Here's a thought. Instead of building HGP to get to the second b-limit, why not go 20% psych for a while? That's about 2 psych per base, so it will have the same effect as HGP. Then we can use the crawlers to speed production-- 12 minerals from 6 crawlers is worth a little more than 2 psych per base until we pass 12 bases (24 psych). Past 13 bases, we'd need 4 psych per base, and it would be worth it to get HGP at that point.
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HGP instead of Dem for passing the 12 base limit? Nice thought.
So our core bases would make crawlers whenever growth isn't sufficient for a new colony pod, put the crawlers to work and cash "a few" of them in for HGP as soon as we pass the 2nd b-limit. Further expansion after that and a PTS at anytime we like.
How much do 20% psych cost ATM without killing research? How much more crawlers would that be? Maybe a singleplayer testgame would be in order to spot hidden catchs of that strategy...?
We would also need to monitor the Angels research towards IA and Biogen though and maybe adapt our strategy accordingly. They seem to be going towards FM and IA straight this time.
The advantage of our approach is, until we reach a certain number of crawlers we can instabuild the HGP.
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The 20% psych would probably mean (per base): +2 psych, -1 lab, -1 ec. Our mineral production will be quite a bit better, though-- 12 minerals/turn better, to be exact. This will speed CP production and crawler production for PTS. That should more than make up for -1 lab per base.
As far as "catches"... some cities might not produce as much energy, so maybe you have to go 30% psych. This increases the likelihood that high energy bases like Mor Ind would lose 3 or 4 energy to psych. We'd also lose one or two bonus labs from not taking advantage of the Node. I can't think of any other catches, but if anybody wants to try it out in single player, it would be good verification and good practice.
The advantage of our approach is, until we reach a certain number of crawlers we can instabuild the HGP."Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle
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Maybe it is a not so good English there from me.
I meant: At that time, we will have so many crawlers hanging around there, we can instabuild the HGP anytime (= x turns after the Angels get IA or somesuch, x would have to be calculated in advance) so that we don't lose it by over-gambling... . If they are really focusing on FM and IA we should keep definitely an eye on them.
Playtesting is very important IMO and I would do it myself but unfortunately I'm in the midst of preparing a 5 month stay in Canada (language course business english with internship afterwards). Playing the daily turn in the minigame is one thing (and a welcome deviation) but playing uninterrupted for several hours is out of the question ATM.
Another catch I spontaneously think about is inefficiency from slider settings! (we aren't at Dem by that time)
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I have to say that I don't like the psych allocation idea, and think that the additional worker that the hgp will allow would be better then a crawler, but if thats what is done then so be it.
For a short to mid term crawler plan how about solaring the top of the mountain and crawling all that to Morgan industries?
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I personally think solaring is a bit of a big ask at the moment, our formers are stretched pretty thin currently. I also believe that we'd be better off with min crawlers since min crawlers->faster hgp->more bases->more energy.
EDIT: And yes, I did want 'City of ZZT'. Like my name, it is a tribute to one of the greatest games ever, ZZT. I might prepare an ad for a MorganLink: #endgame's classic gaming - We don't sell anything less than 100 years old!
--CTO #endgame.Last edited by #endgame; August 16, 2004, 05:37.#play s.-cd#g+c-ga#+dgfg#+cf----q.c
#endgame
Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html
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