
Having said that, I'm happy to consider some kind of "rating" system but the point of this guide is as much about the proper use and best time to build, as it is about the cost:benefit ratios of the various facs.
-Jam
Santiago_Claus
April 2, 2004, 18:49
Subsea Trunkline is late-game. So late, in fact, it will be but a short time before fungus mineral production makes them obsolete. I've moved them down the tech tree to "Superconductor" just so they'll have some kind of purpose, and I still don't build them.
Late-game is a tough call. There are "silver bullet" technologies and combinations of technologies which will push you into a "late-game" footing.
CEO Aaron's bright line is as good as any, although the garden weasel isn't the end-all be-all weapon of Classic SMAC fame due to the low-tech 8r armor introduced by SMAC-X. On balance, though, if I had to pick 1 tech, CEO Aaron's choice would be it.
If you wanted to draw the line earlier, it might be when both The Supercollider and Theory of Everything are built (woe to you if you weren't the one to build 'em!)
One could also argue that late game begins when a unit or units exist which can both attack and take bases in and across oceans in a single turn, which requires MMI and either gravships or locusts, but this seems a little late. The late-game is well underway by the time you can fling units across the map at will.
Then there's "Miriam's Argument", a mathematical constant which is the M-coefficient of the linear equation expressing the relationship between proximity to end-game and Miriam's b*tching about it. ("We must dissent!" = late-game ... "Organic superlube makes me itch." = mid-game.)
CEO Aaron
April 2, 2004, 18:57
Well, my reasoning behind using satellites as the mid/late game threshold, is that if you consider the raising of resource restrictions to denote the transition from early to midgame, then satellites are really the only other comparable watershed resource explosion. Honestly, I don't really think there really is a clear 'end-game' segment to most SMAC/X games, since the outcome is usually decided during the midgame. Also, your endgame can depend strongly on which victory condition you expect to use. For example, for those seeking a Political or Economic win, Hybrid Forests are the watershed tech that vaults you into endgame. If you're going for conquest, Choppers and Drop troops are your endgame tech.
Jamski
April 2, 2004, 19:04
Choppers and Droppers are the midgame troops for me, with the endgame troops being Hovertanks and Gravships - i.e. the stuff you only build 1 game in 20.
Most games are certainly decided in the midgame, based on how well the early game is played.
I'll stick with Sats as being the bringers of the endgame, if that's ok. I want to draw a line somewhere.
-Jam
Ouro_827
April 2, 2004, 19:15
Actually, I would judge the start of late game around either late fusion, or Orbital Spaceflight.... although, In my last game, I got Advanced Spaceflight before I got Plasma Steel.....
Barinthus
April 2, 2004, 20:27
Wow, Jamski - u rock.
Energy Banks, IIRC, help to prevent a faction from losing energy credits from a crash?
Method
April 2, 2004, 20:35
I usually count the beginning of the mid game at around fusion power, since this is when I pull far far far ahead of the AI. But I won't question your tree farm idea.
Late game....I'd say around Genejack Factories and the Cloning Vats. When you get giant bases and even gianter mineral production.
Jamski
April 3, 2004, 05:58
Energy Banks, IIRC, help to prevent a faction from losing energy credits from a crash?
I believe so. I'll add it in anyway :)
-Jam
ErikM
April 3, 2004, 15:49
Great guide :b:
Re aquafarms: I agree that in general they are not that great, but they may be very useful for guys like Yang or the Pirates, which will often have to grow their bases the hard way. With a couple of foil kelp trawlers, Pirates really can do fine without any pop boom.
Impaler[WrG]
April 3, 2004, 16:11
NIce job Jamski
I see Method and Ouro are pointing at Fusion as the late game opening Tec. I would have to agree with the Satilites (and possibly Hab Dome too) being the gateways to the late game.
To me Fusion mearly splits the Mid game into "Early Mid Game" and "Late Mid Game" dose this make sense to anyone?
Jamski
April 3, 2004, 18:30
Re aquafarms: I agree that in general they are not that great, but they may be very useful for guys like Yang or the Pirates, which will often have to grow their bases the hard way. With a couple of foil kelp trawlers, Pirates really can do fine without any pop boom.
My point was that Kelp Crawlers are the better way of feeding people from the sea, than aquafarms. The only justification is with very limited space and needing to get 28 nuts to fill the base out, and then only if you can make the cash back with specialist in a reasonable length of time.
To me Fusion mearly splits the Mid game into "Early Mid Game" and "Late Mid Game" dose this make sense to anyone?
Perfectly. It does the same for me as Impact weapons in the Early Game - get this tech first and attack, get it second and DON'T ATTACK.
-Jam
GeoModder
April 3, 2004, 18:57
Unless already in a war... :(
At least I won that one, at the cost of being 5th or something that game.
Skanky Burns
April 4, 2004, 21:05
So when are the mid-games going up? :)
Jamski
April 5, 2004, 04:24
When I finish typing them. Its monday morning, and I just typed a mammoth Mafia story, and I have to do some crap today...
Before the end of the week, I really hope.
-Jam
Jamski
April 5, 2004, 10:17
Added the first 4 midgamers :)
-Jam
Minute Mirage
April 5, 2004, 11:03
Some quick comments:
You have put the cost of both Punishment Spheres and Genejack Factories as 10 rows = 80 minerals. This should either be 8 rows or 100 minerals.
It might also be a good idea to mention one other tactic of countering the drones from military while running FM -- all specialist bases.
Jamski
April 5, 2004, 11:26
Whoops, I seem to do this all the time :) I jotted down the numbers for Tiny Maps (8 minerals per row instead of 10)
Thankyou, and corrections made to headers and cacluations accordingly.
Hybrid Forest :b: and Subsea Trunkline :q: added :)
-Jam
Method
April 5, 2004, 21:26
Originally posted by Impaler[WrG] I see Method....pointing at Fusion as the late game opening Tec.
then you need glasses ;)
Sikander
April 5, 2004, 22:28
Nice analysis and good looking to boot Jam. Nice work! Oh, and I agree with almost everything you are saying here.
Trithemius
April 5, 2004, 23:14
Someone stickify this already :0
Jamski
April 6, 2004, 03:38
Oh, and I agree with almost everything you are saying here.
That's because I learnt some of this from your posts :) Don't worry, credits will be added (energy credits too)
Someone stickify this already
Well, as we still don't have a mod for this forum, you'll have to PM Ming or MarkG :cute:
-Jam
Trithemius
April 6, 2004, 03:51
Originally posted by Jamski
Well, as we still don't have a mod for this forum, you'll have to PM Ming or MarkG :cute:
Or suggest some mods? :naughty:
Jamski
April 6, 2004, 06:37
I'm not sure this forum needs a moderator, except for stickies and moving some threads to the OTF. Its not like people are abusing the forum rules here or anything.
-Jam
Trithemius
April 6, 2004, 07:38
Originally posted by Jamski
I'm not sure this forum needs a moderator, except for stickies and moving some threads to the OTF. Its not like people are abusing the forum rules here or anything.
You need to work on your "power-craving" I think. ;)
Method
April 6, 2004, 15:42
just call up markos or something.
Barinthus
April 7, 2004, 13:00
Originally posted by Jamski
I'm not sure this forum needs a moderator, except for stickies and moving some threads to the OTF. Its not like people are abusing the forum rules here or anything.
-Jam
Agreed - folks in this forum are terrific.
Flubber
April 7, 2004, 13:08
The mods like ming may stop by if they have a complaint- He was on the job fairly quick when blockhead was ranting
- plus I think Ming did whatever was necessary for the democracy game to run
Jamski
April 7, 2004, 15:25
Very true.
Sorry, no update today, I was playing SMAC instead of writing about it :)
-Jam
livid imp
April 20, 2004, 14:24
Just curious Jam, were you going to finish this post, or have you done as much as you care to do?
I prefer it when other number crunching psychos do the analysis for me. ;) :lol:
Looking forward to more enlightenment :b: :b:
Skanky Burns
April 20, 2004, 20:43
Good job with the bumpage, and probably good job with the timing of the bumpage too. Jam should have more time soon. :)
Santiago_Claus
April 20, 2004, 21:50
2 uses for Aquafarms:
1. New bases with Aquafarms can support more boreholes earlier, and allow you to delay building Tree Farms and Hybrid Forests.
I rarely build "pure sea bases"; I tend to go for coastal or "archipelago bases" where I can put boreholes on the limited land area and kelp/tidal everywhere else.
If your terraforming outpaces base growth, you can wind up with too many boreholes and not enough food. The Aquafarm raises the threshold at which this becomes a problem.
You could trawler, pop boom, or even pod boom your way out of this temporary problem, but sometimes it's easiest just to buy an Aquafarm. At 2 credits per mineral small buildings like the AF are super-cheap.
2. Increased population post-Habdome & Vats.
More population means more specialists and higher score, if you care about that. In addition, if you used trawlers before the late-game so as not to need the Aquafarm, when you eventually do build one your trawlers gain an extra morsel as well.
Jamski
April 21, 2004, 14:40
Thankyou for the bumpage, I'm back to my normal "number crunching psycho" self as from tommorrow morning.
What a couple of weeks... you wouldn't believe it :relief:
You could trawler, pop boom, or even pod boom your way out of this temporary problem, but sometimes it's easiest just to buy an Aquafarm. At 2 credits per mineral small buildings like the AF are super-cheap.
Easier, lazier, less efficient.
I'm not wanting to encorage people to take the lazy option. Its better to have thought ahead, seeded your kelp and pop a trawler out. Sure, Aquafarms have their uses, but there are almost always better things to buy/build at the time, untill very late in the game... (in which case build nut sats instead of aquafarms and help ALL your bases) ...and post Habdome it doesn't really matter what you build does it?
My comments are mostly intended to aid in the early/mid games vs Human opponents.
-Jam
I have another argument for Command Centers or even Naval Yards: quick repairs.
I found it very handy to build a CC in each "frontier" land base which is regularly being attacked in the early game (usually 1-2, seldom more). Early (builder) game means you are defending with a few lower morale synth armor garrisons in a perim defense against particle impactors with higher morale. Against the Hive with Command Nexus trying overruns it is _very_ nice when he has to pause a turn and every defender is back to 100% power.
The same applies for Naval Yards in coastal bases with the Pirates in the game... one turn pause and your Coastals are repaired. The side-effect that you get higher morale (with creche...) when producing a new defender right on the frontier is nice, too.
Jamski
June 1, 2004, 04:34
Monoliths, baby. :)
-Jam
Skanky Burns
June 1, 2004, 07:34
If you are lucky enough to have monoliths nearby your border. ;)
Jamski
June 1, 2004, 11:19
I just love that word.
Monoliths
:bliss:
-Jam
Skanky Burns
June 1, 2004, 12:05
Boreholes, despite their name, are really quite exciting.
Enigma_Nova
June 1, 2004, 14:18
The monolith has vanished
O_O
NOOOOOOOooooooo.......
dacole
June 1, 2004, 15:23
Hey jam are you planning on putting this in a downloadable text file? Trying to capture it all from your post is a little hard, thanks!
Daniel
CEO Aaron
June 1, 2004, 15:28
Jam: While having a monolith is great, it does have two drawbacks - One, it can vanish, as EN pointed out. Two, if you're out getting repaired, you're not defending your base. Too bad ya can't found a base on a monolith.
furrykef
June 1, 2004, 16:04
Can I put this info in the wikibook? Of course this means it would be placed under the GNU Free Documentation License, meaning other people will be free to copy and modify it...but not without credit, I believe.
- Kef
Jamski
June 2, 2004, 12:40
Sorry, but I'll have to say no untill the whole Wikibook becomes more secure. The way that anyone can add and edit all entries means that the Wikipedia in general is pretty unreliable and corrupted.
Sorry *shrug*
-Jam
furrykef
June 2, 2004, 13:42
I don't think it's ever going to be more "secure", because it's already secure. Wikis, especially official WikiMedia sites such as Wikibooks, have a very efficient system for handling vandalism. A study done by IBM showed that most vandalism on the main Wikipedia was reverted within five minutes, for example. I dare you to find a part of Wikipedia or Wikibooks that's actually unreliable or corrupted :)
Trust me, I've made hundreds and hundreds and hundreds of edits on wikis and almost never come across vandalism except when looking through the history of a page. We could discuss this on AIM or through PM, but I think most of your answers will be here: http://en.wikipedia.org/wiki/Wikipedia:Replies_to_common_objections
The bottom line, though, is that many people keep track of changes through the Recent Changes page and will likely notice vandalism pretty quickly. And if nobody else does, I will, and I have the power to revert a page just like anybody else. A wiki's ability to be modified is a strength, not a weakness...just look through the history of the pages already in the SMAC guide of the wikibook. I've corrected others' mistakes, others have corrected my mistakes, and they have even added useful information of their own! Not once has the book been vandalized yet. :)
Moreover, the wikibook is going to need the information anyway, and that means I'd either write it myself (meaning information is more likely to be inaccurate as I'm not an expert player, so I'd have to waste other people's time as they correct my mistakes), or I'd find another source to copy which may be inferior.
Sorry to have gone on such a long little digression, but I'm just acting in what I think is in the best interest of everybody. :) Are you sure you don't want it in the wikibook?
- Kef
Jamski
June 2, 2004, 18:57
Ah, go for it then. Four conditions : Use it word-for-word, and put it in its own subsection and credit me. Link back to Apolyton too.
-Jam
Skanky Burns
June 2, 2004, 19:23
Link back to Apolyton too.
:b:
furrykef
June 2, 2004, 19:34
Originally posted by Jamski
Ah, go for it then. Four conditions : Use it word-for-word, and put it in its own subsection and credit me. Link back to Apolyton too.
Boy, I hate to be a pain in the ass, but...
Thumbs-up on the credit and Apolyton thing -- if you looked at it, you'll probably have noticed I've credited Vel for everything pasted from his guide (and placed him in the Authors section). The "word for word" thing, though, I'm afraid we can't do, partly for legal reasons: the text must be placed under the GNU Free Documentation License for us to use it. I mean, I could paste it in word for word, but that doesn't stop somebody else from changing it later. Granted, you'll still have full credit for the original, and it would be clear that it may have been modified, so nobody could hold it against you that the book says blah blah blah and you didn't write it. Again, I think this is a "plus" rather than a "minus", but unfortunately if you do not agree to that I'm afraid it can't happen.
- Kef
Jamski
June 2, 2004, 19:39
But it may end up as other peoples' words with my name on the bottom. Sorry, but that really doesn't work for me. Link back to 'poly from Wikipedia instead.
-Jam
furrykef
June 2, 2004, 19:43
Well, I guess I'll start working on our own guide, then...:( Really, I don't see what the problem is if we make it clear that the words may no longer be yours, but I won't pressure you into anything.
- Kef
Jamski
June 2, 2004, 19:48
Ok, I just changed my mind again. Stick it in, and treat it like you treated the stuff from Vel's guide. I'll write you a little author note as well.
That'll be ok. I guess not THAT many people will have an urge to put stupid ideas in my mouth.
GO FOR IT! Before I cahnge my mind again.
-Jam
furrykef
June 2, 2004, 19:50
Will do! Really, I think in the end you won't be disappointed. :)
- Kef
Jamski
June 2, 2004, 19:54
Cool.
Have a look at the colected wisdom in this thread too...
http://apolyton.net/forums/showthread.php?s=&threadid=111561
-Jam
furrykef
June 2, 2004, 20:55
Turns out anarchie already generated the list of facilities, so the strategic info can just be added to that.
I got the Aquafarm one...I started doing the Children's Creche but ran into a roadblock, that is, how to adequately explain the concept of "ecs" as opposed to actual energy...maybe the term "factor of production" or some variant could be used.
This is what it looks like now:
http://wikibooks.org/wiki/Civ:SMAC_Facility_Index
I had to revise it a bit...for instance using "American" spellings for consistency with the rest of the guide, removing some "Ok's" and whatnot to make the text more "professional". But the actual content is still yours.
I'll try to add the rest soon if you still have no objections.
- Kef
Enigma_Nova
June 2, 2004, 21:47
Originally posted by furrykef
I had to revise it a bit...for instance using "American" spellings
:angry::rant::mad::rant::angry::rant::mad::rant::angry:
Bloody american spellings. >_<''
furrykef
June 2, 2004, 21:51
:scared:
Enigma_Nova
June 2, 2004, 22:02
:confused:
furrykef
June 2, 2004, 22:05
:D
I have a couple of tiny additions to make:
Biolgy lab: the lab points generated are amplified by facilities, and are immune to inefficeny, in effect like 2/3rd of a libarian. (so it is more useful than 2 crawled energy)
Children Creche: Under negative morale conditions, mindworms still gain the morale boost from the creche, despite not taking a morale hit from the SE, particullary applicable for Gaians running wealth (+37% morale). It's a bug, but somewhat unavoidable when defending bases with worms.
(The Creche entry is already massive... so please yourself whether you include it)
Sikander
June 3, 2004, 03:52
Originally posted by Blake
I have a couple of tiny additions to make:
Biolgy lab: the lab points generated are amplified by facilities, and are immune to inefficeny, in effect like 2/3rd of a libarian. (so it is more useful than 2 crawled energy)
Children Creche: Under negative morale conditions, mindworms still gain the morale boost from the creche, despite not taking a morale hit from the SE, particullary applicable for Gaians running wealth (+37% morale). It's a bug, but somewhat unavoidable when defending bases with worms.
(The Creche entry is already massive... so please yourself whether you include it)
Thanks, I didn't know that about the mindworms & the creche. There have been a few games where I've been forced to defend myself from a (weapon) technologically superior AI, and I have found worms to be really useful on those occasions. Now I know part of the reason why.
Enigma_Nova
June 3, 2004, 10:56
I'm guessing the other part of your defence was Probe Teams.
Enough Probes and Worms can defeat -anything-!
Sikander
June 4, 2004, 04:18
Originally posted by Enigma_Nova
I'm guessing the other part of your defence was Probe Teams.
Enough Probes and Worms can defeat -anything-!
Yea, they are my main defense most of the early game, but they can't do anything against aircraft or against Miriam when she's running Fundy, or when you just can't afford to buy an entire Yang onslaught.
The first time I really needed them was when I had a good sized continent to myself and was busy building away and messing up my tech beelines. Yang got aircraft pretty early and it turns out he was right across the straits from my southern holdings. He was slaughtering formers and scout patrols and synthmetal garrisons left and right with needle jets. I went on a crash worm building program using all the appropriate and available worm enhancing infrastructure (I did have the SP that gives you +50% to your psi-defense), and then garrisoned my southern bases with a couple of worms apiece until I could research air power myself. The worms stopped him cold, amazingly enough. Probably this was in part due to the AI's typical refusal to accept losses even though they have enormous numerical superiority.
Worms are sometimes your best option on the attack as well. I remember playing as Morgan when a large Dee got fresh and declared war. My pactmate Miriam was also in big trouble, and as Dee was number two on the power charts and hit me with a fairly large force initially I decided to do something about her.
Once again I had neglected military techs, but I did have a good economy and was running green. She was out of air range thankfully, but was streaming troops towards me across the continent, so I built perhaps a dozen worms and destroyed her army in detail, and then conquered over half of her bases until she surrendered. Thank god for monoliths and the capture base heal! I gave the bases closest to me to my Pactmate Miriam, kept the two with SPs, and returned the rest to Dee. Amusingly this caused barely a hiccup in my building, as I never had to augment the initial force.
Santiago_Claus
June 4, 2004, 11:49
Worms rule the battlefield until res armor starts showing up.
They're lousy at attacking bases, but they move FAST over fungus, can't be bribed, and cost no support if they end a turn on fungus.
They're like the Fremen from Dune.
Their biggest weakness is force protection: they're sitting ducks after attacking, and it's difficult for defenders to keep up with them.
Great battle story, Sikander! There's nothing like using native life to make up for a lack of Nonlinear Mathematics just when you need it most ...
furrykef
June 5, 2004, 21:53
I'm confused by the stuff about specialists in the Aquafarm one...
Jamski
June 6, 2004, 09:54
If the extra food lets you make extra specialists, they slowly pay back the cost of the Aquafarm. 4 extra nuts = 2 Librarians for example = 6 Labs per turn extra. 6 Labs ~ 3 Mins, so it would be 160/(6-1) = 32 turns to pay off the build costs.
See?
-Jam
furrykef
June 6, 2004, 19:37
I sort of get you now. Specialists require 2 nutrients without doing any of the work required to get them, so the Aquafarm can "allows" you to get them by helping produce a sufficient surplus.
Duh me :rolleyes:
Straybow
October 7, 2005, 18:57
Is this project now abandonware?
furrykef
October 7, 2005, 21:21
The wikibook is, pretty much. Or really it's just without a maintainer (as far as I know; I haven't been following up on it). Anybody can pick it up if they want.
- Kef
Hercules
October 11, 2005, 20:36
There is a lot of good stuff here.
Worth boosting I'd say
Littiz
October 19, 2005, 12:04
Hey!
Great "guide".
Too bad it wasn't finished..
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