Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: vulturesrow on May 22, 2013, 02:04:25 am

Title: Intro and quick question
Post by: vulturesrow on May 22, 2013, 02:04:25 am
THanks to GOG I am back to SMAC/X after many years. I still have all the original materials but couldnt find my discs. I asked the following question at apolyton (Where I used to lurk back in the daY) but its a little dead there. ;) When people are discussing base spacing and they say 2 apart or 3 apart does that mean 3 spaces in between or three tiles counting the one the next base is on? Im not sure why I find this terminology so incredibly confusing. ;0
Title: Re: Intro and quick question
Post by: Buster's Uncle on May 22, 2013, 03:29:59 am
Hi vulture, and welcome to AC2.  I don't know, either, but someone will.
Title: Re: Intro and quick question
Post by: gwillybj on May 23, 2013, 12:43:01 am
I hope I have this right:

2 apart has one space between the bases, as:

SBSBSBSBSBS
BSBSBSBSBSB
SBSBSBSBSBS
BSBSBSBSBSB


3 apart has two spaces between the bases, as:

SSSSSSSSSSSS
SBSSBSSBSSBS
SSSSSSSSSSSS
SSSSSSSSSSSS
SBSSBSSBSSBS
SSSSSSSSSSSS

This simply has a square (more correctly, a diamond) of eight spaces around each base.
Title: Re: Intro and quick question
Post by: Green1 on May 23, 2013, 12:52:31 am
Since no one else is jumping on this, I probably should.

Base placement. Each base extends 2 squares from the base center in each direction. The object of the game if you are not a noob like me is to make it to where no two base's square overlap. Unfortunately, especially when expanding early, inappropriate tangle of evil fungus,  or trying to claim those sexy mineral nodes that allow you to go beyond mineral cap; sometimes this is hard to do.

In picture one, you can see a bunch of bases.

You can also go under GAME--->MAP PREFERENCES--->SHOW BASE GRID if you are like me and too lazy to count squares. This will show you all the squares that particular city can work.

Notice example 3 of Mendelev College. All those squares that were in the red base grid lines are in the city screen to assign workers. Of course, since I am a noob and am not worthy of the leet sauce, notice the squares overlap with that of another city. But, I do not beat myself up too bad for city placement. That particular game, I was fighting a very nasty AI called the Antimind. Where that other city was there was a monolith (that has since disappeared ) and one of those mineral nodes. Since the Antimind is like Planet Cult on steroids, I needed to control those monoliths to keep them from moving back and healing. Moving back and healing is only for the Green 1, not Progenitor/Cyborg/Mindworm hybrids :)
Title: Re: Intro and quick question
Post by: Yitzi on May 23, 2013, 02:18:07 am
Since no one else is jumping on this, I probably should.

Base placement. Each base extends 2 squares from the base center in each direction. The object of the game if you are not a noob like me is to make it to where no two base's square overlap.

Not always.  Having bases overlap minimally without "wasting" any space is also a viable strategy; the result of such looks like this:

SSSSBSSSSS
SSSSSSSSSS
SSSSSSSSSS
SSSSSSSSSS
SSBSSSSBSS
SSSSSSSSSS
SSSSSSSSSS
SSSSSSSSSS
SSSSBSSSSS

And if you're going for a momentum game to try to win early on (so you're not building many facilities anyway), it can be worth putting them far closer together for the early advantage.
Title: Re: Intro and quick question
Post by: Green1 on May 23, 2013, 02:37:29 am
Since no one else is jumping on this, I probably should.

Base placement. Each base extends 2 squares from the base center in each direction. The object of the game if you are not a noob like me is to make it to where no two base's square overlap.

Not always.  Having bases overlap minimally without "wasting" any space is also a viable strategy; the result of such looks like this:

SSSSBSSSSS
SSSSSSSSSS
SSSSSSSSSS
SSSSSSSSSS
SSBSSSSBSS
SSSSSSSSSS
SSSSSSSSSS
SSSSSSSSSS
SSSSBSSSSS

And if you're going for a momentum game to try to win early on (so you're not building many facilities anyway), it can be worth putting them far closer together for the early advantage.

Yeah... you have a point there, too.

That particular game, since it was on a huge, abundant lifeform map with the way the Antimind's AI is, I almost have to overlap and settle out. Antimind never seems to build lots of bases or infrastructure but absolutely floods the map with PLANET +4 (or greater) native life that is tough and lines of enemies ala Yang but over long distances over the vast wilderness. Sometimes, I had to leave huge spaces just to get closer airpower.

Any game with Antimind is rough.
Title: Re: Intro and quick question
Post by: Yitzi on May 23, 2013, 03:49:09 am
If I were to play against antimind (just thinking about it; let me know if your experience indicates otherwise), I'd probably try to beeline for Trance and then the Neural Amplifier; between those (and hopefully the Command Nexus if you can grab it too), they should be able to handle Antimind's psi units, though you'll want to grab Empath Song too as well.  (Keep in mind, a worm costs it 65 minerals, and trance synthmetal troops cost 20, or 24 if running Power for the extra morale.  While the undocumented 50% psi bonus means they still probably won't win, they should do enough damage for your superior troop numbers to get the victory.)  The best time to attack is probably either right after Advanced Military Algorithms or right after Retroviral Engineering (for genejack factories); Fundie/Green/Power is probably the best wartime setting, especially if you use command centers and monoliths.  (Note that unless you're playing Gaian, University, Cyborgs, or Angels, Fundie+Power+command center+monolith=all elite units, which is incredible in any case, and triply so against native life.)
Title: Re: Intro and quick question
Post by: Fal on May 23, 2013, 03:19:36 pm
What's so bad about base overlap?  I always have some, and usually a significant amount.  Do you restrict yourself from using supply crawlers?
Title: Re: Intro and quick question
Post by: Yitzi on May 23, 2013, 03:24:47 pm
What's so bad about base overlap?  I always have some, and usually a significant amount.  Do you restrict yourself from using supply crawlers?

Base overlap means you can't grow your bases as high without supply crawlers; since crawlers bring in only 1 resource per square, they're not all that good a use of territory outside specialized situations such as mining rocky squares or farm/enricher/condenser.
Title: Re: Intro and quick question
Post by: vulturesrow on May 23, 2013, 10:59:39 pm
What's so bad about base overlap?  I always have some, and usually a significant amount.  Do you restrict yourself from using supply crawlers?

Base overlap means you can't grow your bases as high without supply crawlers; since crawlers bring in only 1 resource per square, they're not all that good a use of territory outside specialized situations such as mining rocky squares or farm/enricher/condenser.

This is true to a degree but sort of irrelevant. Crawlers are great from the early-to-midgame although there usefulness can drop off late depending on your terraforming strategy. But there is nothing that disadvantageous to having somewhat smaller bases and a whole lot to recommend for some sort of overlap. 
Title: Re: Intro and quick question
Post by: Yitzi on May 24, 2013, 02:29:10 am
This is true to a degree but sort of irrelevant. Crawlers are great from the early-to-midgame although there usefulness can drop off late depending on your terraforming strategy.

Even in the early-to-midgame, they're not that great.  To compare various terraforming strategies in that area:
-Farm/solar (early game): Crawlers are worth a maximum of 2, working the tile is typically 3-4.
-Farm/solar (after Gene Splicing): Crawlers are worth a maximum of 3, working the tile is typically 1-2 above crawlers.
-Farm/solar (after environmental economics, with advanced terraforming): A square will typically be 3 nut/0-1 min/5-6 energy.  That's 5-6 from a crawler, but 8-10 from working it.
-Forest (before tree farm): Crawlers are worth 2, working is worth 4.
-Forest (after tree farm): Crawlers are worth 2, working is worth 5.
-Mine/road on rocky: This is where crawlers are actually fairly good.
-Borehole: Crawlers are worth 6, but working it is worth 12.
-Energy parks: Depends on the layout, but crawlers are generally worth 6 if you use a medium-former-time-intensive layout.  They can't be worked (bases interrupt the layout), but compare to 8-10 for farm/solar.

Quote
But there is nothing that disadvantageous to having somewhat smaller bases and a whole lot to recommend for some sort of overlap.

Actually, there is a disadvantage; Earthmichael can probably explain it better than I can (as he's the one who explained it to me.)
Title: Re: Intro and quick question
Post by: vulturesrow on May 24, 2013, 10:06:20 pm
This is true to a degree but sort of irrelevant. Crawlers are great from the early-to-midgame although there usefulness can drop off late depending on your terraforming strategy.

Even in the early-to-midgame, they're not that great.  To compare various terraforming strategies in that area:
-Farm/solar (early game): Crawlers are worth a maximum of 2, working the tile is typically 3-4.
-Farm/solar (after Gene Splicing): Crawlers are worth a maximum of 3, working the tile is typically 1-2 above crawlers.
-Farm/solar (after environmental economics, with advanced terraforming): A square will typically be 3 nut/0-1 min/5-6 energy.  That's 5-6 from a crawler, but 8-10 from working it.
-Forest (before tree farm): Crawlers are worth 2, working is worth 4.
-Forest (after tree farm): Crawlers are worth 2, working is worth 5.
-Mine/road on rocky: This is where crawlers are actually fairly good.
-Borehole: Crawlers are worth 6, but working it is worth 12.
-Energy parks: Depends on the layout, but crawlers are generally worth 6 if you use a medium-former-time-intensive layout.  They can't be worked (bases interrupt the layout), but compare to 8-10 for farm/solar.

The problem with all this is that if you are playing optimally you will have many terraformed squares that will be unworked because your growth will be outpaced by your terraformers. I would rarely advocate crawling nuts or energy early game unless you have a really good square. You definitely should not (and cant) build energy parks in the early game. You're mostly using crawlers to boost your mineral output so you can get your industry rolling quickly and start snagging those important SPs (which can be be sped along by sending crawlers to said base).

Quote
But there is nothing that disadvantageous to having somewhat smaller bases and a whole lot to recommend for some sort of overlap.

Actually, there is a disadvantage; Earthmichael can probably explain it better than I can (as he's the one who explained it to me.)
[/quote]

I'd love to hear it. It would have to be a powerful argument to convince me that overlapping isnt optimal base placement. ;)
Title: Re: Intro and quick question
Post by: Yitzi on May 25, 2013, 12:37:49 am
The problem with all this is that if you are playing optimally you will have many terraformed squares that will be unworked because your growth will be outpaced by your terraformers. I would rarely advocate crawling nuts or energy early game unless you have a really good square. You definitely should not (and cant) build energy parks in the early game. You're mostly using crawlers to boost your mineral output so you can get your industry rolling quickly and start snagging those important SPs (which can be be sped along by sending crawlers to said base).

Yes, that could make sense, especially since you get the minerals spent on the crawlers back at the end anyway.

Quote
I'd love to hear it. It would have to be a powerful argument to convince me that overlapping isnt optimal base placement. ;)

PM him and invite him to contribute.  While on the topic, I'd love to hear what he has to say about crawling minerals early to get your industry rolling and start getting projects.
Title: Re: Intro and quick question
Post by: Tarvok on May 26, 2013, 05:34:25 pm
Actually, I believe there is an advantage to using many, many crawlers. Once you're past technicians and librarians and have moved on to engineers and thinkers, you get the ability to choose whether your population units are producing (for example) 3 nutrients + 2 mineral + 2 energy on the one hand, or 3 energy + 2 research (engineer), the equivalent of five energy per unit.

And once you're putting up things like genejack factories and quantum converters, you don't want all your base's potential minerals anyway, not unless you're trying to sink the world, anyway. So for me, the ideal endgame base has the majority of the living population living a specialist's life, with a few bringing as many minerals (along with the nutrients and energy) as the base can safely process, and crawlers bringing in massive amounts of food to support massive numbers of specialists.

Even mid-game, I try to have a few bases set up like this if I'm playing an "aggressive market" strategy. I can home my airforce there without having to use punishment spheres.
Title: Re: Intro and quick question
Post by: Yitzi on May 26, 2013, 10:17:04 pm
Actually, I believe there is an advantage to using many, many crawlers. Once you're past technicians and librarians and have moved on to engineers and thinkers, you get the ability to choose whether your population units are producing (for example) 3 nutrients + 2 mineral + 2 energy on the one hand, or 3 energy + 2 research (engineer), the equivalent of five energy per unit.

By that point, you can get a lot more than 3/2/2 if you're willing to put in the former time.

Quote
And once you're putting up things like genejack factories and quantum converters, you don't want all your base's potential minerals anyway, not unless you're trying to sink the world, anyway.

Or are playing with revised ecodamage rules so that ecodamage isn't as much an all-or-nothing affair.

Quote
So for me, the ideal endgame base has the majority of the living population living a specialist's life, with a few bringing as many minerals (along with the nutrients and energy) as the base can safely process, and crawlers bringing in massive amounts of food to support massive numbers of specialists.

Endgame (say, after transcendi) is another story; I have been persuaded that crawlers should be the best choice by that point (though the resulting focus on single-resource squares is still undesirable).
Title: Re: Intro and quick question
Post by: vulturesrow on May 29, 2013, 03:50:04 am
Actually, I believe there is an advantage to using many, many crawlers. Once you're past technicians and librarians and have moved on to engineers and thinkers, you get the ability to choose whether your population units are producing (for example) 3 nutrients + 2 mineral + 2 energy on the one hand, or 3 energy + 2 research (engineer), the equivalent of five energy per unit.

By that point, you can get a lot more than 3/2/2 if you're willing to put in the former time.

Quote
And once you're putting up things like genejack factories and quantum converters, you don't want all your base's potential minerals anyway, not unless you're trying to sink the world, anyway.

Or are playing with revised ecodamage rules so that ecodamage isn't as much an all-or-nothing affair.

Quote
So for me, the ideal endgame base has the majority of the living population living a specialist's life, with a few bringing as many minerals (along with the nutrients and energy) as the base can safely process, and crawlers bringing in massive amounts of food to support massive numbers of specialists.

Endgame (say, after transcendi) is another story; I have been persuaded that crawlers should be the best choice by that point (though the resulting focus on single-resource squares is still undesirable).

Early to midgame are where crawlers truly shine. By the endgame crawlers will not be used nearly as much. If you are a playing a competent human then midgame is about as far as the game gets anyhow. And the AI, well its hard not to beat the AI especially if you are using tons of crawlers (as you should).
Title: Re: Intro and quick question
Post by: Yitzi on May 29, 2013, 03:54:31 am
Early to midgame are where crawlers truly shine. By the endgame crawlers will not be used nearly as much.

Wouldn't filling everything with farm/enricher/condenser and crawling nutrients be an extremely powerful endgame strategy?  In any case, crawlers are powerful later on simply because they free up a citizen to become a transcend.
Title: Re: Intro and quick question
Post by: vulturesrow on May 29, 2013, 04:48:26 am
Yeah the extreme version is basically have nothing but condenser farms and boreholes; crawl the nuts and work the boreholes. Everyone else is specialists. Most MP games dont get that far, its just SP games. But in the early to midgame I have crawlers everywhere. Also because I do overlap my city borders I have less workable squares which naturally leads to more specialists, earlier on to boot.

Title: Re: Intro and quick question
Post by: Yitzi on May 29, 2013, 05:06:30 am
Yeah the extreme version is basically have nothing but condenser farms and boreholes; crawl the nuts and work the boreholes.

Endgame, you're probably better off ditching the boreholes.  A borehole is only 6 minerals and 6 energy; a condenser is 4 nutrients, which by the magic of satellites means 4 minerals, 4 energy, and 4 citizens, make them specialists.  Throw in one more specialist because you're not working the borehole, and you've got 5 specialists to compensate for the missing 2 minerals and 2 energy; even in the worst-case scenario where you want all your energy into economy, 5 engineers is 15 ecpnomy, so that's your missing 2 plus 13 to rush-buy instead of the missing 2 minerals.
Title: Re: Intro and quick question
Post by: Kirov on June 19, 2013, 09:18:02 pm
Several threads are here, so just to Green1 and others who worry about their overlap: very often it can have more pros than cons. Vulturesrow is right about the way you want to treat your terrain (i.e. crawl food, work b-holes). Besides, early overlap can give you a nice turn advantage - more tech points -> earlier CE -> more forest, etc. I almost always dump my second base 2 tiles away from the HQ. The third one is usually not far away, either.

Even if you're a fan of expanding upwards rather than outwards, when spacing your bases you should never forget about the military aspects. Overexpanded empires are vulnerable to attacks and it holds true even in the era of needlejets. A base which can be accessed in one turn from two nearby bases is a well-defended base. Of course, usually it happens only in your core.
Title: Re: Intro and quick question
Post by: Yitzi on June 19, 2013, 09:43:51 pm
Several threads are here, so just to Green1 and others who worry about their overlap: very often it can have more pros than cons. Vulturesrow is right about the way you want to treat your terrain (i.e. crawl food, work b-holes). Besides, early overlap can give you a nice turn advantage - more tech points -> earlier CE -> more forest, etc. I almost always dump my second base 2 tiles away from the HQ. The third one is usually not far away, either.

Earthmichael seems pretty insistent that such close spacing isn't a good idea; maybe you should play against him sometime.
Title: Re: Intro and quick question
Post by: JarlWolf on June 27, 2013, 04:45:37 pm
Welcome to the forum by the way. To input on my opinion of spacing, it generally calls upon the situation:

For me I try to properly space bases most of the time by at least 2, but no further then 5, (unless I am making far flung, separate colonial area's) so I get good resource production as well as making sure units from different bases can move and fortify their comrades without hindrance.

Though my strategy varies depending on map size and what enemies I am facing. If I am facing aggressive factions off the bat (most notably the damn Aliens) I typically don't mind if my bases are a little closer together, so its harder for the enemy to drive through my defences. But on the other hand, if the map is larger or I am anticipating larger and more drawn out wars I want more territory so I can degrade the enemy and use mobile units to hit and run at them, with artillery strikes off and on.

In essence, it comes down to two things for me: Map Size, Opponents.
Title: Re: Intro and quick question
Post by: Yitzi on June 27, 2013, 11:03:00 pm
Whereas I'd think it would be hard for your opponents to bypass your defenses even at 4 spaces between bases (not counting the bases themselves), because:

1. You're probably going to route your maglevs, and possibly roads, through your bases, so the enemy can't use them.
2. If you don't (and to some extent even if you do) once the enemy gets close to your bases without conquering them, you can attack them from the safety of your bases.  Effectively it's the "killzone" idea (in which a higher-speed force can force a lower-speed force back due to the fact that the attacker has the advantage), except that your bases provide a safe zone so that you don't need a speed advantage.

Unless by "drive through" you meant actually take the bases; I'm not sure how closer spacing would help with preventing that, though, as both you and your enemy have a smaller front to deal with.  After maglevs, it's strictly an advantage for the enemy, as they can shift the attack from one base to another with less warning, whereas you can put them wherever you want no matter what once you get maglevs.
Title: Re: Intro and quick question
Post by: JarlWolf on June 29, 2013, 07:03:03 am
The advantage closer bases have in terms of defence and stopping enemies from capturing them is that since they are so close together its easy to withdraw units from and enforce bases, effectively base hopping. You can slow down an enemy base by base with this, and put lots of focus in defencive upgrades for those close bases. The bases are merely there in these situations more as "Fuel" depots, minor mineral supplements for troops, fortresses and just base of operations for coordinated military defence. This isn't a strategy I use if I am making economical hubs with large populations, more so for early defence or making bases at chokepoints and near enemy territory,
Title: Re: Intro and quick question
Post by: Yitzi on June 30, 2013, 03:23:51 am
The advantage closer bases have in terms of defence and stopping enemies from capturing them is that since they are so close together its easy to withdraw units from and enforce bases, effectively base hopping.

But doesn't it also allow the attacker to shift the attack from one base to another more easily?

Quote
You can slow down an enemy base by base with this, and put lots of focus in defencive upgrades for those close bases. The bases are merely there in these situations more as "Fuel" depots, minor mineral supplements for troops, fortresses and just base of operations for coordinated military defence. This isn't a strategy I use if I am making economical hubs with large populations, more so for early defence or making bases at chokepoints and near enemy territory,

If so, wouldn't just a single base of operations for each front be more effective, as that way you don't have to split your forces?
Title: Re: Intro and quick question
Post by: JarlWolf on July 02, 2013, 11:17:37 pm
But doesn't it also allow the attacker to shift the attack from one base to another more easily?
Not if you place them correctly: As said I use this strategy for chokepoints, area's where mobility is limited. Such as a land bridge, where enemies are forced to channel through that piece of land, and if they use naval units to cross then they are vulnerable to any sea patrols I may have. (Plus it might not be a total ocean, might just be a pinch of water.) And air travel is costly and doesn't happen until later on, and by then if I were using this strategy I would have interceptors or other anti air.

The bases are placed strategically so as to limit enemy movement, and its hard for the enemy to push forward when they have to punch through constant lines of defences. Think of it like a trench system, and I'll refer to the First World War. The majority of that conflict was at a standstill because both sides dug in and created fortified trench systems, and they would have multiple trenches behind them as well to withdraw to, just in case they had to withdraw. It is a similar concept here.

If so, wouldn't just a single base of operations for each front be more effective, as that way you don't have to split your forces?

Not necessarily, it might be a larger front I need to protect, and if you are playing Hive or you are like me with Drones and you can maximize industry to pump out units, especially colony pods it isn't a big deal making bases. Plus I am not putting all my forces all throughout these bases, I might just have a minimal garrison for the ones behind the frontline, and if the frontline falls and I lose that base the enemy gets a scanty, scrawny base and now is surrounded by numerous other smaller bases. Not only that if I know I am going to lose a base I might just evacuate it, and withdraw all my units to the other bases. Its a sort of elastic defence, when you know the first trench is going to be overrun you retreat to the next one and you keep grinding the enemy. This tactic is brutal and often drags out combat but it keeps my losses much lower then the enemy, as the enemy has to spend many lives on capturing near worthless bases.

I'll post screenshots of said strategies if you want in a PM if you are curious.

edit: Note, should have clarified this, I try not to make multiple bases for each line of defence, I limit the amount of bases  as small as I can. The max amount of bases I might have for a line is two or three. And even then its pushing it, I'll take a screenshot so you get the picture a bit clearer, my apologies.
Title: Re: Intro and quick question
Post by: Buster's Uncle on July 02, 2013, 11:23:40 pm
Why not just post them here?
Title: Re: Intro and quick question
Post by: JarlWolf on July 03, 2013, 12:17:09 am
That could work.
Title: Re: Intro and quick question
Post by: Yitzi on July 03, 2013, 02:01:54 am
Not if you place them correctly: As said I use this strategy for chokepoints, area's where mobility is limited. Such as a land bridge, where enemies are forced to channel through that piece of land, and if they use naval units to cross then they are vulnerable to any sea patrols I may have. (Plus it might not be a total ocean, might just be a pinch of water.) And air travel is costly and doesn't happen until later on, and by then if I were using this strategy I would have interceptors or other anti air.

The bases are placed strategically so as to limit enemy movement, and its hard for the enemy to push forward when they have to punch through constant lines of defences. Think of it like a trench system, and I'll refer to the First World War. The majority of that conflict was at a standstill because both sides dug in and created fortified trench systems, and they would have multiple trenches behind them as well to withdraw to, just in case they had to withdraw. It is a similar concept here.

Not necessarily, it might be a larger front I need to protect, and if you are playing Hive or you are like me with Drones and you can maximize industry to pump out units, especially colony pods it isn't a big deal making bases. Plus I am not putting all my forces all throughout these bases, I might just have a minimal garrison for the ones behind the frontline, and if the frontline falls and I lose that base the enemy gets a scanty, scrawny base and now is surrounded by numerous other smaller bases. Not only that if I know I am going to lose a base I might just evacuate it, and withdraw all my units to the other bases. Its a sort of elastic defence, when you know the first trench is going to be overrun you retreat to the next one and you keep grinding the enemy. This tactic is brutal and often drags out combat but it keeps my losses much lower then the enemy, as the enemy has to spend many lives on capturing near worthless bases.

Ah, I see.  So the basic idea is that this isn't really ICS, but rather using close-packed bases (probably with no facilities other than perimeter defense etc.) as a fortress line.

Of course, it does take up land that would otherwise find more productive use, but you do need defense somehow...

Quote
edit: Note, should have clarified this, I try not to make multiple bases for each line of defence, I limit the amount of bases  as small as I can. The max amount of bases I might have for a line is two or three. And even then its pushing it, I'll take a screenshot so you get the picture a bit clearer, my apologies.

That'd be good.
Title: Re: Intro and quick question
Post by: JarlWolf on July 03, 2013, 04:54:40 am
Ah, I see.  So the basic idea is that this isn't really ICS, but rather using close-packed bases (probably with no facilities other than perimeter defense etc.) as a fortress line.

Exactly. These bases are otherwise worthless: They only have defence upgrades and such, and nothing really productive.

Of course, it does take up land that would otherwise find more productive use, but you do need defense somehow...

Mhm. Though, typically the land this is on is on highly contested and often quite barren and desolate territory. These frontline Guardsmen' bases make sure the people back home are safe and warm in their beds with plenty of minerals to crank out the machinery of war and facilities for domestic life, and advancing technological progress.
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