Originally posted by Modo44
And what is so wrong about Rec Tanks?
And what is so wrong about Rec Tanks?
but ....
most PBEMs rarely last longer than 2225, and then the equation isn't so lop-sided. Deferring creches (to fuel a pop boom) by, say, 5 turns while you build a creche in a base literally can cost a player the whole game. As vel rightly says, it's all about turn advantage, and if you can get from size 3 to size 7 (or even better, 14) in five fewer turns, that's am awesome advantage
Consider (and to keep it simple, say it's 2170, and we will, after creches, be able to popboom from size 3 to 7 in 4 turns and assume new workers work a 1/2/1 forest, and also that we build a rec tank or a creche in 4 turns)
scenario-1 2174:rec tank built, then start a creche, completed in 2178, then poopboom 1 per for 4 turns - 2179 through 2182 when population reaches 7
Cost of rec tanks 40 minerals, then 2175 through 21832(8 turns) of a 1-1-1 bonus, plus 4 turns (2179 - 2182) of a 1/2/1, three turns of 2 etc
Total nutrients: 18
total minerals: 28
total energy: 18
scenario-2 2174: creche built, and pop boom 2175 through 2178, when max of 7 is reached
Cost of rec tanks - zero (a creche is built in both scenarions, so is a wash)
total nutrients: 26
total minerals: 52
total energy: 26
Over time, of course, the addition of the 1/1/1 every turn overtakes that 4 year hiatus while the tanks were getting built, but you have to hope the game lasts long enough gfor you to get ahead in the equation, and as well, the lost opportunity is hard to quantify - what could you have been building with those extra 64 minerals (the 40 for the rec tanks plus the 24 differential per base that's booming), and what boost did the extra 8 energy (per base booming) give to your research?
So it's not that anything's wrong with rec tanks, it's just that many think that in PBEMs they are lower on the priority list than some other facilities. (Of course, if you're Morgan - or the Pirates with their 200 credit seapodpops - you can afford rec tanks 'cos then you can rush them in 1 turn, thereby restoring that vaunted "turn advantage" when you do pop-boom)
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