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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.
Quote from: Green1 on May 23, 2013, 12:52:31 amSince 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:SSSSBSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSBSSSSBSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSBSSSSSAnd 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.
What's so bad about base overlap? I always have some, and usually a significant amount. Do you restrict yourself from using supply crawlers?
Quote from: Fal on May 23, 2013, 03:19:36 pmWhat'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.
Quote from: vulturesrow on May 23, 2013, 10:59:39 pmThis 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).
I'd love to hear it. It would have to be a powerful argument to convince me that overlapping isnt optimal base placement.
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.