social engineering choices in versions 1.34 through 1.40 |
Terrain nerfs:
Forest: 1,1,2,
The problem as I saw it was that you get very powerful terraforming technologies too early in the game.
very late game - satellites
I really liked constant pop rows in CivEvo, but every civ there is guaranteed to have early access to some grassland, or food resource tiles.I too think that C-Evo did a good job of limiting the potency of ICS.
In SMAC the faction that would start close to a lot of rainy terrain would dominate the game, so increasing cost of pop growth limits this runaway effect, I didn't think about it.
So not so sure about it anymore, but I'd still be curious about testing it in smac, at worst it would work fine on maps with dense cloud at least.
I too think that C-Evo did a good job of limiting the potency of ICS.
-Growth cost is constant, so larger developed cities grow population faster than small ones
-No free resources from city center. If you don't provide the city with any farmland, it simply will not grow.
-Cities can't contribute gold/science to the empire until they complete a building
More cities were always better, but they were much slower to pay off and so you had to be smart about when and where you founded them.
You're right though that Planet's uneven rainfall could define the "winners" and "losers" a little sooner than we'd like. C-Evo's terrain distribution was a little more even-handed.
One aspect to Forests is their upgrade facility doesn't really come at a sunk cost like upgrading Farm/Solar. Or Thermocline/Trunkline on sea. Tree Farm is worth it for the ECON/PSYCH alone. Hybrid Forest maybe less so, but still, the ecodamage reduction is helpful.
It's close, I think T-hawk said they were marginally not worth it if you aren't running Forests. I had them at 10/2 and crawlers at 50. Just because I was simplifying most facilities to cost multiples of 5, for some reason. I may revisit the facility costing. I've also been modding to make ecodamage relevant, so thats a consideration too.
1) *Make rows of nutrients required to grow a pop constant, may be adjustable in the ini, I'd suggest 3 rows.
I was hoping you would come with some interesting idea ???
I am pretty sure that Tree forests being 2-2-1 kills lots of farms for the good frome the game. Only farms that stay are 2-1-3 or 2-1-4.. or 3+-1-x which are rare. So in order to balance terraforming there needs to be more good farms or forests can't be that good (2-2-1) so early.
I'd almost like to have special improvement that adds 1 min to farm+solar without eco dmg."Rock fruits?"
"Rock fruits?"Multivitamins and minerals - we have it now ;stupid Magnesium, Calcium that stuff. Its already in forests so they get 2-2-1.
Its mixed there you are partly right in theory, but it doesn't feel right in gameplay terms to me.. Like you are right that long-term food prevails - in theory leading to stronger cities, but does that really matters, when you use forests and overrun opponents who don't have minerals? Then you get double the amount of bases and it snowballs. Then as a player especially you can't really grow as much as you would like. Your logic is more applicable to AI, see for example Lal here with size 12+ bases and more space to grow.. he went to 15-17 pop a bit later.. while i get stuck at 7-10. I need to extract as much minerals as possible to compete - build units, secret projects, infrastructure - since its impossible for me to grow more.
You are right that my theory was one sided. No one is channeling all nutrient surplus into growth. It is distributed between growth and supporting poor nutrient mineral production tiles: forests, rocky mines. However, even in their mineral supporting application farms + mines are better than forests. You can review it yourself at different stages (TF, HF, enrichers, etc.) with different worker placement distribution. So farm bases won't grow twice as forest bases in practice. They'll probably grow about 25% faster and will have about 25% more minerals at the same time. I don't yet have math to support this but your statement that 2-2-1 forest kills 3-1-2 farm bends truth too much too as it neither yield is superior to other. It may feel this way for some but the difference is too subtle to be obvious.
2. Mines are used only when you can't grow and you HAVE to have good food to support them.. 4-1-2 or 2x 3-1-2.. (you actually removed 1f from rec tanks).
Mines are somewhat rare as well as good rainy tiles.
1. I often get condensers late, can we get them a bit earlier (compared to Tree forests)?
2. And there is lack of minerals on maps - maybe i should play on rocky planets, i will consider that. Boreholes used to fill mineral role, now they are not worth
it. How do we get minerals? Gotta go for forests.
To use mines - one need 4 food source, or two 3 food sources - that's hard to get. So it often even makes sense to level the terrain and just use forests instead of mines. The problem is once you level the terrain its forever.
I feel like there's little space/time for condensers and forests take over. Thus mines are used less. And boreholes are now ruined so mineral issue is worse - benefiting forest spam.
Am i going totally wrong somewhere here? I don't know at one point in midgame its all too much micro and i just don't want to search for which forests to remove and where exactly to place Condenser when it randomly? change tiles around.
I can't choose to work 6 farm+solars or 3 forests.. i end up with 6 pops for example.. cant get more due to drones and can't grow so i have no use for food.
To use mines - one need 4 food source, or two 3 food sources - that's hard to get. So it often even makes sense to level the terrain and just use forests instead of mines. The problem is once you level the terrain its forever. Eco damage is issue also once you get multipliers.. thats another go for forests instead of mines.This is why I believe extra food from condensers is important, and wanted the 50% functionality restored. A lot depends on allowing bases create 4-food and later 6-food tiles on demand. It allows some freedom as to what to do with it, be it placing a worker on borehole/mine, or creating a specialist. Which also alleviates the problem of drone control.
This encourages placing condenser at every tile as it adds 2 nutrients on top of rainy-farm-enricher and if one place condenser everywhere all tiles will be rainy, obviously. That is madness.No, because:
b) a tile with condenser is otherwise unworkable. You can't place a mine or a solar on it, making it inferior to its rainy neighbours that can and will get additional enhancements (arguably this also applies to echelon mirrors too, and why they don't see a lot of use - you need to waste tiles)
a) you only get +1 Nutrient for the first half of the game. Hardly a lot.
I think the goal would be to keep farm/solar competitive at each game stage vs forest. Meaning the upgrades like condensor, enricher, echelon would need to be close in tech to respective tree farm, hybrid forest, borehole.
As well in SMAX I felt sea tiles were incredibly strong once you start nerfing down OP boreholes. Aquafarm and thermoclines shouldn't be as early as they are.
Probably 6N condensors are a bit much as well
Probably fungus should be the best very late-game terrain
Probably Weather Paradigm should come later, unlocking everything with a T1 SP is broken. Though resource caps are one option to limit that
Probably more N early isn't so bad, but I feel more E might encourage vertical growth more than N. As more N just allows faster horizontal ICS as well
Probably land tiles should be more valuable than sea. Sea forming never takes many turns