I play with slow tech and complete the early wonders before crawlers are available. I try to get 3 of them. In most cases I get at least 2.
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Early game secret projects - how and when to build them?
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I finally tried building the Planetary Transit System earlier than what I've usually done, and I must say it is a great project. Combined with the Monsoon Jungle that I landed next to it is simply awesome! It's so easy to thin expand when you don't have to worry about getting 2 nut squares.
All in all, I've had the best start of all my games so far and by 1959 I have built all the very early SPs (VW, PTS, HGP, WP, ME) and have 20 bases with 59 population. I haven't even needed any recreation commons' yet despite the fact that I've passed the third bureaucracy limit (large map) and am running FM. The drone-reducing aspect of PTS is very nice too.
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Originally posted by Minute Mirage
...by 1959 I have built all the very early SPs (VW, PTS, HGP, WP, ME)Comrade Corellion, Secretary of Science and Social Engineering for the Human Hive in the Alpha Centauri Police State Game (ACPSG).
Function Corelli Omega-9, Internal Affairs Function (Terms 110, 101, 100, 011, and 010) and Advisor on Foreign Affairs (Term 001) for the Cybernetic Consciousness in the Alpha Centauri Democracy Team Game (ACDTG).
The needs of the many outweigh the needs of the few, or one.
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That's even before I was born.Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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Originally posted by HongHu
That's even before I was born.
Originally posted by HeymlicH
Building the PTS or other stuff is possible, but it is a waste of ressources that could be better put into expansion/infrastructure/military.
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The problem is you need to have a large enough continent. Or do you expand into the sea when you don't have land?Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski
Grapefruit Garden
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colony pods pay really fast, too
And if you have too many colonies early, the rioting becomes a problem.
Later in the game, a few large bases are better than lots of small ones. With the settings I usually use I found something between 8 and 12 main bases to be the best choice. I don't need the PTS to expand to this number of bases.
My main problem are usually the drones (ok, I play Zak ), not the growth. So I build happyness wonders first, and when they are completed I don't need the PTS any more.
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Originally posted by HongHu
The problem is you need to have a large enough continent. Or do you expand into the sea when you don't have land?
But with the PTS, it's easier to get more self-sufficient bases which have minerals besides the usual kelp/energy."Perhaps a new spirit is rising among us. If it is, let us trace its movements and pray that our own inner being may be sensitive to its guidance, for we are deeply in need of a new way beyond the darkness that seems so close around us." --MLK Jr.
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Originally posted by HeymlicH
colony pods pay really fast, too
And if you have too many colonies early, the rioting becomes a problem.
Originally posted by HeymlicH
Later in the game, a few large bases are better than lots of small ones. With the settings I usually use I found something between 8 and 12 main bases to be the best choice. I don't need the PTS to expand to this number of bases.
Originally posted by HeymlicH
My main problem are usually the drones (ok, I play Zak ), not the growth. So I build happyness wonders first, and when they are completed I don't need the PTS any more.
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My apologies for topping another older thread, but I feel I need to add one point concerning the PTS, now that I'm a bit more experienced in using it.
If you cash in your crawlers for any other SP, you are sacrificing a part of your much needed early industrial strength to get the benefits of the SP. While this is almost always a good deal, the PTS does better here. When you cash in the crawlers, your industrial capacity is very likely to actually increase, thanks to the new workers. This would make the PTS worth building even without its other benefit -- each new base starts at size three.
And while this has been mentioned before in this thread and elsewhere too, I think it bears repeating: The PTS makes all your bases ready for a golden age, which can be very powerful with the HGP. There's nothing like a GA pop boom in Democracy/FM/Wealth to get your newly founded bases going.
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Imho PTS value varies greatly depending on the game particulars.
Zak, Morgan, CC, and Roze can get to IA very quickly - definitely by 30s - at which stage early expansion is not finished, most bases are at size 1-2 and building PTS generates a very quick increase in industrial capacity allowing you to build other SPs more quickly. Definitely a priority project in such a case.
Slower research factions may not be able to get to IA that fast and for some of them it makes more sense to beeline to other techs (ie Dee benefits immensely from Doc:Flex and catching IoDs). Then IA may come as late as 40s-50s in which case expansion is almost finished and many bases are at size 3+ already. In latter case, PTS really is not all that valuable.
In short, PTS value tremendously declines with time.
Another project whose value imho is vastly overrated is the Weather Paradigm. It has several effects:
(i) formers work 50% faster - no, they do not Consider a typical terraforming task in early game - planting a forest.
Say, flat and arid square.
Former deploys - 1 turn with or without WP.
Former builds road - 1 turn with or without WP.
Former plants forest - 4 turns without WP; 3 turns with WP.
Overall terraforming time is 6 turns without WP vs 5 turns with WP. Nothing to write home about.
Same task for a rolling square is 7 turns without WP vs 6 turns with WP, which is even worse for WP.
(ii) WP allows you to build advanced terraforming projects, which is excellent, but at this stage at the game your formers time is probably better invested towards building forests anyway. At any rate, with a fast research faction you probably cannot get WP much earlier than 30s and you'll probably get EnvEcon in 50s so the window of opportunity is rather small.
(iii) Later on, you can drill a borehole in 16 turns with WP vs 24 turns without, which is quite substantial but at a cost of 200mins spent towards WP you can build extra 7 clean formers which would net you roughy the same effect.
Of course, with blind research the value of WP increases quite substantially. Overall, good project - all early projects are great really - but not in the same league as HGP/VW (for me at least).
Just my $0.02.It is only totalitarian governments that suppress facts. In this country we simply take a democratic decision not to publish them. - Sir Humphrey in Yes Minister
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Originally posted by ErikM
Slower research factions may not be able to get to IA that fast and for some of them it makes more sense to beeline to other techs (ie Dee benefits immensely from Doc:Flex and catching IoDs). Then IA may come as late as 40s-50s in which case expansion is almost finished and many bases are at size 3+ already. In latter case, PTS really is not all that valuable.
Originally posted by ErikM
Another project whose value imho is vastly overrated is the Weather Paradigm. It has several effects:
(i) formers work 50% faster - no, they do not Consider a typical terraforming task in early game - planting a forest.
Say, flat and arid square.
Former deploys - 1 turn with or without WP.
Former builds road - 1 turn with or without WP.
Former plants forest - 4 turns without WP; 3 turns with WP.
Overall terraforming time is 6 turns without WP vs 5 turns with WP. Nothing to write home about.
Same task for a rolling square is 7 turns without WP vs 6 turns with WP, which is even worse for WP.
Originally posted by ErikM
(ii) WP allows you to build advanced terraforming projects, which is excellent, but at this stage at the game your formers time is probably better invested towards building forests anyway. At any rate, with a fast research faction you probably cannot get WP much earlier than 30s and you'll probably get EnvEcon in 50s so the window of opportunity is rather small.
Originally posted by ErikM
(iii) Later on, you can drill a borehole in 16 turns with WP vs 24 turns without, which is quite substantial but at a cost of 200mins spent towards WP you can build extra 7 clean formers which would net you roughy the same effect.
Originally posted by ErikM
Overall, good project - all early projects are great really -but not in the same league as HGP/VW (for me at least).
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