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I'll keep playing and let you know. Transcendi I found didn't give a huge jump since you need Hab Domes. But there's probably ways to play that exploit them better (more numerous smaller bases I assume, other than SSCs).
Right now the factions are at turn 94, about 40-50 pop average, 12 bases, and 15-20 formers. Still early game infrastructure I'd say...heading into mid game tech soon (Tree Farms & advanced terraforming just coming out). I feel like I underbuilt formers though since most factions haven't gotten boreholes yet. Then again, this might have been ok strategy since few went for Green. Pacifist game means those not in FM tending to fall behind.
Playing around with probe team odds might be another way to go. It then follows that stealing costs M rather than E.
I think tech difference would be a good factor. Absolute tech would also be considered. I feel like there should be more protection from probe techsteal (and other actions) based on PROBE SE, than necessarily having probes in cities.
Maybe making probe elite harder would help.
Personally I'm not a huge fan of the pod shoot down mechanic. It's like war, only with no risk (build an ODS and damage the #1).
I think the growth thing could maybe work with nutrient rollover fixed. One thing is that you have to look at how a base will grow in practice. The curve would have to come down to +1 nutrient row per every several population rather than every 1 population.
Right now bases mostly grow not because of many surplus nutrients. Usually a base will only have +2-4 nutrients at best, a lot of which is from the base square. Let's use size 6 as an example (70N to grow). GROW+6 implies 40% of this or 28N. Let's say it's well improved, +3N from the base square and rest is 2N (farm+solar).
That's 9 turns to go to size 7 which is awfully slow considering it was 'boom' before. Even if +10N (all 3N production), it would be 3 turns. And 3N/square isn't obtainable till mid-game really (TF+HF on Forest). Mass condensor isn't an option early due to ecodmg and poor E production.
More or less, I'm trying to say that you want to avoid encouraging tons of small bases in PS with this which is what will be best (because the base square produces 3N, and resource bonuses mostly).
It might just be easier to rework the automatic worker AI, so that it 'tries' harder to get you to +2N. Unless you feel that booming is too powerful...I'm not really convinced that it is. In some ways yes. Probably would have worked better if GROWTH had modified nutrient production rather than requirements (same problem with INDUSTRY). But that would be massive rework and probably not even possible.
Condenser+Solar on the same square would change things a lot. I think it's an okay idea but it might be hard to tell graphically if both are there. In that case probably condensers should produce 1 N themselves (or possibly even 0, if it's a huge radius).
- reducing the production power of advanced terraforming
- significantly reducing the former time of all terraforming and especially advanced terraforming
no pop boom (maybe. I think you'll have similar balance issues regarding what factions can hit 7/8/9. it will be even more extreme as grow will get even more powerful the more you get. imagine trying to balance INDUSTRY beyond +5, for example)
Perhaps a hybrid solution is better, GA as a requirement to pop boom on top of a +4 GROWTH SE. The bigger issue is usually the non-GA boom (+4 GROWTH and Creche for +6). I think pop booming is fine really it's just that often no PSYCH has to be dumped in lieu of nutrients in order to do it. In Civ you needed a GA to boom - I think it was a mistake for them to just require GROWTH and no GA. On Transcend at least, it takes a lot of Psych in the early game to get a GA - it's usually not possible before HoloT+TF (and sometimes even HF/Research Hospital).
Now at 98 turns of 400 I'm still only about 1/4 through the tech tree, so the tech rate must speed up a lot at some point - and not just in vs AI games that are 'won'. Unfortunately came into a game ruining bug. That or I'm doing something wrong (as far as teching, not the bug) - borehole/Green might be superior to planting all these expensive forests in FM.
The main reason is that it requires so many formers per base. When terraforming gets to ~40FT/square for a buffed raised solar/farm setup, that necessitates many, many formers to make it happen. Even if a base is growing every 4 turns, that's 10 FT to keep pace (10 formers per base, 5 per base with Super). With 10-20 bases being a standard strategy, that's 50-200 formers.
I'd rather see the game get away from massive armies of formers and military as it really bogs down the speed of the game after 100 turns or so. Early game turns take only a small fraction of late game turns, and that's a shame really because I think a lot of the late-game options are very interesting. It just takes so long to get there - I haven't yet gotten to Future SEs is any of my test games for example. The tech rate (turns/tech) speeds up a lot in the mid to lategame which kind of masks the problem. The turns/tech rate should be more linear throughout the game I'd say, along with the real life time per turn. The latter may be more difficult but ideally it would be linear increases rather than exponential. One thing to keep in mind is that the incremental fixes (ecodmg, drones, fm exploits) have cumulatively slowed down the game a lot already.
So to get the amount of formers down, I'd suggest not over 10FT to fully improve any tile. The ultimate raised farm/solar could be slightly over this amount. At this rate one super former or two normal formers can more or less keep pace with growth. Faster growing bases might need a little more but I think that's okay. To balance against this, the cost of a former would have to increase. This is the trickier part. I'm thinking around 40M and Clean not being an option.
As far as booming tweaking ideally I suppose max growth, growth to boom, and GA required would all be variables. Then one could play around with custom SE sets (such as modding Eud to +3 grow, or my own modified SE set).
Yea, early game it could be somewhat punishing. But this is balanced out some by SUP costs which are more relevant early, especially for formers since they don't change in cost all that much. Each less former you have to make is +1 mineral/turn. Which early on can be like +1 IND since you won't get more than 10M/base before higher terraforming.
Overall I think the tech speed is a bit too slow early. There's a few approaches. One is to decrease early facility M costs. Another is to reduce the L per tech. It's about getting the right feel since lower L/tech can mean outpacing infrastructure. And low M costs means that L ends up being the bottleneck. There's some give of course due to the E/L slider.
Perhaps rather than a GA toggle to require booming, the amount of +GROWTH from GA could be modded. That might be more intuitive. Then I could give GA +5 GROWTH for example if I wanted early booms to hit +9, with your proposed GROWTH changes.
I start my games with the research rate in alphax.txt set at 50%, then start the game with tech stagnation on. I try to adjust the Economy and Psych allowances up to push Research to 20-30 turns, but the last 10-15 techs still come too fast. At 100% Economy, dealing with drones because of the 0% Psych, and 0% Research, and they still come less than 15 or even 10 turns. I've even played around with an even slower tech rate (as low as 30%). Those last few techs just won't slow down.
Each faction could also start with 1 former. Takes some of the RNG out of early game, for example monolith discovery is a huge boon vs not getting early monolith. This might be a more balanced starting setup (1 pod, 1 former). Gaians could get a Rover or 2 formers. Also, formers at 40 is no more expensive than a recycling tanks which gives 1/1/1. A former can do as much improving in just a few more turns.
The other issue with Super is that it can't be combined with Clean till later (unless you take out Clean for Formers, which can be done by flags).
I think the benefit would have to outweigh the cost, as the only savings would be maintenance in that case.
Also consider 3x former speed isn't always 3x the improvements, there's movement time wasted in practice for a former to get around.
And with bigger divisors (3/4) more FT get wasted on things like roads that don't take much time.
Cost 4 would probably be more appropriate (double). A lot hinges on the chassis and cost mode of course...all customizable so not a big deal. On the downside, boosting Super makes already very strong techs (EnvEco/EcoEng2) even more mandatory to beeline. I might place it elsewhere but that would be a tough thing for me to comment on where else might be appropriate.
Thanks for the feedback Mart...I would have guessed a factor of 4:1 but 10-20:1 on the rate is not much of an exaggeration at all. Since I was curious on this, and I couldn't find a graph or any previous discussion on how the tech cost curve looked, I decided to plot it out. The attached graph is for a Normal sized map on Transcend (the curve is not as steep on lower difficulties it would seem). Really simple graph but X-axis is # of techs accumulated and the Y-axis is tech cost (in labs points). I have the data points but more or less the tech cost curve is linear, with some curvilinear increases in the early game. This would explain why tech gets so fast late. L rate as the game goes on is non-linear, whereas L costs are not.