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  • City Planning

    Right now we have soon to be 12 cites of size 3, and we are looking at expansion shortly. WHERE are we going to put those cities so we can pop boom?

    I would make some of our crowded cities into 'support cities' and build any new cities with better spacing.

    I estimate we have about 240 to 286 squares of land.

    Of those we can see now, 28 squares are rocky and suited for crawlers. (prob a total of 35)
    Attached Files

  • #2
    nw corner could fit at lease one more as could the sw corner. notrhern edge too.

    -- CTO #endgame
    #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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    • #3
      I can see putting 1 city in the south, 2 in the SE peninsula, establishment of 4-5 cities in the NW, downsizing of 1 city and relocation of 3 others. Morgan Mussels could be moved W 1 tile, 2 tiles NW.

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      • #4
        Ok, I have a better idea. Our max number of cities we can popboom with is 3 times the b limit. With Demo & Knowledge we get 3 eff, and thus could go up to 30 cities. Now, that is 30 cities at ONCE. Namely we can build a bunch of ****ty cities now, and still pop boom later by destroying the old small cities and replacing them with new ones that will be popboomed.

        Thus let us ICS for now and then pop boom later. The trick will be to have lots of size 2 bases working forest. Size 2 bases will have an unhappy drone & really unhappy drone. The PTS & HGP will take care of 2 unhappiness and 2 psych makes everyone content. So, lets fill the continent with 27 cities and tons of forest. We still have to decide where the future popboom cities will go.

        I want the first popboomed cities to be near the sea because we won't build cities there, we get gots of nuts and energy. We still need to decide where to put cities that we will decide to pop boom.

        If we act fast we might be able to make a grab for the governorship.

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        • #5
          at arganine.

          -- CTO #endgame
          #play s.-cd#g+c-ga#+dgfg#+cf----q.c
          #endgame

          Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

          Comment


          • #6
            The hot pink squares are proposed eventual locations of large cities ~13 pop.

            I figure we will build up to 27 (3rd B limit w/ demo) size 2 cities (2 people working in the forest each) in the near future. The PTS, HGP and 2 psych will take care of unhappiness.

            Therefore, we do NOT need demo to control unhappiness of 27 size 2 cities. In fact if the energy loss isn't bad, we can go police state an support LOTS of units.
            Attached Files
            Last edited by arginine; October 22, 2004, 15:41.

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            • #7
              I like the general idea of ICS, especially for a building faction like us with that support hit. I suppose "we´ll have ~30 size 2 bases" means some (few) are still supposed to grow in order to use specialists, no? I acknowledge that a large crawler fleet makes up for big production bases ...
              Heinrich, King of Germany, Duke of Saxony in Cyclotron's amazing Holy Roman Empire NES
              Let me eat your yummy brain!
              "be like Micha!" - Cyclotron

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              • #8
                On the other hand, a large crawler fleet means either focusing on minerals (production) or energy (research/cash)or compromises in both (50-50).
                (An idea would be bringing each base up to 10 minerals and let the rest crawl energy but 20 minerals instead of 10 save enormous amounts of cash)

                Dem helps generally in saving energy and therefore, maximizing our faction's biggest advantages: Cash and Research.

                With our base square output of 3/2/8 (with RecTanks) we seem to be uniquely suited for ICS and with PS we would be able to support many units... BUT: With FreeMarket these units can't leave our territory (with exceptions) AND when we go Green we lose that great base square.

                As soon as we get Clean Reactors (getting it early is not too much of a stretch, I had it very early in the minigame) we won't need to worry about Support anyway.

                For us, the loss of specialists in my opinion only would become
                noticable after an eventual pop-booming phase (~2200).

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                • #9
                  I thought we want bigger bases because we had a fixed number of bases. They also make base facilities like tree farms & network nodes worthwhile.

                  I figure most of our units would stay within our territory namely FORMERS, garisons and reserve attack units. We'd have scout units patroling our perimeter, but we can set up "support cities" of size 1 for those units. I also hope we will be able to use another human faction to fight the Hive for us and channel money and units through them.

                  We would go Demo, PS or simple on the basis on the basis of energy loss and support alone. Whichever govt gives the best support and energy loss will be the one we should choose. Namely, UNHAPPINESS WILL BE UNEFFECT BY GOVT CHOICE.
                  (edited: that should include "for bases with 2 pop")

                  On the other hand, we could fill this continent up (ICS) and make sea bases with aquafarms to grow fast (4 turns / pop ).
                  Last edited by arginine; November 7, 2004, 17:00.

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                  • #10
                    NT
                    Last edited by arginine; November 30, 2004, 19:20.

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                    • #11
                      In 2148 we have 210 charted land squares, about 30 of which are rocky. That gives us 180 squares. That assumes we use only land squares.

                      Basic facilities for tree farm city:
                      Tree Farm 12 rows
                      hab complex 8 rows
                      creche 5 rows
                      That does not factor in drone control. Could use rec commons (4 rows) and holo theatre (5 rows) and maybe 2 doctors while at 20% psych.
                      >34 rows or 306 mins or 612 EC.
                      With base size ~13 that is ~40 EC / square (the base square counts as a square)

                      ICS, many size 2 bases.
                      3 rows ~ 27 mins ~ 81 EC
                      about ~27 EC / square

                      That is assuming we stay demo & wealth. On the other hand, we could grow the bases with lots of psych and then go police state and green. (With AV & police state we get +3 police. That will let us use 3 police units to get 9 peaceful civilians).

                      Another option would be to stay out of demo to get the free min row that comes with a new base. We could have only a few size 3 cities (for unhappiness reasons).
                      It could be insane. Turn 1 - we have a CP. Turn 2, CP becomes a size 3 city and we spend 39 EC to rush it. It might become unhappy?, CP is built city goes to size 2 and the psych will kick in next turn? If we are REALLY agressive, the freshly built CP builds another base and we rush its CP.

                      Without demo, it would cost (18 - 5) MIN * 3 EC / MIN = 39 EC / base every turn on each new base. I assume we are using forest tiles for this calculation.
                      Last edited by arginine; December 1, 2004, 10:03.

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                      • #12
                        NT

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                        • #13
                          If you want something done, do it yourself. Here is a proposed borehole grid and a city placement for many size 2 ICS cities in the absence of a better one. To allow for bigger cities, get rid of some of the smaller cities. I assume each city will handle 2 forest squares. Some ICS cities will have a crawler for some nuts, and the people will work boreholes instead of forest. I also figure that the rocky squares will be mined and crawled.



                          Of course adjusting terain heights will be a must to squeeze in all those boreholes.

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                          • #14
                            For the ICS debate...
                            Each new base gets:

                            PTS population boost.
                            PTS drone control boost.
                            HGP drone control boost.
                            FM/Wealth energy boost (minimum 8 energy).
                            PEG econ boost (maybe this statement is one turn premature).
                            10 mins (if we drop out of Demo).
                            Can easily take advantage of max borehole density.

                            All that for a measly 27 mineral CP investment.

                            With enough efficiency, can boom to size five eventually (with two condensor-farms); then size seven with soil enrichers; then size fourteen with nut sats (past our maximum, even with AV).
                            If we can get the Vats, we don't need to worry about efficiency limits to boom. ICS might get us to the Vats the fastest anyway.

                            The Spartan tech trade doctrine indicates all the military techs will arrive before you know it. A pop boom might be too far-sighted.
                            "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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                            • #15
                              I believe 34 rows = 306 mins
                              "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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