Well, a lot of good points. I have to admitt, that I also place bases in regions quite densly. Why? Simply, to use tiles, that are already terraformed, with ability to switch between bases. There are however differences, that you also wrote:
- a base must either have a crawler from the start or a tile having at least 2 nutrients. For me it is ok, that a base will not grow. I am ok with assigning for example several crawlers making 2 minerals from forests. Base just does not do colony pods, but is ok with making formers, or other stuff.
- I must have a good reason to make a base in particular location. It is difficult to support it and make it grow, so for example - a choke point, or a tile moving my borders in a strategic way. In my game I made a base, that required a crawler from the start for nutrients and some for minerals in order to develop it a bit. My gain was splitting off some Miriam territory. Later Morgan took over that base. I gained also acces to ocean in that particular location.
- dry areas usually stay unsettled. It is that value of nutrient bonus resources and monoliths on the map is increased. usually it is the place, I send colony pod. later a crawler and the base can develop.
Is it so much difficult to develop bases? I agree it is, however for a skillful player it should not pose a problem at all. It is a matter a planning, and that is it. Colony pod may be sent with a crawler or 2 of them for example. Expensive? yes. But AI is due it largely enhanced - it has its nutrient satellites from the start. I made many things helping player in this mod:
- 2 "unity supply droids"
- 2 free, independent formers
- no nutrient restrictions! find rainy tile, and make a farm right away, base can grow to size 2 and make colony pod.
and specific to this scenario:
- freshwater sea
- unity foil there, large chance for kelp farm
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Very good point pertaining to real benefits of ICS.
So this setup more prevents ICS anywhere. Now, it is more difficult to ICS, since you need good tiles on map for it.
I will have to try the thing with facilities, as you propose. Only bad thing is, that you cannot assign upkeep to satellites. I tried. I preferred large upkeep, but since game engine does not allow it, I chose larger price.
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So it may be in fact only little "anti-ICS". But still interesting modification to a play, that requires more from a human player and helps this way AI, that has its benefits, human player does not.
- a base must either have a crawler from the start or a tile having at least 2 nutrients. For me it is ok, that a base will not grow. I am ok with assigning for example several crawlers making 2 minerals from forests. Base just does not do colony pods, but is ok with making formers, or other stuff.
- I must have a good reason to make a base in particular location. It is difficult to support it and make it grow, so for example - a choke point, or a tile moving my borders in a strategic way. In my game I made a base, that required a crawler from the start for nutrients and some for minerals in order to develop it a bit. My gain was splitting off some Miriam territory. Later Morgan took over that base. I gained also acces to ocean in that particular location.
- dry areas usually stay unsettled. It is that value of nutrient bonus resources and monoliths on the map is increased. usually it is the place, I send colony pod. later a crawler and the base can develop.
Is it so much difficult to develop bases? I agree it is, however for a skillful player it should not pose a problem at all. It is a matter a planning, and that is it. Colony pod may be sent with a crawler or 2 of them for example. Expensive? yes. But AI is due it largely enhanced - it has its nutrient satellites from the start. I made many things helping player in this mod:
- 2 "unity supply droids"
- 2 free, independent formers
- no nutrient restrictions! find rainy tile, and make a farm right away, base can grow to size 2 and make colony pod.
and specific to this scenario:
- freshwater sea
- unity foil there, large chance for kelp farm
---------------------
Very good point pertaining to real benefits of ICS.
So this setup more prevents ICS anywhere. Now, it is more difficult to ICS, since you need good tiles on map for it.
I will have to try the thing with facilities, as you propose. Only bad thing is, that you cannot assign upkeep to satellites. I tried. I preferred large upkeep, but since game engine does not allow it, I chose larger price.
---------------------
So it may be in fact only little "anti-ICS". But still interesting modification to a play, that requires more from a human player and helps this way AI, that has its benefits, human player does not.
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