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Old September 2, 2003, 22:33   #1
Kody
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Strategic Planning
I think we need a topped Strategic Planning thread. I dislike how I sometimes have to search for certain strategies that have disppeared off the bottom of the page.

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Edit:
Merging the strategy links with the strategic planning thread.

This is the strategy links thread.
http://apolyton.net/forums/showthrea...0&pagenumber=1

Edit:
I'm copying the link to the teraforming plan here so that I don't need to search for it evey time.

http://apolyton.net/upload/files/Kody/LandPlanning.jpg

Last edited by Snowflake; March 19, 2004 at 00:44.
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Old September 3, 2003, 03:02   #2
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I second this idea. And it should be allowed to edit out any spam in it.

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Old September 3, 2003, 06:22   #3
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I was looking at futher mircomanagement it appears that you don't need more food than what fills up the the bars for 2 turns before it grows. The turn before it grows it's best to move one worker onto a mineral high resource. This is because the new worker will only harvest nutrients and energy. So you want the old worker working on the mineral high resource while the new worker appears on a mainly energy or nutrient.
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Old September 3, 2003, 09:41   #4
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Do you mean that the computer automatically assign the new work to work for nuts because it thinks more foods are needed for the new pop?
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Old September 3, 2003, 18:52   #5
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No, you have to manually switch the workers away, since any food that exceeds the food box is wasted. But the growth of the new citizen, as Kody pointed out, is allocated to either a nutrient or energy square.
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Old September 3, 2003, 22:32   #6
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The computer will generally allocate a new worker to a nutrient if the city is low on nutrients.
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Old September 4, 2003, 03:02   #7
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But the computer's idea of "low on nuts" is something like "Are we producing more than twice what we can eat yet?"

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Old September 4, 2003, 09:40   #8
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Well you really can't blame the computer too much. He has too many things to micromanagement.
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Old September 4, 2003, 09:48   #9
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I've done a rush buying chart that complements Nethog's.

Basically it shows the cost per mineral, and includes the earlier harvesting of minerals.

Note that it assumes you have already have the first 10 minerals.

http://apolyton.net/upload/files/Kod...buying.xls.zip
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Old September 11, 2003, 05:16   #10
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(n + t) mod 3 !=0

n is the number of techs already obtained.
t is the number in the tech tree.

or, if it's explore, build, discover and conquer values, added together, are the lowest of any available choice. (The Joker Tech)

Code:
Biogenetics,                Biogen,  0, 3, 2, 2, None,    None,    000100000
Industrial Base,            Indust,  2, 1, 3, 0, None,    None,    000000000
Information Networks,       InfNet,  0, 3, 2, 1, None,    None,    000000000

Applied Physics,            Physic,  4, 2, 1, 0, None,    None,    000000000
Social Psych,               Psych,   0, 1, 3, 2, None,    None,    000000000
Doctrine: Mobility,         Mobile,  2, 0, 0, 3, None,    None,    000000000##

Centauri Ecology,           Ecology, 0, 1, 2, 3, None,    None,    100000000
Superconductor,             Super,   4, 2, 0, 0, OptComp, Indust,  000000000
Nonlinear Mathematics,      Chaos,   4, 3, 0, 0, Physic,  InfNet,  000000000

Applied Relativity,         E=Mc2,   1, 3, 2, 0, Super,   Subat,   000000000
Fusion Power,               Fusion,  3, 4, 3, 1, Algor,   Super,   000000000
Silksteel Alloys,           Alloys,  3, 0, 4, 2, Subat,   IndAuto, 000000000

Advanced Subatomic Theory,  Subat,   2, 3, 2, 0, Chemist, Poly,    000000000
High Energy Chemistry,      Chemist, 3, 1, 2, 0, Indust,  Physic,  000000000
Frictionless Surfaces,      Surface, 1, 3, 2, 0, Unified, IndRob,  000000000

Nanometallurgy,             Metal,   1, 1, 0, 3, ProbMec, DocInit, 000000000
Superstring Theory,         String,  3, 2, 0, 1, Chaos,   Cyber,   000000000
Advanced Military Algorithms,MilAlg, 3, 0, 1, 2, AdapDoc, OptComp, 000000000

Monopole Magnets,           Magnets, 1, 1, 5, 0, String,  Alloys,  000000000
Matter Compression,         MatComp, 3, 1, 2, 0, Metal,   NanoMin, 000000000
Unified Field Theory,       Unified, 4, 3, 0, 1, Magnets, E=Mc2,   000000000

Graviton Theory,            Gravity, 3, 1, 0, 3, QuanMac, MindMac, 000000000
Polymorphic Software,       Poly,    2, 3, 1, 0, Indust,  InfNet,  000000010
Applied Gravitonics,        AGrav,   3, 1, 0, 4, Gravity, DigSent, 000000000

deleted,                    delete,  3, 2, 0, 2, Disable, Disable, 000000000
Quantum Power,              Quantum, 3, 4, 3, 0, Surface, PlaEcon, 000000000
Singularity Mechanics,      SingMec, 1, 4, 3, 0, Create,  HAL9000, 000000000

Controlled Singularity,     ConSing, 4, 1, 2, 0, SingMec, AGrav,   000000000
Temporal Mechanics,         TempMec, 0, 1, 3, 2, Eudaim,  Matter,  001000000
Probability Mechanics,      ProbMec, 1, 1, 3, 2, DocSec,  Algor,   000000000

Pre-Sentient Algorithms,    Algor,   2, 4, 3, 2, MilAlg,  Cyber,   000000010
Super Tensile Solids,       Solids,  1, 0, 5, 2, MatComp, Space,   000000000
Planetary Networks,         PlaNets, 0, 4, 3, 1, InfNet,  None,    000000000

Digital Sentience,          DigSent, 0, 4, 3, 2, IndRob,  MindMac, 000000010
Self-Aware Machines,        HAL9000, 0, 4, 3, 3, NewMiss, DigSent, 000000010
Doctrine: Initiative,       DocInit, 2, 0, 0, 4, DocFlex, IndAuto, 000000000

Doctrine: Flexibility,      DocFlex, 2, 0, 1, 4, Mobile,  None,    000000000##
Intellectual Integrity,     Integ,   0, 1, 3, 4, EthCalc, DocLoy,  000000000
Synthetic Fossil Fuels,     Fossil,  1, 0, 2, 4, Chemist, Gene,    000000000

Doctrine: Air Power,        DocAir,  3, 0, 3, 4, Fossil,  DocFlex, 000000000
Photon/Wave Mechanics,      DocSec,  3, 2, 2, 0, E=Mc2,   Alloys,  000000000
Mind/Machine Interface,     MindMac, 4, 0, 2, 2, DocAir,  Neural,  000000010

Nanominiaturization,        NanoMin, 1, 0, 4, 3, Magnets, SupLube, 000000000
Doctrine: Loyalty,          DocLoy,  3, 0, 2, 2, Mobile,  Psych,   000000000
Ethical Calculus,           EthCalc, 0, 1, 3, 3, Psych,   None,    000000000

Industrial Economics,       IndEcon, 0, 0, 5, 2, Indust,  None,    000000100
Industrial Automation,      IndAuto, 0, 1, 4, 3, IndEcon, PlaNets, 000000100
Centauri Meditation,        CentMed, 0, 0, 2, 4, EcoEng,  CentEmp, 001000000

Secrets of the Human Brain, Brain,   1, 5, 0, 3, Psych,   Biogen,  000000001
Gene Splicing,              Gene,    0, 2, 4, 3, Biogen,  EthCalc, 000100000##
Bio-Engineering,            BioEng,  0, 2, 3, 2, Gene,    Neural,  000100000

Biomachinery,               BioMac,  3, 1, 4, 1, MindMac, Viral,   000100000
Neural Grafting,            Neural,  3, 1, 1, 1, Brain,   IndAuto, 000000000
Cyberethics,                Cyber,   1, 3, 4, 0, PlaNets, Integ,   000000000

Eudaimonia,                 Eudaim,  0, 0, 3, 4, SentEco, WillPow, 000000000
The Will to Power,          WillPow, 0, 3, 1, 4, HomoSup, CentPsi, 000000000
Threshold of Transcendence, Thresh,  0, 1, 3, 4, SecMani, TempMec, 010000000

Matter Transmission,        Matter,  1, 0, 3, 2, NanEdit, AlphCen, 010000000
Centauri Empathy,           CentEmp, 0, 1, 0, 6, Brain,   Ecology, 000000000
Environmental Economics,    EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng,  000000100##

Ecological Engineering,     EcoEng,  0, 0, 3, 4, Ecology, Gene,    000000000##
Planetary Economics,        PlaEcon, 0, 0, 4, 3, AdapEco, Integ,   000000100
Adv. Ecological Engineering,EcoEng2, 0, 0, 4, 2, Fusion,  EnvEcon, 000000000

Centauri Psi,               CentPsi, 0, 1, 1, 6, CentGen, EcoEng2, 100000000
Secrets of Alpha Centauri,  AlphCen, 0, 4, 0, 2, CentPsi, SentEco, 001001001
Secrets of Creation,        Create,  1, 4, 1, 0, Unified, WillPow, 000000001

Advanced Spaceflight,       Space,   2, 4, 2, 3, Orbital, SupLube, 000000000
Homo Superior,              HomoSup, 3, 2, 1, 4, BioMac,  DocInit, 000000000
Organic Superlubricant,     SupLube, 3, 1, 2, 0, Fusion,  Fossil,  000000000

Quantum Machinery,          QuanMac, 3, 1, 4, 0, Quantum, Metal,   000000000
deleted,                    deleted, 0, 0, 5, 0, Disable, Disable, 000000000
Matter Editation,           NanEdit, 1, 2, 3, 1, HAL9000, Solids,  000100000

Optical Computers,          OptComp, 2, 4, 1, 0, Physic,  Poly,    000000000
Industrial Nanorobotics,    IndRob,  3, 1, 8, 1, NanoMin, IndAuto, 000000100
Centauri Genetics,          CentGen, 0, 2, 0, 5, CentMed, Viral,   010000000

Sentient Econometrics,      SentEco, 1, 1, 3, 4, PlaEcon, DigSent, 000000100
Retroviral Engineering,     Viral,   4, 2, 0, 2, BioEng,  MilAlg,  000110000
Orbital Spaceflight,        Orbital, 0, 4, 3, 3, DocAir,  Algor,   000000000

Progenitor Psych,           PrPsych, 0, 2, 3, 4, None,    None,    000000000
Field Modulation,           FldMod,  4, 2, 0, 2, PrPsych, Ecology, 000000000
Adaptive Doctrine,          AdapDoc, 5, 2, 0, 0, Poly,    DocFlex, 000000000

Adaptive Economics,         AdapEco, 0, 1, 5, 2, PrPsych, IndEcon, 000000000
Bioadaptive Resonance,      Bioadap, 5, 2, 0, 0, FldMod,  CentEmp, 000000000
Sentient Resonance,         SentRes, 5, 2, 0, 0, Bioadap, CentPsi, 000000000

Secrets of the Manifolds,   SecMani, 0, 5, 4, 2, SentRes, AlphCen, 000000001
N-Space Compression,        NewMiss, 4, 0, 2, 0, Orbital, BioMac,  000000000
String Resonance,           BFG9000, 8, 0, 0, 0, SecMani, ConSing, 000000000

User Technology,            User,    0, 2, 0, 0, Disable, Disable, 000000000
Transcendent Thought,       TranT,   0, 2, 0, 0, Thresh,  ConSing, 000000000

Last edited by Kody; September 11, 2003 at 05:47.
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Old September 11, 2003, 05:28   #11
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(n + t) mod 3 !=0

n is the number of techs already obtained.
t is the number in the tech tree.

Code:
(1)Doctrine: Flexibility,      DocFlex, 2, 0, 1, 4, Mobile,  None,    000000000
(1)Secrets of the Human Brain, Brain,   1, 5, 0, 3, Psych,   Biogen,  000000001
(1)Ecological Engineering,     EcoEng,  0, 0, 3, 4, Ecology, Gene,    000000000
(1)Doctrine: Air Power,        DocAir,  3, 0, 3, 4, Fossil,  DocFlex, 000000000
(2)High Energy Chemistry,      Chemist, 3, 1, 2, 0, Indust,  Physic,  000000000
(2)Gene Splicing,              Gene,    0, 2, 4, 3, Biogen,  EthCalc, 000100000
(2)Neural Grafting,            Neural,  3, 1, 1, 1, Brain,   IndAuto, 000000000
(3)Doctrine: Mobility,         Mobile,  2, 0, 0, 3, None,    None,    000000000
(3)Synthetic Fossil Fuels,     Fossil,  1, 0, 2, 4, Chemist, Gene,    000000000
(3)Mind/Machine Interface,     MindMac, 4, 0, 2, 2, DocAir,  Neural,  000000010
(3)Environmental Economics,    EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng,  000000100
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Old September 11, 2003, 08:05   #12
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Curiosity, posted the formula
(n + t) mod 3 !=0

I've tested it and it appears to work.
This freed me from having to simulate the techs in the map editor.

___________________________________
8 techs

If we get social pysch and ethical calculus we can't choose gene splicing that's 10 techs.
(10+2) mod 3 = 0

This means that path doesn't allow us to get gene splicing.

(2)Gene Splicing, Gene, 0, 2, 4, 3, Biogen, EthCalc, 000100000

If we get (flexibility+mobility) then get traded ethical calculus, that puts us on 11 techs.
(11+2) mod 3 = 1

So gene splicing will be available.

After gene splicing 12 techs.
(1)Ecological Engineering, EcoEng, 0, 0, 3, 4, Ecology, Gene, 000000000

(12+1) mod 3 = 1
Ecological Engineering possible

After Eco-Engineering 13 techs
(3)Environmental Economics, EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng, 000000100

(13+3) mod 3 = 2

This means that environmental economics is possible.

Will have to be careful that the hive doesn't get an extra tech along the way.
This is because environmental economics won't be accessible with 14 techs.

Code:
(1)Doctrine: Flexibility,      DocFlex, 2, 0, 1, 4, Mobile,  None,    000000000
(1)Secrets of the Human Brain, Brain,   1, 5, 0, 3, Psych,   Biogen,  000000001
(1)Ecological Engineering,     EcoEng,  0, 0, 3, 4, Ecology, Gene,    000000000
(1)Doctrine: Air Power,        DocAir,  3, 0, 3, 4, Fossil,  DocFlex, 000000000
(2)High Energy Chemistry,      Chemist, 3, 1, 2, 0, Indust,  Physic,  000000000
(2)Gene Splicing,              Gene,    0, 2, 4, 3, Biogen,  EthCalc, 000100000
(2)Neural Grafting,            Neural,  3, 1, 1, 1, Brain,   IndAuto, 000000000
(3)Doctrine: Mobility,         Mobile,  2, 0, 0, 3, None,    None,    000000000
(3)Synthetic Fossil Fuels,     Fossil,  1, 0, 2, 4, Chemist, Gene,    000000000
(3)Mind/Machine Interface,     MindMac, 4, 0, 2, 2, DocAir,  Neural,  000000010
(3)Environmental Economics,    EnvEcon, 0, 0, 4, 3, IndEcon, EcoEng,  000000100
To summarise.
* Choosing social pysch then leap frogging to gene splicing isn't possible.
* Getting 2 other techs then getting ethical calculus makes gene splicing possible.
* Two other techs will likely be mobility and flexibility.
* Hive should avoid any other techs than those stated here or may become diverted from the environmental economics beeline.
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Old September 12, 2003, 12:04   #13
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Remember to check up on the joker tech stuff. So far I believe it has something to do with green tech types.
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Old September 12, 2003, 20:17   #14
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Quote:
t = position of tech in alphax.txt (0-88)
n = total number of technologies for the faction
b = number of technologies at the beginning of the game for the faction
s= slot number of the faction

The condition is

(n + t + s - b) mod 3 != 0

Worth noting here is "b", which for normal factions (Gaians) is 1, for some others (University, Pirates) 2 and for the Progenitors 5.
http://apolyton.net/forums/showthrea...06#post2336206

Last edited by Kody; September 26, 2003 at 01:59.
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Old September 26, 2003, 01:56   #15
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We have a few options for pop booming available to us.

1. Normal pop booming via golden age. This means building treefarm, network node, children's crèche, and then allocating 50-80% of our energy to psyche. All our bases will boom up size 7 fairly rapidly. The problem with this is, pop booming is disabled for 14+ bases and hence we have to delay planting 7 of our bases until after we have completed the population booming.

This will only be possible to implement after we have already gotten tree farms. Also we may become short of energy as the due to the upkeep of the facilities.

2. PTS pod booming. Build 3 colony pods, plant one get 2 extra population points back. The two extra pods are moved into another base. Need a few crawlers to crawl minerals into the base.

3. Golden age with doctors only.

Golden is very possible with the HGP at size 4 and with 0 psyche allocation. Two doctors can be set to make the city go into golden age, if a network node is built. Combine this with a children's crèche and the city can boom up to size 5.

For size 6 cities it is possible to pop boom if the 3rd efficiency limit hasn't been reached. 3 doctors are required, and a network node, a tree farm, and a children's crèche.

With our current land area we have 1 more base than the 3rd efficiency limit. So either we PTS/pod boom any bases that are BDrone level 7, or we can hold off building that 29th base.

One good point of this is that the +2 nutrients only need to be available after the golden age has been initiated. This mean it is possible to have insufficient food while the doctors are causing the golden age. In the next turn when the doctors are workers again the city will grow from the pop boom.

4. Golden age with doctors only, unlimited pod builder.
It has been discovered that if a pod build is timed correctly a size 4 base can be in perpetual pop boom with two doctors, children's crèche, network node, and some crawlers for food. Add enough minerals to build a colony pod every turn and we have an unlimited colony pod base.

__________________________________________________ __

After this analysis it has been decided to use mainly the PTS pod booming until network node and children's crèche infrastructure can be put into place.

When the children's crèches and network nodes are in place pop booming with occur in size 4 bases with emphasis on timing the golden age pop booms such that most of the food has already been queued for a short wait to size 6. The golden age pod factory will be used to bump up size 3 and size 5 bases, putting them in position to pop boom up to size 5 or 7 respectively.

It is believed this combination of tactics will be able to keep us on par with the other factions with respect to population at least until we hit the expected 7 limit. As our spacing is only designed up to size 9 cities, stringent population planning shouldn't be required after that.

Last edited by Kody; September 27, 2003 at 02:21.
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Old September 29, 2003, 09:00   #16
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I've found that with skunkworks you can freely switch productions between a prototype -> unit

This means that with a skunkworks in a base it will be possible to use the crawler trick, building crawlers until you have amassed enough minerals to build an expensive units and gain additional energy from the stockpile bug (more frequent builds = more stockpile energy). Also SE switching can be used to increase the minerals from the crawlers too.

__________________________________________________ ____

Variant buildup scheme, most likely can be used for fast PB building, or making crawlers for the event of some serious SP rushing.

Make up a number of crawlers designs with increasing armor.
Using skunkworks in a number of bases cash crawlers in under power for some prototype. Switch to crawler with larger armor, change back to wealth. Build crawlers with better armor, cash them in again under wealth.

This will exponentially increase the minerals queued up the crawlers until they're large enough to build PBs in 1 turn.

SE switching cost offset by the extra stockpile energy from more frequent stockpiles.

Not really that useful a tactic, but may be used if we're in the right situation.
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Old September 29, 2003, 11:11   #17
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A bit complicated, though, but imagine our enemy´s faces when we pump out one "Sword of Lenin" (aka: Planet Buster) after another!
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Old September 29, 2003, 16:35   #18
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Quote:
4. Golden age with doctors only, unlimited pod builder.
It has been discovered that if a pod build is timed correctly a size 4 base can be in perpetual pop boom with two doctors, children's crèche, network node, and some crawlers for food. Add enough minerals to build a colony pod every turn and we have an unlimited colony pod base.
I really like this idea, especially since the pods can be added to other bases as we see fit, and we don't have to muck about getting GAs and +2 food in every base simultaniously (not to mention the HURT of running 80% Psych)

-Jam
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Old September 29, 2003, 16:42   #19
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However if we have massive amount of bases, using this method only would mean we could only pop boom one base at a time, unless we have more pod building bases, which may not be effecient since the pod building bases cannot be used for other purpose while it is building pods.
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Old September 29, 2003, 16:53   #20
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Thats the advantage though isn't it? and we save so much that we would have spent on psych and doctors, yes?

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Old September 29, 2003, 16:55   #21
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That's true but wouldn't it be a bit slow if we only have pop booming in one of the hundred bases we have in each turn?
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Old September 29, 2003, 17:09   #22
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If we have a hundred bases we can forget pop booming. The more bases, the more unhappy Drones we get. No base with a SINGLE Drone can pop-boom, as it will never make a GA.

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Old September 29, 2003, 17:25   #23
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Ok I was being over optimistic but one in twenty bases still a bit slow?

Oh and also I seriously believe you are mistaken dear mastermind for method 4 is that you don't need to enter GA in other bases instead you use colony pod to boom.

I like method 4 too but I think GA pop booming still may be an option when conditions are right. Method 4 could be used when we absolutely can't pop boom through GA.
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Old September 29, 2003, 18:02   #24
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I'm inclined to think that with the Hive its so hard to get a pop boom with a GA, that its almost not worth the trouble. A steady 1-pod-per-turn from 2 bases would give some nice extra growth without costing masses of energy and time.

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Old September 29, 2003, 18:07   #25
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Ok I'll give you that one. Don't want to make our mastermind really desperate do we?
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Old September 29, 2003, 18:13   #26
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Not at all, my dear Comrade, not at all.

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Old September 29, 2003, 19:18   #27
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We're going for partial pop booms. With method 3 we can boom even sized bases and all we would really need is a little extra food. Then we use method 4 to bump bases up from odd numbers. So you see we're still getting a fair amount of booming in all our bases.

My idea is to use a combination of method 3 and method 4
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Old September 30, 2003, 14:50   #28
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I had been insisting on combination of GA pop boom with method 4 pop boom for I know it is Comrade Kody's plan.
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Old October 1, 2003, 10:37   #29
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I had a look at the two realistic options. Either Voltariograd or HongHu-KongHu. If Jamski hadn't made me think about this we would have probably ended up building it in HongHu-KongHu.

Voltairograd is in a better position from a production standpoint than HongHu, and we can delay the headquarter build by an extra turn due to the position of Voltairograd in the production list. (Eg Hive is abandoned, next city in list is Voltariograd and it builds the headquarters so no energy loss. With HongHu-Kong we need to build 1 turn earlier as all the cities before it would have energy loss.)

This is important as we're also in the process of rushing two network nodes and two recycling tanks around that time too. Being able to delay the rebuild of the headquarters by 1 turn assists with the management of our ECs. This nets us a small mineral/EC advantage of perhaps 5 minerals or so (guessing as I didn't figure out turn 2144 completely).

In turn 2143 I looked at the labs and ecomony difference with a headquarters in HongHu and a headquarters in Voltariograd. There is an extra 3 labs with the headquarters in Voltariograd, and an extra 1 EC.

These bonuses mean little if we're planning on building the sea energy park early. However the real question is when do we get flexibility and when will we be able to build enough trawlers to make it worthwhile. The answer is a sea energy park just isn't effective yet. We need to develop some more bases to build sea formers and also the trawlers. Once we get flexibility our top priority for sea unit building will be probes or transports for shipping probes.

Our land energy will be our major energy source until around 2160 after that our sea energy park should be greater than our land energy park. By that time, the gains we would have gotten from building the headquarters in Voltariograd and acummulation of that advantage would be enough to offset the cost of rebuilding the headquarters in HongHu-KongHu.

This also raises the question whether we want to rebuild "The Hive" yet. I think the answer would be yes, firstly because we will be unable to build facilities in "The Hive" until we have completed the rebuild. It will be safer having all our coastal bases with sensors underneath. Also the colony pods will allow us to make those science cities with specialists. Finally, the hive has a B-drone level 7 and this Bdrone will be shifted to "University Base" when we rebuild.

It is the combination of all these reasons that prompt us to rebuild "The Hive".

Any flaws in reasoning that people can see?

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Well I think I found a flaw in some of the reasoning, but the outcome is the same. The coastal squares would be better off for crawling nutrients to the specialists bases early on.

The reason why is kelp supports 1 and a half specialists. Assuming librarians that is 3 labs per libarian. The hive only gets 3 energy per tidal harass, but suffers inefficiency. So earlier on it would be better to boom those northern coastal bases up to size 7 and use mainly specialists with trawlers getting nutrients.

That means that shifting the headquarters to HongHu will be mainly a midgame strategy when it's nolonger fesiable to increase the size of those coastal cities.
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Old October 5, 2003, 09:08   #30
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Current Hive BDrone levels

The hive (2102) - BDrone level 7
Voltairegrad (2106) - BDrone level 3
Kommuniza City (2107) - BDrone level 6
Jamski Clove (2119) - BDrone level 4
Central Planning (2123) - BDrone level 6
HongHu KongHu (2124) - BDrone level 1
Rokossovky (2129) - BDrone level 7
Googliegrad (2129) - BDrone level 1
Vevtopia (2136) - BDrone level 6
St Octaviansburg (2137) - BDrone level 2
Utopia Base (2139) - BDrone level 5
Michanapolis (2140) - BDrone level 7
New Moscow (2140) - BDrone level 1
*****************************
Unamed Base1 (2141)
Kommuniza City (2142) - (Kommuniza City Rebuild)
Unamed Base2 (2142) - #note to self to check bdrones and order accordingly in base build ordering
Vevtopia (2142) - (Vevtopia rebuild)
The Hive (2144) - (Hive Rebuild)

Expected Population in 2142 is between 41 to 42
Expected Population in 2144 is around 47 to 50
_________________________________
Hive BDrone levels after rebuilds

Voltairegrad (2106) - BDrone level 2
Central Planning (2123) - BDrone level 3
HongHu KongHu (2124) - BDrone level 5
Rokossovky (2129) - BDrone level 4
Googliegrad (2129) - BDrone level 5
St Octaviansburg (2137) - BDrone level 5
Utopia Base (2139) - BDrone level 1
Michanapolis (2140) - BDrone level 3
New Moscow (2140) - BDrone level 4
Unamed Base1 (2141)
/*note to self to check expected bdrones for 2142 and reduce Bdrone level for interior bases*/
Kommuniza City (2142)
Unamed Base2 (2142)
Vevtopia (2142)
The Hive (2144)
Unamed Base3(maybe 2144)
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