Faction seeding seems to be everyone's pet peeve. Most people play random maps, and more often than not you will find your HQ is only 10 tiles from Sparta Command on a tiny island. We all have stories of ridiculously good and ridiculously bad start sites.
How does this happen? From experimenting with different maps, I have made some observations. First thing I noticed was that the Map of Planet gave much more predictable start sites than random maps. There are about 9 common sites and 4 others that crop up less often (Isle of Deinaria, for example). I noticed that if I added more land more resources (monoliths, specials) at those seldom-used start sites, they would be used more often. If I went overboard, though, and added too many goodies, the seeding routine would avoid that super-start like the plague.
So, it seems that the seeding algorhythm first tries to find 7 equal start sites, defined roughly as 10 X 10-tile areas on a huge map. These regions must be roughly equal in terms of the total nutrients/minerals/energy available without terraforming. If an area is short of resources or area, extra unity pods are given. If one faction starts on a small island whereas the others get more space, the islanders will get a unity foil. (If all factions start on islands, though, no one gets a foil!)
On random maps, the seeding algorhythm has a hard time balancing sites. This is especially true with low cloud cover, which reduces avialable resources. Map size also has a big effect, as does %ocean (Sea tiles seem not be involved in calculating start sites)
All this applies only to SMAC --have not tested SMACX as carefully (I presume that sea tiles are considered in settting the Pirates start site, although maybe not!)
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Creator of the Ultimate Builder Map, based on the Huge Map of Planet
How does this happen? From experimenting with different maps, I have made some observations. First thing I noticed was that the Map of Planet gave much more predictable start sites than random maps. There are about 9 common sites and 4 others that crop up less often (Isle of Deinaria, for example). I noticed that if I added more land more resources (monoliths, specials) at those seldom-used start sites, they would be used more often. If I went overboard, though, and added too many goodies, the seeding routine would avoid that super-start like the plague.
So, it seems that the seeding algorhythm first tries to find 7 equal start sites, defined roughly as 10 X 10-tile areas on a huge map. These regions must be roughly equal in terms of the total nutrients/minerals/energy available without terraforming. If an area is short of resources or area, extra unity pods are given. If one faction starts on a small island whereas the others get more space, the islanders will get a unity foil. (If all factions start on islands, though, no one gets a foil!)
On random maps, the seeding algorhythm has a hard time balancing sites. This is especially true with low cloud cover, which reduces avialable resources. Map size also has a big effect, as does %ocean (Sea tiles seem not be involved in calculating start sites)
All this applies only to SMAC --have not tested SMACX as carefully (I presume that sea tiles are considered in settting the Pirates start site, although maybe not!)
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Creator of the Ultimate Builder Map, based on the Huge Map of Planet
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