Question: If you consider these some of your priorities: control continent, max out expansion early, and possibly smush weak opponents early, how do you deal with efficiency/drone issue of having a ton of bases?
I've read Vel's guide, and a lot of these posts, and frankly, I don't see any real addressing of this question. Way back when mastering Civ I, or even the original Sim City when it was released, I realized that eventually a strategy game would come along that was enough harder than playing spades that is was more like Chess than like Civilization. I didn't realize till I finally bought Smac that here was a big step along that direction. Ok, back to the point....How do you actually apply the strategies referred to or implied in all the posts here...or do you take a different approach?
Strategies / Ideals I have read or inferred and might try to apply:
1. Ideal Base number is around (x + whatever number of extra drones you can deal with), where x is the number of bases you can have before extra drones (see datalinks) This of course Changes as you meddle with your SE settings.
2. Turn Advantage...read Vel's excellent explication of this.
3. Fastest Expansion is with one of the patterns below and base distance about 3 spaces between bases. (Actually that's confusing....I'm trying 'Base-space-space-Base'
4. Forest is easy and effective (See posts about this)
From my current game as Morgan on a standard random map :
I've eliminated my immediate neighbors the Believers as I know I can never trust them to be on my soil.
I've fostered wars between the farthest factions (who I pacted with..Zak and the Spartans) and my closest neighbors (Lal, that arse, and Yang, who I Know I'll have trouble from eventually. By the way, I believe that once Deirdre starts thinking about the Empath SP she will not trade tech along that tech branch.
I've bought my seat as planetary govorner.
I focused almost entirely on expansion in my FOP expenditure. My usual pattern is one of these:
A. Middling Expansion
1. Found new base
2. Produce Former if nowhere near fungus or enemy
3. Produce Col Pod
4. Garrison unit
5. Tanks
B. Safe Expansion
1. Found New Base
2. Garrison
3. Col Pod or Former, etc.
C. Wild Expansion
1. Found new base on nuts bonus square
2. Col Pod
3. Garrison
4. Former
5. Tanks
I rush buy everything, which once you figure out how to do near the end of production (3 turns to completion or so) is pretty much like having nice industry except that 70% or that nice energy intake is going to labs and I still have enough to do this.
The situation: I maxed out on bases in your survival type SE settings, which for Morgy are 10 bases on a standard map, but, I'd just had half of those produce pods, so, 15 bases and drones at all my nice new Coastal bases and the two I've kept from the Un-believers. But luckily, I'd been anxious to give the vote to the people for about 10 turns, but was waiting till all my military units (all three non-garrison units) were done mopping up the Believers. So I've gone Democratic (I've run Wealth since I got it). Ah, the pressure is off and the Drones are gone...but wait, what if I again have half my 15 bases make Pods? Then I'd Have to run Green, which, thankfully I researched as Deirdre wouldn't give it to me no matter what.
Interlude:
Dem-Green-Wealth is very nice for Morgan as he has the +2 econ needed for +1 energy per square. Ya don't have to face up to the police problems of Free Market, but Support is still an unpleasant but tolerable -3. Hard to have a big army with this, but when you get clean reactors.....! More importantly (and here is my biggest question in the form of a statement) you have +4 efficiency with this set. That's a bunch of bases before you get the Drone Problem, and better yet, you aren't wasting precious energy on the black hole of innefficiency.
Back to the Future of Morgans Continent..So I'm anxious to send some pods to the very green and somewhat bloody fields of the Mount Planet area. I'd then have 22 bases or so and be again knocking at the drone barrier. These bases would inhibit Deirdre's expansion here, and insure me that industrial base to easily win this game.
BUT
1. What if I want to run Fundy or Power for a quick war? What happens to efficiency? My thumb twitches on the nerve stapler...
2. I could just as easily Crawler this area and focus a bit more on infrastructure..after all I'm about to get those tree farms going.
3. What if I do run a war and win? I learned from my last game as Morgan that having 30+ bases (which I coincidentally just had to take away from the Believers who'd accidentally made a Merchant Exchange in thier turf) is a major pain!
This is my dilemma every single game, and seems to just be happening more quickly now that I'm running with very tight intra-base structure.
Possible solutions:
1. Stop expanding. Just 'tighten up' what I have already. In the event of taking over enemy bases either starve them and pod them or just 'b' the base.
2. Continue expanding. Deal with the drones as, or before they occur. Lots of Rec Commons to accompany my HGP and VW special projects, lots of specialists, even before I have empaths, let alone Transcends.
3. Something I'm missing?
So, what do you do? I'm facing this problem of expansion on a standard map! I really enjoy the tight base structure, it seems great so far, but this is a big continent with 4 factions on it directly. Clearly I could put 40+ bases on this continent if I bludgeon Yang and Deirdre. That's just too many, or is it? Further, once you do reach your max bases, how do you deal with the enemies' constant expansion? The idea of a huge map with Miriam coating my coast with 30 or so sea bases gives me nightmares. How do you quickly rid yourself of pesky seabases? Blather Blather...someone help!
To wrap up:
Expansion is a problem at some point.
Taking over enemy bases without pissing off your pact-mates by killing off the civilians is a pain.
I've read Vel's guide, and a lot of these posts, and frankly, I don't see any real addressing of this question. Way back when mastering Civ I, or even the original Sim City when it was released, I realized that eventually a strategy game would come along that was enough harder than playing spades that is was more like Chess than like Civilization. I didn't realize till I finally bought Smac that here was a big step along that direction. Ok, back to the point....How do you actually apply the strategies referred to or implied in all the posts here...or do you take a different approach?
Strategies / Ideals I have read or inferred and might try to apply:
1. Ideal Base number is around (x + whatever number of extra drones you can deal with), where x is the number of bases you can have before extra drones (see datalinks) This of course Changes as you meddle with your SE settings.
2. Turn Advantage...read Vel's excellent explication of this.
3. Fastest Expansion is with one of the patterns below and base distance about 3 spaces between bases. (Actually that's confusing....I'm trying 'Base-space-space-Base'
4. Forest is easy and effective (See posts about this)
From my current game as Morgan on a standard random map :
I've eliminated my immediate neighbors the Believers as I know I can never trust them to be on my soil.
I've fostered wars between the farthest factions (who I pacted with..Zak and the Spartans) and my closest neighbors (Lal, that arse, and Yang, who I Know I'll have trouble from eventually. By the way, I believe that once Deirdre starts thinking about the Empath SP she will not trade tech along that tech branch.
I've bought my seat as planetary govorner.
I focused almost entirely on expansion in my FOP expenditure. My usual pattern is one of these:
A. Middling Expansion
1. Found new base
2. Produce Former if nowhere near fungus or enemy
3. Produce Col Pod
4. Garrison unit
5. Tanks
B. Safe Expansion
1. Found New Base
2. Garrison
3. Col Pod or Former, etc.
C. Wild Expansion
1. Found new base on nuts bonus square
2. Col Pod
3. Garrison
4. Former
5. Tanks
I rush buy everything, which once you figure out how to do near the end of production (3 turns to completion or so) is pretty much like having nice industry except that 70% or that nice energy intake is going to labs and I still have enough to do this.
The situation: I maxed out on bases in your survival type SE settings, which for Morgy are 10 bases on a standard map, but, I'd just had half of those produce pods, so, 15 bases and drones at all my nice new Coastal bases and the two I've kept from the Un-believers. But luckily, I'd been anxious to give the vote to the people for about 10 turns, but was waiting till all my military units (all three non-garrison units) were done mopping up the Believers. So I've gone Democratic (I've run Wealth since I got it). Ah, the pressure is off and the Drones are gone...but wait, what if I again have half my 15 bases make Pods? Then I'd Have to run Green, which, thankfully I researched as Deirdre wouldn't give it to me no matter what.
Interlude:
Dem-Green-Wealth is very nice for Morgan as he has the +2 econ needed for +1 energy per square. Ya don't have to face up to the police problems of Free Market, but Support is still an unpleasant but tolerable -3. Hard to have a big army with this, but when you get clean reactors.....! More importantly (and here is my biggest question in the form of a statement) you have +4 efficiency with this set. That's a bunch of bases before you get the Drone Problem, and better yet, you aren't wasting precious energy on the black hole of innefficiency.
Back to the Future of Morgans Continent..So I'm anxious to send some pods to the very green and somewhat bloody fields of the Mount Planet area. I'd then have 22 bases or so and be again knocking at the drone barrier. These bases would inhibit Deirdre's expansion here, and insure me that industrial base to easily win this game.
BUT
1. What if I want to run Fundy or Power for a quick war? What happens to efficiency? My thumb twitches on the nerve stapler...
2. I could just as easily Crawler this area and focus a bit more on infrastructure..after all I'm about to get those tree farms going.
3. What if I do run a war and win? I learned from my last game as Morgan that having 30+ bases (which I coincidentally just had to take away from the Believers who'd accidentally made a Merchant Exchange in thier turf) is a major pain!
This is my dilemma every single game, and seems to just be happening more quickly now that I'm running with very tight intra-base structure.
Possible solutions:
1. Stop expanding. Just 'tighten up' what I have already. In the event of taking over enemy bases either starve them and pod them or just 'b' the base.
2. Continue expanding. Deal with the drones as, or before they occur. Lots of Rec Commons to accompany my HGP and VW special projects, lots of specialists, even before I have empaths, let alone Transcends.
3. Something I'm missing?
So, what do you do? I'm facing this problem of expansion on a standard map! I really enjoy the tight base structure, it seems great so far, but this is a big continent with 4 factions on it directly. Clearly I could put 40+ bases on this continent if I bludgeon Yang and Deirdre. That's just too many, or is it? Further, once you do reach your max bases, how do you deal with the enemies' constant expansion? The idea of a huge map with Miriam coating my coast with 30 or so sea bases gives me nightmares. How do you quickly rid yourself of pesky seabases? Blather Blather...someone help!
To wrap up:
Expansion is a problem at some point.
Taking over enemy bases without pissing off your pact-mates by killing off the civilians is a pain.
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