posted 03-05-99 02:47 PM ET
First all, I like SMAC. Second, unfortauntely, I don't like micromanagement, which is rather a problem, as the automation just doesn't work. I'll try to provide specifics for how it should work as I go along. Third, what can I say, I'm a transcendent god ;-) and I know it, so I'll try to keep away from stuff which would just be for increasing the difficulty.In each of these posts, I'll try to pick a specific topic (I'll do Terraforming as a part of this post) and stick to it. I'll try to be as logical and clear as the Analyst 8-).
TERRAFORMING
The Auto-forming seems pretty random. So, here's the logical ordering (as in, translates to if-thens easily 8-) which is very effective for me - hence I would like to see the auto-forming do this so I don't have to micro manage it! (hint hint)
Land Forming, to start
Land is Flat, or Rolling and Arid: Road then Forest
Land is Rolling, not Arid: Farm, Solar, Road
Land is Rocky, Fungus: save til last, then level to Rolling or clear Fungus and look above
Once the entire area is forested or terraformed, the Formers should check to make sure no Forest covers a Rolling terrain
Mid-Game Land Forming, once you get Eco Engineering
Using Aquifers and Condensers, you can now ensure that all Rolling terrain is Rainy. Naturally, the Condensers should be built on Rolling terrain. Solar cells aren't really all that productive until late-game forming:
Boreholes: One per city is plenty. Prefer to put these one Rocky, as the build time seems irrespective of terrain type. Otherwise put on Flat. Note that because of the mineral restrictions, MINES are essentially useless -- do Boreholes! Also, if there are numerous Formers around, they should be smart enough to work in teams.
Viable team projects: Borehole, Aquifer, Atmo-Condenser, Eche-Mirror
Late game Forming: Hi pop + mineral enhancers tends to cause eco-damage. eco-damgage BAD, so:
Convert Forests back to Flat, and give them the same treatment as Rolling, above. Do this until Eco-Dam goes to zero. Preferentially target forests w/o Sensors, but don't worry about removing Sensors, as a city this well developed is going to be deep in safe territory.
Solar cells are becoming common place, plus you can raise-lower land now. So start raising land up to the max energy limit, and then adjust raininess.
Aside on Wierdness: with all the land raising, where does the water go? 8-)
Overall, even under Late Game conditions, if terraforming a new area for a new city, following the Early game priority would tend to rule, except for putting in a Condenser here and there.
Where to put roads and mag tubes: Every square within sight range of a city. The auto-functions don't, at present.
Where to put sensors: This Auto mission really needs work. There are many edges on a fully occupied island which would increase the overall coverage -- most are missed. The Auto-former should:
1) Maximize coverage while staying inside the sight zone of the parent cities. Further out, and they get subverted or destroyed to easily. Put all Sensors on Flat land since the formers will tend to put Forests there.
2) Sensors are popular targets, because that defense bonus is really nice. Hence, maximize redundancy by filling all forests with Sensors.
Various Military Enhancements: Do not build these! They only help an attacker survive in enemy territory. A great way to hold the enemy in their own territory while waiting for some heavy reinforcements.
New Auto command: Plant Forests: I do a lot of this early on, so having a former which can leave city site range and prepare a new area by planting Forests and the flat spots would be very nice!
Sea Forming:
I divide this up into Little or no land, half land, lotsa land.
Little or No Land: Most Sea Colonies are like this. Sea Formers do not built enough Mining platforms! They should start early with Mining, doing two Mines for each Tidal Harness. Later, if there's ever a pollution problem (never happened yet), then those Mines can be turned to Harnesses. Eventually, the Centauri techs makes Sea Fungus the best, by far. Convert Mines to Sea Fungus until get to eco dam, then convert them to Harnesses.
Half Land: If the parent city is on land, build all harnesses. Otherwise, build 3 or 4 Mines to get production started -- later the city can build a transport (or an amphibious land former?) to get a former on the land if needed. If Sea Fungus is highly productive, put that everywhere.
Lotsa Land: Sea Harnesses. Land will be so productive, probably no point to building Fungus.
Ok, there's my first installment if I don't know how many parts. It seems like a fairly simple case of if-then statements, except for the part about making decisions based on eco-dam of parent city. If that can't be done, don't worry about it. I can manually use the Auto-farm+solar+road pretty easily on my forests to bring polution down.
Oh, and please feel free to put up other Former ideas guys (and gal or two ;-)