Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: Yitzi on December 29, 2012, 11:46:35 PM

Title: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on December 29, 2012, 11:46:35 PM
One of my main goals in the modded game I'm planning is to eliminate ICS (we all agree that such will make for a better game), so in order to do that most effectively I'd like to get to see some actual examples of ICS so I can figure out what's going on and how to weaken it.  So if anyone has games (SP or MP, doesn't matter, though for MP I might need the password) with ICS, I'd appreciate if they could upload them so I can see them.  Thanks.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on December 31, 2012, 01:22:53 AM
...I could hook you up with some old saves, but I cheat like a mother in SP -- would that foul your results?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on December 31, 2012, 01:57:03 AM
...I could hook you up with some old saves, but I cheat like a mother in SP -- would that foul your results?

Depends what sort of cheat...how about you give me those saves, tell me how you cheat, and then I'll take that into account.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: GRD55 on December 31, 2012, 04:52:34 PM
What is ICS? I've seen it mentioned in a couple of threads and always have no idea what they're talking about?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on December 31, 2012, 05:58:31 PM
Infinite City Sprawl.  Building as many bases as possible as fast as possible.  Filling up all the map you can.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on December 31, 2012, 06:28:57 PM
So anyway, if you could find those old saves, I'd appreciate it.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on December 31, 2012, 07:00:46 PM
See if you can do anything with this.  When I started looking, finding something with no custom faction turned out to be a challenge.  I haven't been playing much for quite a while now, so it's tough to remember any details about an old save - I certainly used the four-point-patrol/elite cheat, almost certainly the build queue rollover cheat, and - more than I can remember.  I really doubt my cheat games are going to do you any good.  Sorry.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on December 31, 2012, 07:11:30 PM
See if you can do anything with this.  When I started looking, finding something with no custom faction turned out to be a challenge.  I haven't been playing much for quite a while now, so it's tough to remember any details about an old save - I certainly used the four-point-patrol/elite cheat, almost certainly the build queue rollover cheat, and - more than I can remember.  I really doubt my cheat games are going to do you any good.  Sorry.

Even stuff with custom factions will be somewhat useful.  And the cheats you mentioned are unlikely to mess things up too much.

However, the game you linked does not appear to be ICS; while you definitely had a lot of bases, that was because you had a lot of territory; the density of bases per territory was actually fairly low.

Of the two definitions in the ICS entry in the Planetary Datalinks, I'm looking more for examples of #2 (as without #2, #1 is pretty harmless if your territory is limited.)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on December 31, 2012, 07:30:19 PM
Well now, that IS a problem.  I'm a builder and like to space my bases out pretty carefully.  I don't have any true crammed-together ICS to show.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on December 31, 2012, 07:33:51 PM
Well now, that IS a problem.  I'm a builder and like to space my bases out pretty carefully.  I don't have any true crammed-together ICS to show.

Have you seen it done (as a builder, I know how it works for momentum players)?  Even if you could just tell me what terraforming and base facilities it's associated with that would be a big help.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on December 31, 2012, 07:39:12 PM
...Morgan and Yang do it a lot, of course -Yang, far more sucessfully- but I can't say I've ever paid any attention to how they do things differently when they ICS. 

I guess what you need is some MPlayers to speak up.  This thread  (http://alphacentauri2.info/index.php?topic=2818.msg15584#msg15584) has some discussion of ICS.  Kirov and Earthmichael could definitely tell you some stuff.  Sorry to be so useless.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on December 31, 2012, 07:47:50 PM
...Morgan and Yang do it a lot, of course -Yang, far more sucessfully- but I can't say I've ever paid any attention to how they do things differently when they ICS. 


Actually, while ICS is definitely Yang's best Momentum strategy, it seems that he might actually do fairly well as a builder without it.  After all, he gets -1 energy per base, so fewer and larger bases means that's less of a hit.

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I guess what you need is some MPlayers to speak up.  This thread  (http://alphacentauri2.info/index.php?topic=2818.msg15584#msg15584) has some discussion of ICS.  Kirov and Earthmichael could definitely tell you some stuff.  Sorry to be so useless.


Thanks.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Petek on December 31, 2012, 10:31:01 PM
Not a save game, but this screenshot is a good example of ICS:

http://apolyton.net/upload/view/11127_IcsUni3.jpg (http://apolyton.net/upload/view/11127_IcsUni3.jpg)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on December 31, 2012, 10:49:07 PM
Not a save game, but this screenshot is a good example of ICS:

http://apolyton.net/upload/view/11127_IcsUni3.jpg (http://apolyton.net/upload/view/11127_IcsUni3.jpg)


Thanks.  Any idea what facilities those bases have?  (I notice a lot are building centauri preserves.)

And that sort of ICS will be a definite no-go in what I'm planning.  (6 boreholes in a single base radius for that many bases will, by the midgame (40-ish techs), translate to roughly 5-6 fungal pops per turn under optimal conditions (Green/low difficulty/low native life), which is not a good way to have a viable terraforming-dependent empire.  And of course I'll be nerfing crawlers and condensers.)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Petek on December 31, 2012, 11:06:41 PM
No idea what was built in the bases (was not my game). The screenshot is from an old thread on Apolyton. AFAIK, the save game was never posted.

ETA: Looking again at the screenshot, facility maintenance is only -3EC/turn. Aside from free Network Nodes (and possibly other free facilities from SPs), it appears that most bases have no other facilities.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Kirov on January 01, 2013, 01:07:31 AM
No idea what was built in the bases (was not my game). The screenshot is from an old thread on Apolyton. AFAIK, the save game was never posted.

 ;lol ;lol ;lol Thanks Petek, this is precisely the image I was looking for to show Yitzi an ICS! It was from years ago, I couldn't find it! But yeah, you nailed it. This ICS does look crazy, probably what Skynet or some Lord Mechatron would create. Who did that? Did you find the thread?

Anyhow, Happy New Year, SMACers!  :danc:
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Petek on January 01, 2013, 01:33:20 AM
I also remembered that screenshot, from 2004 as it turns out. Some creative Googling found this thread (http://apolyton.net/showthread.php/118408-What-s-your-ICS-priority). The screenshot is from Skanky Burns' post #5. The graphic no longer displays, but quoting the post gives its URL.

Happy New Year!
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on January 01, 2013, 01:50:17 AM
Ah.  Got it to display.

(http://apolyton.net/upload/view/11127_IcsUni3.jpg)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 19, 2013, 06:53:09 AM
I do not believe ICS is an optimal strategy.  I was hoping to find some time to write up a detailed analysis of this, but have been too busy for now.

Just for a quick comparison, compare cities that are spaced so that each city works 20 squares, verses each city working 4 squares (ICS):

1. Given the multipliers that facilities can add to each city, you want to make sure all of these multipliers are built.  It seems that most ICSers do not do this, which makes no sense to me at all.  How can it be a good idea to not build facilties to boost energy and minerals by 200+%?

2. For the ICS case, you need 5x as many facilities to accomplish the same effect, since you have 5x as many cities.  This increases the initial production cost, as well as the maintenance cost, by 5x.  For this, you get the extra city resources, which is typically something like 3/2/6, which is not nearly enough to offset the extra building and maintenance cost.

3. Once I popboom (either with +6 growth or better yet cloning vats), I can acheive the maximum city size fairly quickly.

4. In the early game, I can achieve better results by spacing my bases for best use of the starting terrain, without worrying about ICS spacing.  In the late game, I am better off with large bases cover 20 squares, than small bases covering 4 squares.

Summary: So other than ICS looking kind of intersting, if it is not the best choice for either early game or late gate, why bother?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Mart on January 19, 2013, 08:55:47 PM
There was much said about ICS. How ICS works is complex, I was in games, where ICS'ers were winning. One of reasons is that ICS reduces time between colony pod completion and establishing a new base. Important is speed of development. Established new bases return cost of colony pods quite fast compared to building base facilities and terraforming. Production places are important too - many bases means many units can be completed in one turn.

However, there was one very good player who was winning without ICS. When asked, where he places bases, he replied something like: the spot is most important, it decides a lot if a base could grow fast or not.

ICS was also problem in civ3, iirc, and there were good discussions about it when making civ4. One can find it in forums. Apolyton had them?
Title: Who's afraid of the big, bad ICS???
Post by: Earthmichael on January 19, 2013, 11:10:42 PM
I personally have never lost to ICS, and I do not play ICS.  I once did a parallel game (with just AI) doing ICS and non-ICS with the same start.  Although it is true that the close (ICS style) base gets established 2-4 turns sooner than one further away, the further base location is usually picked because it supplies something more, typically 1-2N or 1-2M or 1-2E or some combination.  The 4 turn advantage for establishing sooner gets quickly overcome by the additional resources of the more distant base FOR THE REST OF THE GAME.

I played this parallel game for about 80 turns, and at that point was firmly convinced that the ICS approach was far behind the "terrain exploitation" approach.

I think the analysis is convincing also.  With my large bases I eventually build:

General: Tree Farm/Hybrid Forest - all forests are 3/2/2 with ecodamage eliminated

Minerals: Genejack factory/Robotic Assemby/Quantum Converter/Nanoreplication multiplies minerals by 200%.  That means every forest I work is good for 6 minerals!  Every borehole is worth 18 minerals!

Labs: Network Node, Fusion Lab, Quantum Lab, Research Hospital, Nanohospital multiplies labs by 250%!  How does ICS hope to compete with this research speed?

Econ: Energy Bank, Tree Farm, Hybrid Forest, Fusion Lab, Quantium Lab multiplies econ by 250%!

Psych: Hologram Theatre, Tree Farm, Hybrid Forest, Research Hospital, Nanohospital multiples psych by 250%!  So drone control and even golden age is fairly easy to achieve.

It is also much easier to boost military units built at a base if you have a lot fewer bases to boost.  It is easy to make sure that every unit built at a base gets a minimum of a +4 morale boost, plus fast repair.

Sure, ICS can build a lot of units, but I have found that quality is a lot better than quantity.  For one thing, every until requires support unless it is clean, which boosts the cost of the units built.  Plus as technology advances, with better weapons, armor, chassis, and enhancements, the best units become more expensive to build, but much more effective.  My singularity laser interceptor can typically take out half a dozen fusion interceptors before it is lost, particularly if it starts 4 morale upgrades ahead, and gain another morale upgrade after every 2-3 wins.

Anyway, we could analyze all day, but the proof is in the play.  So I have posted a challenge in the Command Nexus, insulting ICS, and asking if there is anyone who believes in ICS who is man enough to defend the honor of ICS.

So if anyone is willing to champion ICS, then let's settle the matter once and for all!
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 19, 2013, 11:57:20 PM
There was much said about ICS. How ICS works is complex, I was in games, where ICS'ers were winning. One of reasons is that ICS reduces time between colony pod completion and establishing a new base. Important is speed of development.

Why is speed of development so important as compared to long-term growth potential?  Just because you can then use crawlers to ramp up early development even more?

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Established new bases return cost of colony pods quite fast compared to building base facilities and terraforming.

How so?  Without base facilities or terraforming, the new bases seem they'll be fairly weak as compared to a well-developed base.  You might get an advantage early on, but it'll be weaker later on as the non-ICSer has larger bases (because he's not clumping them.)  And remember of course that building a colony pod costs not only minerals but also a population point.

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Production places are important too - many bases means many units can be completed in one turn.

But if they're all smaller, then they'll produce units (especially the more expensive units you encounter later in the game) less often, as compared to higher-production bases.  Why are a lot of small bases substantially stronger than a smaller number of larger bases on the same territory?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Green1 on January 20, 2013, 03:21:01 AM
I have always thought the evils of ICS when they talk about it in 4x games to be bad because of insane micromanagement and boring mechanics. Not bad because of overpoweredness.

That is the reason designers since after Civ 3 have been trying to kill it with various new gameplay systems.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 20, 2013, 06:14:37 AM
It is linked to a perception of being overpowered.  People complain because they believe they also have to ICS and do insane amounts of micromangement to be competitive.

If people thought ICS was weak, they would just laugh at people who perform insane amounts of micromanagement to accomplish a decidedly weak strategy.

I think a lot of the problems I saw in Civ 4 were related to this attempt to make expansion overly painful to the point of absurdity, crippling the game.

Was ICS overpowered in Civ 3?  I honestly don't know; I was not interested enough to get good enough at the game to find out, since SMAC was so much more strategic.

But I do not think ICS is overpowered in SMAC.  That is what I would like to prove, so that people don't waste any more time trying to fix ICS in SMAC, and instead can work on more interesting things.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 20, 2013, 06:55:05 AM
But I do not think ICS is overpowered in SMAC.  That is what I would like to prove, so that people don't waste any more time trying to fix ICS in SMAC, and instead can work on more interesting things.

To be fair, a lot of anti-ICS fixes would have other benefits too in terms of balance.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Green1 on January 20, 2013, 07:17:31 AM
Well, lets look at how more modern games have tackle ICS with my criticsism of each.

Civ 4 instituted a maintainence cost for distance from capital. Beyond the Sword expansion went further with extreme costs if the other cities were on another continent. The happiness system was a direct response to simplifying the corruption system of Civ 3 and the drone revolt system of SMAC.

Civ V does away with all of that to some folk's dismay and other's joy. Civ 5 has global unhappiness countered by resources and added to by number of cities.

Fallen Enchantress only has certain areas which are "fertile" that can be settled. On crowded maps, it is literally a "spam pioneer" (FE's settler/colony maker) and pray contest with the AI. Veteran Civ players, however, did not like only being able to settle certain places and mod map makers have been making maps for them.

But, the underlying theme of all those schools of thought were that, like earthmicheal said, there was a perception that folks were forced to ICS to min/max and was a boring playstyle in all Civ games up to Civ V. It was the micro. Folks got tired of having a popup about a windmill on some crappy tundra just because they had to have X cities to out produce the AI.

Now... I can see where some factions would benifit. Zak has free network nodes every base. More bases = more research. However, Zak has drones. Yang is probably better. Each city is a fortified point you have to bust thru with all those perimeters.

But, even then... that is not going to fly in MP. I have never done MP for Alpha Centauri, but the Civ 4 MP games I have played are mostly smaller maps (time factor). You do not have time to set up all that. You gotta get humping because the other players are far more bloodthirsty that the AI. And those are the scrubs. A very good player like Earthmicheal would probably mop the floor with a turtle ICSer. ICS is mostly a single player deal.

I am with earthmicheal. Terrain exploitation is better than crowding city after city. Probably more fun, too. But if someone wants to ICS since it is mostly a single player strategy, maybe the AI should be adjusted to own folks that try that.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Mart on January 20, 2013, 08:59:02 AM
Why is speed of development so important as compared to long-term growth potential?  Just because you can then use crawlers to ramp up early development even more?
Bases in ICS grow also, and they have potential. E.g. establishing a base on flat terrain, maybe moist, 1-0-0, gives you immediately smth like 2-1-1, and this is a "free" worker. If you count additional tiles with 2-1-1, where no population needs to be there working, that adds up to some significant bonus. Several turns earlier established bases also add up to more harvested resources. Colony pods are best made in bases of size 2, since you need only 3 rows of nutrients, and in fact in order to keep population 2 you accumulate only 2 rows of nutrients.
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How so?  Without base facilities or terraforming, the new bases seem they'll be fairly weak as compared to a well-developed base.  You might get an advantage early on, but it'll be weaker later on as the non-ICSer has larger bases (because he's not clumping them.)  And remember of course that building a colony pod costs not only minerals but also a population point.

It is about this advantage in early game. MP often were won when someone got first to Air Power, copters and could use chop'n'drop. And itis not, that ICS cannot have bases where non-ICS would have. They can also be later placed in those locations having more tiles to be worked.
Quote

But if they're all smaller, then they'll produce units (especially the more expensive units you encounter later in the game) less often, as compared to higher-production bases.  Why are a lot of small bases substantially stronger than a smaller number of larger bases on the same territory?
Yes, that is why ICS is having a condenser for food and crawler for minerals/energy. And there are satellites later. Map size counts too. Larger maps allow you to be builder style player, and on small maps you have little time before contact with other players. It all depends.
I do not like ICS and do not play it almost at all. But it has its advantages. If a non-ICS player calculates his/her strategy not well enough, ICS player wins.
So maybe ICS is a strategy like other strategies, it depends on skill level of a player, how good it is.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 20, 2013, 01:40:47 PM
Bases in ICS grow also, and they have potential.

Not as much until substantially late in the game, when they only have 4 squares to work with.  And most of that is due to farm/enricher/condenser being overpowered.

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E.g. establishing a base on flat terrain, maybe moist, 1-0-0, gives you immediately smth like 2-1-1, and this is a "free" worker.

2-1-1 is impressive early on, but gets weak fast.  Early on, it's useful, but later on it's a waste of territory unless you use condenser tricks and recycling tanks.

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It is about this advantage in early game. MP often were won when someone got first to Air Power, copters and could use chop'n'drop.

Ah, so as I suspected: The issue is early-game advantage, arising from air power being totally overpowered.

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And itis not, that ICS cannot have bases where non-ICS would have. They can also be later placed in those locations having more tiles to be worked.
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I'm not sure what you mean here.

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Yes, that is why ICS is having a condenser for food and crawler for minerals/energy.

Yeah, condensers seem to be a major component of the issue.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 20, 2013, 04:32:04 PM
It is not really about condensor being overpowered, or air power.

It is about the exponential initial growth issue.  If player A plays a strategy that doubles his resource base every 10 turns, and player B plays a strategy with better potential at turn 80, but doubles his resource base every 12 turns, then player B will be insurmountably behind at turn 80.

Because at turn 60, player A will have TWICE the resource base of player B.  Even with a better long term strategy, that kind of lead is probably insurmountable.

BUT, what I have discovered is that the 2-3 turn delay to move to better terrain is paid back in the short term, so instead of having a lower initial rate of growth, I get a equal or higher initial rate of growth, and better short term and long term potential.

Some of this is map related.  If the map is so bad that there is not any good terrain to exploit, no matter if you move 6 squares from your first base, then plopping your new base down ASAP is probably the best strategy.  I hate maps like that, and generally won't play them if I know what the map looks like in advance, simply because such maps encourage players not to think about optimum base placement, but just grind through the crappy terrain with minimum base spacing, i.e. ICS.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 20, 2013, 05:14:12 PM
It is not really about condensor being overpowered, or air power.

It is about the exponential initial growth issue.  If player A plays a strategy that doubles his resource base every 10 turns, and player B plays a strategy with better potential at turn 80, but doubles his resource base every 12 turns, then player B will be insurmountably behind at turn 80.

Because at turn 60, player A will have TWICE the resource base of player B.  Even with a better long term strategy, that kind of lead is probably insurmountable.

I don't really see why...turn 80 is only roughly 1/3-1/5 of the way through the game (unless someone pushes to end it early, which is a lot harder without air power), so that should be plenty of time to come back if it were just an early-advantage issue.

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BUT, what I have discovered is that the 2-3 turn delay to move to better terrain is paid back in the short term, so instead of having a lower initial rate of growth, I get a equal or higher initial rate of growth, and better short term and long term potential.

That may be true of moving to better terrain, but what about increasing your base density once you've expanded all you can?

I feel that ICS should not be powerful even when it doesn't come at the cost of optimum base placement.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Kirov on January 20, 2013, 06:26:22 PM
What I see missing here is taking factions into account. A general opinion somebody said was that those who can't popboom normally, should ICS. I saw the Hive ICSing twice and I would have a big trouble believing that what I saw was sub-optimum. Also, Morgan gets +3 energy per base tile with FM/Wealth.

OTOH, PK is obviously the last guy to ICS.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 20, 2013, 07:12:25 PM
Also, Morgan gets +3 energy per base tile with FM/Wealth.

+5 actually; the bonus energy per base tile is +2 for +3 ECONOMY, and +4 for +4 ECONOMY.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 20, 2013, 07:58:56 PM
Turn 80 is about half way on the vets map.  I have rarely had a game go more than 200 turns, even with air power completely banned, and the game is usually decided quite a bit before that.  Only much larger maps, or much less aggressive players, have games going 300+ turns.

But the other issue is the base resources.  If a player has double the resources at turn 60, that probably means he has the majority of the secret projects, and has a very large base to continue building.  Even if at that point he is only 75% as efficient for future growth as the other player, 75% x 200% means that he still is growing 50% faster than the other player.

But my main point is that as long as there is reasonable terrain, ICS does not do better.  If the terrain is absolutely lousy, ICS wins because every base turns a 0/0/0 square into a 2/1/1+ sequare instantly.  So as a map designer, if you do not like ICS, then don't build a map that promotes it.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 20, 2013, 08:14:34 PM
Morgan may be the exception that proves the rule.  Since Morgan gets such a large bonus just for placing a base, Morgan might do better with ICS, but I still believe it depends on the terrain.  In Morgan's case, since every turn delay in base placement costs +4 energy compared to other factions, it takes more terrain advantage to make up that deficient.  But most maps, such as the map of Planet or the Vets map, do have good enough terrain to make it beneficial to delay placing the base a couple of turns even for Morgan, for better resource gain after the base is placed.

To get a rought idea for comparison, you multiply the lost resource opportunity times the number of turns of delay.  If the additional resources for the better terrain make up for the lost opportunity in a reasonable length of time, say before the base can reproduce itself, then you have a definite win from the delay.  But since the base continues to prosper from the new terrain, even if it takes a few extra turns to reproduce, it still might be better than the ICS placement.  Furthermore, having the base further out makes it easier subsequently to exploit terrain that is further from the starting point.

I found this very complex to try to just calculate in the cases where there was not an obvious win for delayed placement, so instead I ran some scenarioes both ways, and evaluated how both positions looked around turn 60-80.  And what I found is what I have reported: with reasonable terrain, terrain exploitation wins over ICS.  For a really crappy map with lousy terrain, ICS wins simply because there is not much tterrain o exploit, so the value of the extra 2/1/1+ for additional bases prevails.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 20, 2013, 08:19:30 PM
Turn 80 is about half way on the vets map.  I have rarely had a game go more than 200 turns, even with air power completely banned, and the game is usually decided quite a bit before that.  Only much larger maps, or much less aggressive players, have games going 300+ turns.

Why don't the players who are behind form a temporary alliance to weaken the top player, thereby causing the game to go on longer (since it's harder to get the game decided until the endgame)?  Throw in that defense of a base is stronger than offense, and it would seem games should go on for quite a while.

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But the other issue is the base resources.  If a player has double the resources at turn 60, that probably means he has the majority of the secret projects, and has a very large base to continue building.  Even if at that point he is only 75% as efficient for future growth as the other player, 75% x 200% means that he still is growing 50% faster than the other player.

It means he's gaining 50% more actual growth for the first "phase", but then he's only 50% ahead and is still only 75% as efficient for future growth, meaning that after the second "phase" he's only 12.5% ahead, and then after the third "phase" he's actually behind.

Just as a 20% growth rate advantage can put you twice as far ahead by turn 80, a 20% growth rate advantage after that can let the other guy catch up by turn 160.  Thus, it seems that one of the keys to weakening ICS is forcing longer games (unless, of course, a momentum faction pulls off an effective snowball rush.)

Projects are another consideration; I have an idea, though, of how to make ICS horrible for grabbing projects (and nerf the overpowered tech factions a bit while I'm at it): Increase project (especially later ones) costs, and limit each project to 3 bases working on it (counting crawlers.)

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If the terrain is absolutely lousy, ICS wins because every base turns a 0/0/0 square into a 2/1/1+ sequare instantly.

Even with good terrain, recycling tanks raises that to 3/2/2, which is quite good.  But of course you don't have to spend a citizen on that square, so it's actually like a crawled 3/2/2 or a 3/2/5 (assuming the freed-up citizen becomes a specialist), which is extremely good.  Nerfing recycling tanks would weaken this substantially, of course.

Morgan may be the exception that proves the rule.  Since Morgan gets such a large bonus just for placing a base, Morgan might do better with ICS, but I still believe it depends on the terrain.  In Morgan's case, since every turn delay in base placement costs +4 energy compared to other factions, it takes more terrain advantage to make up that deficient.  But most maps, such as the map of Planet or the Vets map, do have good enough terrain to make it beneficial to delay placing the base a couple of turns even for Morgan, for better resource gain after the base is placed.

To get a rought idea for comparison, you multiply the lost resource opportunity times the number of turns of delay.  If the additional resources for the better terrain make up for the lost opportunity in a reasonable length of time, say before the base can reproduce itself, then you have a definite win from the delay.  But since the base continues to prosper from the new terrain, even if it takes a few extra turns to reproduce, it still might be better than the ICS placement.  Furthermore, having the base further out makes it easier subsequently to exploit terrain that is further from the starting point.

I found this very complex to try to just calculate in the cases where there was not an obvious win for delayed placement, so instead I ran some scenarioes both ways, and evaluated how both positions looked around turn 60-80.  And what I found is what I have reported: with reasonable terrain, terrain exploitation wins over ICS.  For a really crappy map with lousy terrain, ICS wins simply because there is not much tterrain o exploit, so the value of the extra 2/1/1+ for additional bases prevails.

But in that case, wouldn't terrain exploitation followed by ICS (once you've reached your maximum feasible borders) be even better than that?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 20, 2013, 08:57:12 PM
But in that case, wouldn't terrain exploitation followed by ICS (once you've reached your maximum feasible borders) be even better than that?
No, because at that point I usually have enough technology to build mutliplier buildings that are more effective than additional colony pods.  I usually have bases that have grown to size 7, so multilying the result of thost 8 squares being worked is more effective than building additional bases.  Once I have some mutliplier buildings in place, I can lift the population cap on the cities so even more squares benefit from the multiplier builds.

It is also around this time that I can begin my pop boom.  So bases grow quickly, leaving very few unworked squares, and those few square can be exploited by supply crawlers.

If I can get to this point without being too far behind ICS (and with reasonable terrain, I am usually on pace or ahead of ICS), then I leave ICS in the dust.  Because I now have most of the squares I am working multiplied with 100% mineral boost, 100+% labs boost, 100+% econ boost, 100+% psych boost, 3/2/2 forest squares, units with +2to4 morale boost, etc.  And I am gaining population due to pop booming much faster than ICS can grow.  I build Areospace complexes, and build sats of each kind up to my max population.  And all of these Sat gained resources get subjected to all of my building multipliers. 

Because I have only 1/6 the number of cities to cover a given amount of land compared to ICS, even if ICS wanted to build these multiplier buildings, it would cost them 6x as much, with 6x as much maintenance.  So even if ICS wanted to try to catch up in this way, it is too costly.  At this point, I have effectively won the game over an ICS player, although it may take 50-100 more turns for this victory to be finalized.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 20, 2013, 10:39:46 PM
No, because at that point I usually have enough technology to build mutliplier buildings that are more effective than additional colony pods.  I usually have bases that have grown to size 7, so multilying the result of thost 8 squares being worked is more effective than building additional bases.  Once I have some mutliplier buildings in place, I can lift the population cap on the cities so even more squares benefit from the multiplier builds.

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It is also around this time that I can begin my pop boom.  So bases grow quickly, leaving very few unworked squares, and those few square can be exploited by supply crawlers.

Wouldn't you get more by having more bases and putting the extra population into specialists?

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If I can get to this point without being too far behind ICS (and with reasonable terrain, I am usually on pace or ahead of ICS), then I leave ICS in the dust.  Because I now have most of the squares I am working multiplied with 100% mineral boost

You can't get more than 50% mineral boost until Industrial Nanorobotics, which is sort of pushing late-game.

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3/2/2 forest squares

3/2/2 forest (worked) is actually sort of pathetic as compared to 3 engineers fed by crawled nutrients.

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Because I have only 1/6 the number of cities to cover a given amount of land compared to ICS, even if ICS wanted to build these multiplier buildings, it would cost them 6x as much, with 6x as much maintenance.

On the other hand, ICS specialist bases don't have to worry about much psych (4 psych worth of drone control by whatever means is plenty), and can get crazy production once advanced specialists come along.

Once hab domes comes along it switches back to favoring non-ICS, but that's late-game.

We'll see how things play out in our game.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 21, 2013, 03:36:18 AM
With 200% labs, econ, and psych multipliers, each specialist acts like 3 specialists without the multipliers.

As for minerals, I get 50% multiplier at Retroviral Engineering (C6), which is pretty early.  I get the next 50% at Industrial Nanorobotics (B9), which is mid-game in my view.

The labs, econ, and psych multipliers start much earlier.  By level 6 on the tech chart, I already get 150% labs, 200% econ, and 175% psych; at mid and late game, these multipliers get even higher.

It is true that the base limit of 14 limits limits the growth for awhile.  But even only working 15 of 24 available squares, with multipliers, I still do better than ICS covering the same ground.  I consider Super Tensile Solids (B10) for habitation Domes to be a mid-game technology. So as long as I hold my own until then, I am doing fine.  After this point, my bases can reach maximum potential and really clobber ICS.

As for the forests 3/2/2, engineers provide no minerals.  I can always work or crawl nutrients after I get hab domes, but before then it is pointless.  If I choose to not work a forest square, I can instead get 5 energy from an engineer, effectively trading 3N/2M for 3 more energy.  Furthermore, because of facility multipliers, this get to be effectively about tripled.

I don't understand the idea of specialists giving "crazy production".  I am not aware of any specialist that aids production.  As far as I know, they can only give labs, econ, or psych.  Because of the multiplying buidlings, my specialist get about 200% in the mid-game, and even more in the late game.  So for each specialist I have takes, ICS needs 3x as many for the same effect.

As you said, we will see during our game.  But to continue harping for a momemt, I think the best thing a game can do for anti-ICS is to make lots of valuable multiplying facilities that can be built, with fairly high maintenance costs.  Then if ICS players wants these multipliers, they will have to build 6x as many with 6x the maintenance costs.  Ultimately, it is these multiplying facilities in SMAC that defeats the ICS strategy, in my opinion.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 21, 2013, 04:12:16 AM
With 200% labs, econ, and psych multipliers, each specialist acts like 3 specialists without the multipliers.

Definitely; of course, you're limited to 14 specialists per base (which you actually can get on ICS with condensers, enrichers, crawlers, and satellites), so once the ICSer does get his multipliers up he's even stronger.
(Also, 200% labs and psych isn't available until Homo Superior gives nanohospitals.)

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As for minerals, I get 50% multiplier at Retroviral Engineering (C6), which is pretty early.  I get the next 50% at Industrial Nanorobotics (B9), which is mid-game in my view.

I thought you said that turn 80 is around halfway.  Around what turn number do you generally reach Industrial Nanorobotics?  (And what's your number of techs known and research rate at that point?)

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It is true that the base limit of 14 limits limits the growth for awhile.  But even only working 15 of 24 available squares, with multipliers, I still do better than ICS covering the same ground.

Not if both have the same facilities.

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I consider Super Tensile Solids (B10) for habitation Domes to be a mid-game technology.

Ah, I think that's the difference; many consider that to begin the late game, and I suspect that's why they see ICS as more powerful.

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As for the forests 3/2/2, engineers provide no minerals.

They provide energy for rush buying, which (after considering the higher multiplier, which even ICS can get though of course it costs them more) is almost as good or even better.

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As you said, we will see during our game.

Actually, based on this discussion I think that the dispute is based on more fundamental issues that won't be addressed in a game between us (most notably: Are hab domes midgame or late game.)

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But to continue harping for a momemt, I think the best thing a game can do for anti-ICS is to make lots of valuable multiplying facilities that can be built, with fairly high maintenance costs.  Then if ICS players wants these multipliers, they will have to build 6x as many with 6x the maintenance costs.  Ultimately, it is these multiplying facilities in SMAC that defeats the ICS strategy, in my opinion.

Of course, if you make the maintenance too high then that reduces their value to the point where they don't give enough advantage over ICS.  But I do think that adding, say, 1/3 rounded up, or 1/2 rounded down, to the maintenance of all multiplying facilities (plus rec commons and children's creche) would help a lot to weaken mid-late game ICS.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 21, 2013, 09:47:07 AM
In my experience, ICS players do not build very many facilities at all.  When I take over their bases, I generally only find a very small handful of facilities.  Maybe other ICS players can comment on what facilities they typically build.

Also, I do not believe ICS offers an increased defensive perimeter.  It is actually quite the opposite.  I can always look for the weak point and attack there, going around any strongly defended cities.  Essentially, with 6x fewer cities, I can station 6x as many defenders as ICS per city.

I don't believe maintenance costs need to be increased.  It is enough that ICS will pay 600% more maintenance cost than the large base strategy, as well as 600% facility construction cost.  I think that is enough to see that if ICS tries to match the facilities construction to gain the same multipliers as the large city approach, the ICS approach will lag far behind, due to the 600% increased cost.

Typically with ICS, the outer cities will expand, while the inner cities build up.  In actually practice, I have never seen any ICS player with very many multiplying facilities even on the inner cities.  Most have Recycling Tanks (a non-multiplying facility), and some network nodes and energy banks, and occasionally a fusion lab, but I rarely see much more than that, and even those faciliteis are not commonplace.

I will check some of my previous MP game saves tomorrow, and see if I can spot which turn I typically get a couple of these techs you asked about.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 21, 2013, 04:07:57 PM
I don't believe maintenance costs need to be increased.  It is enough that ICS will pay 600% more maintenance cost than the large base strategy, as well as 600% facility construction cost.  I think that is enough to see that if ICS tries to match the facilities construction to gain the same multipliers as the large city approach, the ICS approach will lag far behind, due to the 600% increased cost.

This could be...if an ICSer is around, we can see what happens there.

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I will check some of my previous MP game saves tomorrow, and see if I can spot which turn I typically get a couple of these techs you asked about.

Thanks.  Also, if you could see how many techs you have, and how fast you're researching, by that point.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 21, 2013, 06:27:16 PM
OK, I checked a couple of games at turn 80.

On my AKI game, I have 30 total advances, and making a new advance every 3 turns.

On my University game, I have 35 advances, also making a new advance every 3 turns.

In both cases, the techs include:
MMI, and everything leading to it.
Bio-Engineering, and everything leading to it.
Environmental Economics, and everything leading to it.
Fusion Power, and everything leading to it.
These account for the first 30 techs researched.

Additionally, University has:
Orbital Spaceflight
Organic Superlubricant
Adavanced Spaceflight
Superstring Theory
Silksteel Alloys

My next major Beeline is Super Tensile Solids, to get Hab Dome and Space Elevator.
This requires 8 techs:
Orbital Spaceflight
Organic Superlubricant
Adavanced Spaceflight
Superstring Theory
Silksteel Alloys
Monopole Magnet
Nanominiturization
Matter Compression

In the University game, 5 of those techs were already obtained at turn 80; Supertensile Solids was obtained around turn 90.
In the Aki game, Supertensile solids was obtained around turn 100.  (One might have thought it would take longer, but actually Aki is reearching faster tha Uni at this point, at about a tech every 2.5 turns.)

When I obtain Supertensile Solids, I build the Space Elevator right away using a bunch of supply crawlers, and build Hab Domes in all my cities.  Then I start cranking out Hydroponic Sats (at half cost due to Space Elevator), while I pop boom all of my cities until they are working every possible square, and the rest of the nutrients are use for specialists.  Once I have enough Hydroponic Sats to cover my population, I build the same number of Orbital Power Transmitters.  Now every single pop-boom population unit is bringing in an extra food and energy, the energy being multiplied by 200% or so by all of the facilities.

Several times, after this pop boom/sat construction has occured, which generally boosts my power graph by 50% or so over then next 20 turns, the ICS player just concedes.  He thinks he is supposed to be way ahead on development right now, only to find that he is far, far behind.

FYI, to pop boom with Aki, put a lot of energy into Psych.  The facility multipliers help a lot here.  You have to put in enough energy to get at least 50% talents at all bases, and no drones.  This triggers a Golden Age, which provides +2 Growth, so that Aki can boom.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 21, 2013, 06:54:03 PM
OK, I checked a couple of games at turn 80.

On my AKI game, I have 30 total advances, and making a new advance every 3 turns.

On my University game, I have 35 advances, also making a new advance every 3 turns.

In both cases, the techs include:
MMI, and everything leading to it.
Bio-Engineering, and everything leading to it.
Environmental Economics, and everything leading to it.
Fusion Power, and everything leading to it.
These account for the first 30 techs researched.

By my count, it's actually 32.  In order to get The Will to Power, you only need 10 more techs: Retroviral, Biomachinery, Doc:Init, Homo Superior, Advanced Ecological Engineering, Centauri Empathy, Meditation, Genetics, and Psi,  and Will to Power itself.  Will to Power needs a total of 42, including the four you mentioned, so that means that those four need 32.

Or were you not counting the 2 you start with?

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Additionally, University has:
Orbital Spaceflight
Organic Superlubricant
Adavanced Spaceflight
Superstring Theory
Silksteel Alloys

My next major Beeline is Super Tensile Solids, to get Hab Dome and Space Elevator.
This requires 8 techs:
Orbital Spaceflight
Organic Superlubricant
Adavanced Spaceflight
Superstring Theory
Silksteel Alloys
Monopole Magnet
Nanominiturization
Matter Compression

In the University game, 5 of those techs were already obtained at turn 80; Supertensile Solids was obtained around turn 90.
In the Aki game, Supertensile solids was obtained around turn 100.  (One might have thought it would take longer, but actually Aki is reearching faster tha Uni at this point, at about a tech every 2.5 turns.)[/quote]

Ok.
At 30-35 advances at turn 80 on Transcend, a tech should cost roughly 1500-2000 research points (more for a larger map).  So you're making roughly 600 research a turn on an average map by turn 80?  What's your faction-wide population at that point, how many cities is it spread out among, and what terraforming are you using?

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When I obtain Supertensile Solids, I build the Space Elevator right away using a bunch of supply crawlers, and build Hab Domes in all my cities.  Then I start cranking out Hydroponic Sats (at half cost due to Space Elevator), while I pop boom all of my cities until they are working every possible square, and the rest of the nutrients are use for specialists.  Once I have enough Hydroponic Sats to cover my population, I build the same number of Orbital Power Transmitters.  Now every single pop-boom population unit is bringing in an extra food and energy, the energy being multiplied by 200% or so by all of the facilities.

Several times, after this pop boom/sat construction has occured, which generally boost my power graph by 50% or so, the ICS player just concedes.  He thinks he is supposed to be way ahead on development right now, only to find that he is far, far behind.

So that's sort of late-game then, isn't it?
And yes, ICS without facilities works well only when it's used as part of a rush.

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FYI, to pop boom with Aki, put a lot of energy into Psych.  The facility multipliers help a lot here.  You have to put in enough energy to get at least 50% talents at all bases, and no drones.  This triggers a Golden Age, which provides +2 Growth, so that Aki can boom.

Naturally.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 21, 2013, 07:30:34 PM
To clarify, I am actually talking about SMACX here.  Virtually all of my games are SMACX.  So there may be some confusion about the tech tree.

With SMACX,  Will To Power is not on the beeline to Super Tensile Solids.  So I don't think I am missing any techs.

I don't consider turns 90-100 to be late game.  I consider this mid-game.  Of course, if someone concedes, I guess that is end-game.  But seriously, the game has typically another 50-100 turns left to reach a final conclusion on a map the size of the Vets map; more on a larger map.

The vast majority of the terraforming is forest; there is no fungus remaining.  There are some mines, because I rarely take the trouble to terraform level, and just build mines to crawl for 4 extra minerals.  I have one energy field with 8 solar collectors and an echelon mirror in the center, raised to maximum altitude, with 3 energy specials, all being crawled to my HQ.  There are some scattered boreholes.

As for labs, at turn 80, AKI is generating 652 with 100% labs.
At turn 80, University is generating 618 with 100% labs (after a -20% penalty).
The population is in large cities with hab complexes which got boomed to around 14.  All multiplying facilities allowed by the tech are built in all cities.  I didn't want to add up the total population.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 21, 2013, 09:08:34 PM
To clarify, I am actually talking about SMACX here.  Virtually all of my games are SMACX.  So there may be some confusion about the tech tree.

I am talking about SMACX as well.

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With SMACX,  Will To Power is not on the beeline to Super Tensile Solids.

But it does require Bio-Engineering, Fusion Power, MMI, and Environmental economics, so it's a good shortcut to use to find how many techs you need.

Count them up; you'll see that to get those four, you need 32 techs in total.

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I don't consider turns 90-100 to be late game.  I consider this mid-game.  Of course, if someone concedes, I guess that is end-game.  But seriously, the game has typically another 50-100 turns left to reach a final conclusion on a map the size of the Vets map; more on a larger map.

Ok, I suppose that makes sense.

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The vast majority of the terraforming is forest; there is no fungus remaining.  There are some mines, because I rarely take the trouble to terraform level, and just build mines to crawl for 4 extra minerals.  I have one energy field with 8 solar collectors and an echelon mirror in the center, raised to maximum altitude, with 3 energy specials, all being crawled to my HQ.  There are some scattered boreholes.

As for labs, at turn 80, AKI is generating 652 with 100% labs.
At turn 80, University is generating 618 with 100% labs (after a -20% penalty).
The population is in large cities with hab complexes which got boomed to around 14.  All multiplying facilities allowed by the tech are built in all cities.  I didn't want to add up the total population.

Ok, how many bases do you have at that point?  Alternatively, how many votes do you have in council (that should be shown at the bottom of the commlink menu)?

Also, if you're running 100% labs, where do you get the cash for maintenance?  And what do you do for drone control?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 21, 2013, 10:05:18 PM
I recounted.  It takes 27 techs to have MMI, Bioengineering, and Environmental Economics on the SMACX tech tree.

It looks like it takes an additional 7 techs for Fusion Power, for a total of 34.  I think I must have missed a branch on Fusion Power the first time.  You said you got 32?  Do you want to recount and see if you also get 34?  Or am I counting a tech twice?

So actually, AKI had 34 techs at turn 80, since she had just gotten Fusion Power, and had started on Orbital Spaceflight.

And University had 39 advances, including the 5 extra techs listed.

I did not actually count the techs on the labs status screen, since I find it hard to track and usually miscount anyway during the scrolling; I just counted from the tech chart for the beelines I had achieved, and the extra techs, and it looks like I forgot a branch.

With University, I have 105 votes, spread over 10 cities.  Some of the cities are maxed; a few of the more recent cities are waiting for tree farms to cmplete, so that they have enough food to pop boom.  With Aki, the population is 98 with 9 cities; again, some cities are waiting for tree farms to boom.  These are some older games; I have since revised my strategy to use about 14 bases for the vets map, not worrying so much about exceeding the base limit for extra dtrones. 

I wish I had my saves for my more recent completed game with roninscg, but I lost them on a drive crash before I got them backed up.  I wonder if he still has some of these saves.

Because of the upheavel and other costs of pop booming, especialy with AKi, I will typically clump the booms.  For example, I think the most recent boom was with 7 cities.  I think I boomed again when an additional 3 or 4 cities were ready.  After the domes and Space Elevator are built, I have an extended boom until all of the cities get maxed again, which takes awhile since I am averaging slightly over 1 hydroponic satelite per turn, which feeds the boom a long time.

Cash for maintenance typically comes from the facility completion energy bonus.  I switch out of 100% labs when I want to gain energy for facility completion from a new tech that I have achieved, such as to build Fusion Labs everywhere.

Drone control starts with building all drone suppressing and psych multiplying facilities, and then converting to specialists on an as needed basis to achieve drone control.  Some games I run 10% psych, which is usually overkill, but I noticed on these two games I was running 100% labs.

P.S. I should warn you that I have the Flu right now, so my writing may be less coherent and my counting less accurate than perhaps ti might otherwise be.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 21, 2013, 11:39:37 PM
I recounted.  It takes 27 techs to have MMI, Bioengineering, and Environmental Economics on the SMACX tech tree.

It looks like it takes an additional 7 techs for Fusion Power, for a total of 34.  I think I must have missed a branch on Fusion Power the first time.  You said you got 32?  Do you want to recount and see if you also get 34?  Or am I counting a tech twice?

Your count is totally off.  To get MMI, Bioengineering, and Environmental Economics requires:
-All tier 1 tech except Prog Psych (7 techs)
-In tier 2, HEC, Secrets of the Human Brain, Planetary Networks, Industrial Economics, Ethical Calculus, and Doctrine: Flexibility (6 techs)
-In tiers 3-4, Gene Splicing, Industrial Automation, Synthetic Fossil Fuels, Neural Grafting, and Ecological Engineering (5 techs)
-In tiers 5-6, Bio-Engineering, Doctrine: Air Power, Environmental Economics, and MMI (4 techs)
For a total of 22.
To get Fusion power as well then requires another 10 techs beyond that: Superconductor, Polymorphic Software, Optical Computers, Adaptive Doctrine, AMA, Doctrine: Loyalty, Intellectual Integrity, Cyberethics, PSA, and Fusion Power.  For a total of 32.

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With University, I have 105 votes, spread over 10 cities.  Some of the cities are maxed; a few of the more recent cities are waiting for tree farms to cmplete, so that they have enough food to pop boom.  With Aki, the population is 98 with 9 cities; again, some cities are waiting for tree farms to boom.

So with around 100 population (You're not Lal, don't have the empath guild, and don't have clinical immortality, so population=votes), you're getting a bit over 600 tech per turn.  A forest with Free Market and no hybrid forest (as you don't have Planetary Economics) is worth 2 labs, so you should be getting roughly 200 research before multipliers, which is 500 after multipliers, and you get a 20% bonus from faction (40% if you run Knowledge), so yeah that makes sense.

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Cash for maintenance typically comes from the facility completion energy bonus.  I switch out of 100% labs when I want to gain energy for facility completion from a new tech that I have achieved, such as to build Fusion Labs everywhere.

Ah...you know that that means your game is relying on a known bug?

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Drone control starts with building all drone suppressing and psych multiplying facilities, and then converting to specialists on an as needed basis to achieve drone control.

Drone suppressing facilities only give you 5 drones suppressed; specialists will help (a lot with psych multiplying facilities), but if you're using forests without Planetary Economics (and thus only getting 2 nutrients per worker), then any specialists would mean you'd stop growing...or are you crawling nutrients to make up the difference?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 22, 2013, 12:11:20 AM
I do stop growing after I hit 14; I am limited to 14 anyway until I get domes, so no point in any more growth.  I have mostly forests, but there are a few rainy farms at most bases, and some bases have some food specials.  I think most bases have about 3 specialists, and I think about a 175% psych modifier.  I need to double check.  I might even have HGP, back when I used to think this was a fairly good project, before I started prioritizing ME above HGP.

The energy is going to come whether I rely on it or not.  If I need extra energy, for either maintenance or rapid building, I switch back to 50/50 with Uni, or even to 100% econ with Aki, until I get enough energy.  If the bug where somehow patched, then I would just change the balance of time where I allot energy to econ.

I am not even going to try to recount until I get over the flu.  Maybe I can have one of my kids look at it for me, and see what count they get.

But the point is still the same.  Whatever number of techs that turns out to be, Aki has just achieved them on turn 79, and University has 5 more techs than Aki.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 22, 2013, 12:34:21 AM
I do stop growing after I hit 14; I am limited to 14 anyway until I get domes, so no point in any more growth.  I have mostly forests, but there are a few rainy farms at most bases, and some bases have some food specials.  I think most bases have about 3 specialists, and I think about a 175% psych modifier.

With 3 specialists (assuming 2-psych specialists*), that's 6 psych; with a +125% psych modifier (which is all you can get before you get either Homo Superior or Planetary Economics: +50% from hologram theaters, +50% from tree farms, +25% from research hospitals), that's 13 psych, or enough to suppress 6 drones.  Facilities are worth another 5 drones' worth.  So that will be enough, but only because turning a drone into a specialist (when all you have is drones) essentially nets you another drone's worth of drone control.  (If not for that fact, you'd need a lot more.)
And to make that work, you'd need 5 rainy farms (with farms with condensers counting double, a food special counting as 2 rainy farms, and if that food special is on a rainy square with a farm and condenser, it'll be enough by itself.)

*With the tech beelines you described, you're probably better off increasing your psych slightly and turning the specialists into engineers or thinkers (or librarians before those are available).

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The energy is going to come whether I rely on it or not.  If I need extra energy, for either maintenance or rapid building, I switch back to 50/50 with Uni, or even to 100% econ with Aki, until I get enough energy.  If the bug where somehow patched, then I would just change the balance of time where I allot energy to econ.

As Uni, you're probably better off running something that will keep you stable and running it continuously, as that will reduce the loss due to high LABS.  But whichever way you do it, it will reduce your tech somewhat.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 22, 2013, 01:06:09 AM
These were two early games I found.

Most of my more recent games, I run 10% Psych.  See my AAR on Nomads.  Problem is, most of my recent games got abandoned by the other player; I don't mind someone conceding, but I don't like it when someone just stops responding to the game without conceding.  I think that is bad sportsmanship.  I had a great game recently with roninscg that went to completion.  Unfortunately, I lost all of the saves for that game.

I also build more bases now, but still widely spaced and terrain driven; I just don't worry much about the extra drone limit anymore.

I also now prioritize ME over HGP, although neither of these is a very high priority, with VW, WP, and PTS being higher priorities.

As for University stability, I generally switch between 50/50 and 100% labs.  If I am running Psych, I generally go 50 labs, 40 econ, 10 psych; or 90 labs, 10 psych.  With Aki, I can change my energy allocation freely.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 22, 2013, 02:00:57 AM
As for University stability, I generally switch between 50/50 and 100% labs.

You'd get more in total if you moved the two options closer together, as 100% labs loses you more than 90% labs (and you could make up for it by being able to run the lower-labs amount for less time and/or having more labs that way.)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 22, 2013, 03:02:19 AM
At 100% labs, there is only 20% loss, due to high efficiency from Democracy.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 22, 2013, 03:45:53 AM
At 100% labs, there is only 20% loss, due to high efficiency from Democracy.

Actually, having examined the formula a bit more, I think you're right; splitting between 50/50 and 100 is the best way.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on January 22, 2013, 10:16:33 PM
Your count is totally off.  To get MMI, Bioengineering, and Environmental Economics requires:
-All tier 1 tech except Prog Psych (7 techs)
-In tier 2, HEC, Secrets of the Human Brain, Planetary Networks, Industrial Economics, Ethical Calculus, and Doctrine: Flexibility (6 techs)
-In tiers 3-4, Gene Splicing, Industrial Automation, Synthetic Fossil Fuels, Neural Grafting, and Ecological Engineering (5 techs)
-In tiers 5-6, Bio-Engineering, Doctrine: Air Power, Environmental Economics, and MMI (4 techs)
For a total of 22.
To get Fusion power as well then requires another 10 techs beyond that: Superconductor, Polymorphic Software, Optical Computers, Adaptive Doctrine, AMA, Doctrine: Loyalty, Intellectual Integrity, Cyberethics, PSA, and Fusion Power.  For a total of 32.

You are exactly right; my initial count was way off.  (I must be getting a little bit better from my flu because now my count agrees with yours.)

So my first set of beelines to MMA, Bio-Engineering, and EE are 22 techs, just as you said.

My second beeline to Fusion Power is 10 techs, just as you said.

Can you verify that the next beeline to Super Tensile Solids is indeed 8 more techs as listed, or if I have missed something?
The 8 techs to Super Tensile Solids are (I believe):
Orbital Spaceflight
Organic Superlubricant
Adavanced Spaceflight
Superstring Theory
Silksteel Alloys
Monopole Magnet
Nanominiturization
Matter Compression
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 22, 2013, 11:09:04 PM
Can you verify that the next beeline to Super Tensile Solids is indeed 8 more techs as listed, or if I have missed something?
The 8 techs to Super Tensile Solids are (I believe):
Orbital Spaceflight
Organic Superlubricant
Adavanced Spaceflight
Superstring Theory
Silksteel Alloys
Monopole Magnet
Nanominiturization
Matter Compression


You missed:
-Nonlinear Mathematics; it is not needed for any of your previous beelines, but is needed for Superstring Theory.
-Advanced Subatomic Theory, needed for Silksteel Alloys.
-Nanometallurgy, which is also needed for Matter Compression.
-Doctrine: Initiative is needed for Nanometallurgy.
-As is Probability Mechanics.
-Which in turn requires Photon/Wave Mechanics.
-Which requires Applied Relativity.
-Finally, you forgot to list Super Tensile Solids itself.
So the beeline to Super Tensile Solids is 16 more techs, not 8, putting you at a total of 48, or a bit more than halfway through the tech tree.  (Of course, that's not a very even halfway; you're getting a level 10 tech, but still lack Progenitor Psych and Centauri Empathy.)

Another way you could calculate it is using this (http://alphacentauri2.info/index.php?topic=2774.msg14659#msg14659), which lists the techs needed to beeline to any one tech.  Thus, Super Tensile Solids itself is listed as 41 in SMAX (telling you right off that 32+8=40 is wrong).  Then you just have to find what you got for the other beelines that's not in there; Fusion Power, Doctrine: Air Power, and Industrial Automation are on the way to STS, so all that's left to MMI is Secrets of the Human Brain, Neural Grafting, and MMI itself.  Bio-engineering is another 1 (as you've covered its prerequisites already), and Environmental Economics is another 3 (for Centauri Ecology, Ecological Engineering, and Environmental Economics), for a total of 41+7=48.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Kataphraktoi on September 24, 2013, 03:04:40 PM
I dont really know if this counts as ICS but...

Here is a game i played back in 2005 i found from apolyton. Unfortunately i dont have any pics or savegames from any of the great players\games showing ICS, back in those days it didnt occur to me to save up such things so people in the future could see. I couldnt find his savegame, but a player called archaic achieved the same result as in this game but with a sub 2200 transcend mark. I learned the basic strategy while playing this game out. 

You will easily find ways to improve the efficiency of this game if you look through bases and SE so hopefully you can see some potential in this strategy and overlook the poor implementation here.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 24, 2013, 03:51:34 PM
Actually, I meant something way earlier than that; ICS in the endgame is actually highly inefficient (since bases are among the least productive squares), except as needed to avoid the 99 population cap (and even that is only a substantial concern if crawling farm/enricher/condenser with satellites), or the 1-growth-per-turn cap when pop booming (which is not really such a big deal unless going really heavy on the nutrients as well.)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Kataphraktoi on September 24, 2013, 04:00:50 PM
ICS is at its ultimate strength in the endgame, the only limiting factor on your economic capacity at this point is the 1 pop\turn growth limit. The more bases you have, the more transcend specialists you will have. You must understand with nutrient satelites every base can be made to have +2 food so 10 bases will simply grow twice as fast as 5 bases. Notice this game last only 117 turns...i would like to see your counter example game doing anything similar within 117 turns with any other base placement strategy.  :)

Assuming you agree this is ICS, i would point out i was placing the bases in that fashion from turn 1 and expanded the landmass heavily;that is, i basically had filled all available space with bases much earlier.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 24, 2013, 05:12:50 PM
ICS is at its ultimate strength in the endgame, the only limiting factor on your economic capacity at this point is the 1 pop\turn growth limit.

No, there's the fact that a citizen eats 2 nutrients and is only worth 1 from satellites, so you're capped at 1 per nutrient.  This is a limit, especially if condenser/farm/enricher is nerfed to only be worth 5 nutrients each (at which point farm/enricher/solar+raise+echelons is actually worth more, at least if you don't have a difference due to being able to crawl only the single-resource one).

Quote
i would like to see your counter example game doing anything similar within 117 turns with any other base placement strategy.  :)

I'm not such an expert player...but why should you score it based on winning quickly, rather than winning against difficult opposition or winning with a really high score?  ICS is definitely the best for winning fast, but that's ok, as long as it's not the best period.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Kataphraktoi on September 24, 2013, 06:29:02 PM
No, you can get 2 nutrients per pop from satelites. Assuming you have an Aerospace Complex in the base. This is basic!


Im not scoring the game based on winning quickly but in concrete economic terms. You cannot simply dismiss it as an inefficient setup when you cannot show a more efficient setup.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on September 24, 2013, 06:39:07 PM
I'm with Yitzi on this one point - it's self-evident that satellites only supply half the nutrients - for example, the pop limit for Gaian bases working fungus with all the relevant SEs boosting,but no nutrient crawling, is 73, no matter how many more Sky Hydroponic satellites more than that you have.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Kataphraktoi on September 24, 2013, 06:53:37 PM
I have to apologize for that, i indeed got the satellite output mixed up. It is one per base population point, so i size 1 city only gets the 1 nutrient no matter how many satellites are up. Therefore a base must get 1 point of food per population from some other source. Aerospace complexes negate the 50% penalty which ordinarily limits a base to one nutrient per 2 population. This is a very bad technical oversight and i dont have any excuse but poor judgement in my earlier post.


Now im talking about two kinds of bases, first the ones in the save game i put up, which is not real world conditions. I have nearly all SPs and SE choices, so my new bases actually need only a hab complex then a dome and can popboom until they exhaust food resources. I get 3 food from fungus with 0 planet rating so all thats needed is to orbital drop colony pods into fungal areas. I could easily cover the map with these bases and achieve a high score if that was the goal.

A real ICSer will have much more formers and crawlers than i did in this game, i have seen 400+ formers on several occasions, my own games and others. Most or all of those forests between my bases would have been turned into condensors and they would generally rely on specialists for production and grow their bases normally without popbooming.(Cycon for example) Now what happens in the lategame? You either get Cloning Vats or gain another SE +2 growth. (Eudamoniac) Lets just talk singleplayer and say you got the Vats.

Now one problem with ICS is you cant really popboom, AFAIK. Ive seen hive, cycon, morgan ICS relying on just normal growth, working boreholes with bases and crawling condensers for nutrients to support the specialists. Meanwhile your high quality empire with very low empire can popboom because all your time and resources are focuses on a few cities, and you can direct all the resources towards them. This is your big advantage over ICSing as i see it, and when the ICSer can begin pop booming very easily suddenly what is his limitation? Your 25 bases can grow at 25 per turn...his 100 bases(and i have seen 100 bases in MP) can do 100 per turn. And dont think he cant because of nutrients, he has spent the game building that insane fleet of formers so he can cover the world in condensors.

The nutrient satellites would have a huge benefit here, building up his pop to the max the land can support. And so what if he has a lower ceiling per base and his pop per base wil always be less? Your cities will NEVER reach their max capacity before the game ends anyway, notice how in my game university HQ has so and so pop? I built a hab dome there the moment i got it, and it has popbooming constantly since then. What are you going to do, keep spamming end turn until it finishes growing? Why not cover the entire map in bases and use the fungal food? Im talking about going for high score here. Look at the situation in my game again...univ HQ could make a orbital drop pod every turn, and that new base with my SPs could grow every turn for a long time. The transcend specialist has a huge output so these bases will really add up before long.

Im not saying ICS is unbeatable, but you must know and understand your advantages over it, and use them to defeat your opponent before he really gets going. When you are using a strategy that avoids base overlap, you are basically trying to get more population per square than a guy who covers every square in cities. Imagine a map covered only in condensors and boreholes, and cities in max placement. Can you really exceed the population per tile with a minimalistic base placement style?

ICS tends to lag in tech development grinding minerals, while your popbooming cities produce lovely amounts of labs and energy. You need to convert this advantage into a decisive military win before he gets any of the crazy special projects or sufficiently advanced himself that a mere weapons edge wont let you win battles.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on September 24, 2013, 08:19:12 PM
I have made the point several times (most recently in the who's afraid of the big bad ICS thread) that large cities with lots of facility multipliers are far more productive than small cities with relatively fewer multipliers.  And if you put the same multipliers in all of the small cities, you come out worse because of all of the extra cost of the facilities and the maintenance on so many more instances of each facility.

It is also far faster to build the smaller number of instances of each facility required for large cities verses small ones.  I personally have never lost to ICS, but I have defeated players using an ICS approach many times.

I have offered to debunk the all-powerful ICS myth once and for all if someone wants to play a challenge game, where I am limited to certain minimal city spacing, and my opponent is limited to near ICS city spacing.  I am convinced from many games that the optimal approach for each map is based on exploiting the terrain on that map to the best of your ability for your earliest cities.  I proposed a symmetrical balanced map, such as the vets map, for this challenge, and we both play the same faction to take that out of the equation.

To see the approach I am suggesting, take a look at a couple of the AAR reports I have written.   They document the city planning and facilities that I am suggesting.

Ideally, the large city approach should use a faction that does not inhibit pop-booming, though any faction can pop boom either with a secret project or with the right facilities and golden age.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Kataphraktoi on September 24, 2013, 08:25:04 PM
Unfortunately by defending ICS here i will ofcourse be seen as an ICS advocate. That is not the case. I do not use ICS as my main weapon, and i cant effectively harness the human hive. I too place bases in the most optimal places and enjoy pop booming(i dont really see the game i uploaded as ICS. No ICS player would have as little as 50 formers and crawlers)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 24, 2013, 08:49:44 PM
A real ICSer will have much more formers and crawlers than i did in this game, i have seen 400+ formers on several occasions, my own games and others. Most or all of those forests between my bases would have been turned into condensors

Yeah; I'm convinced a condensor nerf is essential for making late-game decisions more interesting.

Quote
and when the ICSer can begin pop booming very easily suddenly what is his limitation? Your 25 bases can grow at 25 per turn...his 100 bases(and i have seen 100 bases in MP) can do 100 per turn. And dont think he cant because of nutrients, he has spent the game building that insane fleet of formers so he can cover the world in condensors.

That'll work until it booms to size 21 or so (cover the world in condensors or not, it's still only 6 nutrients per square, plus 3 for the base...with tight packing, you're looking at a base every 4 squares, so the average base only works 3 condensors.)  25 bases on the same 400-square territory, on the other hand, can work 15 condensors per base, for a total maximum population of 93.  So it takes longer, but you get 2325 population on those 400 squares instead of only 2100.

Quote
Your cities will NEVER reach their max capacity before the game ends anyway

We're talking SP, so maybe I want to end the game in the latest possible year and tech up to an Alpha Centauri rating over 2000% via Transcendent Thought.

And in MP, the added cost of facilities for every base means you get a slower start at first.

Quote
Imagine a map covered only in condensors and boreholes, and cities in max placement. Can you really exceed the population per tile with a minimalistic base placement style?

Yes.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on September 24, 2013, 09:15:50 PM
There's this Ascent speedrun won on turn 76 (Transcend difficulty).  Not super ICS but most bases stay at size 9

http://www.dos486.com/alpha/ (http://www.dos486.com/alpha/)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 24, 2013, 09:19:45 PM
And if you want to go even faster, you can go for a hardcore conquest momentum game, where ICS is clearly the superior way to go (as you won't be teching that much anyway, and could use all the free support you can get).

But that's not so reliable in MP or a difficult SP game (e.g. playing against supercharged enemies, or if you're just not that great), and it's not the best way to score high in SP, so I don't think that really counts as ICS being so powerful.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on September 24, 2013, 10:04:29 PM
Yea I would think the ideal strategy varies a lot by map.  A lot of these blazing fast runs are on maps where you're under no military pressure.  Therefore you can put everything into economy and growth.  If you're on a smaller map or a land map, then tighter packed bases can be better.  You then have a smaller land area to defend.  I've found geographic placement really matters on non-asym maps (which is probably a good argument against random maps).

Personally I feel satellites and Transcend specialists are a little more game-breaking than Condensors.  Though +1 nutrient per Condensor rather than +50% wouldn't be a bad fix.  I feel a better fix would be to make it so Hybrid Forest didn't completely negate the advanced terraforming Eco Damage.  Then a base would have to have a mix of Forest, Farm/Solar, Boreholes, and Condensors.  No one improvement would really dominate.  A second exploit is that crawled tiles don't add Eco Damage...this should probably be nerfed too.  At least those are my thoughts.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 25, 2013, 01:39:04 AM
Yea I would think the ideal strategy varies a lot by map.  A lot of these blazing fast runs are on maps where you're under no military pressure.  Therefore you can put everything into economy and growth.

Or into military in order to just conquer the world.

Quote
If you're on a smaller map or a land map, then tighter packed bases can be better.  You then have a smaller land area to defend.

Not really; the amount of land area you have to defend is determined by how much you can defend, as no matter what packing scheme you use more land means more resources.  The real question is, for a fixed amount of land, is it better to pack bases tightly or loosely.

Quote
I've found geographic placement really matters on non-asym maps (which is probably a good argument against random maps).

Personally, I feel that random maps give enough interestingness and unpredictability to be worth any lack of symmetry (and honestly, unless everyone is playing the same faction, symmetry is a lost cause anyway.)  Just make sure that your scoring method isn't determined by a single game, so that over the long run any imbalances cancel out.

Quote
Personally I feel satellites and Transcend specialists are a little more game-breaking than Condensors.

They all work together.  I think that satellites are more game-breaking (but easier to fix...I just need to fix the bug that shows up when sky hydroponics labs are not the first to be available), but even so I think they both need fixing.  Transcendi are not as much of a problem, since everyone can get them at around the same time (unless they beeline for something else which will be similarly powerful, such as singularity reactors), and they don't force any one particular strategy.

Quote
Though +1 nutrient per Condensor rather than +50% wouldn't be a bad fix.

Agreed; that's why I enabled it.

Quote
I feel a better fix would be to make it so Hybrid Forest didn't completely negate the advanced terraforming Eco Damage.  Then a base would have to have a mix of Forest, Farm/Solar, Boreholes, and Condensors.  No one improvement would really dominate.  A second exploit is that crawled tiles don't add Eco Damage...this should probably be nerfed too.  At least those are my thoughts.

Both are definitely valid approaches; I have not taken the time to enable those (as while I'd considered both, I decided against them being the best approaches by the time I worked on ecodamage, on the theory that former time is enough cost), but once I finish the "short list" they definitely are valid suggestions to be voted on by the community.[/quote]
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on September 25, 2013, 03:02:46 AM
I think the correct endgame is where technology development and secret projects and facilities make it so that the optimal terraforming is to refungus the entire planet.

Toward that end, if we want to tweak some secret projects or anything else so that fungus is the ultimate final terraforming, I am all for a mod to do this.  So rather than nerf soil enhancers, let's improve fungus so that by the time you have all technology, there is nothing more effective to do than replant fungus.  If that means giving fungus techs or projects +X more food, then great, I think that is the right fix.  Because it leads to the right endgame.  Maybe what one could do is give certain facilities dual roles, like Tree Farms and Hybrid Forests, so that that they give extra resources to both Forest and fungus.  Or tweak the secret projects.

Anyway, does everyone agree that fungus ought to be the ultimate endgame, and agree with the goal to make fungus eventually better than any other terraforming?  If you agree with this goal, how do you think it best could be accomplished?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on September 25, 2013, 03:19:23 AM
One thought I had is what if Manifold Harmonics secret project is tweaked do more with a high planet rating.  What if Manifold Harmonics was changed to give:

0 Planet (0,+1, 0)
1 Planet (+1, +1, 0)
2 Planet (+3, +1, +1)
3 Planet (+4, +2, +1)
4+ Planet (+5, +2, +2)

This seems like it would have a minimal impact on most of the game, but would have the desirable effect of making Fungus the ultimate final terraforming goal (after building this project, of course).  This would also make the final ultimate society Green/Cybernetic + your choice of politics and values, so that you would end up with a +4 planet rating (plus/minus your faction bonus/penalty).
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on September 25, 2013, 03:24:21 AM
Testing would be in order to make sure that wouldn't run a typical base over 127...

I think the correct endgame is where technology development and secret projects and facilities make it so that the optimal terraforming is to refungus the entire planet.

Toward that end, if we want to tweak some secret projects or anything else so that fungus is the ultimate final terraforming, I am all for a mod to do this.  So rather than nerf soil enhancers, let's improve fungus so that by the time you have all technology, there is nothing more effective to do than replant fungus.  If that means giving fungus techs or projects +X more food, then great, I think that is the right fix.  Because it leads to the right endgame.  Maybe what one could do is give certain facilities dual roles, like Tree Farms and Hybrid Forests, so that that they give extra resources to both Forest and fungus.  Or tweak the secret projects.

Anyway, does everyone agree that fungus ought to be the ultimate endgame, and agree with the goal to make fungus eventually better than any other terraforming?  If you agree with this goal, how do you think it best could be accomplished?
I'd say it was already the case with Deirdre and Cha - once I have the Assent built, I go WILD with the ecodamge, let Planet turn most of my improvements to fungus, and grow all my bases to 71-73, depending, (and my headquarters/superscience/supermoney base to 127 with some nutrient crawling) while I play out the clock and transcend at the last second.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 25, 2013, 04:19:12 AM
I think the correct endgame is where technology development and secret projects and facilities make it so that the optimal terraforming is to refungus the entire planet.

I don't think that should be the only endgame (after all, transcendence is only one of the four victory conditions, and endgame conquest is a thing), but it should be viable for anyone with non-negative PLANET, good for for the Gaians, and clearly superior for anyone with the Manifold Harmonics.

In particular, I think the best way to do that is to give a fungus bonus at Centauri Empathy (fungus isn't going to be overpowered in the early game anyway, even for the Gaians), and shift the bonus types around as a result, with the final (ninth) bonus being a third nutrient bonus.  And on top of that, nerf condensers to be only +1, and make late-game crawlers able to crawl multiple resources (as otherwise a transcend plus a crawled condenser is worth more than working even farm/enricher/solar with raised land and mirrors).  Since fungus is better for minerals but worse for energy, increase the cost of rush buying by 50% so that it's harder to make up the difference by rush buying.  Finally, make it hard to keep satellites up unless everyone likes you (and if you've got a lot of satellites in the endgame, chances are you're a threat so not everyone likes you).  Then, there are the following options at the endgame:
1.Farm/Enricher/Condenser.  Worth 5 nutrients, 0-1 minerals, no energy.  Extremely high terraforming cost.
2.Farm/Enricher/Solar, with mirrors.  Mix in condensers as needed.  Worth 4 nutrients, 0-1 minerals, ~6 energy.  High terraforming cost, but less than #1 (and so probably superior, since you're trading 1 nutrients for 6 energy.)
3.Fungus.  Worth 3 nutrients, 3 minerals, 3 energy.  Low terraforming cost, extremely hard for enemies or worms to destroy, is not harmed by pops.  So you're trading (as compared to #2) 1 nutrient and 3 energy for 2-3 minerals and a lot more security, so usually worse if you're teching but better if you're production-oriented or worried about sabotage.

For the Gaians, fungus is +1 nutrient, so it compares evenly with #2 on nutrients, and you're just trading 3 energy for 2-3 minerals.

With the Manifold Harmonics and even +2 PLANET, you're trading 2 energy for 3-4 minerals, probably a good deal.  With +3, you only give up 1 energy.

And for the Gaians with the Manifold Harmonics...it's probably better than the CBA is in the un-modded game.  5/4/5 per square is extremely impressive.

Quote
Toward that end, if we want to tweak some secret projects or anything else so that fungus is the ultimate final terraforming, I am all for a mod to do this.  So rather than nerf soil enhancers

Soil enhancers are fine, it's condensers that are the issue...and they'd be an issue anyway, because they become better than farm/enricher/solar+mirrors before fungus would become the best anyway.

One thought I had is what if Manifold Harmonics secret project is tweaked do more with a high planet rating.  What if Manifold Harmonics was changed to give:

0 Planet (0,+1, 0)
1 Planet (+1, +1, 0)
2 Planet (+3, +1, +1)
3 Planet (+4, +2, +1)
4+ Planet (+5, +2, +2)

You know how you like to ban CBA and choppers because it's overpowered?  With your proposed Manifold Harmonics playing as the Gaians (even without other fungus boosts), I could get 8/5/5 per square, and with satellites (which are fairly easy to keep up if you're getting twice the production of your rivals) I could just make enough units to power through your elite choppers.  I'd just need to somewhat-ICS because of the 99 population cap.

I'm all for making late-game Gaians with Manifold Harmonics into a powerhouse...but not to that extent.

Quote
This seems like it would have a minimal impact on most of the game, but would have the desirable effect of making Fungus the ultimate final terraforming goal (after building this project, of course).

And the undesirable effect of making that project into an "I win" button because fungus with it is so vastly superior to anything else; it should be powerful, but not that overpowered.

So yes, the goal of making fungus-under-the-right-circumstances the best terraforming method is a good one...but it should not be vastly better than the best which is available to every faction regardless of secret projects.

You know what might be interesting, though?  If the Voice of Planet (which could be moved down some in the tech tree, now that the Ascent can be placed at the top and actually require its prerequisite tech) made centauri preserve/temple of planet work for fungus like tree farm/hybrid forest work for forest...it might be the same for everyone, or only for the VoP owner (as things stand now, there is no advantage to being the one who owns the VoP, or even to it existing rather than having been destroyed), or have one value for everyone and a higher one for the VoP owner.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 25, 2013, 04:28:56 AM
Testing would be in order to make sure that wouldn't run a typical base over 127...

I think the correct endgame is where technology development and secret projects and facilities make it so that the optimal terraforming is to refungus the entire planet.

Toward that end, if we want to tweak some secret projects or anything else so that fungus is the ultimate final terraforming, I am all for a mod to do this.  So rather than nerf soil enhancers, let's improve fungus so that by the time you have all technology, there is nothing more effective to do than replant fungus.  If that means giving fungus techs or projects +X more food, then great, I think that is the right fix.  Because it leads to the right endgame.  Maybe what one could do is give certain facilities dual roles, like Tree Farms and Hybrid Forests, so that that they give extra resources to both Forest and fungus.  Or tweak the secret projects.

Anyway, does everyone agree that fungus ought to be the ultimate endgame, and agree with the goal to make fungus eventually better than any other terraforming?  If you agree with this goal, how do you think it best could be accomplished?
I'd say it was already the case with Deirdre and Cha - once I have the Assent built, I go WILD with the ecodamge, let Planet turn most of my improvements to fungus, and grow all my bases to 71-73, depending, (and my headquarters/superscience/supermoney base to 127 with some nutrient crawling) while I play out the clock and transcend at the last second.

I think Scient's patch placed a limit of 99 per base; I should be able to restore the limit to 127, and maybe even increase it to 255, in some future patch.

That said, what you describe is great fun...I once did it (as Deidre; Cha really isn't that amazing for it since he does not get any bonus resources in fungus) with Iron Man and ended up with a rating of over 1000%.  (I think it was a score over 10000 and a rating over 2000%, but it might have been a score over 20000 and a rating over 1000%.  That was only on Librarian and was not planned from the start; I'm sure someone like Earthmichael could do it on Transcend for a truly ridiculous rating.)

Even so, however, as things stand it's still more effective to crawl farm/enricher/condenser; Fungus is at best (unless playing a custom faction...) worth 4/4/5, and with satellites and transcendi the 6/0/4+2 from crawling farm/enricher/condenser and making a transcend is simply better, especially for teching.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on September 25, 2013, 05:00:30 AM
...Some of it is a matter of not having much choice once I've got all the min-boosting SPs.  And I just enjoy that red endgame.  You can learn to love the fungus...
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 25, 2013, 11:56:35 AM
...Some of it is a matter of not having much choice once I've got all the min-boosting SPs.  And I just enjoy that red endgame.  You can learn to love the fungus...

Indeed...it also makes a lot of sense story-wise...as you move toward Transcendence, Planet becomes more a friend than an enemy.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on September 25, 2013, 01:04:04 PM
...Some of it is a matter of not having much choice once I've got all the min-boosting SPs.  And I just enjoy that red endgame.  You can learn to love the fungus...

It would be pretty cool if Fungus spread rather than Forest post-Voice.  Or if Hybrid Forest actually changed the graphics for your Forests.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on September 25, 2013, 01:38:20 PM
...Some of it is a matter of not having much choice once I've got all the min-boosting SPs.  And I just enjoy that red endgame.  You can learn to love the fungus...

It would be pretty cool if Fungus spread rather than Forest post-Voice.  Or if Hybrid Forest actually changed the graphics for your Forests.

Or if Hybrid Forest changed the Forest to behave like fungus once the fungus bonus exceeds the Forest bonus.  And maybe at that point, the graphic changes accordingly, showing a red forest with fungus properties.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on September 25, 2013, 04:26:01 PM
Not a bad idea, but tough to implement - if the coding was even feasible, which I doubt, I don't think there's enough space in the file where the forest graphic is to insert another version, so it might take some sort of hue-shift by the game, which I doubt it can do.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 25, 2013, 06:32:54 PM
It would be pretty cool if Fungus spread rather than Forest post-Voice.

I don't think so, as forests are "new" and therefore can only spread next to other forests, whereas the fungus goes so deep that it can show up anywhere.

But you know what would be cool?  If the Voice doubled the frequency of fungal pops, but made them not come with mind worms.

In fact, it's so cool, and such a good idea, that it was actually implemented.

Quote
Or if Hybrid Forest actually changed the graphics for your Forests.

Interesting idea, but not that clear (what if something is in the radius of two bases, one with a Hybrid Forest and one without), and meddling with graphics is always a pain.

Or if Hybrid Forest changed the Forest to behave like fungus once the fungus bonus exceeds the Forest bonus.  And maybe at that point, the graphic changes accordingly, showing a red forest with fungus properties.

So forest would act like fungus once it's better?  Interesting, and a bit tricky but definitely possible to implement.  If you really want it, keep it in mind for a request when I start taking them.

Not a bad idea, but tough to implement - if the coding was even feasible, which I doubt, I don't think there's enough space in the file where the forest graphic is to insert another version, so it might take some sort of hue-shift by the game, which I doubt it can do.

That's probably not all that difficult (read: It'd be tricky, but doable); it could just add a "2" at the end of the file name or whatever, and have a new file for that forest.

I'm assuming here that tile graphics are in separate files and not the main executable, which I'm pretty sure is correct.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on September 25, 2013, 06:39:15 PM
Yessir; the file in question is texture.pcx, and I could create a draft of a texture2.pcx fairly easily if you like...
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 25, 2013, 06:56:58 PM
Yessir; the file in question is texture.pcx, and I could create a draft of a texture2.pcx fairly easily if you like...
Actually, if they're all in one file, it might be easier to add another entry if that's possible.  I won't know which will work better until I inspect the code, and it's not a high priority.  Just know that if you can make the graphics file, I can probably make the .exe use it.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Dio on September 25, 2013, 06:59:04 PM
Quote
If you really want it, keep it in mind for a request when I start taking them.
Can you give a general timeframe for when you will start taking general requests?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 25, 2013, 07:02:12 PM
Quote
If you really want it, keep it in mind for a request when I start taking them.
Can you give a general timeframe for when you will start taking general requests?

I'd guess sometime in the spring, but that's very rough.  The real answer is "when I finish all the stuff I personally want included."
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on September 25, 2013, 07:11:00 PM
There's this Ascent speedrun won on turn 76 (Transcend difficulty).  Not super ICS but most bases stay at size 9

http://www.dos486.com/alpha/ (http://www.dos486.com/alpha/)




That was a very interesting article.  There is a quote here that I think is important to why the author (and I) believe that ICS is not optimal.

Quote
Let me also talk a little bit about build density. SMAC is well-known for encouraging ICS strategy, but I'm not going maximum full-blown here. I actually think it's more efficient to give the bases a little room to breathe, about 8 tiles each. The reason for this is buildings, primarily the Children's Creche but also any multiplier facilities. Each building costs the same amount but is worth twice as much in a city twice as big. This network of bases is already working every available land tile at size 7. If I had more bases, they would both need more Creches and not all be able to boom to size 7, for the same total population and output.

This is exactly the logic I use for why ICS is not so great.  I think he missed the point himself a bit.  His logic is give the cities twice as much room to expand (8 squares each, verses 4 for ICS), so each facility is effectively twice as valuable.  If you extend that, why not double again, give each city 16 squares.  His logic was not wanting to building housing structures.  I think this is faulty.  If you are going to build other structures anyway, what are a couple of housing structures?  So I would go further to state that cities ideally are spaced to give each city as much room as possible, so that all ground is covered with a minimum number of city, instead of ICS which uses the maximum number of cities possible in a given area.  This minimal cities means the fewest of each structure so that each square worked still gets maximum bonuses.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on September 25, 2013, 07:13:45 PM
Yessir; the file in question is texture.pcx, and I could create a draft of a texture2.pcx fairly easily if you like...
Actually, if they're all in one file, it might be easier to add another entry if that's possible.  I won't know which will work better until I inspect the code, and it's not a high priority.  Just know that if you can make the graphics file, I can probably make the .exe use it.
Hmm.  I can definitely do it - the question is whether you'd rather deal with addressing a new file with the alt. forest in the same position, or have me move a couple of thing to make room for alt. forest in the original.  scient told me changing the positioning was definitely doable when I made the negative resource icons, so which would be less trouble is up to you.  I won't fool with it until you know which is better/ you want. 

-The second file option would have the advantage that I could alter some other things to reflect a new status quo, like flecks of green in the fungus.  No room to add anything but alt. forest in the original...
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Fal on September 27, 2013, 08:52:12 PM
I am by no means an ICS expert, or even advocate (although I do strongly believe in some base overlap), but I think there's one important point that could work in its favor.  If things like crawlers and condensers are considered overpowered, what about pop booming?  To me, pop booming is *the* most broken aspect of SMAX.  And if you took pop booming out of the game then ICS would have a big advantage in faster population growth.  Maybe not enough to make up for its drawbacks, but it would certainly make things closer.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on September 27, 2013, 09:44:36 PM
I am by no means an ICS expert, or even advocate (although I do strongly believe in some base overlap), but I think there's one important point that could work in its favor.  If things like crawlers and condensers are considered overpowered, what about pop booming?  To me, pop booming is *the* most broken aspect of SMAX.  And if you took pop booming out of the game then ICS would have a big advantage in faster population growth.  Maybe not enough to make up for its drawbacks, but it would certainly make things closer.

Yea it's too easy to Pop boom.  I think it's an okay mechanic late-game but Demo+Planned+Creche shouldn't be enough to boom early.  Nor should Cloning Vats on its own.  That's why I've been toying around with the SE settings in my other thread (putting Demo/Planned down to +1 GROWTH each).  I think Cloning Vats would still be really good at +2 GROWTH (or with the Power/TC negations taken out).  It's probably the most powerful project second only to Weather Paradigm.

Putting Condensors to +1 nutrient each and a crawler resource penalty of 1 also do a lot to counter ICS, you can set these variables.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: JarlWolf on September 28, 2013, 04:38:40 AM
Just know that if you can make the graphics file, I can probably make the .exe use it.

Just let us know what you wish and the graphics will be made, to make a vice versa statement. I've made a few unit PCX's/terrain alterations already, I was thinking of doing a Nuclear Winter mod or Return to Earth Nuclear Winter conversion pack...
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Earthmichael on September 28, 2013, 02:57:45 PM
Actually, I think there are enough balances to pop-booming already.

Early game, the most you can boom to is 7, until you get Hab Complexes.   You probably can't get drone control for size 7 bases all that easily.

Mid game, you can boom up to 14 with the Hab Complexes, but you still have a problem of getting enough nutrients and drone control for this.

Late game, you can boom up to whatever you food and drone control will allow.  I like this.  If you can't boom, you are pushing the game strongly toward ICS, where you don't expect to have large bases.

It is the large bases that make best use of all facilities, which is stronger than the ICS approach.

Changing crawlers to harvest multiple resources changes all of this.  With multi-resource crawlers, you would not have any incentive for actually working a single square of land with a worker.  You would just crawl every square on the board.  So it would not matter so much how large a city is, since it can still have the same effect as a large city if a lot of crawlers are homed to it. 

I don't like the idea of multi-resource crawlers for this reason.  It takes away planning for putting cities near important multi-resource square to work them.  Otherwise, cities can be anywhere.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on September 28, 2013, 03:14:24 PM
Yea and then you could triple-crawl everything to a base with a project like Supercollider / ToE (but I think as mentioned in that article, you get capped out at one tech/turn/city).

On the downside though one supercity can only ever build one unit per turn.  So you'd need a few others just for unit production purposes.

I always find Nutrients the harder part to get for Pop-boom than the Drone control.  Is there any viable way to really Pop-boom before Tree farms anyways?  I find you can run Condensors but this requires Weather Paradigm.  Is it more optimal to push right for Tree Farms over Condensor crawling?

Now that I think more on it, it's true that Pop-booming is required when Nutrients per population goes up with base size.  I'm not sure really why this rate increases so quickly.  I guess it was intended to use Pop-booming at bigger base sizes.  The weird thing about it is you are capped to +1 pop per turn no matter how big the base is.  At a certain size this should probably go up.  A size 10 base goes to 11 that's a 10% increase.  But at size 30 to 31 it's only ~3%.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on September 29, 2013, 06:27:41 AM
That was a very interesting article.  There is a quote here that I think is important to why the author (and I) believe that ICS is not optimal.

Quote
Let me also talk a little bit about build density. SMAC is well-known for encouraging ICS strategy, but I'm not going maximum full-blown here. I actually think it's more efficient to give the bases a little room to breathe, about 8 tiles each. The reason for this is buildings, primarily the Children's Creche but also any multiplier facilities. Each building costs the same amount but is worth twice as much in a city twice as big. This network of bases is already working every available land tile at size 7. If I had more bases, they would both need more Creches and not all be able to boom to size 7, for the same total population and output.
This is exactly the logic I use for why ICS is not so great.  I think he missed the point himself a bit.  His logic is give the cities twice as much room to expand (8 squares each, verses 4 for ICS), so each facility is effectively twice as valuable.  If you extend that, why not double again, give each city 16 squares.  His logic was not wanting to building housing structures.  I think this is faulty.  If you are going to build other structures anyway, what are a couple of housing structures?  So I would go further to state that cities ideally are spaced to give each city as much room as possible, so that all ground is covered with a minimum number of city, instead of ICS which uses the maximum number of cities possible in a given area.  This minimal cities means the fewest of each structure so that each square worked still gets maximum bonuses.

True I think.  The one major exception is a momentum game: You're not building very many multiplier facilities anyway (you'd rather get units), you want a lot of support, and you're not pop booming.

-The second file option would have the advantage that I could alter some other things to reflect a new status quo, like flecks of green in the fungus.  No room to add anything but alt. forest in the original...

I think now that we have a sense of our options, let's table it until I'm ready to do it.  It's probably going to be a while, as I'm sure there are a lot of more important features to do first.

Actually, I think there are enough balances to pop-booming already.

Early game, the most you can boom to is 7, until you get Hab Complexes.   You probably can't get drone control for size 7 bases all that easily.

Keep in mind that with a rec commons and holo theater, you've only got 2 drones to deal with, so a few psych (3 on Free Market, 2 otherwise) should be able to handle it.

Quote
Mid game, you can boom up to 14 with the Hab Complexes, but you still have a problem of getting enough nutrients and drone control for this.

Not really.  With a tree farm and hologram theater, a forest can provide enough nutrients and drone control (via psych) for the person working it; more advanced terraforming allows even more, of course.

I feel that late-game booms should be moderately easy, but early-game booms should be difficult.  I favor requiring a golden age (while running Planned) to boom in the early game (with Morgan and the Cyborgs unable to boom at all, because they're such good techers* they need a heavy downside to offset it), and in the lategame (with Eudaimonic) it should be easy, or somewhat difficult for Morgan and the Cyborgs.

*Yes, Zak is a good techer too, but he's got drone problems, which will make a boom incredibly hard anyway.

Quote
Changing crawlers to harvest multiple resources changes all of this.  With multi-resource crawlers, you would not have any incentive for actually working a single square of land with a worker.  You would just crawl every square on the board.  So it would not matter so much how large a city is, since it can still have the same effect as a large city if a lot of crawlers are homed to it.

I don't like the idea of multi-resource crawlers for this reason.  It takes away planning for putting cities near important multi-resource square to work them.  Otherwise, cities can be anywhere.

Unless multiresource crawling is limited to crawlers in the base square.  Which is exactly why, when I enabled multiresource crawling, I allowed for such a limitation (which can then be lifted by another tech, or just left in place and unremovable.)

Yea and then you could triple-crawl everything to a base with a project like Supercollider / ToE (but I think as mentioned in that article, you get capped out at one tech/turn/city).

On the downside though one supercity can only ever build one unit per turn.  So you'd need a few others just for unit production purposes.

There are no single-base projects that boost anything other than energy anyway...

Quote
I always find Nutrients the harder part to get for Pop-boom than the Drone control.  Is there any viable way to really Pop-boom before Tree farms anyways?

A farm in a moist or rainy square will be enough.  It won't give very many minerals, though...
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Archaic on January 02, 2014, 10:29:53 AM
I dont really know if this counts as ICS but...

Here is a game i played back in 2005 i found from apolyton. Unfortunately i dont have any pics or savegames from any of the great players\games showing ICS, back in those days it didnt occur to me to save up such things so people in the future could see. I couldnt find his savegame, but a player called archaic achieved the same result as in this game but with a sub 2200 transcend mark. I learned the basic strategy while playing this game out. 

You will easily find ways to improve the efficiency of this game if you look through bases and SE so hopefully you can see some potential in this strategy and overlook the poor implementation here.


Boo. Several months late, but someone's just tapped me on the shoulder and let me know this place existed, so I figured I'd drop in and say hi.

Just looked through my old backups. I think the attached 2191 save file might be the one you're looking for, but I'm not certain. Don't currently have SMAC/X installed (haven't been able to find the ol' discs), so I haven't been able to check. The date is May 2004 though, which seems about right. I was transcending around 2213 going by this terraforming thread over a CivGaming (http://www.civgaming.net/forums/showthread.php?t=907&page=5) back in '03.

If this is the right save, I've also got saves every few years from 2124 onwards for this particular game.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 02, 2014, 12:54:51 PM
Boo. Several months late, but someone's just tapped me on the shoulder and let me know this place existed, so I figured I'd drop in and say hi.

Just looked through my old backups. I think the attached 2191 save file might be the one you're looking for, but I'm not certain. Don't currently have SMAC/X installed (haven't been able to find the ol' discs), so I haven't been able to check. The date is May 2004 though, which seems about right. I was transcending around 2213 going by this terraforming thread over a CivGaming (http://www.civgaming.net/forums/showthread.php?t=907&page=5) back in '03.

If this is the right save, I've also got saves every few years from 2124 onwards for this particular game.


That doesn't look like ICS...you have 2 bases by 2191, and their radii don't even overlap.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Geo on January 02, 2014, 03:05:19 PM
You could take a look in the Waterworld MP game. There's two factions (Drones and Technocrats, played by Kataphraktoi and Kirov respectively) that popboomed to the 220ties/440ties population (again, respectively).

Another reason I mention it is that in this game the year counter stopped at 2199, and I believe a scenario created by Ete in in your patch from 3 months ago. Would you be interested to take a look as well on why the year won't progress? It means ingame planetary elections are locked (and of course, all other council proposals with a timer).
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 02, 2014, 06:35:39 PM
You could take a look in the Waterworld MP game. There's two factions (Drones and Technocrats, played by Kataphraktoi and Kirov respectively) that popboomed to the 220ties/440ties population (again, respectively).

The question is less "what population" and more "how many bases".

Quote
Another reason I mention it is that in this game the year counter stopped at 2199

Which game?  And does the year progress if you play it using Kyrub's patch?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Buster's Uncle on January 02, 2014, 06:55:49 PM
He's still talking about Waterworld - the game has hung up over the year issue.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 02, 2014, 07:30:55 PM
If whoever has the last turn (i.e. the year changes after their turn) can give me their password (by PM) and the post number in which they've attached their last save (or just the save itself), and whoever has the first turn gives me their password as well (so that I can check both before and after it's supposed to change) I can investigate what's going on.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Archaic on January 03, 2014, 02:27:51 AM
That doesn't look like ICS...you have 2 bases by 2191, and their radii don't even overlap.


Huh. I wonder what the heck that game was then. Oo;

I haven't been able to find the zip file with the sub 2200 game (I retained save files for every year, but I have no idea where among my old backup DVD's it is), but I did find several other games, including the one from that CivGaming thread I linked above. My basic strategy between these and the sub 2200 game wouldn't have been all that much different, it was really just a matter of tightening up my game, so they should still be helpful.

I also located a 2208 game by Minute Mirage (http://apolyton.net/showthread.php/101619-My-first-victory-on-a-huge-map-transcended-in-2208?s=) over on Poly. I remember him doing sub 2200 at one point as well, so it'd be worth a look. ErikM also posted a sub 2200 in that thread (though greatly assisted by some incredible luck on unity pods in that one).

In particular, I think you might be interested in how I handle Drones as University. Honestly, I've always found that problem to be a little overblown. I never had any problems maintaining perpetual GA popbooms in Demo/FM/Wealth with 40/20/40 allocation, which honestly ends up a hell of a lot better in the long run than dropping into Planned for a few turns. The economic benefits of GA's are essential to a sub 2200 run.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 03, 2014, 03:38:10 AM
In particular, I think you might be interested in how I handle Drones as University. Honestly, I've always found that problem to be a little overblown. I never had any problems maintaining perpetual GA popbooms in Demo/FM/Wealth with 40/20/40 allocation, which honestly ends up a hell of a lot better in the long run than dropping into Planned for a few turns. The economic benefits of GA's are essential to a sub 2200 run.

I agree that that problem isn't as bad as it's supposed to be...which is why I made the option to make it worse.  Try playing with the drone rules at 24 or higher, and you'll find it substantially harder.  (Those rules would, in a typical large base of yours in the "terraform" game, translate to roughly 10 extra drones.  On the plus side, it does allow GA when over half your population is specialists.)
Another nice idea, if you feel like a more challenging game, is to reduce Democracy to +1 Growth.  It'll still be the best builder setting, but pop booms will become a lot harder (requiring you to get a golden age under Planned.)
Also, I think that "3000+%* alpha centauri rating" is a more interesting goal than pre-2200 transcendence, especially if combined with mods that make it harder to pull off some of the standard tricks, and perhaps add some new tricks...
(One of the advantages of a rating-based approach rather than date-based is that it encourages a more long-term-focused style of play.)

*Or 4000+, or 10,000+...I've never gotten 3000%, but I have gotten over 2000% IIRC and I'm not such an expert player...
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Lazerus on January 07, 2014, 07:33:07 PM
Looking through some of the saves I've got on a portable hard drive here's one with my old ICS spam ... damn, I'm going to have to see if any of the other hundreds in here are from this series and piece them together. I remember playing some good MP games where I got really big but my SMAC is crashing when I'm trying to load them up. The pic is from an MP game different to the save, I had it as a facebook profile pic for awhile.

Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 07, 2014, 08:13:00 PM
Looking at it, you have a roughly 400-square empire (out of roughly 4000 squares on the map, though a lot of that is water), and get from it:
151 income (~0.375 per square)
249 tech (~0.625 per square)
603 minerals (~1.5 per square)
164 population (~0.4 per square).

None of that is really that good for the midgame, so why did you ICS?  Just for the fast progression?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Lazerus on January 07, 2014, 08:20:51 PM
I've just always viewed ICS as very Hiverian role play wise and that's the way I like to play rather than some mathematically 'best' formula :\ lol. I have a terrible time playing other factions because of that.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on January 07, 2014, 09:09:11 PM
I've just always viewed ICS as very Hiverian role play wise and that's the way I like to play rather than some mathematically 'best' formula :\ lol. I have a terrible time playing other factions because of that.

That does make sense, and it's certainly a valid (perhaps the best) way to play...and Hive is one of the better factions for ICSing due to their effective support and police bonuses from always running Police State.  You really need an aggressive (and unit-heavy) playstyle to make the most out of that, though.

(It is not, though, what I was really looking for in this thread; I was looking for a sense of the bad sort of ICS, which roleplay-inspired strategies are not.)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: NlmDth on October 19, 2014, 04:53:11 PM
Well Yitzi, I do have a possible solution to discouraging ICS.
But first, here is why ICS will always be better then making fewer bases.
 1) the ICS player gets faster tech, faster grouth, more units up untill mid game. After that , arguably the player who made more base facilities gains the advantage.
 2) #1 is wrong because when you get access to orbial enhancements, all the bases benefit, Sky hydroponics labs make your bases grow,  and look at Lazerus's picture, his bases have 14 population! And all that means SPECIALISTS. You see engineers give +3 energy +2 tech(multiplied by base facilities).So when orbital enhancements become available ICS bases start to build.
  And not all facilities need to be built, just the cheap ones : Energy bank, fusion lab, tree farm, (150% energy multiplier).
 Also all those bases give near limitless support, and guess who has the bigger army(and probably better due to faster tech)

My solution to this is to invert the base growth nutrient,Let me be more specific
   -Small bases grow slow, Large bases grow fast
   -so a small base population 1 will take 40 nutrients to get to 2, then 30 to get to 3 , then20 to get to 4, and after population 5 cap at 10 nutrients
   -The way things are now, small bases grow fastest, just 20 nutrients to get to size 2, and then nutrient requirements increase
     plus the base square of the new bases gets a "free" worker, so a base with just 1 population, works in 2 squares. Of course
     ICS players win. Just give a growth incentive to large bases and see what happens.   
   -Also if its possible to only allow colony pods to be built at bases with 3 or more  population
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on October 19, 2014, 05:25:32 PM
Well Yitzi, I do have a possible solution to discouraging ICS.
But first, here is why ICS will always be better then making fewer bases.
 1) the ICS player gets faster tech, faster grouth, more units up untill mid game. After that , arguably the player who made more base facilities gains the advantage.

I'm not so sure that ICS is effective in the early game; colony pods aren't that cheap, so it might be better to spend the extra couple of turns to move them to a better spot.

Quote
2) #1 is wrong because when you get access to orbial enhancements, all the bases benefit, Sky hydroponics labs make your bases grow,  and look at Lazerus's picture, his bases have 14 population! And all that means SPECIALISTS. You see engineers give +3 energy +2 tech(multiplied by base facilities).So when orbital enhancements become available ICS bases start to build.

Yes; I favor delaying sky hydroponics labs until hab domes.

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Also all those bases give near limitless support, and guess who has the bigger army(and probably better due to faster tech)

Admittedly, I think that ICS probably should have the army-size advantage.

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My solution to this is to invert the base growth nutrient,Let me be more specific
   -Small bases grow slow, Large bases grow fast
   -so a small base population 1 will take 40 nutrients to get to 2, then 30 to get to 3 , then20 to get to 4, and after population 5 cap at 10 nutrients

Interesting, but that would mean they'd grow too slowly in the early game and too fast in the midgame.  It would hurt ICS, no question, but the unintended side effects would likely be disastrous.

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-Also if its possible to only allow colony pods to be built at bases with 3 or more  population

One of my future plans will allow the population cost of colony pods to be tweaked, so building at 2 population can be made to work the same way as at 1 (i.e. it costs you the base).

Another anti-ICS approach that might work, if it proves necessary, would be making it so that population-based drones are affected somewhat by nearby bases (the closer, the more drones).
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: NlmDth on October 19, 2014, 07:10:22 PM
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One of my future plans will allow the population cost of colony pods to be tweaked, so building at 2 population can be made to work the same way as at 1 (i.e. it costs you the base).

Well, when i play in single player i actually force myself to only make colonies at 3, or sometimes at 4 population, and i am also not allowed to build closer then 2 squares apart.
  And yes, it slows down ICS strategy, especially the 2 squares rule

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-Small bases grow slow, Large bases grow fast
   -so a small base population 1 will take 40 nutrients to get to 2, then 30 to get to 3 , then20 to get to 4, and after population 5 cap at 10 nutrients
   This particular idea i had was not originally intended to counter ICS.I always thought that it didn't make sense that 10k people ---> 20k much faster then 20k ppl--->30k,     and that 40k--->50.I mean how much sex do your colonists have Oo? Do they go celibate when the base grows????
   I just thought that this change would make more sense,
   Oh and it will change gameplay radically, yes , first thing that comes to mind is Morgan's population limit, he would be nerfed big time by this. Lal would probably be boss. Although i would not call it "disastrous" , just a bit more realistic.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on October 19, 2014, 07:16:09 PM
   This particular idea i had was not originally intended to counter ICS.I always thought that it didn't make sense that 10k people ---> 20k much faster then 20k ppl--->30k,     and that 40k--->50.I mean how much sex do your colonists have Oo? Do they go celibate when the base grows????

Its roots are likely in earlier Civ games, where the population grew roughly as the square of the city size (more precisely, as 5kXsizeX(size+1)).  I presume the same holds here, so a size 1 base is 10k, size 2 is 30k, size 3 is 60k, etc.  (From a gameplay perspective, it's fairly necessary once average nutrients per square exceeds 2.)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: NlmDth on October 19, 2014, 07:24:52 PM
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-Small bases grow slow, Large bases grow fast
   -so a small base population 1 will take 40 nutrients to get to 2, then 30 to get to 3 , then20 to get to 4, and after population 5 cap at 10 nutrients

Hey, umm,  can you help me make this happen in my own games? I've read the whole Alpha.txt i can't change it from there. Or, if its not too much trouble, make this an option in your future patch?
 not sure how the equation would be, my maths is a little rusty, and my programming skills are non existent :(
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on October 19, 2014, 09:30:23 PM
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-Small bases grow slow, Large bases grow fast
   -so a small base population 1 will take 40 nutrients to get to 2, then 30 to get to 3 , then20 to get to 4, and after population 5 cap at 10 nutrients

Hey, umm,  can you help me make this happen in my own games? I've read the whole Alpha.txt i can't change it from there. Or, if its not too much trouble, make this an option in your future patch?
 not sure how the equation would be, my maths is a little rusty, and my programming skills are non existent :(

It would definitely be doable, but unless other people want it it's not going to be a high priority for future patches.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Flux on October 21, 2014, 02:35:04 AM
I just learned that ICS existed. Looks to be a fun challenge, although I may not be able to post my results...
My PRTSC button is broken, blame that.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on October 23, 2014, 08:04:05 PM
Making bases take less N as they get bigger would only favor ICS even more.  ICS depends on PS which is a harder SE to boom with.  You could run minimal N, which is hard with less land per base anyways.

One idea would be to take a page from Civ2's book and give larger cities an FOP boost on the base tile.  Satellites kind of do this anyways I realize, and there's a decent ramping up of N in the midgame (Tree Farm, Aquafarm, Condensor) also.  With raising out I modded FOP from terraforming a lot, and am now playing around with no resource caps, and condensor available from the start of game.  Taking out crawlers makes WP very strong, and something I've been trying to mod around.  Probably a cost increase to WP is the only really good fix.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on October 23, 2014, 10:08:25 PM
One idea would be to take a page from Civ2's book and give larger cities an FOP boost on the base tile.  Satellites kind of do this anyways I realize, and there's a decent ramping up of N in the midgame (Tree Farm, Aquafarm, Condensor) also.  With raising out I modded FOP from terraforming a lot, and am now playing around with no resource caps, and condensor available from the start of game.  Taking out crawlers makes WP very strong, and something I've been trying to mod around.  Probably a cost increase to WP is the only really good fix.

A FOP boost on the base tile with population would be better than a flat FOP boost on the base tile, but would probably actually encourage ICS (which benefits heavily from high base-tile production) unless it were extremely strong (at which point it becomes similar to just having each population give resources).
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: binTravkin on April 30, 2015, 10:28:23 AM
I may make a point that has already been made before, but I don't think ICS should be discouraged at all.
It's a valid and fun strategy, but not with it's drawbacks - it requires a lot of micromanagement to do efficiently.
If anything, modifications should strive to create alternative valid and fun strategies which can counter ICS.
That would encourage players to use them and thus, indirectly, reduce occurences of ICS.

You don't have to look far to see what should be done.
Take, for example a game of Sparta/Gaians/Peacekeepers vs Hive.
A reasonable player will want to get these first three popbooming as soon as possible, while Hive will be ICSing.

That means building bases that have sufficient space and nutrients to achieve their popbooming potential of 14(16) pop.
Which means not ICSing.

I would say that for the mentioned two ICSing is less effective than popbooming in almost any circumstances.

Also, ICS comes in (at least) several forms.
The most dense form of ICS is a 2x2 grid, where each base only has 3 tiles to work apart from it's base tile, with exception of coastal bases, as the grid usually is not continued into the sea.
This can be modified for larger space for each base and while it would still technically be ICS, it would at some point require popbooming in order to achieve the full potential of each base.
I would say that for University a 2x4 grid (each base having doubled space from 2x2 grid), is preferable as they already have some infrastructure (network node) that can be turned in a popboom "helper" (via virtual world) and thus are able to achieve size 7 bases with relatively little investment in base infrastructure.

In ICS vs popbooming debate sometimes the effect of infrastructure on output per pop is being overlooked.
This is not a complete analysis, but to just give an example of what I am thinking
4 hive bases, size 4 = 4x colony pod (3 rows each) + 8x police infantry (1 row each) + 4 formers (2 rows each) = 28 rows of minerals
1 PK base, size 16 = 1x colony pod, 1x garrison (1 row assumed) + 4 formers + recreation commons (4 rows) + children's creche (5 rows) + holo theatre (6 rows) = 25 rows

You need to factor in that it will take longer to build all this with less initial bases but that rushing facilities is faster, if you have the cash.
Also, Peacekeepers will likely need to spend part of their economy on psych, but before tree farms their economy is like double per pop than that of Hive, so they can afford it.
If peacekeepers can get this far without being significantly behind Hive, they should have the upper hand in further development as there are infrastructure investment options (energy bank, tree farm) which will net them more return per investment than additional colonies that Hive builds.
And that's not factoring research in, as they are likely to have significantly higher energy output per pop.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on April 30, 2015, 09:05:59 PM
Sparta struck me as more suited to ICS due to +1 POLICE.  In PS that's +3 POLICE for much cheaper control than other factions.

There's also the Hab Complex cost, and PSY costs for PKs in your example, but generally yes.  This was sort of my point too.  There should be choice between Boom (vertical) and ICS (horizontal) pop growth.  I'm not sure that a size 16 base is a fair comparison to 4 size 4's though.  That size 16 takes a lot of tech whereas 4 doesn't. 

There's a lot of ways to tweak this balance.  Mainly most facilities being cheaper benefits ICS.  Exceptions to that are cheaper Hab Complex/Dome costing, and cheaper satellites.  You could say ecofacilities too but that depends if you play with clean minerals in or not. 
Specialists also play a big role, as they aren't hampered by EFFIC, stronger specialists tend to favor ICS.
Similarly you can tweak the SEs if you think one or the other is too powerful.  Taking out the easy boom of Demo+Planned has a big impact, as the GA boom is much more difficult.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on April 30, 2015, 09:15:45 PM
Sparta struck me as more suited to ICS due to +1 POLICE.  In PS that's +3 POLICE for much cheaper control than other factions.

I think any momentum faction is fairly well suited to ICS.

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There should be choice between Boom (vertical) and ICS (horizontal) pop growth.

You're leaving out "lots of territory (horizontal)".  ICS, as I understand it, is about not the number of cities but rather their density.

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Specialists also play a big role, as they aren't hampered by EFFIC, stronger specialists tend to favor ICS.

Just the opposite: having low EFFIC penalties is better for non-ICS, since (a) it means you can more easily build your bases further away from each other, and (b) it means more focus on energy rather than minerals, and ICS tends to favor minerals since they are not as subject to multiplier facilities anyway, and ICS benefits more from SUPPORT, meaning a militaristic approach.  However, stronger specialists do favor ICS in that ICS has less land per base and will therefore more quickly use it all up and put the rest to specialists.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: binTravkin on April 30, 2015, 10:17:43 PM
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That size 16 takes a lot of tech whereas 4 doesn't. 
Ethical Calculus, Industrial Automation, Doctrine: Flexibility.
Not a lot by any measure.

Spartan +1 police is nothing compared to Hive's +2 police, +2 support, +1 industry, +1 growth.
And they have -1 industry on top of that.

Try ICSing with Sparta and see. :)

Best ICS-ers are Hive and Morgan in that order, because both are basically forced to ICS.
These two can do the max density ICS and feel good about it.
For the rest the max density ICS is not always best as they can popboom easily.
For some, such as Spartans, ICS is a really bad idea, provided you are playing against a competent Hive or Morgan ICS-er.

Talking about efficiency, keep in mind that low efficiency means more base number "hard" drones, which hurts ICS.
Boomers will also always build the Children's Creche, which raises efficiency by 1.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on April 30, 2015, 10:57:23 PM
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That size 16 takes a lot of tech whereas 4 doesn't. 
Ethical Calculus, Industrial Automation, Doctrine: Flexibility.
Not a lot by any measure.

Wait, shouldn't that third one be Planetary Networks?  And of course if you actually want reasonable drone control, that adds quite a bit more.

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Spartan +1 police is nothing compared to Hive's +2 police, +2 support, +1 industry, +1 growth.
And they have -1 industry on top of that.

Spartans can run Police State as well, you know.  And Hive's -2 ECONOMY may be worse for ICS (since it's a per-base penalty) than the Spartans' -1 INDUSTRY.

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Try ICSing with Sparta and see. :)

Best ICS-ers are Hive and Morgan in that order, because both are basically forced to ICS.

I don't think Hive has to ICS, though it's probably the best at it.  (A non-ICS Hive would probably play a lot like Domai does without pop booms).  As for Morgan, he actually probably shouldn't ICS, because the commerce bonus is far more useful when it's working off two sizable bases per pair instead of just one, and it's not like he's going to be making heavy use of police or free support anyway, and he needs multiplier facilities.  (Yes, I know, he can run Wealth/FM for +4 energy per base as opposed to other factions' +2...but if played as  ;morgan; should be, that will be much less significant than the extra commerce.  Morgan running FM/wealth has +4 energy per base, or +1 per square at maximum density.  But he also gets +5 commerce rating, which with midgame techs translates, with a treaty and no global trade pact, to commerce equal to ~8.9% of the energy income (excluding specialists) of both cities.  So if there is a global trade pact, with two treaty partners and two pact siblings, Morgan's boosts from commerce can be more than 2/3 of his total energy income.)

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For some, such as Spartans, ICS is a really bad idea, provided you are playing against a competent Hive or Morgan ICS-er.

Spartans playing ICS probably isn't such a bad idea; the key, though, is that they need to remember that the goal of ICS isn't for a builder game, but to give the support for a sizable army.  If I were playing Spartan ICS, I'd make sure to grab the Command Nexus at all costs, get key military techs, then use my large number of bases to allow a switch to Fundamentalism for instant elite units (with that +1 movement) to overrun the enemy before they can get going.

To put it another way: Spartan ICS is all about synergy with rushing.

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Talking about efficiency, keep in mind that low efficiency means more base number "hard" drones, which hurts ICS.

Thus, strong specialists make low efficiency builds stronger, and therefore ICS becomes weaker.

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Boomers will also always build the Children's Creche, which raises efficiency by 1.

True; the effect of specialist strength is mixed.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on May 01, 2015, 04:09:19 AM
If you're going pure ICS then the low EFFIC causing B-drones doesn't matter.  The only drone control you'll have is from police units and perhaps punishment spheres (though default Punishment Spheres are overcosted versus Clean Police). So that's why Sparta benefits as they get +3 POLICE easier than other factions.  With -1 IND you need to save any minerals possible.

But yes I forgot that specialists get multiplied by facilities also, so I think using them as a lever on ICS vs Boom balance is mixed.

A few other ways to control Boom vs ICS would be the moddable support divisor (higher SUP costs favors ICS)
And also the much more impactful free minerals per base and colony pod costs and infantry cost.  Stronger/cheaper recycle tanks would also favor ICS
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: binTravkin on May 01, 2015, 09:22:28 AM
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Wait, shouldn't that third one be Planetary Networks?
To get past the first pop limit, you need Hab domes, which come from IA.
If we're talking first pop limit, then either Planetary Networks or Industrial Economics, depending on your faction and other circumstances.
And Doctrine:Flexibility is in fact optional. You can go without it, if you manage to place bases in areas with large amount of moist/rainy tiles.
I use kelp farms to compensate for some of the tiles being forests.

So even less techs required than I initally mentioned. :)

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And of course if you actually want reasonable drone control, that adds quite a bit more.
Not really.
You can use massive investment in psych during the "boom" periods (size 3 -> 7, then size 7 -> size 14) to create the necessary local golden ages and after that you can use smaller psych investment to sustain that pop.
Or you can boom using Planned economy and then switch to Free Market and use the extra energy for sustaining.
Depends on your energy output and other bonuses from faction or secret projects.

The maxed out pop is such a massive boon that spending even 50% psych while being @ Free Market on it is still worth it.

I usually play with blind research and tech stagnation and by the time I end the 2nd boom, I can usually also afford research hospitals in those large bases as Gene Splicing is an essential "2nd wave" tech for boomers.

Without techstag and/or blind research acquiring the needed techs and more should be no problem at all.

One needs to bear in mind that pop booming only requires that you have the +6 growth somehow and 2 extra nutrients in bases you are attempting to boom.
Forests are popular, but if you are going to boom early, you likely build some farms/solars as well just to keep that extra nutrient thing going.

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Spartans can run Police State as well, you know.

They don't have the efficiency immunity, thus they would still end up being significantly worse off.
I admit I have to try this, but somehow it has always seemed to me as a waste and intuitively feels that in any competitive ICSing Spartans would be out-ICSed by Hive by a huge margin.

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And Hive's -2 ECONOMY may be worse for ICS (since it's a per-base penalty) than the Spartans' -1 INDUSTRY.
Early game ICS is mostly about industry.
While ICSing as Hive you don't even "feel" that you have -2 econ, because you get huge so fast, that you simply have double the bases which "cancels out" this malus until others get their infrastructure up, which may be too late if you play Hive right and just probe dry and conquer everyone nearby.

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I don't think Hive has to ICS, though it's probably the best at it.
This depends on background.
In a competitive MP game with good players Hive is probably going to lose big time if it's not doing maximum ICS.
And vice versa.
When I played SMAC a lot, I've seen 2 games with Hive max ICSing. In both the endgame was "everyone vs Hive".

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As for Morgan, he actually probably shouldn't ICS, because the commerce bonus is far more useful when it's working off two sizable bases per pair instead of just one, and it's not like he's going to be making heavy use of police or free support anyway, and he needs multiplier facilities.  (Yes, I know, he can run Wealth/FM for +4 energy per base as opposed to other factions' +2...but if played as  ;morgan; should be, that will be much less significant than the extra commerce.  Morgan running FM/wealth has +4 energy per base, or +1 per square at maximum density.  But he also gets +5 commerce rating, which with midgame techs translates, with a treaty and no global trade pact, to commerce equal to ~8.9% of the energy income (excluding specialists) of both cities.  So if there is a global trade pact, with two treaty partners and two pact siblings, Morgan's boosts from commerce can be more than 2/3 of his total energy income.)
My logic behind "forced" was that he has so little pop limit that, in order to use the available land efficiently, he has to put a lot of small bases.
Yes, he can get to IA fairly quickly, but it's still just 11 pop limit - a normal "half-max-density" (2x4 grid) ICS base of 7 workers + 4 specialists.

I didn't really catch you at "two sizable bases per pair instead of just one"?
Did you mean that the other factions would not have enough bases to have commerce with?
If so - yes and no. In a SP game or not very competitive MP game, yes, that's a point.
But he still gets a MASSIVE amount of energy from each base tile gratis.
In mid game your point is valid, but in early game that +6/7 energy from just the base tile is what is going to count.
You aren't having a lot of contacts and trades anyway and have to wait until Build 6 tech Planetary Economics + a council decision for commerce to really become effective.

In a competitive MP game, two scenarios are common:
1. Someone else is ICSing and you can have a "twin city" to trade with.
2. People realise that they are getting (much) less from commerce than you and refuse treaties. I've had this not only as Morgan, but also other factions when ahead in commerce rate.


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Spartans playing ICS probably isn't such a bad idea; the key, though, is that they need to remember that the goal of ICS isn't for a builder game, but to give the support for a sizable army.  If I were playing Spartan ICS, I'd make sure to grab the Command Nexus at all costs, get key military techs, then use my large number of bases to allow a switch to Fundamentalism for instant elite units (with that +1 movement) to overrun the enemy before they can get going.

To put it another way: Spartan ICS is all about synergy with rushing.
Yes, this is a valid strategy, but it is also circumstantial:
1. You need to know you are reasonably close to someone. So you can't ICS right away, but have to postpone it until you have scouted enough.
2. Someone could be either Hive who's pulling off the same (but with 50%+ more bases due to extra growth/industry) or someone who's also ICSing and/or is ahead of tech (quite likely if you run Police State or Fundamentalist), which could quickly negate your quantitative advantage.

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Thus, strong specialists make low efficiency builds stronger, and therefore ICS becomes weaker.
Yes, you're right. I seem to have misread the original comment.
Basically a high-density ICS relies on "hard" drone control (police, -X drone facilities), a small number of workers and rest being specialists.

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A few other ways to control Boom vs ICS would be the moddable support divisor (higher SUP costs favors ICS)
And also the much more impactful free minerals per base and colony pod costs and infantry cost.  Stronger/cheaper recycle tanks would also favor ICS
My thinking is that if it's going to be changed, add in some extra early game bonuses for booming which change as little as possible if you are not their target audience (like, not booming or at least not early game booming).
Some things that come to mind:
 - cheaper farms/solars - nobody seems to build them and they don't spread
 - reduce the negative efficiency modifier of planned economy to -1
 - easier local Golden Ages through psych (psych modifier +25% for rec commons?), generally make psych facilities "scale" better (they should not really be "pop-limited" anyway, but increase "happiness" of entire pop by some %)
 - reduce the negative effect of Democracy to -1 support - changes nothing for most ICSers, I think?
 - remove the limitation that condenser and echelon mirror are in conflict with farms and solars (if possible) - they are still expensive anyway, possibly instead add a limitation that they can't be adjacent, similar to boreholes (changes nothing as people already rarely put them side by side)
 - rework Biology lab facility, the +2 labs bonus is useless, make it, say +25% labs AND +1 food in nearby farm & fungus tiles (improvements in edible flora and fauna), failing that - +1 food in base tile (small but still useful at the cost); the entire Biology lab->Centauri preserve->Temple of Planet could be come an alternative TreeFarms->HybridForests route for those who rely on either farms of fungus for food production.
 - add +25% labs bonus to Skunkworks? (another fairly useless facility save for a single high-mineral base)

Some of those changes I propose are more or less directly encouraging pop booming, others - adding more "weight" to the vertical base building argument by improving the multipliers.

What do you think?
Some of these are definitely possible, but not sure about the building bonuses.
I gather you are modding the exe, so you probably have a good idea of possibilities.
I don't know whether this is stored in exe, apart from SE effects which are in a text file.


EDIT:
I had some thoughts about this and realized that my ideas of less support penalty or +1 food per base for Biology lab are bad.
Biology lab should +1 food for each farm tile.

Here are the reasons of these thoughts
1. ICSers benefit the most from per-base bonuses. So anything that improves "per-base", should not be boosted.
2. Boomers benefit from per-pop bonuses, or, by proxy - per (worked) tile and per-output (labs/psych/econ) modifiers.
Thus, in order to boost boomers, we should really work to increase early (because if they get to mid-game they can do fine) pop, tile-based (flat) bonuses and output modifiers some of which I already mentioned, but there may be more good ideas along these lines.
I was also thinking about specialists, which generally benefit ICSers more (at least early on) and realised that the doctor specialist gives +2 psych while librarian and engineer both give +3 labs and econ, respectively.
Why not boost doctor to +3 psych?
He is useless for ICSers as they rely on "hard" drone control, but useful for boomers as "soft" drone control.

Also I was thinking about the logic of reducing or eliminating ICS here and in other games.
Generally it follows along the lines that someone who is doing a lot of micromanagement (ICS generally has more units and bases) can become significantly more powerful than those who don't, thus taking away fun from them.
So, eliminating it would restore fun to those who don't ICS.
However, this is a zero-sum operation as you take away from some (there are people who like to micromanage and ICS as a strategy) to give others.
The solution is just to give those others (boomers) a viable counter while not boosting the ICS while doing so. :)
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on May 01, 2015, 04:13:13 PM
If you're going pure ICS then the low EFFIC causing B-drones doesn't matter.  The only drone control you'll have is from police units and perhaps punishment spheres (though default Punishment Spheres are overcosted versus Clean Police). So that's why Sparta benefits as they get +3 POLICE easier than other factions.  With -1 IND you need to save any minerals possible.

So why don't the B-drones matter?  With drone rules code 8, there could easily be too many drones for even police to handle...and punishment spheres are expensive as you said and will knock your research even lower.

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A few other ways to control Boom vs ICS would be the moddable support divisor (higher SUP costs favors ICS)

Definitely, but the default is already the most ICS-unfriendly that can get.

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And also the much more impactful free minerals per base and colony pod costs and infantry cost.  Stronger/cheaper recycle tanks would also favor ICS

True.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: binTravkin on May 01, 2015, 07:16:10 PM
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there could easily be too many drones for even police to handle
Didn't police count as "hard" drone control, counting even B-Drones as a single drone?


Does anyone know of a good symmetrical SMAC map?

I wanted to try comparing Hive and Spartans @ ICS, but on my Planet Map start Spartans got excellent location and some really good early pod pops while Hive ended up next to Believers.

I guess I should disable pods entirely, but that really takes a lot away from game. :(
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on May 01, 2015, 09:52:16 PM
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there could easily be too many drones for even police to handle
Didn't police count as "hard" drone control, counting even B-Drones as a single drone?

It counts a superdrone (2 drones' worth) as a single drone, but drones rule 8 means that if there's more than twice as many drones as population, the extras still have an effect if not dealt with.

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Does anyone know of a good symmetrical SMAC map?

I wanted to try comparing Hive and Spartans @ ICS, but on my Planet Map start Spartans got excellent location and some really good early pod pops while Hive ended up next to Believers.

I guess I should disable pods entirely, but that really takes a lot away from game. :(

I'd say that ability to deal with poor starting conditions is also part of judging any faction...so the best way to compare might be to simply run multiple games (fortunately, ICS-friendly strategies tend to make for quick games) and see what the win percentages are.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on May 02, 2015, 08:00:35 AM
Yes but B drones are capped at base size.  So you can always control up to the base size unless you have drones from other sources.

Overall I don't feel ICS is overpowering.  The growth rate is usually less than going for less cities and booming.  A better test might be to try a solo game and see how fast you can Transcend using ICS versus booming.  I think you have to do a lot of modding in favor of ICS to make it the dominant strategy.

I wouldn't underestimate Sparta's +1 POL vs Hive.  They can maintain more drone control while in Fundamentalism at war.  For builder ICS yes Hive will outgrow Sparta.  But Sparta is the most aggressive faction.  If you aren't using their MORALE then you are falling behind. 
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: binTravkin on May 02, 2015, 08:02:46 AM
I think there's some confusion about which version of game we're talking about.
Yitzi's patch includes some changes on how b-drones work / can be configured to work, see here: http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi's_patch (http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi's_patch)

I was referring to the original version of b-drone mechanism.


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If you aren't using their MORALE then you are falling behind.

The difference between industry and morale is that industry can be used all of the time, while morale - only when you are attacking.
Depending on the "crowdedness" of map morale will be either better or worse.
On huge maps with lots of fungus (movement/settlement impediment) most likely worse.

When I find a good symmetrical map, I will do an ICS test Sparta vs Hive (with each having a neighbour to gobble up preferably) and see how it comes out.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on May 02, 2015, 03:59:54 PM
I'm pretty sure that B drones are capped at base size no matter what drones flag you use.  I think to have double the drones of base size with flag 8 on it'd require conquer drones, or ones from enemy probes.  Size drones are one less than the base size too even on Transcend.  Try it and see if you can find to the contrary guess.  It probably is the most important mechanic for ICS since +3 POLICE is 9 superdrone control or an approximate equivalent of 36 PSY per base.

In my FFA games I started to find that extreme aggression wasn't that worth it.  My reasoning was that since your economy doubles around every 20 turns in SMAC, if you don't conquer that same sized enemy in 20 turns then you're actually behind.  This tends to be hard unless you catch them in builder mode with little defense.  I boosted Fundamentalism in my SE set accordingly. I felt like it wasn't tempting enough to switch out of Police State for an ICS player (arguably, a little more worth it for a builder from Democracy).
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on May 03, 2015, 03:19:48 AM
The difference between industry and morale is that industry can be used all of the time, while morale - only when you are attacking.
Depending on the "crowdedness" of map morale will be either better or worse.
On huge maps with lots of fungus (movement/settlement impediment) most likely worse.

And Spartans are best on those "crowded" maps...though Hive also tends to favor early aggression.

I'm pretty sure that B drones are capped at base size no matter what drones flag you use.

Now that I think of it, you're right; I did leave that cap on, on the theory that if you're running high POLICE and low base size you're probably going to be conquering a lot and need it.  The purpose of flag 8 is more for bases with a lot of specialists than for a lot of bureaucracy drones.

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In my FFA games I started to find that extreme aggression wasn't that worth it.  My reasoning was that since your economy doubles around every 20 turns in SMAC, if you don't conquer that same sized enemy in 20 turns then you're actually behind.

Only if you completely kill economic growth to wage war.

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I boosted Fundamentalism in my SE set accordingly. I felt like it wasn't tempting enough to switch out of Police State for an ICS player (arguably, a little more worth it for a builder from Democracy).

I think that Fundamentalism isn't designed for ICS momentum play, but rather for when you're in a closely matched war and need the extra boost.
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on May 03, 2015, 06:56:57 AM
Well, if you don't put 100% into military units for a war then you tend to lose to players that do.  Total war doctrine is pretty common in SMAC.  The game tends to be going from one extreme to another (builder/momentum) depending on pressure from other players.  However I would say there can be cold war type scenarios involving tech probing where neither side wants to break Pact due to the commerce benefits.  That would be more of the in-between scenario.

So how I modded Politics tier was more extreme, Democracy for boom, Police State for control/cold war, and Fundamentalism for actual war.  Default Democracy it felt like was superior in pretty much all situations (war and not).  PS was only used by Yang really and same for Fund with Spartans and even that only early game. 
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Yitzi on May 03, 2015, 12:52:27 PM
Well, if you don't put 100% into military units for a war then you tend to lose to players that do.  Total war doctrine is pretty common in SMAC.  The game tends to be going from one extreme to another (builder/momentum) depending on pressure from other players.  However I would say there can be cold war type scenarios involving tech probing where neither side wants to break Pact due to the commerce benefits.  That would be more of the in-between scenario.

The other thing that would really affect things is a real defensive advantage.  Perhaps if the sensor bonus were increased by a large amount (though that would have an overly high effect on the danger posed by mind worms)?
Title: Re: I'd appreciate if people could share examples of ICS.
Post by: Nexii on May 03, 2015, 01:34:22 PM
I play with intrinsic base defense at 50% and no bonus for infantry vs base.  I did try sensors at 50% also and it was sort of similar...though I feel a base should give as much defensive benefit as rough terrain.  This makes infantry inside a base have a chance especially with defensive modifiers.  This meant that PSI combat had to go to 2:1.  I also boosted up planet to be +/- 20% per rank, and made road movement a bit faster.  Faster road movement makes both infantry and mind worms better (mind worms then move even faster through fungus)
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