quote:![]() Originally posted by Misotu on 05-06-2001 04:53 PM It's interesting, understanding ecodamage ... not that I'll ever follow it, sadly. I give up on formulae beyond a certain point. But what I am certain of is that a mineral strategy is always a poor second to an energy strategy. There's no need for 100+ minerals in a base - actually, there's rarely any need for more than 10. With serious energy, 10 mins is the magic number for rushing every turn. And with energy, there's no ecodamage once you have hybrids ... ![]() |
Misotu,
Perhaps you can elaborate on your strategy a bit. I am curious, since my game has evolved in what is apparently a different direction. We both agree that 100s of minerals doesn't serve much of a purpose. I do however make a point of ramping up minerals as soon as possible until every base produces 15-16. I find a decent mineral output useful in a large number of ways.
1) It can stand in for support early on when you don't have clean reactors. This can be critical in early warfare, or in producing extra formers to increase your productivity.
2) 15 minerals will produce a supply crawler in two turns. This can be used to produce energy, minerals or nutrients, or to concentrate the construction of SPs in time and space, and beat your opponents to them.
3) Turn advantage. While you may run enough econ to merely purchase what you want every turn, I typically don't do that for at least 100 years. Higher production means that my tree farms are completed earlier (even if I buy them at some point before they are completed) for example.
4) Excess minerals. While any production above 10 minerals may be wasted on the turn in which an item is completed, in general excess production can be harnessed in a number of useful ways. Clean units, crawlers, probes are all items which can be useful at a later time. When all else fails, you can always produce money at the 2-1 ratio.
My early game focuses on FOP in the following order:
1) Mins
2) Energy
3) Nuts
Once my bases are producing up to the ecology limit, I change my focus:
1) Nuts
2) Energy
3) Mins
Only when my bases produce more nuts than they can possibly use do I start looking for energy. As you may know, rather than focusing on pure energy production, I prefer to use specialists to the extent possible. A simple calculation leads me to believe this is a pretty efficient way to do things:
2 food = 1 specialist = 3+ energy
(Late Game 2 food = 1 Transcend = 5+ energy + 1 food, min and energy with sats)
Of course this assumes that you are pop booming, and have space in your bases below your hab limitations. It is however easy to build plenty of specialist bases as drones are not much of a problem. Another advantage to offset these difficulties is that you lose no specialist produced energy to inefficiency.
What do you do? I imagine SSCs, FM and Wealth, GAs and energy trawlers with lots of orange balls on your base screens. What does your energy focused strategy look like?
Respectfully,
Sikander
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