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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.
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.
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.
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?
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.
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?
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.
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.QuoteI'm not sure what you mean here.QuoteYes, 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.
I'm not sure what you mean here.QuoteYes, 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.
Yes, that is why ICS is having a condenser for food and crawler for minerals/energy.
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.