Announcement

Collapse
No announcement yet.

***SMAC/X Facilities Guide***

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • ***SMAC/X Facilities Guide***

    ***SMAC/X Facilities Guide***
    Part One - Early Game Facilities
    Code:
    rectanksfaq
    Aquafarm
    Production Cost: 8 Rows ( = 80 Minerals with normal Industry )
    Maintainance: 1 ec/turn
    Provides: +1 Nutrient from Kelp Farms
    • Notes : Ok, this facility has its uses, I suppose, when a tightly packed sea-base spacing is used, and if you really need to maximise production from worked tiles it can help keep a small base eating well, even when mostly specialists. The main negatives are that despite coming early in the tech treee, you won't be able to reap the benefits untill after Gene Splicing lifts the nutrient restrictions, and the large mineral cost, combined with a per-turn upkeep, mean that for me, at least, this facility is a waste of my precious minerals to build, and my even more precious cash to maintain untill at least after Treefarms - by which point I'm not really short of nutrients anyway. The case for building them in seabases is even worse, as sea bases normally are so rich in nutrients, that anymore is purely a waste.
    • Having said that, if building an Aquafarm allows you to increase the base size, then it may pay for itself in the longterm, although if it allows 1 specialist (producing +2 of something) it will require 160 turns to cover its costs, or with 2 extra specialists 53 turns. If the Aquafarm allow you to use 2 extra second-tier specialists (that is if you are working 4 tiles with kelp) the construction costs can be regained in only 18-25 turns, and then anything after that is profit.
    • This is bad practise in terms of turn advantage though. Sea bases are notoriously short of minerals, and an 8-row facility is going to block up your build queues for a few years. A single trawler on a kelp tile will offer just about the same benefits, for half the mineral cost and no upkeep. I know which I would prefer.
    Code:
    rectanksfaq
    Children's Creche
    Production Cost: 5 Rows ( = 50 Minerals with normal Industry )
    Maintainance: 1 ec/turn
    Provides: +2 Growth, +1 Effic, +1 Morale*
    • Notes : Ok, everyone knows the importance of looking after the children. For a mere 50 minerals (Roughly = 100 ec) plus 1 ec/turn (Which the +1 Effic often gives back to you from reduced inefficiency losses) you have given yourself (with most factions) the ability to Popboom. Even without the other bonuses, the +2 Growth is easily worth twice the current cost of the facility. Say, for example, that we build the Creche in one of our little size 4-5 bases in turn 30, expecting to end the game around turn 130 (conservative estimates indeed) so we have to pay the equivelent of 200ec all together over those 100 turns, which is about 2 ec/turn. Here comes the good news. Even without Popbooming, the extra +2 Growth will (assuming there's always enough food) make the base grow so much faster, that often in the long run the extra income from a getting a larger base x turns earlier than otherwise more than pays for the production and maintainance with the profit gained over a base growing without a Creche.

    • Assume the Creche makes the base grow to each size 1 turn faster. Assume also that each extra poppoint is worth a 2-2-2 tile (nothing special) which has an estimated ec-value of 6. Now with a 50/50 Labs/Econ split, that's 3 extra ecs each time the base grows one turn earlier (ignoring the other benefits). So, the first growth comes 1 turn earlier, the second comes 2 turns earlier... till the tenth comes 10 turns earlier. That's a total of (1+2+3+4+5+6+7+8+9+10) x 3 = 165 extra ecs gained in the growth of the base compared to one without a creche. Ok, then we have to pay for the creche, and that costs an estimated 200ecs over our 100 turns or so, so we only make a loss of 35 ecs. However... what if the base grows more than only one turn faster? Depending on the base set-up, its possible to rake huge profits here by growing 2 turns faster each time (130 ec/base = 1.3 per turn) or 3 turns faster to the next size (295 ec/base = 2.95  ec/turn)

    • And that's without figuring in the other advantages of more population, namely council votes and score.

    • Not to mention how much you can gain by going from size 5 to size 14 in only 9-10 turns, in which case you are Popbooming, and the maths becomes irrelevant. Popbooming is so good it should be banned. Really. If you're going to Popboom, time your construction so that all your bases are finishing the Creches about the same time, then flick over to Demo/Planned/Whatever and enjoy the glories of +6 Growth.

    • *Any units defending the base ignore negative Morale Penalties and take +1 Morale instead. Units that already have +1 Morale or better do not benefit.
    Code:
    rectanksfaq
    Command Center
    Production Cost: 4 Rows ( = 40 Minerals with normal Industry )
    Maintainance: 1 ec/turn (increases with reactor)
    Provides: +2 Morale to units produced, faster repairs
    • Notes : For a small cost you can make your units 25% better in combat. Ok, I can see how that might be useful in a prolonged war. There's a big "but..." implied here though, and that is whether or not the time and minerals needed to build Command Centers in every base are well spent.
    • Consider you intend to start an early war, by which I mean Laser/Impact Rovers. The whole aim of an early war is to rush a nearby opponent before he or she can get their defenses ready. If you delay your war long enough to build Command Centers (say 4 turns in a size 3 base with Rec. Tanks wroking 3 forest tiles) your intended target may have time to prepare. There's nothing more embaressing than a failed rover rush.
    • So, what else could you do with 4 rows of minerals instead of building a Command Center?
    • You could build four 1-1-1 infantry units or two 1-1-2 rover units to upgrade into real attack troops. Then you'd better be playing a high-support faction. For a high-cash faction its much better to have smaller numbers of better troops.
    • What I'm saying is : don't automatically build the Command Centers before building the troops. If you're planning on attacking Morgan or Zak, its hardly needed to pump up your Morale. Its far better to attack these builders early before they can get ahead in tech, and your 4-1-2 rovers find themselves attacking 1-3-1 ECM units behind Perimiter Defenses. If you want to take on Fungus Boy or Deedee, then that extra Morale may just save your arse fighting the inevitable worms.
    • Here's the catch though. Those Command Centers will cost you 1 ec/turn each. If you're playing as Yang, with his -2 Econ, then this may be a bridge too far. Of course, Yang can run Wealth to counter his -1 Energy/base, but then this cancels out the effect of the Command Centers. You gain 1 ec, then pay it for the Command Center, which gives you +2 Morale, which in its turn is taken away by the Command Center. Sure, you get +1 Industry, but that will save 4 minerals from the cost of your rather expensive and pretty useless Command Centers.
    • But - and here's the rub - Against the AI you can be pretty sure of snagging the Command Nexus, and getting one free in every base. Of course, this is only a good deal if you have 5 or more bases.
    • Note that as the best reactor size you have increases, that the upkeep of your Command Centers also increases.
    Code:
    rectanksfaq
    Energy Bank
    Production Cost: 8 Rows ( = 80 Minerals with normal Industry )
    Maintainance: 1 ec/turn
    Provides: +50% Econ at base.
    • Notes : As long as you're making good money anyway, it can't hurt to make a bit more. Energy Banks are always worth having, especially if you can get one in every base for free with the Planetary Energy Grid (SMAX only) However, there's two questions to ask yourself before building an Energy Bank : Will it give me a profit, and what else could I be building?
    • Firstly the profit question. An Energy Bank gives you +50% Econ, at a cost of 1ec/turn. So if you're producing 2 Econ (not total Energy, just Econ) at that base, you will gain 1 ec/turn at a cost of 1ec/turn. Not such a great deal. With 4 Econ at that base you gain 2 ec/turn which means it will only take 160 turns to cover the value of the minerals involved in building the damn thing. Of course the base will grow, and the returns will improve over time, and the sooner you build one, the quicker you'll make the money back. Energy Banks are like the Stock Exchange. You put some cash in now, and hope the company goes up, and stays up long enough for you to profit from it. So, as with all faculties that improve the base's Mineral or Econ production, the sooner you build an Energy Bank, the more you will gain from it.
    • However, building too many facilities early on is going to kill your horizontal growth in favour of vertical growth, and in the long term this is very, very, very bad. What's better, 5 bases with Energy Banks now, or 15 bases with Energy Banks later? Or even for a more direct comparison - instead of increasing the Econ of your bases by 50%, why not increase the number of your bases by 50%?
    • What else could we have built in the same time with those 8 rows? A Colony Pod, 2 formers to develop the new base, and a 1-1(t)-1 unit to protect it? Recycling Tanks and a Crawler? Two Colony Pods and 1-1(t)-1 units to protect them? If every base did that instead of building an Energy Bank, you'd increase the number of bases by 200%
    • So we must decide between building early to get more cash for rush buying to speed a later but faster expansion, or building later, to expand faster in the first instance, but to get less efficient use from our Energy Banks. There's really a lot of factors to consider here, such as which faction, SE settings and map you are using, but with the exception of Morgan, I'd use those 8 rows in the early game to get more stuff on the map instead of more credits in your pockets. Morgan on the other hand has poor Support and high energy in the base square (easily gets 8+) so he can build Energy Banks as soon as he is running FM/Wealth and really rake in the cash. Morgan can easily get 16 energy at a size 3 base, which with the default 50/50 Econ/Labs split allows an Energy Bank to make a net profit of 3 ec/turn - only 53 turns at that rate to earn the value of the Bank back, and most probably less, and help to fuel a rush-buying frenzy that only Morgan can get away with.
    -Jam
    Last edited by Jamski; April 2, 2004, 17:44.
    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
    Taht 'ventisular link be woo to clyck.

  • #2
    Code:
    rectanksfaq
    Hab Complex
    Production Cost: 8 Rows ( = 80 Minerals with normal Industry )
    Maintainance: 2 ec/turn
    Provides: Allows base sizes larger than seven.
    • Notes : What is there to say? Every base needs one to grow above size 7 except with Lal(size 9) and Morgan (size 4) If you're at all interested in vertical growth, then you'll have to build some eventually. Having said that though, I just won a game on Transcend using the Gaians without building any, and I won by diplomatic victory in 2180. Lots of smaller bases with crawlers and specialsists can perform very well in the early and middle game, and aggresive play in this period can ensure that your "swarm techniques" end up saving you the trouble of building the 8 rows and paying the 2 ec/turn needed for the Hab Complex.
    • The most important consideration when building Hab Complexes is timing. You don't want one sitting around in a size 5 base for turns and turns costing you money for no reason. In an ideal world you'd look to see how many turns untill you grow to size 8, and time the Hab Complex to be either finished then, or at least in a position for you to rush it then.
    • Also, its hardly worth the cost for bases that will only grow to size 8 and then stop. If you're really packing them close together and concentrating on boreholes and mines, this happens pretty often. You'll be paying 2ec/turn for an extra worker, who as number 8 will be born a Drone, even on Citizen level. Consider it, and don't do like I did in my first games of SMAC and stick them everywhere, even in size 4 bases that were not growing because "I might get enough sattelites up there eventually".
    Code:
    rectanksfaq
    Hologram Theater
    Production Cost: 6 Rows ( = 60 Minerals with normal Industry )
    Maintainance: 3 ec/turn
    Provides: +50% Psych, quells 2 Drones
    • Notes : To be brutally honest, if you didn't get the Virtual World, you're going to need deep pockets here. Unless you're playing on one of the easier levels, you will need to suppress your Drones somehow. You may think the VW is expensive for a secret project you can build very early, but those 300 Minerals = only 5 Hologram Theaters, and you don't have to pay the upkeep (although you wil have to build some Network Nodes, which you were planning on doing anyway, right?
    • Ok, Hologram Theaters are expensive, and before you blindly build them, its always worth considering if there's another way of dealing with your Drones. First alternative are Recreation Commons - they cost less to build, they only cost 1 ec/turn but they don't give extra Psych. Second alternative is to use more Police, either more units, or a different SE setting. Third alternative is to increase Psych spending on the SE screen, and the fourth easy option for those early game Drones is to use specialists.
    • There's a fifth option, which is to play as Lal and pinch the Human Genome Project, in which case Drones will be a non-issue even on Transcend level. In this case Holo Theaters are a pure waste of time and money. No question.
    • I'm really trying hard here, but I can't think of a single situation in which you wouldn't be better advised to crawl 2 extra nutrients and make someone a doctor than to spend 6 rows of minerals upfront ( roughly = 120 ec) and then another 3 ec/turn. There's only a short window in which Holo Theaters are worth it, but when Treefarms (also +50% Psych) and Research Hospitals (+25% Psych and -1 Drone) come along then I'd build them instead. You'll end up having to shove some energy into Psych at some point in most games anyway, there's no need to be ashamed of it.
    • Anyway this is about facilities, not Drone control, and of all the facilities in this catagory, Hologramm Theaters are the worst value. They do a good job, but not at those prices, and not in my early game build queues. There's plenty of reasons to get them free with the VW though.
    Code:
    rectanksfaq
    Naval Yard
    Production Cost: 8 Rows ( = 80 Minerals with normal Industry )
    Maintainance: 2 ec/turn
    Provides: +2 Morale for naval units, repairs units faster
    • Notes : Owch. Big owch. I'm not convinced of the economics of Command Centers, unless you can get them free with the Command Nexus, and Naval Yards not only have a more limited application (Everyone except the Pirates will build many less naval units than land and air units) but they also require twice the upkeep costs. Unless you get the Maritime Control Center and get them for free, or you feel you really must take on the Pirates before Doctrine: Airpower, you are simply foolish to build these. Actually, if you want to make a big enough navy to take on the Pirates at surface level, you're pretty foolish too. They get these Naval Yards for free, and can capture the ships you so expensively trained up. If the Pirates are not in the game, then who exactly did you want to use all these +2 Morale foils and cruisers against anyway? By the time there's enough sea bases in the game that its worth training your navy to attack them, its also late enough that you have noodles and choppers, which do a much better job.
    • Use those 8 rows to build a couple of Foil Probes if you really have to muck about in the water, and then spend the cash you saved on causing a few problems for some other fool.
    Code:
    rectanksfaq
    Network Node
    Production Cost: 8 Rows ( = 80 Minerals with normal Industry )
    Maintainance: 1 ec/turn
    Provides: +50% Labs, cash Alien Artifacts for tech.
    • Notes : My second favorite facility. Ok, they're not cheap, and the datalinks are wrong, they'll actually cost you 1 ec/turn, not zero, which is a shame. If you play as the University you get one in every base for free, they are the prequisite for some of the later and greater tech boosting facilities and they link up with 2 different Secret Projects to become even more useful.
    • If you're playing as the University you can skip this, but the other factions are almost forced to build them in order to try and match the Uni's tech speed. They get a basic +2 Research on the SE table, making their tech costs 20% lower, and the free Nodes make them reach that lower target 50% quicker. They get you coming and going, so the other factions are obliged to try to do something about it.
    • Like their sister facility, the Energy Bank, they need to be built at the right moment. They'll cost you 1ec/turn so unless they'll give you at least 2 extra labs/turn you're not making a profit. That means bases that are producing a basic 4 labs/turn or more will start to feel the benefit, or even at 2 labs/turn its worth considering for factions with low Efficiency ratings if they have lots of cash, but slow tech. Build your Nodes too early, and you are throwing away expansion for little or no return. Build them too late, and someone else will out-tech you. My personal feeling is to either build them in core bases just after getting Industrial Automation and getting the basic crawler infrastructure out and building whatever early game Secret Projects you might want, or to try and get them built quickly before IA so they don't stop you from filling your build queues with crawlers.
    • Network Nodes have some other nice effects though. They prevent the bad random event from happening when you lose all accumalated labs, and they give you a chance of getting the random event where "A Network Node reports a tech breakthrough" and you get the tech currently being researched. Network Nodes also allow you to cash Alien Artifacts for tech advances, which is a bit of a waste, but useful, and they have a very nice synergy with the "Network Backbone" and "Virtual World" Secret Projects.
    -Jam
    Last edited by Jamski; April 2, 2004, 17:31.
    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
    Taht 'ventisular link be woo to clyck.

    Comment


    • #3
      Code:
      rectanksfaq
      Perimiter Defense
      Production Cost: 5 Rows ( = 50 Minerals with normal Industry )
      Maintainance: 0 ec/turn
      Provides: +100% Defense to base
      • Notes :  The reason I always played Hive initally was because of the free Perimiter Defenses. In the early game they have immense value. Before Sythnetic Fossil Fuels, the common early wars will be Impact (4) weapons against Synthmetal (2) or Plamsa (3) armour. Plasma armour behind a Perimiter Defense is not going to be pushed out by Impact Rovers so easily. In fact, with just the first Impact Rover destroyed attacking your Perimiters, the minerals/ecs lost by your opponent are already nearly equal to what the Perimiter cost you, not to mention the fact that you just saved your base. This tends to dissuade huamn opponents from even attacking. You're threatening them with losing before they even attack you.
      • Of course its not that simple, because the threat of one Impact Rover probably will cause the defender to build more than just one Perimiter Defense, since if the attacker sees one base is protected and another is not, which is he likely to go for? And if you have to build 5 or 6 Perimiters to scare off a couple of rovers, the attacker has won a material victory. He's made you spend 250-300 minerals and the build queues of half a dozen bases for his cost of 50-60 minerals and two build queues. So turn this on its head, and you have another use for Permiter Defenses - making your opponents build them. The game is so balanced that the attacker will almost always have the advantage without Perimiters, and the defender the advantage with Perimiters.
      • If you have the minerals to spare, the Citizens Defense Force is one of the more expensive Secret Projects. Most "put a facility in every base" SPs cost the same as (5 x facility), but the CDF at 350 minerals costs (7 x facility) It does have the advantage of putting a free Perimiter Defense in every base though, helping when expanding ino dangerous areas and may save you cash compared to the usual cat & mouse game between the attacker and the defender. Compared to the other SPs up for grabs at this level. I'd rather take the Empath Guild, PTS or Virtual World though.
      • Generally Perimeter Defenses are nice things to have. They're cheap, cost no upkeep and can save your bases. The one warning I would give is that they should only be built in the bases that will need them, as they do still take up the 5 rows that could otherwise be used to build facilities or units that will then return nutrients, population, energy and minerals back to you and make you more powerful in the long run. Remember, the sooner you build these facilites and units, the better, while a Perimeter Defense is just as good if it was built the turn before the attack or 100 turns before.
      Code:
      rectanksfaq
      Recreation Commons
      Production Cost: 4 Rows ( = 40 Minerals with normal Industry )
      Maintainance: 1 ec/turn
      Provides: Quells 2 Drones.
      • Notes : Unless you're playing on one of the "baby" levels, or you are using at least +2 Police per base, you're going to have to find some way of dealing with Drones in the early game. Of all the facilties available, Recreation Commons give the best cost:effect ratio, and are available with one simple starting-level technology, Social Psych. A 1-1-1(police) unit is actually a lot quicker/cheaper to build, and with decent Support on the SE table won't cost you anything in upkeep, but not everyone has the ability to use Police.
      • Ok, let's look at the numbers. Recreation Commons are actually one of the biggerst production-boosting facilties. They enable 2 more tiles to be worked or two more useful (i.e. non-Doctor) specialists to be made in the base. Before restriction lifting that's a possible extra 4-4-4 against the inital cost of 40 minerals ( = 80 ec ) + 1ec/turn. Assumming maximum energy and mineral production from the two workers (and the food is a bonus) then it will take only 7 turns before the facility is making a mineral/energy profit for you. And a big one too, with a possible coverted ec value of 11 ec/turn - all before restriction lifting. After lifting you can double that value. Very few facilities offer such huge gains from such moderate outlays.
      • All factions benefit from the use of Rec Commons. Police-based Drone quelling is limited in the numbers it will subdue, and Psych spending cuts into your Econ and Labs at 4 times the cost of a Rec Commons (although other facilities will make Psych spending more efficient in the long run) The trick, as always, is in the timing. Ideally a base should build the Rec Commons exactly one turn before it will grow to a size where Drones would riot, or exactly one turn before building a new base that will push you over another Buerocracy Limit and give you a B-Drone in that base. Always try and stop Drone Riots before they happen. Losing a whole turn of production is no way to win a game, especially against human opponents. There's ALWAYS time to check your bases before pressing "End Turn".
      Code:
      rectanksfaq
      Recycling Tanks
      Production Cost: 4 Rows ( = 40 Minerals with normal Industry )
      Maintainance: 0 ec/turn
      Provides: +1 Energy, Nutrient & Mineral in Base Tile
      • Notes : These become available with one of the basic first level techs - Biogenetics - which Lal starts with. All sea bases include Rec Tanks as part of their pressure dome, so Cpt. Svensgard gets the benefits of the facility without having to research the technology. Everyone else has a dilemma :
      • Either you research Biogenetics straight away, so you can take advantage of Rec Tanks in the early stages where they are most useful, or you "beeline" for Industrial Automation, to get there as soon as possible.
      • Why is there this dilemma? Why are Rec Tanks so good? Well, the answer is simple. Imagine we have a "standard" size 1 base which is producing a total of 4-4-4. Adding a Rec Tank to the base is a 25% increase for all the base's production and income. Not bad, for a facility that's so cheap, and requires no upkeep. Look at it another way - your first 4 bases with Rec Tanks will be as productive as 5 bases without Rec Tanks.
      • Of course, you don't want to tie up your build queues early in the game with expensive faculties when you should be scouting, worm hunting, colony pod rushing and former flooding. That's why the best way to build Rec Tanks is probably to rush them using the free minerals* on the very turn you found a new base. The cost is somewhere in the region of (40-10) = 30 minerals,assume the base can produce 4 minerals per turn, so that's only 26 minerals that you need to buy, which will cost you about 52ec to rush with normal Industry. The Rec Tanks will only take 15 turns to pay off the equivalent of those ec costs, while increasing the growth, research rate, and speed of production right now. More growth and more production mean the next base will be planted perhaps 1 turn sooner. That adds up in the long term to big savings and more turn advantage, and after only 15(ish) turns you're making pure tax-free profit from your rush building.
      1. The other side-effect of Rec Tanks, which I often find useful, is that a size 3 base with Rec Tanks can work 3 forest tiles for 6 nutrients, which are exactly what are needed. Before restriction lifting this is one of the more efficient base builds, especially if you can manage 3 forests on a river. Without the Tanks the base would have to use a farm or crawl one nutrient, costing you either a mineral or an energy credit.
      1. *Note : Won't work so well with Democractic SE choices, otherwise the 10 free minerals are really pretty nice.
      Code:
      rectanksfaq
      Research Hospital
      Production Cost: 12 Rows ( = 120 Minerals with normal Industry )
      Maintainance: 3 ec/turn
      Provides: +50% Labs, +25% Psych, quells 1 Drone.
      • Notes : This facility is always a problem. It comes with Gene Splicing and heralds the end or the true "Early Game" with the lifting of the restriction on nutrient production. Those size 3-4 bases start growing a bit, you have a decent infrastructure and  now you're faced with the choices offered by the first of the "second tier" facilities* Here is the moment when you really have to decide what direction you want to build in. Do you want to go upwards, or outwards?
      • If you want to go outwards, then leave the Research Hospitals for now, apart from those bases you may have identified as science bases. Crawling farms/condensors now the restrictions are lifted can really give you the nutrients needed for a very rapid expansion horizontally. Research Hospitals are expensive to build and maintain, and you want to preserve outward momentum at this point, not shut up shop and enter "turtle mode" The 12 rows of minerals needed means you can't simply rush one at every base and then continue expanding, as you can with Nodes and Energy Banks. You'll have to sit and build for 4-5 turns even with a great cash supply. If you want to build vertically though, this is generally a good time to take your foot off the "colony pod/former/scout patrol" pedal and start to really develop your bases.
      • I have to say this again. They're not cheap. And they keep costing you 3 ec/turn too, so don't build them unless you can afford them. They do boost production in 3 different ways though, so in a large enough base (never build in a small base) they more than pay for themselves.
      • Firstly the +50% Labs. Let's assume a nice size 4 base with the basic facilities already in place, with 2 energy from each population, and say 4 from the base (a moderate estimate) for 12 base energy. Then let's take again the default 50/50 Econ/Labs distribution. In this case, the Research Hospital is going to give you 3 Labs/turn at a cost of 3 ec/turn. No loss, no gain either.
      • However, when that size 4 base grows to size 5, let's imagine that it develops another Drone, which is then quelled by the Research Hospital. We now have to include the added productivity of an extra worker (let's put him on a forest for 1-2-2) which (ignoring the nutrients) is worth 6 ec/turn. This defrays the upkeep cost of the Hospital, returns 3 ec/turn to our pockets, and gives us an extra 0.5 Labs/turn (a whole +1 Labs/turn, with the Node that the base should already have) As the base grows past size 5, you may have to spend on Psych to keep them happy in there, so the 3rd bonus comes into play, of +25% Psych.
      • So, the timing of Research Hospitals is pretty simple. You should aim to have them built the turn before reaching size 5 if running an FM using faction, and any time between sizes 5 and 7 if using Police under Planned or Green and planning on "turtling" for a bit, or if you are planning on spreading like xenofungus before simply crushing everyone, its best not to build them at all. Do one thing, and do it well, its better than messing them both up.
      • One final thing to note - A Research Hospital stops outbreaks of Prometheous Viruses and Planet Blight at that base.
      • *Assuming a normal tech progression to IA, then restriction lifting, then D:AP
      -Jam
      Last edited by Jamski; April 2, 2004, 17:36.
      1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
      That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
      Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
      Taht 'ventisular link be woo to clyck.

      Comment


      • #4
        Code:
        rectanksfaq
        Thermocline Transducer
        Production Cost: 8 Rows ( = 80 Minerals with normal Industry )
        Maintainance: 0 ec/turn
        Provides: +1 Energy from Tidal Harnesses
        • Notes : First thing to note is that before you lift the restriction on Energy Production, this is completly useless to you. Don't build it. Don't even think about the idea of building one. You can't get more than 2 energy per tile* until Advanced Ecological Engineering even if you are Morgan running FM and Wealth with the Merchant Exchange.
        • After Adv Eco Eng, however, a facility that gives +1 energy per square with no upkeep costs sounds too good to be true. Its not. Rush one in any base that is working 2 or more Tidal Harnesses. It will take a while till you are actually in profit from it, but it can also be used as a way to convert minerals to energy cheaply if you let it build naturally. If you are working 5 tiles with Tidal Harnesses, it will only take 32 turns untill the mineral cost of the facility is returned to you as energy to do with as you wish. (Much less time if you have decent Industry and didn't pay so much in the first place)
        • Any base that is sea energy based would be stupid not to build one of these. Coastal bases with only 1-3 Tidal Harnesses would probably not always recover the cost of building the facility between the lifting of restrictions and the end of the game. Better to build those Treefarms, I'd say.
        • *Except for Energy Resources specials, of course.
        Code:
        rectanksfaq
        Tree Farm
        Production Cost: 12 Rows ( = 120 Minerals with normal Industry )
        Maintainance: 3 ec/turn
        Provides: +50% Econ, +50% Psych, +1 Nut in Forest tiles.
        • Notes : Coming two techs after Gene Splicing and the Research Hospital comes the Tree Farm, and the lifting of the energy restrictions. Just one tech before, your mineral restriction was removed, and all your 2-mineral crawlers moved off the forests and onto the mine/road/rocky tiles you cunningly had just prepared with this tech in mind, and doubled their production to 4 mins/turn. As a result you suddenly hear*pop* and you know its time to start with the Tree Farms. For my mind, this marks the end of the true "Early Game" and the beginning of the "Mid Game", where all tiles can now be used to their full effects, and all terraforming enhancements are possible except magtubes.
        • Ok, first of all the main reason to build these facilities is not for the extra Econ or Psych. What we are after is the extra nutrient from our forests, (they should be everywhere by now) which will give us the +2 nuts/turn we need for a popboom. If we're playing a faction that needs a Golden Age to popboom, then view the +50% Psych as the game telling you to get into the SE screen and push that central slider to the right.
        • Like Research Hospitals, they boost income by 50%, in this case for Psych and Econ, the other two of the three energy catagories, and in the same way they cover their own costs, as long as the base is producing a base 12 energy after ineffieciency, with anything else being profit. Tree Farms, however, are the one facility where I'm inclined to ignore the maths. The extra nutrients translate into extra growth, which is always good - see my comments on Children's Creches. If you want to count every last ec though, then I'd say that the only bases that are really too small to build a Tree Farm are any bases under size 4 which are not directly working either at least 2 forested rivers, or at least two forests under FM.
        • The "hidden" effects of Tree Farms are also worth considering. Each Tree Farm built increases the number of "clean minerals" for all your bases by one, as long as it was built after the first fungal *pop* and also reduces the Ecodamage at that base caused by terraforming within the base radius.
        • There's only two instances where I would consider not building Tree Farms as soon as they became available. Either if I was still pumping units for an expansion or a war, or if I was running towards a future "All Specialists" strategy, which was using only advanced terraforming instead of any forests.
        Code:
        rectanksfaq
        Biology Lab
        Production Cost: 6 Rows ( = 60 Minerals with normal Industry )
        Maintainance: 1 ec/turn
        Provides: +1 Lifecycle for Native Life,  +2 Labs/turn
        • Notes : There's only one reason to build a Biology Lab, and that is for the +1Lifecycle Native Life gets when built here. Without a decent level of  Lifecycle, your worms and locusts will just get mashed. If you are planning on persuing an all-worm strategy, these facilities are your Command Centers, and my comment about Command Centers apply equally here, but more so, as Morale/Lifecycle is much more important in psy-combat.
        • The +2 Labs per turn is insignificant unless you're planning on building them everywhere, but I don't reccommend the investment in Biolabs for the purpose of boosting your research. Paying 1 ec/turn for 2 Labs/Turn may sound like a good deal, but with your six rows of minerals (worth about 120 ec) you could have built two crawlers, which I guarentee will be able to crawl you more energy than the +1 you gain from just the Biolab (which will make a profit in the 123rd turn after its built)
        That concludes "Early Game Facilities".

        Any comments, corrections and so on will be very warmly appreciated, but can you do so in a new thread, to keep this one clear for "Mid Game Facilities" coming soon. Comments on the content that is

        -Jam
        Last edited by Jamski; April 2, 2004, 17:38.
        1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
        That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
        Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
        Taht 'ventisular link be woo to clyck.

        Comment


        • #5
          Jam, Jam, hes our boy if he can't do it noone ... will ...
          Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

          Comment


          • #6
            One thing.

            Notes : Coming one tech after Gene Splicing and the Research Hospital comes the Tree Farm, and the lifting of the mineral restrictions.
            Correct me if Im wrong, but don't you get the Tree farm with Environmental Economics, which lifts Energy restrictions? I thought it was Ecological Engineering that lifted mineral restrictions.
            "Perhaps a new spirit is rising among us. If it is, let us trace its movements and pray that our own inner being may be sensitive to its guidance, for we are deeply in need of a new way beyond the darkness that seems so close around us." --MLK Jr.

            Comment


            • #7
              Yeah, that's what happens if you do stuff from memory. Its two techs after Gene Splicing, and with the lifting of all restrictions that you get Tree Farms.

              I always research Gene Splicing --> Eco Eng --> Enviro Eco so I forget

              I'll just edit that last one, eh?

              [edit]I just fixed it (Jam'll fix it for you!)[/edit]

              -Jam
              Last edited by Jamski; April 2, 2004, 14:09.
              1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
              That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
              Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
              Taht 'ventisular link be woo to clyck.

              Comment


              • #8
                SMAC/X FAQ | Chiron Archives
                The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

                Comment


                • #9
                  Question : As I'm working on "Mid Game" Facs at the moment, where would people condsider the "cut-off" point to be, before "Late Game" starts?

                  Question : If you really like this would you pester a mod to sticky it?

                  -Jam
                  1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                  That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                  Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                  Taht 'ventisular link be woo to clyck.

                  Comment


                  • #10
                    reserved for Mid Game Facs

                    Aerospace Complex

                    Bioenhancement Center

                    Code:
                    rectanksfaq
                    Brood Pit
                    Production Cost: 8 Rows ( = 80 Minerals with normal Industry )
                    Maintainance: 2 ec/turn
                    Provides: +1 Lifecycle for Native Life,  +2 Police for Base, -25% cost of building Native Life, Ignores negative Lifecycle at base.
                    • Notes : This is one of the facilities most prone to abuse. If you build a Brood Pit at every base, and manage to build the Asthetic Virtues SP as well, you give yourself a massive +3 Police rating. This means you can run a Free Market economy without any penalty, simply by threatening to throw your citizens to the worms if they do not behave.
                    • However, this facility is also very useful for those Free Market-shunning Gaians, and the Planet Cult, as not only does it give an extra +1 Lifecycle to Native Life (essential if you want to build a worm army) but it also reduces the cost of training worms by 25% - in effect for every 4 units you build, you get one free, and they are all 12.5% more effective than usual.
                    • Against the obvious benefits of this facility must be weighed the downsides. A cost of 64 minerals is not too much, considering this comes towards the end of the "mid game", nor is the 2 ec/turn a ridiculous sum, considering the money available at this point. The downside is that by the time it comes, Native Life has severly lost its effectiveness, as it encounters artillery, airforces, Trance and Empath units, and perhaps even the Neural Amplifier.
                    • The main use then for the Brood Pit is to pay 2 ec/turn to stop Drones springing up when your FM faction goes to war, and as you can then send as many units overseas as you like, that translates into 2 ec/turn to stop any number of Peacenik Drones you can think of. Its a bargain, assuming you take advantage of it to actually send masses of forces outside your borders.
                    • If you're not running FM, or if you don't intend to use this base as the home for expeditionary forces - simply don't build these facilities.
                    Centauri Preserve
                    Last edited by Jamski; April 5, 2004, 10:13.
                    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                    Taht 'ventisular link be woo to clyck.

                    Comment


                    • #11
                      reserved for Mid Game Facs

                      Covert Ops Center

                      Fusion Lab

                      Code:
                      rectanksfaq
                      Genejack Factory
                      Production Cost: 10 Rows ( = 100 Minerals with normal Industry )
                      Maintainance: 2 ec/turn
                      Provides: +50% Minerals, +1 Drone
                      • Notes : By the time Genejack Factories come around, dealing with Drones should be yesterday's problem. The only exception may be if you are playing as the University and you failed to get the Virtual World or the Human Genome Project, then you might want to think twice about building these facilities, otherwise its almost compulsory to eat that Drone and build the Factories.
                      • Let's take a nicely developing base at this stage of the late mid-game and look at it. Assumming a normal regualr base spacing, and assuming also that you built enough formers to turn Planet into Swiss cheese (i.e. you made stacks of boreholes everywhere the game would let you) then I'm assuming something like 24 minerals/turn as a minimum level. (that's just 4 boreholes placed at the corners of the base)   Working on this base of 24 mins/turn, the extra 50% would give the base 36 minerals/turn, an increase of 12, which once we take off the 2 ec/turn upkeep (2 ec = 1 mineral) gives us an extra 11 minerals/turn at that base. That means you'll be making a net mineral profit in the 10th turn after building the Genejack Factory, which is huge for a facility that only costs you 4 turns to build if you don't rush it to completion (but you'll promise me to rush it after 2 turns, won't you?)
                      • Only one word of warning. Ecodamage. Just keep a rough count of where your clean mineral limit is, and if you're close to it anyway, best not to build that Genejack. The *pop*s are one problem, but rising sealevels are a real pain in the arse.
                      • If you don't build Genejacks against the AI, its not a problem, but if you choose not to against another human, expect to be served cold.
                      Code:
                      rectanksfaq
                      Hybrid Forest
                      Production Cost: 24 Rows ( = 240 Minerals with normal Industry )
                      Maintainance: 4 ec/turn
                      Provides: +50% Econ, +50% Psych, +1 Nut & +1 Energy in forests
                      • Notes : Unlike their little brother, the Tree Farm, Hybrid Forests are not "auto-build" facilities. The desicion whether or not to build one depends very much on the kind of terraforming you're intending on using.
                      • If you're planning on simply continuing with the early-game forestry, and you are planning on placing workers on your forests, not crawlers (i.e. you're lazy and/or have unlimited space) then they're pretty much reccommended as the best way to make this more relaxed and simple style work. Let's take a post-boom size 14 base as our example, with everyone working forests (for 28 nuts + 2 or 3 from the base tile = 31-2) By building a Hybrid Forest we increase the base's raw energy income by 14, and bring the total nut production to 45-46, which is a huge surplus. Now, the base can't grow anymore for a long time, so we can use that surplus wisely, by taking 6 workers off the forest and either onto boreholes (net increase of +3 energy and +4 minerals per worker) or make them into specialists (smaller increase, but immune to efficiency penalties)
                      • Let's assume they all go onto boreholes (like I said, this approach needs some space) for a total ec/mineral eqivalent net gain from the Hybrid Forest of 14 + (6 x 3 = 18) + (4 x 2 x 6 = 48) - 4 = 76 ec/turn. And that's not counting the +50% Econ bonus which raises that up to the eqivalent of a possible 114 ec/turn*
                      • That's a lot, and this is the true power of wide base spacing, that in the mid-late-game you can reap immense amounts from each base. In this fairly average scenario, each Hybrid Forest would start to make a net profit in the 6th turn after building, and after then its all big profits.
                      • However, if you're using many small bases, packed closely together as most of the good players are doing these days, then the use of Hybrid Forests is much more limited. In fact, with the "ideal" small base fed by crawlers on farm/condensor/soil enricher combinations, with the workers on boreholes, the only advantages are the +50% Econ and Psych, and I have to say, if you don't actually work any forests, this isn't the best investment.
                      • Like the Tree Farm, when built, the Hybrid Forest raises your clean mineral limit by one, which stays even if you then scrap or lose the facility.
                      • *If you have Paradigm Effic, and are running 0% Labs.
                      Last edited by Jamski; April 5, 2004, 11:24.
                      1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                      That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                      Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                      Taht 'ventisular link be woo to clyck.

                      Comment


                      • #12
                        reserved for Mid Game Facs

                        Code:
                        rectanksfaq
                        Nanohospital
                        Production Cost: 24 Rows ( = 240 Minerals with normal Industry )
                        Maintainance: 4 ec/turn
                        Provides: +50% Labs, +25% Psych, -1 Drone
                        • Notes : These facilities have exactly the same effects as Resarch Hospitals, but cost twice as much to build (There are cheaper Secret Projects) and cost a rather steep 4 ec/turn. Obviously the comments for Research Hospitals apply, but with a number of differences.
                        • With any facility that increases the total production of your base, the actual result is dependant on the basic production. In this case, for the Nanohospital to make a profit, you need at least 10 base Labs, which will then give you a profit of 1 ec/turn which means only 480 turns untill the cost of building the damn thing is paid off, a very long time indeed.
                        • In my opinion, as the Nanohospital is coming quite late in the game, you need to have paid off those construction costs within about 20-30 turns, or the game will have ended before seeing a decent return for your investment. For the costs to be paid back in 20 turns we need a base production (before all bonuses, but with specialists) of 56 Labs/turn, and for 30 turns to pay it back, we're looking at the more modest amount of 40 Labs/turn. These are pretty hefty amounts of Labs, and therefore the Nanohospital is best used in either bases filled with Librarians (or better specialists) or in bases that contain either or both of the Supercollider or the Theory of Everything, both of which will double the effect of the Nanohospital.
                        • Another way to get huge Labs at a base is to crawl masses of energy from land or sea based Energy Parks.
                        • These, even more so than Resarch Hospitals, are definitely not for every base, even if you have cash to burn, there are much better investments for moderate Labs bases.
                        Code:
                        rectanksfaq
                        Punishment Sphere
                        Production Cost: 10 Rows ( = 100 Minerals with normal Industry )
                        Maintainance: 2 ec/turn
                        Provides: 1/2 Labs, No Drones or Talents at Base
                        • Notes : Right, you're running a lovely Free Market economy and you want to make an airforce or invade another faction's bases. You have three choices, to control all those Drones that will spring up to call for peace, and they are to squish them using the usual techniques, change to Planned or Green economics, or to use Punishment Spheres.
                        • The ideal way to use Punishment Spheres should be in combination with Genejack Factories. The extra Drone will have no effect, and the extra minerals will pay the extra support costs for you. For those who never had this idea before the plan works like this:
                        • You move all the new units you build to the Punishment Sphere base, and rehome them there with "Ctrl-H". The Punishment Sphere base should have a high mineral/turn output as before clean reactors it will have to support all your forces on its own. I find that a couple of crawlers on rocky-mine-road tiles do the job.
                        • Obviously the base has no need/use now for Network Nodes, Reseach Hospitals, Nanohospitals, and similar facilites, so you can scrap any you already built and make back some of the costs of building the Sphere. Of course, best of all, and most effiecient, would have been to never build these facilities in the first instance, marking the base from the start to be your units' home.
                        • Warning - If you get infliterated your opponents will definitely try to knock out your Punishment Sphere base, so either try to protect it as well as possible, or use multiple Spheres, although this can seriously start to hurt your tech rate, especially in any faction that cannot popboom through Demo/Planned/Creche, as a base with no Talents can never enter a Golden Age. If your single Punishment Sphere base gets captured (or even if a probe destroys the facility) it can bring your invasion to a sudden and deadly stop.
                        • If running FM don't worry about the cost of the Sphere. The 2 ec/turn is easily covered by the savings in Drone control just at that base, even before considering the other bases that also benefit, and the construction cost can be justified by comparing with the cost of all the science facilities you didn't build in that base.
                        Skunkworks

                        Code:
                        rectanksfaq
                        Subsea Trunkline
                        Production Cost: 12 Rows ( = 120 Minerals with normal Industry )
                        Maintainance: 4 ec/turn
                        Provides: +1 Mineral from all Mining Platforms
                        • Notes : One thing that sea bases are always short of is minerals, while they rejoice in great nutrient and energy production. At first glance the Subsea Trunkline seems to fix this problem. But it doesn't, not really.
                        • Ok, the question is just how many Mining Platforms your sea/coastal base has. Personally my seabases are usually nesting near the shore to plant boreholes, forests and mines to get some minerals, but some bases have to plant Mining Platforms. If the base has only 1 or 2 Platforms, then the Subsea Trunkline will cover its running costs, but never its construction costs. With 3 Platforms, it will take 120 turns, with 4 platforms it takes 60 turns and with 5 platforms it will need 40 turns. 6 Platforms = 20 turns. 8 Platforms = 15 turns.
                        • So, since they come quite late, I'd be very reluctant to build these Subsea Trunklines except in bases with stacks of Mining Platforms. That's maybe 1 or 2 bases per game, maybe...
                        Last edited by Jamski; April 5, 2004, 11:23.
                        1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                        That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                        Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                        Taht 'ventisular link be woo to clyck.

                        Comment


                        • #13
                          To my mind, satellites denote the transition to the endgame.

                          Comment


                          • #14
                            Advanced Spaceflight? Shards and Orbital Energy?

                            I'll buy that argument

                            -Jam
                            1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                            That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                            Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                            Taht 'ventisular link be woo to clyck.

                            Comment


                            • #15
                              Rubin pointed out that I have used the rows--->mineral conversion rate for Tiny sized maps, and I'm editing all the numbers to reflect a basic 0 Industry rating on a Standard size map.

                              -Jam
                              1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                              That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                              Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                              Taht 'ventisular link be woo to clyck.

                              Comment

                              Working...
                              X