I wanted to move the debate over to strategy, since it had nothing to do with "Is this a cheat" Please note I like a good debate and I hope that no one takes any of my comments at a personal attack. Also it should be said that these are my impressions of the game based on my years of off-an-on play of SMAC and SMAX. I have not tried this at home, and I'm pretty much firing from the hip.
Situation: Very early in the game, you have expanded to your first warning. You stop expanding and start building your infrastructure, proto typing, and one or two SPs.
Question: How effective would dedicating your last built base to making colony pods to increase the population of your existing bases would be over developing that base on its own?
VoodooChild: After that base has a former, defender, and R.tanks I say the benefits outweigh the costs.
-What else is that base going to do, Build rec. commons?
Wont be needed if it keeps producing colony pods.
-Build Network Nodes?
Between the maintenance cost and the efficiency of an out lying base, at the current stage of development this is a break even proposition. There will be some turn loss later, but I will comment on how you are better served elsewhere.
-Build another type of structure or unit?
Depending on your faction's goals, techs on hand, or any number of other variables this could be anything. The only structure that could be worthwhile would be Creches, but its is very unlikely that you have these available at this time. Any other early structure can be built at another base, and you are better served without the duplicity.
Now I stop my expansion completely, your play style may be different, I don't know. If so, then force booming is not for you. I completely agree that it is FAR better to build a new base than it is to force boom an existing base.
Since I stop my expansion, my main goal is to make my bases as efficient as possible. At this stage of the game I have a serious pop cap of 4 without having drone riots. I generally want my food production to +1 nut after I reach pop 4, so it will take a long time before I get into trouble.
There are two ways I could force boom.... Bring my bases from pop 3 to 4, or 4 to 5.
If I bring my pop up to 5, then they will all most certainly become a doctor, but I did save myself 50 nuts for the cost of 10 nuts and 30(?) minerals. As I tried to indicate before the value of those minerals isn't that great, since your choices are limited and the benefits are minimal. There will be some loss from the fact that I could be developing my feeder base and getting some returns from extra workers in the field, but since the former of my feeder base needs only to develop two squares, they can regain that "turn loss" by building roads to new sites, planting sensors for added security, or developing the new area for an instant productive work force. All in all I would say that this was a break even proposition.
I could also force boom my pop to 4. The ratio is negative on the resources lost / gained, but there is also another way to look at this. If I am planing to build a SP at a base, then I am trying to work as many minerals as possible. For me this means lots of forests, but forests don't produce a lot of nuts. How long will it take for that base to go from pop 3 to 4 with all those forests? 20-25 turns would be my guess. How long will it take for your feeder colony to build and move to a new base? 13-15 turns I would say. My estimations may be off, and depending on the situation at hand the numbers can shift, but there are some added gain to the numbers.
If planned for correctly, it can be significant impact. Now how important is it that YOU and not some AI build that SP? So are the minerals better served building the SP or developing your feeder base? In a military base those minerals can help that expensive prototype move along. This will increase your ability for diplomacy, exploration, or outright combat. The same principle can be applied to a base building a network node. Make that that 4th pop into a librarian or a solar collector worker. Extra turns of labs from the sacrifice of minerals at the feeder base.
Whatever the base is doing for your faction, they can do it better with a force boom. Have each of your bases specialize in one particular field, and have that base that much more efficient by force booming to its maximum potential. Even in the case of the pop 5 doctor, your ready to put that doctor in the fields at anytime. Remember that the time it will take for your feeder base to gain back that population is nothing compared to what it would take for a size 4 base to gain that worker. This could mean all the difference when its time to elect a governor.
My final point, and thank you for reading up to this point At some time you will begin to expand again. If all your bases are size 3 or greater, then which ever base you use to start the process, it will take a loss in resources and productivity in time and materials to make the colony pod, time and resources to recover the lost worker, and turn loss of starting the next item in the que just to start the next phase of expansion. Not so in the case of feeder base since its already dedicated to just making colony pods. Not only are you not taking the loss, but you can double your expansion efforts by not having to wait until your next base can make a colony pod on its own to continue the expansion.
Force booming is not for everyone, and like most anything, to do it right requires exact planning and execution. Because of the ethics involved, I haven't tried this before, but maybe I will give it a whorl to see if my impressions are anything close to reality. Whatever the case, I don't think that this strategy should be dismissed out of hand like it was in the other post. I believe it is universally agreed upon that the first 50 turns of the game will determine the winner. Hopefully I have brought to light that there are tangible benefits if force booming is used and could very well give you the advantage that will carry you to victory. Please share with me your impressions or criticism. Thanks
Situation: Very early in the game, you have expanded to your first warning. You stop expanding and start building your infrastructure, proto typing, and one or two SPs.
Question: How effective would dedicating your last built base to making colony pods to increase the population of your existing bases would be over developing that base on its own?
VoodooChild: After that base has a former, defender, and R.tanks I say the benefits outweigh the costs.
-What else is that base going to do, Build rec. commons?
Wont be needed if it keeps producing colony pods.
-Build Network Nodes?
Between the maintenance cost and the efficiency of an out lying base, at the current stage of development this is a break even proposition. There will be some turn loss later, but I will comment on how you are better served elsewhere.
-Build another type of structure or unit?
Depending on your faction's goals, techs on hand, or any number of other variables this could be anything. The only structure that could be worthwhile would be Creches, but its is very unlikely that you have these available at this time. Any other early structure can be built at another base, and you are better served without the duplicity.
Now I stop my expansion completely, your play style may be different, I don't know. If so, then force booming is not for you. I completely agree that it is FAR better to build a new base than it is to force boom an existing base.
Since I stop my expansion, my main goal is to make my bases as efficient as possible. At this stage of the game I have a serious pop cap of 4 without having drone riots. I generally want my food production to +1 nut after I reach pop 4, so it will take a long time before I get into trouble.
There are two ways I could force boom.... Bring my bases from pop 3 to 4, or 4 to 5.
If I bring my pop up to 5, then they will all most certainly become a doctor, but I did save myself 50 nuts for the cost of 10 nuts and 30(?) minerals. As I tried to indicate before the value of those minerals isn't that great, since your choices are limited and the benefits are minimal. There will be some loss from the fact that I could be developing my feeder base and getting some returns from extra workers in the field, but since the former of my feeder base needs only to develop two squares, they can regain that "turn loss" by building roads to new sites, planting sensors for added security, or developing the new area for an instant productive work force. All in all I would say that this was a break even proposition.
I could also force boom my pop to 4. The ratio is negative on the resources lost / gained, but there is also another way to look at this. If I am planing to build a SP at a base, then I am trying to work as many minerals as possible. For me this means lots of forests, but forests don't produce a lot of nuts. How long will it take for that base to go from pop 3 to 4 with all those forests? 20-25 turns would be my guess. How long will it take for your feeder colony to build and move to a new base? 13-15 turns I would say. My estimations may be off, and depending on the situation at hand the numbers can shift, but there are some added gain to the numbers.
If planned for correctly, it can be significant impact. Now how important is it that YOU and not some AI build that SP? So are the minerals better served building the SP or developing your feeder base? In a military base those minerals can help that expensive prototype move along. This will increase your ability for diplomacy, exploration, or outright combat. The same principle can be applied to a base building a network node. Make that that 4th pop into a librarian or a solar collector worker. Extra turns of labs from the sacrifice of minerals at the feeder base.
Whatever the base is doing for your faction, they can do it better with a force boom. Have each of your bases specialize in one particular field, and have that base that much more efficient by force booming to its maximum potential. Even in the case of the pop 5 doctor, your ready to put that doctor in the fields at anytime. Remember that the time it will take for your feeder base to gain back that population is nothing compared to what it would take for a size 4 base to gain that worker. This could mean all the difference when its time to elect a governor.
My final point, and thank you for reading up to this point At some time you will begin to expand again. If all your bases are size 3 or greater, then which ever base you use to start the process, it will take a loss in resources and productivity in time and materials to make the colony pod, time and resources to recover the lost worker, and turn loss of starting the next item in the que just to start the next phase of expansion. Not so in the case of feeder base since its already dedicated to just making colony pods. Not only are you not taking the loss, but you can double your expansion efforts by not having to wait until your next base can make a colony pod on its own to continue the expansion.
Force booming is not for everyone, and like most anything, to do it right requires exact planning and execution. Because of the ethics involved, I haven't tried this before, but maybe I will give it a whorl to see if my impressions are anything close to reality. Whatever the case, I don't think that this strategy should be dismissed out of hand like it was in the other post. I believe it is universally agreed upon that the first 50 turns of the game will determine the winner. Hopefully I have brought to light that there are tangible benefits if force booming is used and could very well give you the advantage that will carry you to victory. Please share with me your impressions or criticism. Thanks
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