("Nejen" is this nifty Czech word that can mean, in a single word, "so-and-so/such-and-such but not only him/it." It's pronounced "NEH - yen.")
I finally broke down and peeked at the Dark Side recently: I played a few games with Sikander Spacing and early-as-possible FM. The results were good but not great, and they left me with some questions.
For any newbies here, Sikander Spacing is base spacing two on the diagonal (which I am incapable of ASCII-drawing at the moment).
Questions:
1. This is a q for EVERY fixed-base-spacing player, actually. How in the h*ll do you field enough formers to clear all those base sites? In my experience you have to be REALLY lucky to have a majority of your early potential base spaces fall on unfettered territory, and I'm having trouble understanding the cost-effectiveness of investing in some cases up to 14 former-turns (fung rocky) just to finally be able to use a !@$! base site. OK, 14 is the extreme, but I've seen lots of cases where after the first few base sites, the only alternatives with fixed spacing are investing 6+ former-turns or sending a pod far away (and in the early game, building an RC is often not an option). Where's the turn-advantage in that?
2. Do you build a road network covering "every white space of the chessboard," or leave large areas unroaded forever/a long time? I am a road fanatic, but I see people proposing roadlessness for defense/time savings, which I've never understood much, but...
3. Assuming your beelines are IA followed by EE, about what point do you expect to reach EE using this strategy? I'd like a yardstick so I get a feel for if I'm "doing it right."
4. What kind of variations do you use for the various factions? Are there some for which you simply forget about it and use ad hoc spacing (as I normally do)? E.g. Miriam, Domai, Yang with their late access to CE? Lal with his potential for size-18 bases? The -- shudder -- Pirates?
5. Do you reject tech trades until IA in order to reduce tech costs along your beeline?
6. IIRC, your eventual setup is boreholes on the bases' four diagonals and condenser farms everywhere else. DIRC? (Do I recall correctly?) And again, before clean formers, how in the heck do you whip up all the former-turns needed for a paradigm with no auto-spreading and such a low FOP-produced-per-former-turn ratio? (Yes, I do see its insanely high FOP-per-square ratio and do "get" that.)
7. I presume you use forests in place of the above-mentioned until the WP in the case of CF's and until... mineral restriction lifting for the case of the boreholes? How early do you start ripping up the forests?
Thanks in advance,
USC
Just for the record: my best game of this type was with Roze, where I was up to 20-30 bases and EE by some time in the 2170's, on a huge map. Not too great, but then I had zero useful contact with other factions (I think it was an alien, a bad-hair-day Lal, and no other contact yet). On the other hand, I lucked out somewhat in terms of specified base squares falling on immediately usable squares.
I finally broke down and peeked at the Dark Side recently: I played a few games with Sikander Spacing and early-as-possible FM. The results were good but not great, and they left me with some questions.
For any newbies here, Sikander Spacing is base spacing two on the diagonal (which I am incapable of ASCII-drawing at the moment).
Questions:
1. This is a q for EVERY fixed-base-spacing player, actually. How in the h*ll do you field enough formers to clear all those base sites? In my experience you have to be REALLY lucky to have a majority of your early potential base spaces fall on unfettered territory, and I'm having trouble understanding the cost-effectiveness of investing in some cases up to 14 former-turns (fung rocky) just to finally be able to use a !@$! base site. OK, 14 is the extreme, but I've seen lots of cases where after the first few base sites, the only alternatives with fixed spacing are investing 6+ former-turns or sending a pod far away (and in the early game, building an RC is often not an option). Where's the turn-advantage in that?
2. Do you build a road network covering "every white space of the chessboard," or leave large areas unroaded forever/a long time? I am a road fanatic, but I see people proposing roadlessness for defense/time savings, which I've never understood much, but...
3. Assuming your beelines are IA followed by EE, about what point do you expect to reach EE using this strategy? I'd like a yardstick so I get a feel for if I'm "doing it right."
4. What kind of variations do you use for the various factions? Are there some for which you simply forget about it and use ad hoc spacing (as I normally do)? E.g. Miriam, Domai, Yang with their late access to CE? Lal with his potential for size-18 bases? The -- shudder -- Pirates?
5. Do you reject tech trades until IA in order to reduce tech costs along your beeline?
6. IIRC, your eventual setup is boreholes on the bases' four diagonals and condenser farms everywhere else. DIRC? (Do I recall correctly?) And again, before clean formers, how in the heck do you whip up all the former-turns needed for a paradigm with no auto-spreading and such a low FOP-produced-per-former-turn ratio? (Yes, I do see its insanely high FOP-per-square ratio and do "get" that.)
7. I presume you use forests in place of the above-mentioned until the WP in the case of CF's and until... mineral restriction lifting for the case of the boreholes? How early do you start ripping up the forests?
Thanks in advance,
USC
Just for the record: my best game of this type was with Roze, where I was up to 20-30 bases and EE by some time in the 2170's, on a huge map. Not too great, but then I had zero useful contact with other factions (I think it was an alien, a bad-hair-day Lal, and no other contact yet). On the other hand, I lucked out somewhat in terms of specified base squares falling on immediately usable squares.
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