So do you reckon that the faction you start off playing with you usually get the best at. Quite simply because you pick up the habits required to play that faction well, and it's difficult to change your habits to suit a different faction?
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I'm not so sure about that. While it's true that the first faction I used was the Uni, and that they've always been my preferred one, I've changed my playstyle a lot since then, with very distinct differences between how I played before I discovered the CGN Acadamy, Vel's Guide, and Sikander's Terraforming methods. In all cases, my playstyle changed virtually overnight as I adapted it with these new (to me) ideas. I expect the next time I have a big change in my playstyle, will be when I can learn your own micromanagement techniques that I've seen you put into effect in the ACDTG.
I don't think it'd be impossible for me to change my habits to play another faction, or that it'd be all that difficult, it's just that I don't have the time to play that much thesedays outside of the PBEMS, so I haven't had the time to learn what I need to do with these other factions.Veni Vidi Castravi Illegitimos
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I think you're onto something. The first faction I played was the Hive (WOW! Free perimiterdefenses, that will keep me safe while I learn to play) and they remain my preferred faction.
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Hopefully I remember all of my early game strategies once this is all said and done. I do intend to share what I've learnt, but at the moment I want to try and keep the edge in the ACDG.
I've also realised as this game progressed I need to adapt to maintain advantage, which means constantly discarding some of the strategies I was using and come up with new ones. By the end of the game I have a feeling I would have forgotten a few of my earlier ones. It helps having others backing you up too, as I've been bouncing ideas like crazy off anyone that will listen.
Most of the ideas I've come up with only suit particular circumstances. Those are the ones you don't read about, because it's too specific an strategy to be used often.
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The "ability?" of having one extra drone for every 4 citizens may become important in the latest part of the game, I'd pick the Drones and the Consciousness insteadI will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.
Asher on molly bloom
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IMO, that penalty is only significant when your cities are growing from size 3 to size 4 and pick up two extra drones (3 if you were relying on the PTS) before you can just make everyone a Librarian. Later in the game that 1/4 citizens means 1 extra drone, and among psych, facilities, police, and specialists it's hardly a problem.
The Drones suffer a little in the late game in that they can't take Green, Planned becomes useless, and Free Market becomes brutal. On the other hand, having +3-4 industry for most of the game should make up for that.
The Consciousness is great, but Zak is better for tech in the very early game with an effective +8 research rating (1.2 from research * 1.5 from net nodes), and the cyborgs have some difficulty pop booming."Cutlery confused Stalin"
-BBC news
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Fellow gamers have you forgotten???
When their is one force there is always another pushing in the opposite direction
Hence for every reaction there is an opposite reaction
For every faction that is strong there is another faction that can take hold of the powerful factions weakness and crush them.
STALIN LIVES ON.........
If you are good enough there is no such thing as a superior faction only a faction with an advantage.
"The greatest victories were battles thta were lost"
JACE OUT.....
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Originally posted by Chaos Theory
The Drones suffer a little in the late game in that they can't take Green, Planned becomes useless, and Free Market becomes brutal. On the other hand, having +3-4 industry for most of the game should make up for that.
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Originally posted by Chaos Theory
IMO, that penalty is only significant when your cities are growing from size 3 to size 4 and pick up two extra drones
Also, if you create one specialist then the first citizen will be a drone regardless... so for an early specialisation strat the UoP really has no disadvantage at all.
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CEO Aaron: Yes, FM can be run in the late game (roughly Hab Domes onward), but Green will probably generate more research and/or energy by that point. Also, fungus is becoming productive by then, so FM prevents you from taking advantage of it.
Curiosity: You get two extra drones going from size 3 to 4. One for having another population unit, and one for the Univ's disadvantage. Yes, having even a single specialist nullifies this penalty, but that specialist will be a doctor. A specialization strat depends on getting cities to size 5 to actually have useful specialists. In any case, the extra drone at size 4 has created a few problems for me."Cutlery confused Stalin"
-BBC news
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Originally posted by Chaos Theory
CEO Aaron: Yes, FM can be run in the late game (roughly Hab Domes onward), but Green will probably generate more research and/or energy by that point. Also, fungus is becoming productive by then, so FM prevents you from taking advantage of it.Veni Vidi Castravi Illegitimos
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No, I wouldn't have left much fungus near my bases, but new/conquered bases may have plenty, and high fungus productivity gets them off the ground, and ecodamage tends to plant fungus for you.
If you've gone the expensive forming route and covered your land in boreholes and condensors, the +1 energy/tile from +2 econ pales compared to +2 effic.
There is no such thing as max efficiency, and if you take Eudaimonic, the +2 econ from FM is no longer significant, unless you've cultivated commerce."Cutlery confused Stalin"
-BBC news
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Which is assuming you're still planting bases by that point. While sometimes productive, by the late stages where Fungus might actually be worth something (And really, for it to be worth more than Forest Hybrids, you need to have that project, itself only available in the late game usually, and only in SMAX.), you wouldn't expect to be planting very many more bases.
You're assuming there that one would take FM for its energy per tile advantage. The energy from the base square and for specialists however is unaffected, as is the energy from commerce. These are where the real gains in the late game from high Economy values come from, not the extra +1 per tile.
There is no such thing, but once you get to +4 Effic, there's no point going higher, and you can get there with Demo/Cybernetic anyway. Demo/FM/Wealth/Cybernetic in general will give you greater returns (Both economically and research wise) than Demo/Green/Wealth/Eudaimonic, unless perhaps you're a warmonger. And quite frankly, given that there's more gains to be had from cultivating that commerce, in SP at least, why would you bother being a warmonger?Veni Vidi Castravi Illegitimos
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Actually, planting bases in the late game can still be very productive. Assume you've grabbed the Cloning Vats, have ample hydro sats, and one or two drone-managing SPs. A newly founded base (with a drop colony pod or even sea pod), with ample fungus (now producing at least 2-1-1), will pop boom as high as facilities and drones allow. As the city grows, pull citizens off the fungus to specialize, and the city continues to boom, while starting to produce massive labs/energy from both the specialists and energy sats/fungus/commerce. Rush rec commons etc early and net node/fusion lab/etc later to pump up the city.
Produce drop colony pods from each of your cities from a few turns to quickly double or triple your base count, and in ten to twenty years you've redoubled your labs/energy, beyond any other improvements. These cities are much more difficult to make useful if fungus produces nothing. You can start doing this at Centauri Psi, which is probably a little ways from Transcendence, but not too long before Eudaimonia. Until then, use Demo/Green/Know/Cyb as described at the bottom.
To take advantage of commerce due to high economy, you need at least a +3 rating. To fully use this energy, you need a SE +4 effic. Compare the following:
Demo/FM/Wealth/Cyb - +3 econ, +4 effic, -1 planet, +2 research
Demo/Green/Wealth/Eud - +3 econ, +4 effic, +2 planet, +0 research
Demo/Green/Know/Cyb - +0 econ, +7 effic, +4 planet, +4 research
Demo/FM/Know/Eud - +4 econ, +3 effic, -3 planet, +2 research
Demo/FM/Wealth/Eud - +5 econ, +2 effic, -3 planet, +0 research
Each point of econ above +3 gives yet another point of increased commerce, and costs a point of effic. Each lost point of effic will cost some 4-8% off labs assuming energy is heavily skewed to labs. If I remember right, there are 6 commerce techs in SMAX. By the commerce formula, each point of commerce rating increases your commerce by 1/7 of the "base" value. Just how much commerce are you getting relative to total commerce + raw + specialist energy (specialist energy *is* affected by losses due to uneven allocation, AFAIK)? 50%? At that point you're roughly breaking even. Therefore, unless you have cultivated a great deal of commerce, effic < +4 is not optimal.
Switching FM/Cyb for Green/Eud costs 2 research but returns 3 planet and 2 industry, reducing your labs by 1/6 but allowing you to sprawl across unclaimed territory and cheaply rush facilities everywhere. In addition, you can fight a war without particular worries and even keep a police unit (free with Self-Aware Colony) in any base that might need it. If you really don't want to expand or conquer anything, go ahead and stick with FM/Cyb.
If you switch FM/Wealth/Cyb for Green/Know/Cyb, you lose 1 point of commerce (1/7 of "base") and 1 energy from each worked tile (as little as 1/8 of raw energy for boreholes or as much as 1/4 for forests). The +3 effic raises you from +6 (Demo + Cyb + Creche) to +9, which reduces losses to inefficiency to 1/108 per tile from HQ from 1/80 per tile. If you went ahead and got your HQ destroyed, all bases are exactly 16 tiles distant and the immediate return is not as high in Green/Know as in FM/Wealth. On the other hand, you gain 1/7 more research. All these factors combined should roughly cancel for purposes of labs. On top of that, you can sprawl as described above."Cutlery confused Stalin"
-BBC news
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Originally posted by Chaos Theory
Actually, planting bases in the late game can still be very productive. Assume you've grabbed the Cloning Vats, have ample hydro sats, and one or two drone-managing SPs. A newly founded base (with a drop colony pod or even sea pod), with ample fungus (now producing at least 2-1-1), will pop boom as high as facilities and drones allow. As the city grows, pull citizens off the fungus to specialize, and the city continues to boom, while starting to produce massive labs/energy from both the specialists and energy sats/fungus/commerce. Rush rec commons etc early and net node/fusion lab/etc later to pump up the city.
Produce drop colony pods from each of your cities from a few turns to quickly double or triple your base count, and in ten to twenty years you've redoubled your labs/energy, beyond any other improvements. These cities are much more difficult to make useful if fungus produces nothing. You can start doing this at Centauri Psi, which is probably a little ways from Transcendence, but not too long before Eudaimonia. Until then, use Demo/Green/Know/Cyb as described at the bottom.
In that case, then yes, it's certainly an idea, assuming there's ample places to drop those pods. Considering the very few remaining turns by the time you have orbital insertion however (ie. If there were 10-20 turns between getting Orbital Insertion and Transcending, you can probably do better), it may be more worthwhile to stick with improving your existing bases with whatever improvements you can still purchase, and then if there's still a few turns left before the transcendance, *then* go throwing a few pods around. A 25% increase in that base's economic or labs output is going to give you greater returns than what you're getting from the base taking time to boom.
Originally posted by Chaos Theory
To take advantage of commerce due to high economy, you need at least a +3 rating. To fully use this energy, you need a SE +4 effic. Compare the following:
Demo/FM/Wealth/Cyb - +3 econ, +4 effic, -1 planet, +2 research
Demo/Green/Wealth/Eud - +3 econ, +4 effic, +2 planet, +0 research
Demo/Green/Know/Cyb - +0 econ, +7 effic, +4 planet, +4 research
Demo/FM/Know/Eud - +4 econ, +3 effic, -3 planet, +2 research
Demo/FM/Wealth/Eud - +5 econ, +2 effic, -3 planet, +0 research
Each point of econ above +3 gives yet another point of increased commerce, and costs a point of effic. Each lost point of effic will cost some 4-8% off labs assuming energy is heavily skewed to labs. If I remember right, there are 6 commerce techs in SMAX. By the commerce formula, each point of commerce rating increases your commerce by 1/7 of the "base" value. Just how much commerce are you getting relative to total commerce + raw + specialist energy (specialist energy *is* affected by losses due to uneven allocation, AFAIK)? 50%? At that point you're roughly breaking even. Therefore, unless you have cultivated a great deal of commerce, effic < +4 is not optimal.
Switching FM/Cyb for Green/Eud costs 2 research but returns 3 planet and 2 industry, reducing your labs by 1/6 but allowing you to sprawl across unclaimed territory and cheaply rush facilities everywhere. In addition, you can fight a war without particular worries and even keep a police unit (free with Self-Aware Colony) in any base that might need it. If you really don't want to expand or conquer anything, go ahead and stick with FM/Cyb.
If you switch FM/Wealth/Cyb for Green/Know/Cyb, you lose 1 point of commerce (1/7 of "base") and 1 energy from each worked tile (as little as 1/8 of raw energy for boreholes or as much as 1/4 for forests). The +3 effic raises you from +6 (Demo + Cyb + Creche) to +9, which reduces losses to inefficiency to 1/108 per tile from HQ from 1/80 per tile. If you went ahead and got your HQ destroyed, all bases are exactly 16 tiles distant and the immediate return is not as high in Green/Know as in FM/Wealth. On the other hand, you gain 1/7 more research. All these factors combined should roughly cancel for purposes of labs. On top of that, you can sprawl as described above.
As for sprawling, there's no problems there at, if that's what you want to do. That goes hand in hand with the +4.
As for the complaints about police units and so forth, you're really making the problem seem worse than it is. Like I said, don't be a warmonger. Or, if you have to, build one base and make everyone specialists, rehoming everything there. Problem solved. Regardless, the police issue is rather irrelevant if you have the cash flow from FM/Wealth (+ GA), and you'd want to be rushing the various labs and econ improvements which help Psych anyway. If you have one or two Psych projects, you're in an even better position. Oh, and let's not forget that, by the time you have the Drop Troops like you're talking about here, you shouldn't ever have to move a unit out of your territory for a full turn, simply because the area it drops into should become your territory once you make the attack on the same turn.Veni Vidi Castravi Illegitimos
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