I'm talking primarily SP, but potentially MP if it gets that far and is still not decided. Every MP game I've played was decided when or before the Cloning Vats were claimed. In the case of MP, you can't assume you've grabbed the Cloning Vats, but if you haven't then you need to reach +6 Growth one way or another at least some of the time, and that time is a great time to spit out new bases.
I am not assuming orbital insertion, though it of course helps. Even simple needlejet colony pods can work wonders. If your opponent has orbital insertion then making new bases is riskier and may not be worthwhile, but I don't have much experience with late-game MP combat.
As for improving existing bases, what are they still building that you haven't purchased? Even in MP, it doesn't take long after I get engineers to buy every (useful) facility as soon as it becomes available, in about every city. What would you do to boost labs/energy by 25% that couldn't be bought in a turn or two? Crawl nuts/energy? For a SSC, fine, but for all the rest, why do you have the free space?
In the SE lines I listed, I started assuming Demo, because everyone but Yang will be using it, without a doubt this late. The per tile losses are losses to inefficiency-vulnerable energy per tile the base is from the HQ. I thought satellite energy and commerce were just as vulnerable to inefficiency as worked energy, am I wrong? Also, I know a planet rating > +3 still boosts Psi combat, so I assume an effic > +4 is still greater than +4 in the calculations. I suppose I could actually test these...
As for the sprawling, the point is that if you can't use fungus, it's much harder to sprawl to unclaimed territory.
I am not assuming orbital insertion, though it of course helps. Even simple needlejet colony pods can work wonders. If your opponent has orbital insertion then making new bases is riskier and may not be worthwhile, but I don't have much experience with late-game MP combat.
As for improving existing bases, what are they still building that you haven't purchased? Even in MP, it doesn't take long after I get engineers to buy every (useful) facility as soon as it becomes available, in about every city. What would you do to boost labs/energy by 25% that couldn't be bought in a turn or two? Crawl nuts/energy? For a SSC, fine, but for all the rest, why do you have the free space?
In the SE lines I listed, I started assuming Demo, because everyone but Yang will be using it, without a doubt this late. The per tile losses are losses to inefficiency-vulnerable energy per tile the base is from the HQ. I thought satellite energy and commerce were just as vulnerable to inefficiency as worked energy, am I wrong? Also, I know a planet rating > +3 still boosts Psi combat, so I assume an effic > +4 is still greater than +4 in the calculations. I suppose I could actually test these...
As for the sprawling, the point is that if you can't use fungus, it's much harder to sprawl to unclaimed territory.
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