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  Punishment Sphere: Half a loaf of bread is better than no loaf.

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Author Topic:   Punishment Sphere: Half a loaf of bread is better than no loaf.
tolver posted 05-25-99 06:30 AM ET   Click Here to See the Profile for tolver   Click Here to Email tolver  
personaly i cant see the down side to this facility. it just seems so usefull.

GURANTIED:

no drone riots, all colonies allways productive.

sure you never get a golden age, small price to pay.

it seems to me that if you put it into your faction txt that every colony automaticly gets one you would have to be less vigilent with what your colonies were doing, let the govenors run more things with less worry of loosing 2 turns production while you quell drone riots. plus, if you are looking for a couple of minuses to take in a custom faction txt, then -50% labs and NO talents, EVERYWHERE, seems like a good minus to take.

i dont know, would that balance out a custome faction,like this;

#TOLVER
Tolver, The Benifactor, Tolver, M, 1, Tolver, M, 1, 1, 1, 1, 1,
FACILITY, 4, FACILITY, 23, FACILITY, 27, FACILITY, 28, FACILITY, 29, FACILITY, 30
nil, nil, nil

thats a Perimeter Defense, Punishment Sphere, Command Center, Naval Yard, Aerospace Complex, and a Bioenhancement Center at every base.

i figure that the maintenance costs of that many facilities at each new colony with no talents and -50% of my lab, that should be minuses enough to make a balanced faction.

opinions?

tolver

Plato90s posted 05-25-99 08:11 AM ET     Click Here to See the Profile for Plato90s    
Well, that's a lot of bonus facilities to give to a single faction. Even if you can't pay for the upkeep cost, you can just sell them for cash. Too damn powerful, not to mention all these facilities take a lot of research to get.
tolver posted 05-26-99 04:49 AM ET     Click Here to See the Profile for tolver  Click Here to Email tolver     
well now that i have played with it, i can report that it is a different type of faction to play with.

when you try to sell a facility that a colony starts with you are rewarded with this message;

"You can not sell free facilities recieved as part of your faction power."

however if you do run out of energy early in the game before you build m/any facilities at your colonies, then the free facilities are scrapped one by one, starting with the command centers, and you recieve half the energy that it would have took you to make it.

in that sence i suppose that you could recieve free energy, but it starts with the most usefull of them, the command center, if it started with the naval yard or the aerospace center, then mayby, but to loose the command center first is not worth it.

the way to counter the energy drain is to follow a strict patern with new colonies. first, build 2 defensive units and leave them in the colony to defend, second, make a former, and use the ctrl-shft-s command in all of the squares that touch the colony, this will make a farm, solar collector, and road in each square, solving your energy drain as well as the benifit of the farm and road. after producing the former, go whatever direction you like with the colony.

although you get no talents or golden ages with the punishment sphere, neither do you have to expend anything on psy, you can leave the economy/labs ratio at 50%, or add more to the labs to counter the -50% lab penility fron the punishment sphere.

colonies require more initial attention, but i find that after making the initial round of farms/solar collectors/roads that i can set my formers on ctrl-shft-a so that they continue to develope the remaining colony controlled squares to their best development potential.

even though you would normaly need various techs to build these facilities, you are starting the game without the techs themselvs. so the only real advantage that you get is to have the +4 moral for all your units, while suffering the penility of having to pay to support the facilities. inland colonies start with a naval yard that cant be sold, can derive no advantage from, and have to expend energy to mataine them.

tolver

Al Gore Rythm posted 05-26-99 08:45 AM ET     Click Here to See the Profile for Al Gore Rythm    
Uhh, I'm not sure, but as far as I know all 'faction-power' facilities are free of upkeep. The UoP pays no upkeep for its Network Nodes. I would assume everything else follows suit.
K posted 05-26-99 04:50 PM ET     Click Here to See the Profile for K  Click Here to Email K     
Punishement Spheres are the only way to go. I played a test gamw and by going %100 economy I was able to buy tech(from the UoP) faster than anyone could research it. For some reason, no matter what I do, I can't get better than a tech every two turns, but the computer players on TI don't seem to have that problem. With The planetary Datalinks for free research, I was making so much money that I was building a facility in every base every turn. When I made my move, I conquered all the Factions in the world in under 20 turns.
The funny thing is that when I dropped my Punishment Spheres for the Telepathic Matrix, my research didn't get any better. It just stayed at one every two turns.
Perryn posted 05-27-99 10:17 AM ET     Click Here to See the Profile for Perryn  Click Here to Email Perryn     
Hey, while you're at it, why not build a genejack factory? You've already taken care of that small bother of having extra drones. Throw in some other industrial buildings and that base could be the backbone of all your construction needs.
High Priest posted 05-27-99 05:10 PM ET     Click Here to See the Profile for High Priest    
Uhhhh...
Tolver, this faction is WAYYYY overpowered. The hit to tech won't affect your super bases any, anyway. Just to get a free Perimeter defense, Command Center, Port, and Bio Center will cost you four secret projects in a regular game. And there was a reason the game designers made it impossible to get free aero complexes, their too powerful. You, however also add punishment spheres. Don't think these will hurt you at all, considering you'll be stealing most techs. And maintenence is free.
Give 'em the spheres and perimeter defence, take everything else out.

High Priest

tolver posted 05-27-99 07:16 PM ET     Click Here to See the Profile for tolver  Click Here to Email tolver     
im forced to agree, this is a bad choice for a faction. the only thing i pay for is the perimiter defense, all the rest is free.

even with giving myself a SOCIAL, -----ECONOMY, it still does not slow me down. so i decided to scrap this and try another way.

but i still think that the punishment sphere is a must have. i like the simplicity that it brings to my colonies. they are much easier to manage, and i can get away with stressing them more than i could a colony without the pun/sphr.

MichaeltheGreat posted 05-28-99 01:31 AM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
Giving that much power to a custom faction is not a whole lot different in effect from playing at the "recycling tank lining material" (or whatever you want to call to lowest) difficulty level. What's the challenge??

Anybody can steal candy from a sleeping baby.

MichaeltheGreat posted 05-28-99 01:41 AM ET     Click Here to See the Profile for MichaeltheGreat  Click Here to Email MichaeltheGreat     
For one or two cities, there might not be a downside, but I never use the punishment sphere - I like to lead in technology, in all areas, all the time. That way, other factions live or die when and as I dictate.
You can only buy or steal tech if the other guy already has it. - My goal is to get there first.
laurens posted 05-28-99 07:09 AM ET     Click Here to See the Profile for laurens  Click Here to Email laurens     
I agree with Michael.

And especially so when you are in a multiplayer game, he that comes first to the hill, may sit where he will

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