If you don't know how to use FM then it will cause you serious trouble, but used in a timely manner it's excellent. For example, in a typical University game I would switch to planned early on, FM when my TFs are largely up, and green when I get fusion power.
Why? Before I settle my expansion down the growth and industry of panned is fantastic. My bases couldnt cope without police easiy, so I don't use FM. After TFs and a pop-boom to size 7 I would have the happiness facilities and a little psych, good mineral production from forests with low ecodamage, but low energy production under planned. FM nearly doubles my science production! Next stop is planetary economics, and I can often rush my first-round bases' HFs to completion a couple of turns after I discover the tech, so these can be finished by the end of the 80s. You will not get here that fast on a huge map in planned economics, not a chance. And HFs are the key to a boom to size 14/16 and lots of specialists.
So post-fusion, each base has a population of about 1/2 engineers, and dem-green with 100% labs gives virtually as much labs output as FM can (the labs output maxes at ~ 80% labs), while allowing my nice shiny new fusion-equiped troops to say Hi to anyone less prepared.
IMHO, this is a very solid strategy for a builder in Smac. If you don't like to play a builder game, don't run free market; but it has it's place. Just like Fundie
Golden ages don't give you the labs boost FM does; I've tried it extensively, and the expenditure is too much. I've even tried having lots of size 3 bases and the HG so that it's very easy to acheive GA, then putting out energy crawlers. It just doesn't work.
Oh yes, I should mention for those who haven't tried FM with Morgan, +3 econ acts as +4 and +4 acts as +5, that is +4 energy from the base square and huge commerce. It's definitely worth doing, though IMHO the morganites will still fade in Smac in the long run, as a couple of the tourney games have shown. Pop-booming is too important. I'd love to try him when I get SmaX, though!
Why? Before I settle my expansion down the growth and industry of panned is fantastic. My bases couldnt cope without police easiy, so I don't use FM. After TFs and a pop-boom to size 7 I would have the happiness facilities and a little psych, good mineral production from forests with low ecodamage, but low energy production under planned. FM nearly doubles my science production! Next stop is planetary economics, and I can often rush my first-round bases' HFs to completion a couple of turns after I discover the tech, so these can be finished by the end of the 80s. You will not get here that fast on a huge map in planned economics, not a chance. And HFs are the key to a boom to size 14/16 and lots of specialists.
So post-fusion, each base has a population of about 1/2 engineers, and dem-green with 100% labs gives virtually as much labs output as FM can (the labs output maxes at ~ 80% labs), while allowing my nice shiny new fusion-equiped troops to say Hi to anyone less prepared.
IMHO, this is a very solid strategy for a builder in Smac. If you don't like to play a builder game, don't run free market; but it has it's place. Just like Fundie
Golden ages don't give you the labs boost FM does; I've tried it extensively, and the expenditure is too much. I've even tried having lots of size 3 bases and the HG so that it's very easy to acheive GA, then putting out energy crawlers. It just doesn't work.
Oh yes, I should mention for those who haven't tried FM with Morgan, +3 econ acts as +4 and +4 acts as +5, that is +4 energy from the base square and huge commerce. It's definitely worth doing, though IMHO the morganites will still fade in Smac in the long run, as a couple of the tourney games have shown. Pop-booming is too important. I'd love to try him when I get SmaX, though!
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