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Yea I've sort of gone in all directions as to what fungus should be. I like the idea of boreholes being more of an upgrade to mines. Echelons should be the upgrade to solar. Boreholes being at 6 E means you don't need to make solar. Solar can sometimes get a bit better than 4-1-4 with a lot of raising and optimal echelons, but it's a fair approximation.So that leaves forests and fungus. They could be all-arounder options like they are now. Forest at (3/2/2), fungus at (2/3/3) or your similar 2/2/4.I feel like Forests should be slanted more to minerals, and fungus either to nutrients or energy. When I think of fungus I think of it being food first, then its energies from planet second. I feel like it would be weaker in minerals. Plus it's a little strange that ecodamage makes terrain that would make even more minerals.I feel like fungus shouldn't be better than forest probably. It's a tough one to rate because by the time it gets good you would have to plant it. A lot will depend when it gets its improvements. Giving it too much too early means you don't have to terraform at all. I ran into that curiosity by making a fungus faction.It's something I need to mod too. I might go with Forests returning to 1-3-0, reaching 3-3-1 with TF/HF. The 1 E from Hybrid Forest represents Fungus being good at energy. And fungus reaching 3-1-3 or so with techs. Maybe 3-1-4 a bit later. Though those techs need to come before the very end of the game. Right now they're so backloaded that you probably wouldn't re-terraform unless you got Manifold Nexus.
Quote from: lolada on May 18, 2020, 09:36:41 PMOk first i have to say its important to play the mod - i believe many didn't try it for meaningful duration and lots of talk is guessing / theoretical. I see some suggestions around that have nothing with the mod -_- its a bit dishonest/unhelpful.I agree that that happened in the previous thread. But, this thread isn't specific to The Will To Power. I took that as implicit in Tim's framing of late game economic issues in vanilla. Now, if he actually mean to discuss only TWTP, then the OP should be edited to that effect. But I doubt that was his intent.
Ok first i have to say its important to play the mod - i believe many didn't try it for meaningful duration and lots of talk is guessing / theoretical. I see some suggestions around that have nothing with the mod -_- its a bit dishonest/unhelpful.
The game implemented all of this already. They just forgot that forests don't grow on Arid land.
Another thing I forgot about fungus is that +2 ECON doesn't give it +1 E per square like other terrain. And obviously the need to keep a decent PLANET rating, which may or may not be hard depending on your SE set.
Nutrients is great but 4-0-2 wouldn't be overpowering. I suppose it's all up to you, if you see fungus more as food or energy. But I do think it should be low minerals the more I think on it. It would set Planet's ecology apart from Earth's more, not having them both as good all-around terrain. And other reasons, it means I don't have to give out clean minerals on fungal pops necessarily. Planet does the job for you of lowering your ecodamage, lol.I might try a bit weaker in nutrients myself for a bit. Maybe 3-0-4 or 3-0-5 but some of that energy coming later in the game, after all the standard terraforming upgrades. The worry I always have is making fungus too good and then that's all you plant. I suppose fungus factions have to be tempered a bit the better fungus is. In the stock game I had to give Cult +1 all around to make fungus workable, because it takes a ton of tech to reach that 2-3-3. Getting anything more than Centauri Meditation (1-0-1) was getting quite far into the game.Yea it probably doesn't come up too much for most people's SE sets. It's hard to get +2 ECON while not ruining your PLANET.The other question is what are the candidate techs to give Fungus upgrades? That's something I'm trying to decide now.
I agree that planting anything in arid in more difficult than on moist.
However, since forest spread by itself it loses the point. Unless we make it not spread at all.
the game's geographic model is wrong.
I suppose I can maybe half give them this one, at high altitudes some cloud types might be below the panels.
but water raising up hundreds or thousands of meters from pollution isn't realistic.