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  • Central Planning Committee (CPC)

    I think we need a topped Strategic Planning thread. I dislike how I sometimes have to search for certain strategies that have disppeared off the bottom of the page.

    ________________________________________________
    Edit:
    Merging the strategy links with the strategic planning thread.

    This is the strategy links thread.


    Edit:
    I'm copying the link to the teraforming plan here so that I don't need to search for it evey time.

    Last edited by Snowflake; March 19, 2004, 00:44.

  • #2
    I second this idea. And it should be allowed to edit out any spam in it.

    -Jam
    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
    Taht 'ventisular link be woo to clyck.

    Comment


    • #3
      I was looking at futher mircomanagement it appears that you don't need more food than what fills up the the bars for 2 turns before it grows. The turn before it grows it's best to move one worker onto a mineral high resource. This is because the new worker will only harvest nutrients and energy. So you want the old worker working on the mineral high resource while the new worker appears on a mainly energy or nutrient.

      Comment


      • #4
        Do you mean that the computer automatically assign the new work to work for nuts because it thinks more foods are needed for the new pop?
        Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

        Grapefruit Garden

        Comment


        • #5
          No, you have to manually switch the workers away, since any food that exceeds the food box is wasted. But the growth of the new citizen, as Kody pointed out, is allocated to either a nutrient or energy square.
          Promoter of Public Morale
          Alpha Centauri Democracy Game

          Comment


          • #6
            The computer will generally allocate a new worker to a nutrient if the city is low on nutrients.

            Comment


            • #7
              But the computer's idea of "low on nuts" is something like "Are we producing more than twice what we can eat yet?"

              -Jam
              1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
              That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
              Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
              Taht 'ventisular link be woo to clyck.

              Comment


              • #8
                Well you really can't blame the computer too much. He has too many things to micromanagement.
                Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                Grapefruit Garden

                Comment


                • #9
                  I've done a rush buying chart that complements Nethog's.

                  Basically it shows the cost per mineral, and includes the earlier harvesting of minerals.

                  Note that it assumes you have already have the first 10 minerals.

                  Comment


                  • #10
                    (n + t) mod 3 !=0

                    n is the number of techs already obtained.
                    t is the number in the tech tree.

                    or, if it's explore, build, discover and conquer values, added together, are the lowest of any available choice. (The Joker Tech)

                    Code:
                    Biogenetics,                Biogen,  0, 3, 2, 2, None,    None,    000100000
                    Industrial Base,            Indust,  2, 1, 3, 0, None,    None,    000000000
                    Information Networks,       InfNet,  0, 3, 2, 1, None,    None,    000000000
                    
                    Applied Physics,            Physic,  4, 2, 1, 0, None,    None,    000000000
                    Social Psych,               Psych,   0, 1, 3, 2, None,    None,    000000000
                    Doctrine: Mobility,         Mobile,  2, 0, 0, 3, None,    None,    000000000##
                    
                    Centauri Ecology,           Ecology, 0, 1, 2, 3, None,    None,    100000000
                    Superconductor,             Super,   4, 2, 0, 0, OptComp, Indust,  000000000
                    Nonlinear Mathematics,      Chaos,   4, 3, 0, 0, Physic,  InfNet,  000000000
                    
                    Applied Relativity,         E=Mc2,   1, 3, 2, 0, Super,   Subat,   000000000
                    Fusion Power,               Fusion,  3, 4, 3, 1, Algor,   Super,   000000000
                    Silksteel Alloys,           Alloys,  3, 0, 4, 2, Subat,   IndAuto, 000000000
                    
                    Advanced Subatomic Theory,  Subat,   2, 3, 2, 0, Chemist, Poly,    000000000
                    High Energy Chemistry,      Chemist, 3, 1, 2, 0, Indust,  Physic,  000000000
                    Frictionless Surfaces,      Surface, 1, 3, 2, 0, Unified, IndRob,  000000000
                    
                    Nanometallurgy,             Metal,   1, 1, 0, 3, ProbMec, DocInit, 000000000
                    Superstring Theory,         String,  3, 2, 0, 1, Chaos,   Cyber,   000000000
                    Advanced Military Algorithms,MilAlg, 3, 0, 1, 2, AdapDoc, OptComp, 000000000
                    
                    Monopole Magnets,           Magnets, 1, 1, 5, 0, String,  Alloys,  000000000
                    Matter Compression,         MatComp, 3, 1, 2, 0, Metal,   NanoMin, 000000000
                    Unified Field Theory,       Unified, 4, 3, 0, 1, Magnets, E=Mc2,   000000000
                    
                    Graviton Theory,            Gravity, 3, 1, 0, 3, QuanMac, MindMac, 000000000
                    Polymorphic Software,       Poly,    2, 3, 1, 0, Indust,  InfNet,  000000010
                    Applied Gravitonics,        AGrav,   3, 1, 0, 4, Gravity, DigSent, 000000000
                    
                    deleted,                    delete,  3, 2, 0, 2, Disable, Disable, 000000000
                    Quantum Power,              Quantum, 3, 4, 3, 0, Surface, PlaEcon, 000000000
                    Singularity Mechanics,      SingMec, 1, 4, 3, 0, Create,  HAL9000, 000000000
                    
                    Controlled Singularity,     ConSing, 4, 1, 2, 0, SingMec, AGrav,   000000000
                    Temporal Mechanics,         TempMec, 0, 1, 3, 2, Eudaim,  Matter,  001000000
                    Probability Mechanics,      ProbMec, 1, 1, 3, 2, DocSec,  Algor,   000000000
                    
                    Pre-Sentient Algorithms,    Algor,   2, 4, 3, 2, MilAlg,  Cyber,   000000010
                    Super Tensile Solids,       Solids,  1, 0, 5, 2, MatComp, Space,   000000000
                    Planetary Networks,         PlaNets, 0, 4, 3, 1, InfNet,  None,    000000000
                    
                    Digital Sentience,          DigSent, 0, 4, 3, 2, IndRob,  MindMac, 000000010
                    Self-Aware Machines,        HAL9000, 0, 4, 3, 3, NewMiss, DigSent, 000000010
                    Doctrine: Initiative,       DocInit, 2, 0, 0, 4, DocFlex, IndAuto, 000000000
                    
                    Doctrine: Flexibility,      DocFlex, 2, 0, 1, 4, Mobile,  None,    000000000##
                    Intellectual Integrity,     Integ,   0, 1, 3, 4, EthCalc, DocLoy,  000000000
                    Synthetic Fossil Fuels,     Fossil,  1, 0, 2, 4, Chemist, Gene,    000000000
                    
                    Doctrine: Air Power,        DocAir,  3, 0, 3, 4, Fossil,  DocFlex, 000000000
                    Photon/Wave Mechanics,      DocSec,  3, 2, 2, 0, E=Mc2,   Alloys,  000000000
                    Mind/Machine Interface,     MindMac, 4, 0, 2, 2, DocAir,  Neural,  000000010
                    
                    Nanominiaturization,        NanoMin, 1, 0, 4, 3, Magnets, SupLube, 000000000
                    Doctrine: Loyalty,          DocLoy,  3, 0, 2, 2, Mobile,  Psych,   000000000
                    Ethical Calculus,           EthCalc, 0, 1, 3, 3, Psych,   None,    000000000
                    
                    Industrial Economics,       IndEcon, 0, 0, 5, 2, Indust,  None,    000000100
                    Industrial Automation,      IndAuto, 0, 1, 4, 3, IndEcon, PlaNets, 000000100
                    Centauri Meditation,        CentMed, 0, 0, 2, 4, EcoEng,  CentEmp, 001000000
                    
                    Secrets of the Human Brain, Brain,   1, 5, 0, 3, Psych,   Biogen,  000000001
                    Gene Splicing,              Gene,    0, 2, 4, 3, Biogen,  EthCalc, 000100000##
                    Bio-Engineering,            BioEng,  0, 2, 3, 2, Gene,    Neural,  000100000
                    
                    Biomachinery,               BioMac,  3, 1, 4, 1, MindMac, Viral,   000100000
                    Neural Grafting,            Neural,  3, 1, 1, 1, Brain,   IndAuto, 000000000
                    Cyberethics,                Cyber,   1, 3, 4, 0, PlaNets, Integ,   000000000
                    
                    Eudaimonia,                 Eudaim,  0, 0, 3, 4, SentEco, WillPow, 000000000
                    The Will to Power,          WillPow, 0, 3, 1, 4, HomoSup, CentPsi, 000000000
                    Threshold of Transcendence, Thresh,  0, 1, 3, 4, SecMani, TempMec, 010000000
                    
                    Matter Transmission,        Matter,  1, 0, 3, 2, NanEdit, AlphCen, 010000000
                    Centauri Empathy,           CentEmp, 0, 1, 0, 6, Brain,   Ecology, 000000000
                    Environmental Economics,    EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng,  000000100##
                    
                    Ecological Engineering,     EcoEng,  0, 0, 3, 4, Ecology, Gene,    000000000##
                    Planetary Economics,        PlaEcon, 0, 0, 4, 3, AdapEco, Integ,   000000100
                    Adv. Ecological Engineering,EcoEng2, 0, 0, 4, 2, Fusion,  EnvEcon, 000000000
                    
                    Centauri Psi,               CentPsi, 0, 1, 1, 6, CentGen, EcoEng2, 100000000
                    Secrets of Alpha Centauri,  AlphCen, 0, 4, 0, 2, CentPsi, SentEco, 001001001
                    Secrets of Creation,        Create,  1, 4, 1, 0, Unified, WillPow, 000000001
                    
                    Advanced Spaceflight,       Space,   2, 4, 2, 3, Orbital, SupLube, 000000000
                    Homo Superior,              HomoSup, 3, 2, 1, 4, BioMac,  DocInit, 000000000
                    Organic Superlubricant,     SupLube, 3, 1, 2, 0, Fusion,  Fossil,  000000000
                    
                    Quantum Machinery,          QuanMac, 3, 1, 4, 0, Quantum, Metal,   000000000
                    deleted,                    deleted, 0, 0, 5, 0, Disable, Disable, 000000000
                    Matter Editation,           NanEdit, 1, 2, 3, 1, HAL9000, Solids,  000100000
                    
                    Optical Computers,          OptComp, 2, 4, 1, 0, Physic,  Poly,    000000000
                    Industrial Nanorobotics,    IndRob,  3, 1, 8, 1, NanoMin, IndAuto, 000000100
                    Centauri Genetics,          CentGen, 0, 2, 0, 5, CentMed, Viral,   010000000
                    
                    Sentient Econometrics,      SentEco, 1, 1, 3, 4, PlaEcon, DigSent, 000000100
                    Retroviral Engineering,     Viral,   4, 2, 0, 2, BioEng,  MilAlg,  000110000
                    Orbital Spaceflight,        Orbital, 0, 4, 3, 3, DocAir,  Algor,   000000000
                    
                    Progenitor Psych,           PrPsych, 0, 2, 3, 4, None,    None,    000000000
                    Field Modulation,           FldMod,  4, 2, 0, 2, PrPsych, Ecology, 000000000
                    Adaptive Doctrine,          AdapDoc, 5, 2, 0, 0, Poly,    DocFlex, 000000000
                    
                    Adaptive Economics,         AdapEco, 0, 1, 5, 2, PrPsych, IndEcon, 000000000
                    Bioadaptive Resonance,      Bioadap, 5, 2, 0, 0, FldMod,  CentEmp, 000000000
                    Sentient Resonance,         SentRes, 5, 2, 0, 0, Bioadap, CentPsi, 000000000
                    
                    Secrets of the Manifolds,   SecMani, 0, 5, 4, 2, SentRes, AlphCen, 000000001
                    N-Space Compression,        NewMiss, 4, 0, 2, 0, Orbital, BioMac,  000000000
                    String Resonance,           BFG9000, 8, 0, 0, 0, SecMani, ConSing, 000000000
                    
                    User Technology,            User,    0, 2, 0, 0, Disable, Disable, 000000000
                    Transcendent Thought,       TranT,   0, 2, 0, 0, Thresh,  ConSing, 000000000
                    Last edited by Kody; September 11, 2003, 05:47.

                    Comment


                    • #11
                      (n + t) mod 3 !=0

                      n is the number of techs already obtained.
                      t is the number in the tech tree.

                      Code:
                      (1)Doctrine: Flexibility,      DocFlex, 2, 0, 1, 4, Mobile,  None,    000000000
                      (1)Secrets of the Human Brain, Brain,   1, 5, 0, 3, Psych,   Biogen,  000000001
                      (1)Ecological Engineering,     EcoEng,  0, 0, 3, 4, Ecology, Gene,    000000000
                      (1)Doctrine: Air Power,        DocAir,  3, 0, 3, 4, Fossil,  DocFlex, 000000000
                      (2)High Energy Chemistry,      Chemist, 3, 1, 2, 0, Indust,  Physic,  000000000
                      (2)Gene Splicing,              Gene,    0, 2, 4, 3, Biogen,  EthCalc, 000100000
                      (2)Neural Grafting,            Neural,  3, 1, 1, 1, Brain,   IndAuto, 000000000
                      (3)Doctrine: Mobility,         Mobile,  2, 0, 0, 3, None,    None,    000000000
                      (3)Synthetic Fossil Fuels,     Fossil,  1, 0, 2, 4, Chemist, Gene,    000000000
                      (3)Mind/Machine Interface,     MindMac, 4, 0, 2, 2, DocAir,  Neural,  000000010
                      (3)Environmental Economics,    EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng,  000000100

                      Comment


                      • #12
                        Curiosity, posted the formula
                        (n + t) mod 3 !=0

                        I've tested it and it appears to work.
                        This freed me from having to simulate the techs in the map editor.

                        ___________________________________
                        8 techs

                        If we get social pysch and ethical calculus we can't choose gene splicing that's 10 techs.
                        (10+2) mod 3 = 0

                        This means that path doesn't allow us to get gene splicing.

                        (2)Gene Splicing, Gene, 0, 2, 4, 3, Biogen, EthCalc, 000100000

                        If we get (flexibility+mobility) then get traded ethical calculus, that puts us on 11 techs.
                        (11+2) mod 3 = 1

                        So gene splicing will be available.

                        After gene splicing 12 techs.
                        (1)Ecological Engineering, EcoEng, 0, 0, 3, 4, Ecology, Gene, 000000000

                        (12+1) mod 3 = 1
                        Ecological Engineering possible

                        After Eco-Engineering 13 techs
                        (3)Environmental Economics, EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng, 000000100

                        (13+3) mod 3 = 2

                        This means that environmental economics is possible.

                        Will have to be careful that the hive doesn't get an extra tech along the way.
                        This is because environmental economics won't be accessible with 14 techs.

                        Code:
                        (1)Doctrine: Flexibility,      DocFlex, 2, 0, 1, 4, Mobile,  None,    000000000
                        (1)Secrets of the Human Brain, Brain,   1, 5, 0, 3, Psych,   Biogen,  000000001
                        (1)Ecological Engineering,     EcoEng,  0, 0, 3, 4, Ecology, Gene,    000000000
                        (1)Doctrine: Air Power,        DocAir,  3, 0, 3, 4, Fossil,  DocFlex, 000000000
                        (2)High Energy Chemistry,      Chemist, 3, 1, 2, 0, Indust,  Physic,  000000000
                        (2)Gene Splicing,              Gene,    0, 2, 4, 3, Biogen,  EthCalc, 000100000
                        (2)Neural Grafting,            Neural,  3, 1, 1, 1, Brain,   IndAuto, 000000000
                        (3)Doctrine: Mobility,         Mobile,  2, 0, 0, 3, None,    None,    000000000
                        (3)Synthetic Fossil Fuels,     Fossil,  1, 0, 2, 4, Chemist, Gene,    000000000
                        (3)Mind/Machine Interface,     MindMac, 4, 0, 2, 2, DocAir,  Neural,  000000010
                        (3)Environmental Economics,    EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng,  000000100
                        To summarise.
                        * Choosing social pysch then leap frogging to gene splicing isn't possible.
                        * Getting 2 other techs then getting ethical calculus makes gene splicing possible.
                        * Two other techs will likely be mobility and flexibility.
                        * Hive should avoid any other techs than those stated here or may become diverted from the environmental economics beeline.

                        Comment


                        • #13
                          Remember to check up on the joker tech stuff. So far I believe it has something to do with green tech types.

                          Comment


                          • #14
                            t = position of tech in alphax.txt (0-88)
                            n = total number of technologies for the faction
                            b = number of technologies at the beginning of the game for the faction
                            s= slot number of the faction

                            The condition is

                            (n + t + s - b) mod 3 != 0

                            Worth noting here is "b", which for normal factions (Gaians) is 1, for some others (University, Pirates) 2 and for the Progenitors 5.
                            Last edited by Kody; September 26, 2003, 01:59.

                            Comment


                            • #15
                              We have a few options for pop booming available to us.

                              1. Normal pop booming via golden age. This means building treefarm, network node, children's crèche, and then allocating 50-80% of our energy to psyche. All our bases will boom up size 7 fairly rapidly. The problem with this is, pop booming is disabled for 14+ bases and hence we have to delay planting 7 of our bases until after we have completed the population booming.

                              This will only be possible to implement after we have already gotten tree farms. Also we may become short of energy as the due to the upkeep of the facilities.

                              2. PTS pod booming. Build 3 colony pods, plant one get 2 extra population points back. The two extra pods are moved into another base. Need a few crawlers to crawl minerals into the base.

                              3. Golden age with doctors only.

                              Golden is very possible with the HGP at size 4 and with 0 psyche allocation. Two doctors can be set to make the city go into golden age, if a network node is built. Combine this with a children's crèche and the city can boom up to size 5.

                              For size 6 cities it is possible to pop boom if the 3rd efficiency limit hasn't been reached. 3 doctors are required, and a network node, a tree farm, and a children's crèche.

                              With our current land area we have 1 more base than the 3rd efficiency limit. So either we PTS/pod boom any bases that are BDrone level 7, or we can hold off building that 29th base.

                              One good point of this is that the +2 nutrients only need to be available after the golden age has been initiated. This mean it is possible to have insufficient food while the doctors are causing the golden age. In the next turn when the doctors are workers again the city will grow from the pop boom.

                              4. Golden age with doctors only, unlimited pod builder.
                              It has been discovered that if a pod build is timed correctly a size 4 base can be in perpetual pop boom with two doctors, children's crèche, network node, and some crawlers for food. Add enough minerals to build a colony pod every turn and we have an unlimited colony pod base.

                              __________________________________________________ __

                              After this analysis it has been decided to use mainly the PTS pod booming until network node and children's crèche infrastructure can be put into place.

                              When the children's crèches and network nodes are in place pop booming with occur in size 4 bases with emphasis on timing the golden age pop booms such that most of the food has already been queued for a short wait to size 6. The golden age pod factory will be used to bump up size 3 and size 5 bases, putting them in position to pop boom up to size 5 or 7 respectively.

                              It is believed this combination of tactics will be able to keep us on par with the other factions with respect to population at least until we hit the expected 7 limit. As our spacing is only designed up to size 9 cities, stringent population planning shouldn't be required after that.
                              Last edited by Kody; September 27, 2003, 02:21.

                              Comment

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