Announcement

Collapse
No announcement yet.

Morganite Insight

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

  • Morganite Insight

    What sets the Morganites apart from other factions, for better or for worse? I'll try to examine this mathematically, and derive some strategies.


    Very early game (until Industrial Economics):
    Morgan has +1 econ, which amounts to +1 energy/base relative to a baseline faction. He has synthmetal prototyped, which allows for easier defense against a hostile neighbor. He gets 100 ECs, though has nothing appealing to buy until he researches a tech or two. Though he suffers -1 support, this won't matter unless he tries to support police, which is a bad idea since FM is coming up. In fact, FM can be had with just one tech, though it may be a worse choice than Biogenetics or Centauri Ecology, depending on terrain. Population limits are completely irrelevant, as is commerce.

    Benefits: +1 energy/base, about half of which goes to research and half of which goes to econ. Each base should be size 1, and there should be 2-6 bases. Each worker will probably be harvesting 1 energy on average, given sparse forest coverage but the presence of rivers. Bases naturally produce 1 energy each at 0 econ, so +1 energy/base amounts to about a 33-50% increase, depending on the prevalence of rivers. Little if any should be lost to inefficiency.

    100 extra ECs. Count this as 40-50 minerals. As soon as Morgan has something worthwhile to rush, he needs to rush it, or this advantage is squandered. Biogenetics is popular for Rec Tanks, but is off the IA beeline. Formers are always a possibility. 100 ECs will buy 5/8 of two Rec Tanks or 1/2 of four formers. A rec tank is worth a nutrient (difficult to quantify), a mineral, and an energy point (together worth 3 energy), each turn. Two extra formers mean that many more roads and forests to work and crawl in the near future.

    Drawbacks: -1 support may cause some minerals to be lost, if any base is supporting both a former and a colony pod, or happens to be supporting a scout and another unit. Each lost mineral counts as about -2 energy, so +1 economy balances -1 support if half of Morgan's bases are supporting two units. Balancing out an advantage is bad, of course.


    Early game (Industrial Economics through Centauri Empathy):
    Why run Free Market? Planned is not an option, and Green requires several techs not on the way to IA, and so comes later. Police units each cost a mineral and Planet is still meek (until 2150, wild native life suffers large penalties when attacking bases). Even if you're at war already, you probably aren't in a position to attack. Why not claim the benefits of FM when the penalties hurt so little?

    Relative to a baseline faction, Morgan still has +1 econ, but with Free Market and perhaps Wealth, the incremental gain of +1 econ is now +2 energy/base, some of which may be lost to inefficiency as bases spread out. Formers could now be produced en masse, if not for support problems. Crawlers can be manufactured to compensate, but trying to avoid paying support doesn't work as well anymore. Therefore, most bases will be paying at least a mineral of support, or faction-wide terraforming efficiency will be very low. Democracy will become an option eventually, but is a bad option unless your efficiency losses are substantial. Losing an additional mineral at every base hurts, and effectively having colony pods cost an extra 10 minerals hurts when you should be expanding most aggressively.

    Benefits: +2 energy/base, one of which goes to research and the other of which goes to econ, though with slight efficiency losses.

    Whatever you bought with your extra starting 100 ECs.

    Commerce might start to bring in a few energy, depending on the friendliness of neighbors. They likely won't be getting anything at all from treaties or even pacts, so that might make them reluctant to engage in commerce.

    Drawbacks: -1 mineral/base, relative to baseline factions. Unfortunately, this is worth about -2 ECs/base, leaving Morgan with +1 research/base and -1 EC/base. This trade is worthwhile, but much less potent than +1 research/base and +1 EC/base.

    Difficulty dealing with mind worms in the open. If you can lure them to bases, even formers can defend against them just fine, but if an early scout patrol finds one in the field, it probably has 50-50 odds of winning an attack.

    Drones. Coping with drones requires either a hefty investment of Psych, which would at the least negate the +2 energy/base advantage; doctors, which consume about a forest's worth of production (worth 6 energy); keeping your bases small and their number below the bureaucracy limit; or Rec Commons. Keeping your bases at size 1 and their count below the bureaucracy limit is only possible for a short time, unless your landmass is small or the map is particularly large. Eventually, either your bases will grow or your base count will grow, and drones will pop up even at size 1 bases. Rec Commons allow your bases to grow to size 2, regardless of bureaucracy. They only cost 1 EC/turn each, and are by far the cheapest way of dealing with drones early on. Alternatively, building the HGP may also be an option for drone control. It won't be cheap, but will provide lasting benefits, including the possibility of pop booms later.


    Early-mid game (Centauri Empathy through Environmental Economics):
    Now that Green is an option, it's worth careful consideration.
    Benefits of FM relative to Green: +4 energy/base, 17% faster population growth
    Benefits of Green relative to FM: reduced efficiency losses, chance of native life capture, ability to use police, ability to field offensive units, with Democracy ability to move Labs/Econ sliders with impunity

    As described in the Early game, Morgan doesn't have much going for him if he just runs FM/Wealth. It's when he runs Green/Wealth that he stands to benefit from his +1 Econ. Instead of merely adding +2/base, it now adds +1/worker, subject to energy restrictions. No other faction can capture native life and have +2 total Econ this early (or at all, short of Golden Ages or Eudaimonia). Of those that can't reach +2 Econ anyway, Deirdre and Cha Dawn can already capture native life and Yang benefits much more from Planned. Thus, Morgan stands to uniquely benefit from Green.

    Although police units are costly to support, some independent units may be left over from early pod popping, and captured worms or spore launchers can be used as well. Eventually, with Bio-Engineering, police will become free to support. Remember that even non-independent worms are considered clean when in fungus.

    Morgan will probably be near or at the forefront of technology, but even so, worms are useful skirmishers in either an offensive or defensive land war, and are excellent explorers. Opponents will probably have uncleared fungus in their lands, possibly with paths leading directly to key cities. Exploration will yield additional commlinks, with potential technology trade and commerce.

    If expansion has stalled, under Green it can resume, since bureacracy limits are about 50% higher under +2 effic, compared to +0 effic. Far-flung bases will lose less energy to inefficiency, and even the random native life will tend to ignore your cities. Worm hunting will also make up some of the lost energy, as ECs, and pod popping can resume on land and begin at sea, with little fear of the results of each pod.

    If you built the Weather Paradigm and lots of condensor-farms, the lowered population limit may be a problem, but probably is irrelevant.
    "Cutlery confused Stalin"
    -BBC news

  • #2
    Interesting analysis. How would you evaluate, using the same technique. the strategy of not buiding any garrison units early in the game. Then build armored probes to garrison bases when Planetary Networks comes along. This saves one mineral of support. Since the garrisons don't help with drone control after you go FM, you don't incur any extra drones using this technique.

    Just for reference, a synthmetal infantry probe costs 30 mins.
    "The avalanche has already started. It is too late for the pebbles to vote."
    -- Kosh

    Comment


    • #3
      Good overview. I always liked Morgan, but funny thing is, I love to play him for his _not_ using FM and still reaping +2 ECON bonuses.

      The only problem with playing him as a builder faction is this horrible support rendering hordes of formers painful to build. Paradoxically, this penalty hurts less if you play warmonger style...

      Comment


      • #4
        I look forward to more such reviews for other factions!
        -- 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
          Originally posted by Petek
          Interesting analysis. How would you evaluate, using the same technique. the strategy of not buiding any garrison units early in the game. Then build armored probes to garrison bases when Planetary Networks comes along. This saves one mineral of support. Since the garrisons don't help with drone control after you go FM, you don't incur any extra drones using this technique.

          Just for reference, a synthmetal infantry probe costs 30 mins.
          Note that I made no comment on the defensibility of Morgan's bases under Simple, Free Market, or Green. I assumed that under Simple, a few scouts or synthmetal garrisons would suffice. Under Free Market, a handful of scouts or maybe synthmetal garrisons would be supplemented by either probe garrisons, active probe patrols, good defensive terrain, no near neighbors, or other factors. In my own experience, though synthmetal probe teams are decent defenders, even they aren't worthwhile unless you know you have a hostile neighbor. If you *do* have a hostile neighbor, they're great since they defend against normal troops and probe teams, but you still need some skirmishers to disrupt incoming troops.

          By the time you could have reasonably garrisoned all your cities with synthmetal probe teams, without delaying other important builds, you should be well on the way to Green, which allows police and native life.
          "Cutlery confused Stalin"
          -BBC news

          Comment


          • #6
            your article

            recent activity on forum

            ive never had good experiances using armoured probes myself, unless very near an enemy.

            By the time you could have reasonably garrisoned all your cities with synthmetal probe teams, without delaying other important builds, you should be well on the way to Green, which allows police and native life.
            if you want to stop terrorism; stop participating in it

            ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

            Comment


            • #7
              Since weapons are already twice as good as armor, at almost any given point in the game, any garrison is undoubtly screwed unless either you have perimeter defenses, or the enemy is technologically backwards...

              While I'm not sure if Probe teams get -50% for non-combat, if they do, that roughly puts them at a fourth of the attacker's strength...even one of Miriam's 4-2-2 speeders could easily take out a probe team with stasis generator if non-combat is in effect...

              Comment


              • #8
                Any unit with armor greater than 1, or a weapon is considered a combat unit. Synthmetal probe teams combined with sensors and inherent +25% base defense are good defense against lasers (which are the same tech level), and marginal defense against impact weapons (which are the same tech level as plasma steel). Furthermore, they're probe teams and can thus potentially subvert enemy units, or defend against incoming probe teams.

                Furthermore, probe team morale does not depend on the SE category "Morale". Rather, it depends on your Probe rating and a variety of techs. If you are running Wealth, your probe teams will probably be higher morale than garrisons would be.
                "Cutlery confused Stalin"
                -BBC news

                Comment


                • #9
                  Sythmetal probe teams are good only for defending a base against native fauna.

                  The point is, they cannot be "designated as a defender", which means that even if you stack 15 probe teams in a base, they all die to just one attacker. Plus if you'll ever add, say, a scout patrol in that base, it will always succumb first, dragging all those probes in shiny armours along with it.

                  Not letting a mind worm rape your base is really all you can expect from Probe-2-1.

                  Comment


                  • #10
                    Originally posted by Kirov
                    Sythmetal probe teams are good only for defending a base against native fauna.

                    The point is, they cannot be "designated as a defender", which means that even if you stack 15 probe teams in a base, they all die to just one attacker. Plus if you'll ever add, say, a scout patrol in that base, it will always succumb first, dragging all those probes in shiny armours along with it.

                    Not letting a mind worm rape your base is really all you can expect from Probe-2-1.
                    Well yes and no. Everything you say is correct but the idea is that if you use an armoured probe, it is the ONLY defender.

                    The idea is that most of your bases will have a probe defender so you don't face support issues but I think people would still recommend multiple regular garrisons and probes in a base that is facing repeated attack.

                    I confess that I would only rarely have more than one defender in a base anyway in the early game. My defensive strategy has always been based on early detection of opposing forces so that an offensive force can take them out before they get to my bases
                    You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                    Comment


                    • #11
                      in that case a scout can hold the base against natives and your offensives can kill the enemy,except in bases expected to get hit harder.
                      if you want to stop terrorism; stop participating in it

                      ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

                      Comment


                      • #12
                        It's true that armored probe teams are unsuitable defenders against a strong attack. So are most units. If your opponent controls the area right around your city, it doesn't do a whole lot of good to control the city. You need to put defensive units at strategic locations and harass or destroy incoming units with offensive units. Armored probe teams are great for this since they do serve as defensive units, and can mind control your opponent's incoming units, which then kill other opposing units. If you're being seriously attacked, you need to produce combat units, but probe garrisons are useful for manning strategic bases before a threat is clear, since they cost no support.
                        "Cutlery confused Stalin"
                        -BBC news

                        Comment


                        • #13
                          Originally posted by Cataphract887
                          in that case a scout can hold the base against natives and your offensives can kill the enemy,except in bases expected to get hit harder.
                          The problem is the scout costs support. The probe does not. In addition you might need a prob in a coastal base anyway to prevent probeships stealing tech so why not have one unit do double duty??
                          You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                          Comment


                          • #14
                            in that case
                            My defensive strategy has always been based on early detection of opposing forces so that an offensive force can take them out before they get to my bases
                            dosnt that last statement basicly say ''armoured probes are not needed at my bases because no units can approach
                            Last edited by Kataphraktoi; June 9, 2005, 18:18.
                            if you want to stop terrorism; stop participating in it

                            ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

                            Comment


                            • #15
                              If all you want to do is defend against natives, a sensor network and a horde of formers is plenty. If you see a mind worm coming, move a former into any vulnerable base to defend. This works wonderfully until 2150.
                              "Cutlery confused Stalin"
                              -BBC news

                              Comment

                              Working...
                              X