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.
(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.
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.
I used to ignore the WP and concentrate more on the other SPs until I really started to work on my teraforming. In my most recent games almost all my bases have at least 2 boreholes, many have three, and a couple may have four. I also will use a lot of farm/condenser squares.
Consider the example you gave above but instead of using one former, work with using groups of 4 to 8 (or more) teraformers together (some of them on rover chassis). Your first former on the scene (rover chassis) makes the road; the following formers make the borehole. You can work similarly fast making a farm/condenser + soil enricher (when available) all in one turn. WP allows you to do the work a lot quicker with fewer formers. I have heard the term 'turn advantage' and WP definitely gives you a lot of that.
If I was playing Zak I would choose VW over WP but I would still want WP over all the other early SPs.
Mead
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