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ENERGY--How much do you get?

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  • ENERGY--How much do you get?

    After seeing Jamski's pictures of building bases with 1 square gaps, I was wondering, how much energy do you get per base?

    On average, late in the game, I usually get 60-80, but my bases are 2-3 squares apart, and I don't use crawlers a lot, just hybrid forests.

    My bases appear to produce more energy than those in the base pattern Jamski and others use, but in any given area, I won't have as many bases, so which gives more energy total?

    I'd also like to now how much energy you guys all get total, specifically how many energy credits per turn. Size of planet, difficulty level, and faction you're playing would be nice to know too. Personally, playing Morgan on a standard map, I might get 400-500 per turn, but that's if I have maybe 10 bases, as I'm not very expansionist at all.

    I saw somewhere in a post a while back somebody was getting like 2700 or very close. I'd like to see their game.

  • #2
    It depends on the game, of course.
    I'm yet to survive past MMI in a PBEM, and I try to avoid the MEGA tactics in Singleplayer. (Way too damn easy to win if I do that)

    I remember 500/turn in 2200 once, but maybe that was Raw energy instead of ECs.

    Comment


    • #3
      Lots of people build solar farms on highlands for crawlers or tidal farms for supply foils. A moderate investment in formers can pump up the energy fairly early. Getting over 100 for a mature city isn't uncommon.
      (\__/) Save a bunny, eat more Smurf!
      (='.'=) Sponsored by the National Smurfmeat Council
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      • #4
        Year: 2220
        City:
        Pop: 13 (morgan with Ascetic Virtues)
        SPs:
        Many, but economy-related: Longevity Vaccine, Merchant Exchange
        Commerce:
        4Pacts
        1Treaty
        Layout:
        6Boreholes
        All other-Hybrid forests
        Facilities:
        Energy Bank, Tree Farm, Hybrid Forest, Fusion Lab + 15 Orbital Energy Transmitters
        City producing:
        6Bores - 6*9 = 54(ME+river+economy)
        8Forests - 8*5 = 40(forest+river+economy+ME)
        Basesquare - 11(IIRC)
        Transmitters - 15

        Therefore raw production: ~120 ecs

        Commerce triples production (3pactmates are humans & having almost the same raw output in their capitals)

        Therefore raw input: ~360 ecs
        Economy allocation - 50% (40%-labs, 10%-psych)
        Economy bonus - 250% (EB+TF+HF+FL+ME)
        output = 180*3.5 = 600+ energy

        NO CRAWLERS!
        I had to remove from my energy park because of only 2 factions with which I had Vendetta - those guys were just extreme in military!
        They fought 2 vs me (I had no so loyal mates to support me) & They sought to destroy my EP because I had almost 80% of ECs needed for Economic Victory..
        I won Economic anyway!
        ..only 10 turns later

        Overall faction energy production was 2700+, IIRC..
        Tech/1turn also..

        Its not hard to achieve for anyone - just use everything the game offers & trade as much as you can to get techs rapidly & commerce flowing

        Was a boring game - almost no fighting at all except those 2 trying to quickly deny me Economic Victory..

        I saw them running and quickly upgraded my 0-1-1 crawlers to 0-<6>-1*2 crawlers..
        The sensors helped out too, so their 13-1-10*2 Choppers died in awful numbers!
        &that WAS fun in the end!

        good old times..eh..
        -- What history has taught us is that people do not learn from history.
        -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

        Comment


        • #5
          Hmm - I can't put AAA Tracking (<>) on my crawlers in either smac nor smax (and haven't heard of anyone else managing it either)

          Have you changed the flags in your alpha.txt to allow it for supply units?

          G.

          Comment


          • #6
            Hmm - I can't put AAA Tracking (<>) on my crawlers in either smac nor smax (and haven't heard of anyone else managing it either)

            Have you changed the flags in your alpha.txt to allow it for supply units?

            G.
            Oops, yeah, and the others in that game didnt notice it either!
            I changed it ~3yrs ago when I made some modifications in Alphax.txt
            I thought I had repaired it all afterwards..

            Thanx, Googlie!

            Will repair it ASAP & hope that those guys who attacked me dont ever visit Poly!
            -- What history has taught us is that people do not learn from history.
            -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

            Comment


            • #7
              LOL

              GGLIE

              Comment


              • #8
                They must have been so pissed when their shard choppers died to your lowly crawlers

                -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


                • #9
                  Well, I've only played one SP game properly from start to finish. By 2207 (Transcendence next turn) I was getting 2107 energy credits per turn and 19771.5 lab points per turn with 100 % labs allocation. Putting all the energy on economy would have given me 6982 credits per turn. My SSC was producing 4311 labs per turn, and I never got a proper energy park running. This was with the University, btw.

                  Comment


                  • #10
                    Uni doesn't affect how much labs you get per turn, but affects the cost of each tech. Just pointing that out.

                    -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


                    • #11
                      Originally posted by Jamski
                      Uni doesn't affect how much labs you get per turn, but affects the cost of each tech. Just pointing that out.

                      -Jam
                      The research bonus's main function is to increase the amount of lab points you get per turn, if I'm not mistaken. That is, a +2 research rating means you get 1.2 times the normal lab points.

                      Comment


                      • #12
                        Originally posted by binTravkin


                        Oops, yeah, and the others in that game didnt notice it either!
                        I changed it ~3yrs ago when I made some modifications in Alphax.txt
                        I thought I had repaired it all afterwards..

                        Thanx, Googlie!

                        Will repair it ASAP & hope that those guys who attacked me dont ever visit Poly!
                        Do we make it an official 'poly rule that modded Alphax.txt s are not to be used while playing PBEMs (unless specifically modified for that PBEM)?

                        Comment


                        • #13
                          Jamski: through testing I've discovered that your current Research rating has NO direct effect on tech cost (it has an indirect effect in that the more techs you have, the more they cost). Your current Research rating increases your lab output, and does nothing else.

                          Your faction's base Research rating does alter your tech costs, as described in Industry, Growth, and Economy.
                          "Cutlery confused Stalin"
                          -BBC news

                          Comment


                          • #14
                            Originally posted by Minute Mirage
                            Well, I've only played one SP game properly from start to finish. By 2207 (Transcendence next turn)...
                            Do you have a series of saves of that game showing how you accomplished that?
                            Contraria sunt Complementa. -- Niels Bohr
                            Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                            Comment


                            • #15
                              Originally posted by Maniac


                              Do you have a series of saves of that game showing how you accomplished that?
                              I posted a few saves in this thread. I do have saves for every turn of the game, so I can send other turns of the game if you're interested.

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