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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.
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
-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).
-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?
Quote-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 nutrientsHey, 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
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.
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 should be choice between Boom (vertical) and ICS (horizontal) pop growth.
Specialists also play a big role, as they aren't hampered by EFFIC, stronger specialists tend to favor ICS.
That size 16 takes a lot of tech whereas 4 doesn't.
QuoteThat 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.
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.
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.
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.
I don't think Hive has to ICS, though it's probably the best at it.
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 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.)
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.
Thus, strong specialists make low efficiency builds stronger, and therefore ICS becomes weaker.
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