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hm, okay. A lot of times that game you were piling on the crawlers mostly because you had space to, and had already built the infrastructure you were able to/wanted.I think I'm figuring out what about crawlers I find uncomfortable. It's their unlimited nature, almost total lack of long term drawbacks, and fairly short payback time. They feel like a unit you can always use more of, and the rest of the game is designed to not have that. More bases causes issues with Bdrones, more formers need constant support until clean reactors, larger cities need more nutrients, facilities are one per city and most need upkeep, armies need support, the only other long term "free" units are probes and captured worms/natives in fungus which don't have unlimited exponential increase. I do see why they're appealing, and perhaps if the AI used them at all properly I'd get accustomed to them as a core game feature, but having something so.. universally useful to build, and so cheap, eh.
I wonder why crawlers get all of this ire, but formers get none?
Quote from: ete on January 31, 2013, 12:05:47 pmIn lategame (soil enhancers and stuff) I'm totally fine with Crawlers+Specialists beating out forest, in fact they should in my opinion (though not necessarily by a huge margin). Forests are pretty cheap and easy, and they're great for most of the game. Rewarding a player who in lategame is willing to reterraform with much more time consuming enhancements (farm/condensor/soil enhancer, some boreholes) and produce a load of crawlers, more than you reward a player who just sits on mass forest forever and builds Tree Farms/Hybrid Forests seems entirely fair. And quite fitting, as you get more advanced the citizens are turned over from manual collecting jobs (which are mechanized) to more service/research/entertainment type jobs.Ok, I suppose that makes sense. The problem is that even earlier in the game, an energy farm (crawler-based) tends to beat out forests (worker-based). And it's not necessarily even that much more terraforming time: Having 3 collectors per mirror in a square pattern costs only 50% more terraforming time than filling the space with forests and produces an average of 3.25 FOP per square, +1 FM (forests with tree farms are worth 5+1 FM, but use 3 on supporting the workers with nutrients and psych). Alternating rows takes only twice the terraforming time of forests, and gives 4 per square (+1 FM). And that's lowlands; if the area is naturally elevated it's even better.
In lategame (soil enhancers and stuff) I'm totally fine with Crawlers+Specialists beating out forest, in fact they should in my opinion (though not necessarily by a huge margin). Forests are pretty cheap and easy, and they're great for most of the game. Rewarding a player who in lategame is willing to reterraform with much more time consuming enhancements (farm/condensor/soil enhancer, some boreholes) and produce a load of crawlers, more than you reward a player who just sits on mass forest forever and builds Tree Farms/Hybrid Forests seems entirely fair. And quite fitting, as you get more advanced the citizens are turned over from manual collecting jobs (which are mechanized) to more service/research/entertainment type jobs.
One reason I prioritize clean reactors is because Formers are more universally useful than crawlers, which is one reason why I need to build 3+ clean formers for every crawler I build. If we want to put down a unit because it too useful, then we should be trying to weaken formers, not crawlers. Yet I do not see this happening; I wonder why crawlers get all of this ire, but formers get none? But my gameplay shows that I value formers far above crawlers. hmmm?
Actually, workers are more useful than crawlers except in the extreme case of Hab Domes, high value specialists, easy pop boom, etc.; otherwise, crawlers have niche uses, but certainly do not outperform workers.
In the early to mid game, before any of this comes into play, workers can fully harvest a square, particularly forests because they are so easy to plant, where a crawler can't.
Both are useful, but unless you think crawling a mine is "overpowered", then it is sill to think energy farming is "overpowered".
It takes a lot of real game experience to decide what is truly overpowered. These "overpowered" tactics that some worry about are rarely deployed, and in the few games they are deployed, it is in moderation. Probably only one game in 5 do I see someone who has created an energy farm, and even then, it is just 9 squares, not an entire board. I do not encounter people who crawl everything and make their citizens specialists. I only rarely encounter ICS, and easily defeat it. And most of the other things that seem to be a cause of concern show up very rarely.
In the early game, the only compelling place for crawlers are on resource specials that I cannot reach directly from a city. It is otherwise not worthwhile to spend 30 resources for a crawler that can only get me 1 or 2 FOPS; I have much more productive places to put those 30 resources, namely formers, colony pods, and facilities such as recycling centers, childrens creche, tree farms, network nodes, etc.
Given that energy farms take more terraforming time (50% more or double forest) it kinda makes sense that they produce proportionally more FOP per square than worked forests
but crawled energy does not have the same effect as crawled nutrients in that you can't turn loads of citizens into specialists.
Actually, in my opinion, the only thing that definitely overpowered is copters and atrocities in general.Atrocities are supposed to be balanced because the entire AI world turns against you if you use them very much. But most games do not have much AI, and even when they do, it is usually not that big of a deal. The other big problem with atrocities is the ecodamage and rising water penalty. But everyone has to suffer that, so it does not specifically hurt the faction commiting the atrocities. So for this reason, I typically request for attrocities to be banned in most of my games.
Same for copters. It is the only non-land multi-atack unit it the game, and yet it costs no more than an attack-every-other-turn needlejet. Even the most advanced land and sea hulls do not get this multi-attack capability, only copters. So in most of my games, copters are banned.
FM is not overpowered; it provides some decent benefits, but at huge penalties!
Has anyone who thinks FM is overpowered actually tried a game against humans using FM?
I don't know what a "magic facility" is, so I am not sure what is referenced.
I think even the facilities that are a pretty good deal are not overpowered, since you only get one of them.
I have posted quited a few game of the month endgames.
However, I am currently playing the old "Market Forces" GOM, so I am attaching my latest save from that game. Note that since the starting position hugs the northern edge of the board, which is all rocky, I have more than an average number of crawlers working these rocky squares.
Quote from: Earthmichael on February 01, 2013, 03:29:16 amHowever, I am currently playing the old "Market Forces" GOM, so I am attaching my latest save from that game. Note that since the starting position hugs the northern edge of the board, which is all rocky, I have more than an average number of crawlers working these rocky squares.1. I notice it looks fairly ICS-y.2. Why did you build roads everywhere? It seems a waste of former time when you could instead just build roads between your bases.3. Why'd you spend so much former time on raising land, instead of just using sea improvements (which are quite competitive with forests except when they're better*)? If you'd just used sea improvements and cut out most of the roads, you probably could've gotten the same stuff done with half as many formers, or done other sorts of terraforming. Sure, those squares don't get you very many minerals, but you seemed to have a plethora of rocky squares anyway.It seems that your not-finding-crawlers-very-useful is because you have a terraforming pattern that is extremely wasteful, and therefore you're forced to stick to forests (which are fairly crawler-unfriendly, especially under Market).*Assuming you have all appropriate facilities for which you have the necessary tech, sea improvements are better than forests when:-You can't get tree farms OR-You can get aquafarms but not hybrid forests.If you have hybrid forests, or tree farms but no aquafarms, then they're comparable, meaning that it's better to plant kelp and build a tidal harness (8 former-turns), than raise the land and then build a forest (16 former-turns, plus some cash).
One of the restrictions I self imposed based on comments by Kirov is to play without military expansion. The point is if you conquer every base but one, then cornering the energy market is quite inexpensive. And conquest is much easier than the alternative. But to stick with spirit of the scenario, I decided to play totally defensively, with the exception if someone established a base within 3 square of my territory, I would capture or destroy it. But otherwise, I would depend upon peaceful expansion, despite the fact that all my neighbors are trying to kill me.I have got a GREAT IDEA. You go ahead and play Market Forces from the start yourself, with the same non-conquest restriction proposed by Kirov. Play with all of your improved ideas. Then let's compare the result based on the turn where each of us win by cornering the market, and see who gets there first! Then we can compare notes to see where each of our strategies stand at varous tech levels, and see what worked best!
To understand why I build roads everywhere, see my article: "Roads: The Key to Efficient Terraforming"http://alphacentauri2.info/index.php?topic=1505.msg4389#msg4389
As for game of the month, I made the winning submission to 3 of the more recent GOM. Just search for GOM and Earthmichael as the submitter, and all of my submission should show up. Since my submissions were the winning entries on 3 occasions, I guess my strategy might be a little better than average, but on any of those 3 scenarios, I would be very interested if you can improve on my entry using your more advanced ideas, and by exploiting all of the things that you have found overpowered.
Quote from: Earthmichael on February 01, 2013, 06:09:55 amOne of the restrictions I self imposed based on comments by Kirov is to play without military expansion. The point is if you conquer every base but one, then cornering the energy market is quite inexpensive. And conquest is much easier than the alternative. But to stick with spirit of the scenario, I decided to play totally defensively, with the exception if someone established a base within 3 square of my territory, I would capture or destroy it. But otherwise, I would depend upon peaceful expansion, despite the fact that all my neighbors are trying to kill me.I have got a GREAT IDEA. You go ahead and play Market Forces from the start yourself, with the same non-conquest restriction proposed by Kirov. Play with all of your improved ideas. Then let's compare the result based on the turn where each of us win by cornering the market, and see who gets there first! Then we can compare notes to see where each of our strategies stand at varous tech levels, and see what worked best!Sounds like a good idea. What turn did you manage it? (I presume on Transcend?) And did you play with Kyrub's version or Scient's?