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Also in addition to what Yitzi pointed out, SUP is also stronger the more bases you build. With fewer bases the free maintenance becomes less valuable.
...Next testing scenario will be Miriam then.
Quote from: Mart on March 27, 2016, 06:25:29 PM...Next testing scenario will be Miriam then.Started several games ( and abandoned after some turns) to see how Miriam is working under these new rules.This is not the best strategy, I guess, but it worked for me:Having 3 cp at start, 260EC, and a scout. Sometimes a unity foil was thrown in for small island bonus.On huge map, after initial 10 turns of no lab points, the first tech could be researched after 12 mostly turns. This is without trading other techs that would bring the cost up before this.So around 2122 Centauri Ecology is available. Formers... and all that stuff.What to do for 22 turns?Miriam can have 4 units free in each base. The hq can build right away, typically 2 or 3 scouts. The other 2 bases take some time to travel to their location, it can be even 8-10 turns, especially when someone plays builder style and wants to put more space between bases.On could make 4 scouts, but this would start to drain minerals when formers come around. After 2 scouts, I started Recreation Commons. Since we do not build new cp that often now, bases grow vertically sooner, so these are very much needed.This is strength of Miriam, she can more easily deal with such problems of population 3-4.These 3 additional (not garrisoned) scouts bring also additional energy from planetpearls, pop unity pods. And here is the thing:- in bases with pop 2 or more, one can pop a mineral pod and have these 150 minerals giving a new cp (fourth, ...)
Quote from: Nexii on March 29, 2016, 05:25:08 PMAlso in addition to what Yitzi pointed out, SUP is also stronger the more bases you build. With fewer bases the free maintenance becomes less valuable.And +3 PROBE is also much stronger for an expansionist (as far-away-from-HQ bases are cheaper to MC).I wonder if (despite requiring .exe modding) a better solution to the "not caring about overrun bases" problem would be to make it so that losing population to mind worms causes extra drones temporarily...
I think it is a question of players taking risks. And players will take risks, though I agree, that if a chance of loosing a base completely when you leave it empty would be 70% or 90%, probably everyone would avoid it. With standard rules, in the first 20 turns, people often leave a base empty of size 1. There is a chance, especially when you are next to a fungus tile, that mw gets it, but the chance is small.I have a game of these rules with over 200 turns now. Later this large cost of colony pods is not noticeable almost, when your bases have 50 or 70 minerals per turn production.However in general, this allows to get to this stage of the game at all, I think. I need to test it on standard size map though. Meanwhile, I got other observations and intend to test these:- Breaking second pop limit earlier. Maybe Silksteel Alloys. It is right after Ind Auto in the tree.These limits of pop are actually pro-micromanagement. They force you to spread/spam new bases instead of developing existing ones. So this would most likely help.They are strongly in the original ruleset, we are so much used to it, Morgans and PK have even parameters with it. The game would not be the same without it. So they need to be there. But I think the second limit must be broken right after the first one. And even more drastic change would be giving Habitation domes with Ind Auto too. Maybe this is a better way. After all, you need to make this expensive facility, so this is effort, that only in case of significant nutrients increase will be started.- Giving something to optical computers. Hologram theaters.I thought about it, and really there is no other thing influencing the game little. Presently, Holo theaters are rarely build right with Planetary Networks. They are expensive (compared to other facilities costing 1/turn), so often players get it later anyway, I think.- More drones. This one is BIG one.Each faction gets as standard: DRONE, 4Univ gets DRONE, 3 because they have with parameter 4 from the start, so they are getting only somewhat more.Why such thing? To force a player to devote more energy to psych. But AI needs to be tested on this one.