Well, I've managed to pretty much confirm the best way to keep ecodamage at 0 is to create ecodamage.
I checked the ecodamage formula carefully and ran some test games, and here is the end result:
Every fungal bloom caused by ecodamage allows you to have 1 more "clean" mineral in every base.
I was playing a game as Lal, intending to see just how high a population I could get, in light of my improved understanding of ecodamage I let some bases cause ecodamage. I was running FM so used arty to weaken the mind worms which attacked me. About 2200 (I had all restrictions lifted by 2150..) I had a base producing 31 minerals, with NO ecodamage, and not a cent preserve in sight. I didn't have centuari empathy. Normally by the time my bases were that developed the best I would manage without ecodamage is 20 minerals.
So the result is in the early game when worm attacks are small let your bases create a little ecodamage, let them attack you. This pays off big time.
So for all this time that I've been carefully keeping ecodamage at 0 in all bases all the time I've only been hurting my game. Annoyed I didn't pick up on during a year of playing, but pleased I'm still learning more about the game.
The simplified ecodamage formula for clean minerals per base:
Terraforming (main contributers only):
For each borehole add 8
condensor add 4
mirror add 6
divide total by 8
Halve if tree farm
Reduce to zero if hybrid forest.
Minerals
16 + # of previous fungal attacks
Clean minerals = Minerals - Terraforming
And there you have it. I'll try to get more precise values for terraforming ecodamage (and how it is different when being worked, the ecodamage formula is not specific enough), altough that would also make it less simple.
I checked the ecodamage formula carefully and ran some test games, and here is the end result:
Every fungal bloom caused by ecodamage allows you to have 1 more "clean" mineral in every base.
I was playing a game as Lal, intending to see just how high a population I could get, in light of my improved understanding of ecodamage I let some bases cause ecodamage. I was running FM so used arty to weaken the mind worms which attacked me. About 2200 (I had all restrictions lifted by 2150..) I had a base producing 31 minerals, with NO ecodamage, and not a cent preserve in sight. I didn't have centuari empathy. Normally by the time my bases were that developed the best I would manage without ecodamage is 20 minerals.
So the result is in the early game when worm attacks are small let your bases create a little ecodamage, let them attack you. This pays off big time.
So for all this time that I've been carefully keeping ecodamage at 0 in all bases all the time I've only been hurting my game. Annoyed I didn't pick up on during a year of playing, but pleased I'm still learning more about the game.
The simplified ecodamage formula for clean minerals per base:
Terraforming (main contributers only):
For each borehole add 8
condensor add 4
mirror add 6
divide total by 8
Halve if tree farm
Reduce to zero if hybrid forest.
Minerals
16 + # of previous fungal attacks
Clean minerals = Minerals - Terraforming
And there you have it. I'll try to get more precise values for terraforming ecodamage (and how it is different when being worked, the ecodamage formula is not specific enough), altough that would also make it less simple.
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