Announcement

Collapse
No announcement yet.

ICS Kind Of Part 2

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

  • #16
    Originally posted by logic_error
    I'm not sure what Nabvrimn meant, but anyway, here is my version of city-tile-tile-city ICS.

    Blue circle represents a city while B is a borehole. City's working area is outlined with darker grey. Feel free to add any condensers as needed.

    Actually, it resembles very much knight movement in chess! If a knight starts in any borehole square, it can move to any B square using only B squares.
    your grid has 32 boreholes and 16 cities in it. hes saying that its possible to fit 36 boreholes and 36 cities into that grid.

    BCBCBCBCBCBC
    NNNNNNNNNNN
    BCBCBCBCBCBC
    NNNNNNNNNNN
    BCBCBCBCBCBC
    NNNNNNNNNNN
    BCBCBCBCBCBC
    NNNNNNNNNNN
    BCBCBCBCBCBC
    NNNNNNNNNNN
    BCBCBCBCBCBC
    NNNNNNNNNNN

    B = borehole
    C = City
    N = Condensor Nut Farm

    Each city gets 1 borehole and 2 Condensor Farms, which lets it support a pop of 5 before orbital space flight, and around 11 after it. After Soil Enrichers and orbitals each city can support a population of 15.

    Comment


    • #17
      Yep thats possible, but I think he was saying that even keeping the same base spacing strat, it's possible to get 32 boreholes in the same grid:

      Code:
      BCBNCNBCBNCN
      NNNNNNNNNNNN
      BNBNBNBNBNBN
      NCNNCNNCNNCN
      BNBNBNBNBNBN
      NNNNNNNNNNNN
      BCBNCNBCBNCN
      NNNNNNNNNNNN
      BNBNBNBNBNBN
      NCNNCNNCNNCN
      BNBNBNBNBNBN
      NNNNNNNNNNNN
      I think. Tis too late....
      Play hangman.

      Comment


      • #18
        Yea your grid has the same stuff that his does.

        Comment


        • #19
          I was talking about something functionally identical to Logic_error's proposal. There are cosmetic differences. If you want that spacing and have coastlines to worry about there may be a difference.

          If you have 33 or more nutsats. You could then field 31 mid-level* specialists per base and work two boreholesand the base square for 138 energy per base or 2016 total energy.

          The tight spacing uses only 13 nutsats and can field 12 specialists per base plus one borehole worker. This produces 54 energy per base or 2016 total energy.

          Your income is identical, but your infrastructure support costs for tight spacing will be 12.5% higher than for the looser spacing. Loose spacing has the additional advantage of each base producing more than 10 minerals per turn. I understand that 10 minerals in the box is an important threshold for rush build pricing, though I may be misunderstanding archive posts. Total mineral output, though, is lower.

          The advantage of tight spacing is a total of 56 minerals over the 12 by 12 region.

          Another potential advantage of loose spacing is that city positioning** has some flexability, allowing you to avoid wasting energy or mineral specials underneath crawled condensor farms.

          * engineers, thinkers, and empaths

          ** cities can go in any of five squares in a cross in the 3 by 3 cells of a 2 space grid and be able to acess all squares in the region directly. They can go in a corner if the corner opposite is a crawled condensor farm and not a borehole.

          Comment


          • #20
            I just realized there's a lot simpler-looking pattern compared to my previous one:

            .B.....B....
            .C.BCB.C.BCB
            .B.....B....
            ....B.....B.
            BCB.C.BCB.C.
            ....B.....B.
            .B.....B....
            .C.BCB.C.BCB
            .B.....B....


            Maybe I should make a Perl program to calculate all the possible variations. I wonder how many alternatives there are.

            Comment


            • #21
              Originally posted by Nabvrimn
              I was talking about something functionally identical to Logic_error's proposal. There are cosmetic differences. If you want that spacing and have coastlines to worry about there may be a difference.

              If you have 33 or more nutsats. You could then field 31 mid-level* specialists per base and work two boreholesand the base square for 138 energy per base or 2016 total energy.

              The tight spacing uses only 13 nutsats and can field 12 specialists per base plus one borehole worker. This produces 54 energy per base or 2016 total energy.

              Your income is identical, but your infrastructure support costs for tight spacing will be 12.5% higher than for the looser spacing. Loose spacing has the additional advantage of each base producing more than 10 minerals per turn. I understand that 10 minerals in the box is an important threshold for rush build pricing, though I may be misunderstanding archive posts. Total mineral output, though, is lower.

              The advantage of tight spacing is a total of 56 minerals over the 12 by 12 region.

              Another potential advantage of loose spacing is that city positioning** has some flexability, allowing you to avoid wasting energy or mineral specials underneath crawled condensor farms.

              * engineers, thinkers, and empaths

              ** cities can go in any of five squares in a cross in the 3 by 3 cells of a 2 space grid and be able to acess all squares in the region directly. They can go in a corner if the corner opposite is a crawled condensor farm and not a borehole.
              Yes a looser spacing will ultimately yield better resources, but the tighter spacing needs less terraforming time, less orbitals, gives you more cities to build formers,units,and orbitals, and with GeneJack factories and rec tanks you can get above the magic 10 minerals per turn which means that you can rush something in every base every turn if you have the cash, and later on(when your setup really shines) there will be that cash..

              There are a couple of ways you can choose your grid for the tightest spacing, so I generally look and see how the specials are set up before deciding how to place the grid, and its not that big a loss.

              Comment


              • #22
                Actually, come to that, since tight packed cities can rush every two turns you can rush 18 items a turn in the 12 by 12 reference space as opposed to 16 items per turn with the looser spacing. Loose packed is probably easier to manage, and you can do more in the early stages before you start chopping down all the forests and installing boreholes and condensors. You can also get up to 12 minerals per turn by building a factory of some sort in the tight packed cities.

                Correction to previous maths: I just noticed that engineers produce five energy per turn, so that benefits loose spacing,

                Assuming you need one empath per worker and the rest are engineers loose packing gives 2416 energy excluding psych. Tight spacing gives 2124 energy excluding psych.

                Comment


                • #23
                  There are a lot of factors to take into consideration, and simply noting late game productivity isn't particularly useful. You want a system that is productive in all phases of the game, and if you are going to err, you want to err on the side of the early game lest you never make it to the later phases of the game.

                  That said, I would want a system that affords me an opportunity to max or nearly max out my base populations in the pre-hab dome pre-satellite eras. I also would insist upon at least 10 minerals worth of production from each base to facilitate rush buying.

                  One more thing to keep in mind. Having more bases in the same space may reduce the utility of some infrastructure, but certain effects are going to be advantaged. Clean facilities will likely be twice as many with an impact upon your clean mineral limit. SPs like the VW and HGP will have twice the impact. Wartime unit production can be as much as twice as fast, and perhaps most importantly population growth will occur much more quickly in every scheme. Consider the difference between two bases growing from population 1 to population 2 vs a single base growing that much all on its own time. Even when pop booming the smaller bases will turn all those nutrients into population twice as fast, which is not an inconsiderable advantage when nutrient satellites effectively double your population.
                  He's got the Midas touch.
                  But he touched it too much!
                  Hey Goldmember, Hey Goldmember!

                  Comment


                  • #24
                    Originally posted by Nabvrimn
                    Actually, come to that, since tight packed cities can rush every two turns you can rush 18 items a turn in the 12 by 12 reference space as opposed to 16 items per turn with the looser spacing. Loose packed is probably easier to manage, and you can do more in the early stages before you start chopping down all the forests and installing boreholes and condensors. You can also get up to 12 minerals per turn by building a factory of some sort in the tight packed cities.

                    Correction to previous maths: I just noticed that engineers produce five energy per turn, so that benefits loose spacing,

                    Assuming you need one empath per worker and the rest are engineers loose packing gives 2416 energy excluding psych. Tight spacing gives 2124 energy excluding psych.
                    actually if you have a wonder that helps with drone control, or a Research lab then you don't need to have a doctor/empath.

                    Comment


                    • #25
                      Originally posted by Sikander
                      .....all those nutrients into population twice as fast, which is not an inconsiderable advantage when nutrient satellites effectively double your population.
                      Correct me if I am wrong here, but nut sats only deliever 1 nut per city, with 1 nut per pop level max. Doesn't it take 2 nuts to jump to the next pop level? If so, wouldn't nut sats only raise the pop by 50%, not 100%?
                      "They’re lazy troublemakers, and they all carry weapons." - SMAC Manual, Page 59 Regarding Drones
                      "Without music, life would be a mistake." -- Friedrich Nietzsche
                      "If fascism came to America it would be on a program of Americanism." -- Huey Long
                      "Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism and exposing the country to greater danger. It works the same in any country." -- Hermann Goering

                      Comment


                      • #26
                        If your population before satellites in some city is N, then that city must be collecting at least 2N nutrients, or it is starving. It had to have collected at least 2N-1 nutrients at some point, or it could not have grown to size N (apart from pod booming). Since the city is size N, satellites could provide N food, for a total of 3N. Now the city can grow to size 1.5N, allowing another .5N food from satellites (total 3.5N), allowing growth to 1.75N, etc. The result is a city of size 2N, receiving 2N nutrients normally and 2N from satellites.
                        "Cutlery confused Stalin"
                        -BBC news

                        Comment


                        • #27
                          Originally posted by Chaos Theory
                          The result is a city of size 2N, receiving 2N nutrients normally and 2N from satellites.
                          There must be a mathematical equation which proves this, but I can't figure it out.

                          However, empirical calculation yields these results (1 pop = n, and assume that no new tiles are worked):
                          Code:
                          pop             foodprod        satsfoodprod
                          1               2               1
                          1.5             2               1.5
                          1.75            2               1.75
                          1.875           2               1.875
                          1.9375          2               1.9375
                          1.96875         2               1.96875
                          1.984375        2               1.984375
                          1.9921875       2               1.9921875
                          1.99609375      2               1.99609375
                          1.998046875     2               1.998046875
                          1.9990234375    2               1.9990234375
                          Looks like the population asymptotically approaches 2n, but does it ever reach it in the game (or does it stay at 2n-1)?

                          Comment


                          • #28
                            At pop (2N-1) you are producing 2N food from surface sources and 2N-1 food from sats for a total of 3N-1 food, which will support 2N-1 citizens with one food left over you will therefore grow to size 2N at which point you will be able to support 2N citizens with no food left over.

                            Comment


                            • #29
                              Essentially, sats take whatever nut production you have, and enable you to double it.

                              Consider a base with a population of 1 making 2 nuts. Add a nut sat to make 3 nuts. The base now grows due to +1 nuts. At 2 population it can support another population point, and therefore makes 4 nuts. It now has turned one pop into 2, but doesn't grow further due to a complete lack of more excess nuts now. Should it gain another nut, then it'll grow again (+1 nut), and a further satelite will enable it to be stable at size 3.

                              Satelites double nutrient production essentially.

                              Edit:Crosspost with above, but mine has hard numbers so it might be easier to understand for some people
                              Play hangman.

                              Comment


                              • #30
                                Satelites also fix that damned alternating growth/starvation deally that has plagued civ.

                                Comment

                                Working...
                                X