Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: Alpha Centauri Bear on May 18, 2020, 06:42:04 PM

Title: Restricting economical growth
Post by: Alpha Centauri Bear on May 18, 2020, 06:42:04 PM
Well, since nobody wants to open this topic, I will.

Vanilla end game suffers from economical over development. There are tons of different ways to improve base yield: advanced terraforming, crawlers, satellites, multiplying facilities, SP, etc. All of them combined allow an enormous yield that is very hard to balance. Remember opening 2-3 techs a turn in vanilla end game?

The only thing that stops it is ecodamage and only for terraforming and minerals. Nutrient and energy can grow completely unchecked. This is not a good solution as ecodamage hurts everybody and not just the abuser.

The better way would be to put the above improvements at check. The secondary goal is to eliminate any unlimited possibilities to remove rush exploits (like with unlimited crawlers).

Areas of consideration

Initial propositions

Terraforming
Condenser do not multiply nutrients in its square
Soil Enricher increases nutrients by +1 instead of by 50%
Forest = 1-2-0 or 1-1-2, different suggestions
Fungus - its max yield is 2-3-3 by end game. Should this be reduced?
Borehole = 0-4-4
Platform = I believe it is good as is but some propose to disable +1 Minerals with the discovery of Advanced Ecological Engineering
Harness = is it good as is or should be nerfed too? I don't think so. Otherwise, land bases will outperform in energy production which is supposed to be for sea ones.

Crawlers
The main problem with them is their unlimited usage. One can cover whole planet with them just for a single base.
My thought is disallow harvesting altogether! Indeed, crawlers/caravans were designed to carry resources between bases and aid with SPs. Both above goals are unique in a way that you cannot achieve them otherwise. Except probably by disbanding units for half price for projects. At the same time, gathering resources is not unique thing and is already done by citizens. Harvesting is just and additional and most likely unneeded extra thing that SMACX introduced just for fun.
When this is eliminated, carrying resources between bases would become an important way to support poor bases.
I don't see any problems with contributing to SP as long as AI does the same.

Multiplying facilities
They are fine and limited but there are too many of them as many already noted. With all of them in place base mineral production can be tripled and economy/labs - quadrupled!
One solution is to keep them but reduce their benefit from 50% to say 25%. Probably reducing their cost as well, of course. That'll make total multiplication of 2 for minerals and 2.5-3.0 for economy/labs.

Satellites
Option 1. Reduce the limit to 1/2 or 1/4 of the base size.
Option 2. Reduce the limit to portion of corresponding resource surplus. I.e. no more than 10-25% of each.
Title: Re: Limiting economical growth in late game
Post by: Nexii on May 18, 2020, 07:40:04 PM
Forests aren't all that powerful by late game IMO. At most 3/2/2. 7 FOP is good but it's even less than sea tiles at 4/0/4. I didn't think forests needed a production nerf although they were too fast to plant. I did have boreholes and consendors reduced a bit for raw production. They do pollute more so that's a consideration, I think they need to be a little higher than forest or sea. Plus they take more former time. Solar/farm should be promoted a bit more since no one really does that. I had echelons quicker to make. Fungus is kind of a non-factor for most factions since the techs come too late. I suppose I could adjust this but I like having factions with fungus benefits without breaking the balance.

I like the idea of crawlers personally as they add some strategy, but one per base should be the limit.

Mostly it's satellites and transcendi that make the very late game fast. Could try a cost/tech increase on satellites and reduction on transcendi. I have their labs at 2, and thinker is also 2 psych 2 labs. Specialists are powerful partly because they also ignore efficiency. It becomes great to just build bases whereever and satellites compound this. I'd have to do more calculations to balance out satellites. They are like getting +1/+1/+1 on all tiles, which is definitely strong. Though you have to build a lot of them as well... just for size 14 bases that's 42 satellites.

I would say that the late game techs being a bit faster is probably okay, the theme of the game near the end is a feeling of runaway technology before humanity can adapt it properly. But if you're getting 2-3 techs a turn that's kind of a problem.
Title: Re: Limiting economical growth in late game
Post by: Alpha Centauri Bear on May 18, 2020, 07:51:15 PM
Please share your mod.

How did you modify condensers and boreholes yield?
Title: Re: Limiting economical growth in late game
Post by: Nexii on May 18, 2020, 07:56:13 PM
Borehole is editable in standard alphax.txt, where you edited forest. Condenser Yitzi added options for in the first section. I lowered condensor to just +1 N.

Also trying out with 1 less nutrient on sea, but 1 more mineral for mining platforms. It's not a full compensation I consider N > E > M.
Title: Re: Limiting economical growth in late game
Post by: Alpha Centauri Bear on May 18, 2020, 08:14:47 PM
Share your mod, please. Or point me to change list.
Title: Re: Limiting economical growth in late game
Post by: Nexii on May 18, 2020, 08:18:27 PM
It's attached in my last reply. Satellites I should probably put to 12-16 rows each I think
Title: Re: Restricting economical growth
Post by: bvanevery on May 18, 2020, 08:47:20 PM
Against all other valid considerations, there comes a point at which the game actually has to be won.  It is not a crime to end the game and declare victory, rather than dragging it out tediously forever.  If a player is capable of getting on a 'runaway' earlier in the game, that is far more important than whether they can do it in the late game.  By the late game, they have probably already run away on tech.  If they have tech advantage, then they are going to beat the AIs.  It is only a question of personal style, how they are going to do the beatings.

Recently I carried out a sequence of expensive weapons and armors all the way to the end of the game.  There is no free lunch for an unarmored unit, you will pay through the nose for a big gun.  I accomplished all of this with *.txt modding only, although it took a lot of hair pulling to work out.  And what's the end result?  I don't really use endgame weapons because I'm perfectly capable of beating up the hapless AI long before then.

There's sort of a moral lesson in that.  You don't really need to refine every aspect of the game, past the player's rational ability to plan and win the game.  I did it anyways because those cheap units bugged me.  So now those units aren't cheap and now they're not getting used.

When you refine a game design for a long time, you find out what the essential core of the game is.  What is really needed to win.  What isn't.  What is just some toy or gewgaw, that Firaxis threw on top of the whole pile, to make more money selling an expansion pack.  4X TBS AIs play abysmally in general, because commercial devs do these gewgaws to make more money.  This is the reality of how games get funded and remain commercially sustainable.  It's not based on the game design or AI.  It's based on the artwork, and the players' perception that they're buying a feature.

Players are stupid.  Or, alternately they are children, building sand castles.  Devs sell them software toys, not games.

Players in the 4X TBS demographic have noticed that the AIs are all bad though.  They complain about it in r/4Xgaming.  Not sure if they understand what kind of design discipline it would take to write a good AI, to support that, but it's possible that a constrained + good AI game would be salable.

I'm just trying to paint the 'big picture' before everyone gets down in the weeds about what should be +1 or +25% or +10% or removed from the game or whatever.

Nutrients: these feed Diplomatic Victory.  It is one of the shorter ways to end the game, and players need the votes.  Don't lose sight of that.

Economic Victory: for some reason in my own mod, it has become ridiculously expensive.  I can count on needing 100k credits to win.  I don't remember vanilla well enough to know if it was bad like that.  But there's really no such thing as having too much energy, when you're faced with that kind of cost to win the effin' game.  And I do have Orbital Power Transmitters long delayed in my mod.

Conquest Victory: it has its own constraint, pushing units.  If you've won by that on a Huge map, you've earned it.  It's taken a long time to push those units, and it should not go on tediously forever.

I don't like the tech tree 'race' and as others may note from another thread, I'm morally opposed to Transcending as portrayed in this game.  Having most of humanity upload itself into a fungal neural net is not an attractive endgame for our species IMO.  If I had the license for this game fiction, and the budget and development team, I'd have ways to kill Planet.  I think it's a really good idea to go into the future without this damn thing, if it cannot be curbed and lived with harmoniously.  The human race should not be giving up what it is, just to avoid being wiped out.  And the idea that "well, of course most people are going to think being a Transcendii is best," is a sap unexplored story.  Plenty of other sci-fi works have explored such things, and it does not always go so well, that this is obviously what you want to do with yourself.  So if I had the franchise rights, I'd put more into that aspect of the fiction.

I don't, so I won't bother.  If I ever write anything like SMAC, it's not going to have a sentient planet.  I'll just skip the whole mess, it's easier.

So I come from a perspective, where I think the game should be winnable about halfway through the tech tree.  That really changes my personal weight, about what I think is important to be done / to be refined.  I thought I'd better share that basic perspective with you, that this game has 3X more junk in it than a game needs.  Board gaming sensibilities inform this as well.  You only need to produce as much stuff as is necessary to win the game.  Various shorter board games, will penalize you for overproducing stuff, for failing to recognize what's needed to get to the victory condition.

So as you wrestle with this pig, I hope you consider some of this perspective.
Title: Re: Restricting economical growth
Post by: Nexii on May 18, 2020, 09:17:33 PM
I think that traditionally writing a good AI for 4x games was very difficult. Limitations for processing power had a lot to do with it. Also a lot of strategies were discovered by players that the devs didn't anticipate. A small test team will never catch all the things that thousands of players will. It wasn't really even AI technically so much as heuristic behavior.

Only recently have desktop computers become able to store enough and process fast enough for meaningful advances in AI. Now you have algorithms learning to play all sorts of games by playing themselves billions of times. This will probably become more of the standard going forward rather than trying to program an AI for a complex game and then giving it raw bonuses to keep it up with a human. It also has the benefit of being able to adapt better to modifications and patches.
Title: Re: Restricting economical growth
Post by: lolada on May 18, 2020, 09:36:41 PM
Ok first i have to say its important to play the mod - i believe many didn't try it for meaningful duration and lots of talk is guessing / theoretical. I see some suggestions around that have nothing with the mod -_- its a bit dishonest/unhelpful.

Then what for we are balancing this, i presume Transcend and high-skill play. Not exactly T-Hawk level, but certainly not for Talent difficulty, and i wouldn't try to remove exploits heavily. If someone wants to exploit Condensers on every freakin tile I don't see why stop them. Or build crawler on every sea square for that energy. If you remove Condensers they'll spam something else every tile and break the game anyway.

Terraforming

Forests

So forests are 1-2-0 and 12 turns to build. It looks crap, but build time is really not important, its a slight early delay - once you place a few and go do other things like building farm/solar they spread on its own and they just keep spreading more and more. Yield is good nerf; -1 energy really hurts them. Forest now have big deficiency - one must rely on something to get energy. In vanilla thats not the case. I really like this chance because its different playstyle and it bring in variety. Forest all is not the total solution.

Now Tree Farms turn forest into 2-2-0 +50% economy has nothing to boost if you plant all forests, psych is still great. But you can totaly crap land turn into 2-2-0 useful tiles and good production base. And once Hybrid forests come, which is kind of late unless you tech for it.. you have 3-2-1 tiles that are good, but not great. Its still good to have something other than forests.
This allows ton of space to place farm/solar collectors and once can also use boreholes for energy and minerals. This is nice variety. Add to that that fungus is very useful - people didn't play the mod i think so they don't know. With Centauri Psi (E5 technology) which is not late.... fungus is 2-1-2 tile. Now if you compare - do you use forest 2-2-0 (that requires Tree farm investement) or free 2-1-2 fungus tiles?

I tell you - you often want that energy - and placing base near fungus field without any terraforming is possible and its a good idea - hell i did that with Miriam. But you need positive Planet rating. And fungus is not total solution - its only every 2 food (gaians 3) and minerals are low.. until very late so it doesn't count. If you want mineral forest is better - but then you don't have energy. So its nice up and down play.

System is working great and i don't see why would we put forests to say 1-1-2. Everyone agrees there's too much energy in the game and that tech is too fast - so why would we add more energy into the game when we want less ?? Beats me.

Condensers and boreholes

These are obviously strong but nerfing them means changing lots of things. I don't have big preference. If someone wants to abuse Condensers i don't know why stop them. AI build condensers and boreholes and uses them well. There's too much energy in game - so i can see good reason to nerf that 6 energy, its huge. Eco multipliers come on early. Minerals are capped in two ways - ecology and % multipliers come late and are expensive. So for example turning Thermal Boreholes to 0-6-3 is reasonable. They are huge eco damage dealer and you can't spam them too much.
Condenser on the other hand deal 1/2 eco damage of Borehole. One could up that - but i don't know if it will break AI and floods. AI spams them and they grow big bases - and use specialists.. fine by me.. it does speed up tech so nerf could slow that. Reducing food a bit maybe.. i wouldn't mind.

In any case - I don't think there's too many minerals in game. But there's way too many energy in game. Food is not a problem - drones stop you from growing and food helps AI a lot since it has relaxed requirement.

Possible changes:
- Tree Farms to be cheaper - they are not as good as in vanilla. Hybrid as well.
- Fungus is too good energy producer.. it gets to 2-2-4 late i think but mineral comes in later. Energy 2-1-3 is relatively early.. and 2-1-4 is before minerals.. So i'd keep fungus at 2-1-2 until late game then it can go 2-2-3 (gaians will have 3-2-3)... and hybrid forests are 3-2-1.

Here is quite late in game - without manifold nexus. Its great energy produce but it has mineral weakness - which is good otherwise its op.

(https://i.imgur.com/9CQwOOZ.png)

- The Manifold Harmonic is B6 tech and only 600 minerals and is totally overpower with +3 planet - that needs to go to level 10+ and higher cost

(https://i.imgur.com/SDiAqSE.png)

Crawlers

I would remove them from the game for one reason - they ruin special projects - its impossible to balance or tech AI to do it.

I think Tim solved crawler spam problem with 120 fixed mineral cost - its stupid to spam them and they are not spammed - few tactical crawlers are good. Its way better to build other things than to waste minerals on crawlers - there's only so many mines or condensers. Exception is secret projects - and i don't know how to fix that.

Better solution is to leave them be and ban rushing of secret projects. Its very unfair advantage  to player. If thats possible thats my first choice. I'd also ban energy rushing them as well.

Multiplying facilities

- There's way too many energy. So reducing some facilities to 25% could make sense. Nerfing borehole energy output. Forests are nerfed already. Fungus needs energy nerf. Sea squares also produce lots of energy - but that can be dealt by reducing energy % bonuses. AI even spams Tree forests in sea bases and i don't blame them - its +50% energy and psych bonus is great.

- Mineral facilities - they are in better place. Genejack factory is decent cost and creates a drone!!! Robotic Factory is expensive and costs lots of maintenance and comes later. I don't get where you guys build things in 1 turn ?! Thats my capital above lategame it produces 65 minerals. I had best bases producing 103 minerals i think with everything build when its game over. Tim has special projects worth 2000 (Cyborg Factory) and Singulary Inductor (+50 minerals everywhere), Self-Aware colony is 2000 minerals.. Cloning Vats is 4000 -_-.

(https://i.imgur.com/MJXaiWh.png)

This is not even endgame unit.. its one good ability and not the best weapon. I see other people build things in 1 turn ... beats me. My best cities take 3-4 turns to get one unit like this. Very late game its 2-3. So i don't see why ban mineral production. 21-1-16*4 Needlejet with Deep Radar (zero cost) is 144 minerals.

Satelites

These are obviously very powerful but Tim placed them very late and AI builds them. Sky Hydroponics is E11 tech. Endgame is level 14 (Threshold to Transcedence). Mining and Energy satellites come after Sky Hydroponics. Basically its game finisher and doesn't matter much - its enough to see how they work, but you have won by the time you get them. Once could just remove Cloudbase Academy from the game - I wouldn't mind - its 1200 minerals and player can snipe it always with crawlers before AI builds it.



Title: Re: Restricting economical growth
Post by: Nexii on May 18, 2020, 09:58:14 PM
Manifold is kind of a good comparison to satellites. +1/+1/+2. Of course it's not either/or. Manifold does require you not tanking PLANET rating. Having it come early or even midgame could be hard to balance around. I never put too much focus on lategame SPs having to cost a lot more because by that point theres only like 20 turns left in the game. That's a very short payback time. Kind of the same with late facilities. They're only multiplicative on the base amount. I think in most speedruns only the mid-tier economic facilities are usually made.

I think that with Forests at 1/2/0 they were barely worth it. Farm+Solar or Farm+Mine were better in all but the very worst terrain. I also tried 1/3/0 to entice some variety, it wasn't too bad I can't remember why I went back. It might have been just that the default AI suffered to get much energy and it made the early game quite slow. It made Free Market or whatever your +2 ECON options are pretty much necessary.

Most of the time solar was only +1 E which was quite weak. It was something I tried to do, make options for going either minerals or energy on land. Though it's tricky, I'd say energy is better most of the time. Energy boosters come earlier plus there's commerce, plus it doesn't make ecodamage. If anything minerals need a buff more than energy. Increasing the rush cost ratio might help. Boreholes having more of a focus one way or the other too. I had them E focused but I think lolada brings up good points, they probably should be M focused. M is better than E for military due to the higher rush costs.
Title: Re: Restricting economical growth
Post by: Nexii on May 18, 2020, 10:55:07 PM
Another thing you could do is to write down your tech rate at various points in the game. This can vary a lot from game to game. So maybe also look at how much labs the AI players are getting at various points. I'm not sure if your tech formula is altered, but universally that can be helpful.

Sometimes the things you see are surprising. I saw one game where Yang went from like 100 labs, to 2k labs. From hitting transcendi specialists alone. Because his empire was gigantic, and his EFFIC was mediocre as is typical for Police State.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 12:32:20 AM
Let's analyze fungus a little.

Best end game yields.
Land: 4-1-4, 3-4-0. Sea: 4-0-4, 3-3-0. Forest: 3-2-1. Fungus vanilla: 2-3-3. Fungus WtP: 2-2-4.
At first glance it seems about same as best terraformed square. However, since it doesn't take much efforts to plant and does not cause eco-damage, we could nerf it a bit. Probably make it comparable to forest yield at end game.

How about 2-1-3/4? This makes it self sustainable although not contributing much to growth. Minimal mineral output with emphasis on energy. One can still use it impeding their economical growth a little but incurring no eco-damage. It also good starting point for brand new bases those not yet terraformed. Of course, it requires positive PLANET to keep at this level. Goes down to 1-0-2 with -1 rating.

The Manifold Harmonics is a cool boost for fungus bringing it to 3-2-5 with all the techs and with +3 PLANET. It is little better than the best terraformed square. However, it requires technologies and constant lock in high PLANET rating which is very difficult to achieve. In other words, you loose a lot by locking yourself there. That is why I don't think it is OP - it has its limitations and down sides.

Proposed progression
https://github.com/tnevolin/thinker-doer#fungus-production-guidelines
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 01:07:53 AM
Yea I've sort of gone in all directions as to what fungus should be. I like the idea of boreholes being more of an upgrade to mines. Echelons should be the upgrade to solar. Boreholes being at 6 E means you don't need to make solar. Solar can sometimes get a bit better than 4-1-4 with a lot of raising and optimal echelons, but it's a fair approximation.

So that leaves forests and fungus. They could be all-arounder options like they are now. Forest at (3/2/2), fungus at (2/3/3) or your similar 2/2/4.

I feel like Forests should be slanted more to minerals, and fungus either to nutrients or energy. When I think of fungus I think of it being food first, then its energies from planet second. I feel like it would be weaker in minerals. Plus it's a little strange that ecodamage makes terrain that would make even more minerals.

I feel like fungus shouldn't be better than forest probably. It's a tough one to rate because by the time it gets good you would have to plant it. A lot will depend when it gets its improvements. Giving it too much too early means you don't have to terraform at all. I ran into that curiosity by making a fungus faction.

It's something I need to mod too. I might go with Forests returning to 1-3-0, reaching 3-3-1 with TF/HF. The 1 E from Hybrid Forest represents Fungus being good at energy. And fungus reaching 3-1-3 or so with techs. Maybe 3-1-4 a bit later. Though those techs need to come before the very end of the game. Right now they're so backloaded that you probably wouldn't re-terraform unless you got Manifold Nexus.
Title: Re: Restricting economical growth
Post by: bvanevery on May 19, 2020, 01:09:26 AM
Ok first i have to say its important to play the mod - i believe many didn't try it for meaningful duration and lots of talk is guessing / theoretical. I see some suggestions around that have nothing with the mod -_- its a bit dishonest/unhelpful.

I agree that that happened in the previous thread.  But, this thread isn't specific to The Will To Power.  I took that as implicit in Tim's framing of late game economic issues in vanilla.  Now, if he actually mean to discuss only TWTP, then the OP should be edited to that effect.  But I doubt that was his intent.

I have a lot of opinions on putting games on a diet.  Not just this one.  My other open source claim to very limited fame, was the best Battle For Wesnoth campaign back in the day.  That was a 4 person month full time project, that I actually did in 4 calendar months.  The scope was a lot less than what I've presently done with SMAC.  I'm not going to name the project because I had a falling out with its lead dev.  I contributed enough to the project to belatedly realize that under US law, I had become a "joint author" on the project.  But there was no money to be had out of it.  That project is the reason why I don't work with other devs on game design stuff.  Programming stuff, SMAC oriented things just didn't happen to work out in my timeframe, but I digress.

A lot of what I did for that Wesnoth campaign, is make sure that on all the different difficulty levels, the amount of Gold the player was given at the start of a scenario was the right amount.  So that they wouldn't "get rich" over time and just have buckets of Gold to spend on their army.  Wesnoth is a game where you level up your army over repeated scenarios.  If you make it too easy for the player, then much like a 4X TBS, they can snowball and crush anything.

It was a lot of playtesting to arrive at my Gold weights.  That's pretty much exactly the same as when doing a "serious involved" SMAC mod.  You have to write the specific mod and keeping feeling out the specific weights.  Lots and lots of playtesting.  It's the only way to verify and ensure quality of results.

Similarly, a writer has to write their novel.  Every sentence that actually goes onto a page.  The quality is contained in the writing itself.  In a game design, much of it is contained in the quality of the weights.  From moment to moment, as experienced in the game.  Just like word to word, as it is read on a page.

Quote
But you can totaly crap land turn into 2-2-0 useful tiles and good production base.

It occurs to me that one approach / question hasn't been brought up yet.  Why are forests allowed to be built on Arid land at all?

This doesn't work in the real world.  I've traveled all over the USA.  I can assure you that Eastern Washington state is mild desert.  There are no forests there.  You can get shrubs, and sage.  You could grow some asparagus and apple orchards if you cultivate it.  But soaring evergreens, the kind you get big lumber out of?  Forget it, you have to be on the eastern slopes of the Cascades.  They are at least moist.  The western slopes, they're a rainforest!  Tons and tons of moisture, giant giant very green redwoods.  A bit of stuff manages to get over the mountains, and there's snowpack that melts.  So trees do get water on a mountain.  But the traversal of moisture over a mountain range is mostly blocked.  So you get the Arid land in the "rain shadow" of a mountain, according to the prevailing winds.

On the Olympic peninsula, there's even a small town called Sequim, that is in the rain shadow of Mt. Olympus.  It's as dry as Eastern Washington, in an area that's otherwise all rainforest, straight from the Pacific ocean winds.

The game implemented all of this already.  They just forgot that forests don't grow on Arid land.

So, if one of you badass binary coders wants to get in there and fix it...
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 01:16:23 AM
Another thing I forgot about fungus is that +2 ECON doesn't give it +1 E per square like other terrain. And obviously the need to keep a decent PLANET rating, which may or may not be hard depending on your SE set.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 01:20:03 AM
Yea I've sort of gone in all directions as to what fungus should be. I like the idea of boreholes being more of an upgrade to mines. Echelons should be the upgrade to solar. Boreholes being at 6 E means you don't need to make solar. Solar can sometimes get a bit better than 4-1-4 with a lot of raising and optimal echelons, but it's a fair approximation.

So that leaves forests and fungus. They could be all-arounder options like they are now. Forest at (3/2/2), fungus at (2/3/3) or your similar 2/2/4.

I feel like Forests should be slanted more to minerals, and fungus either to nutrients or energy. When I think of fungus I think of it being food first, then its energies from planet second. I feel like it would be weaker in minerals. Plus it's a little strange that ecodamage makes terrain that would make even more minerals.

I feel like fungus shouldn't be better than forest probably. It's a tough one to rate because by the time it gets good you would have to plant it. A lot will depend when it gets its improvements. Giving it too much too early means you don't have to terraform at all. I ran into that curiosity by making a fungus faction.

It's something I need to mod too. I might go with Forests returning to 1-3-0, reaching 3-3-1 with TF/HF. The 1 E from Hybrid Forest represents Fungus being good at energy. And fungus reaching 3-1-3 or so with techs. Maybe 3-1-4 a bit later. Though those techs need to come before the very end of the game. Right now they're so backloaded that you probably wouldn't re-terraform unless you got Manifold Nexus.

Interesting thought about fungus being more on nutrient side. Maybe I should revert it and do not allow minerals at all! Sounds harsh at first but it is actually better for negative PLANET rating as it doesn't fall that drastically in all three areas but only in two.

So maybe end up with it being 4-0-2 something? This way it actually be able to sustain population after pop boom and all land turn into fungus. Good idea, huh?
😆

Helps to grow new bases a little and not let base size 3 die next turn to 2 with PTS.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 01:25:23 AM
Ok first i have to say its important to play the mod - i believe many didn't try it for meaningful duration and lots of talk is guessing / theoretical. I see some suggestions around that have nothing with the mod -_- its a bit dishonest/unhelpful.

I agree that that happened in the previous thread.  But, this thread isn't specific to The Will To Power.  I took that as implicit in Tim's framing of late game economic issues in vanilla.  Now, if he actually mean to discuss only TWTP, then the OP should be edited to that effect.  But I doubt that was his intent.


You are right. It is a generic free ideas thread. I will definitely apply all finding to my mod specifically but others can do the same with theirs like Nexii here.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 01:31:23 AM
The game implemented all of this already.  They just forgot that forests don't grow on Arid land.

Well that is why you invest a lot of efforts in planting it there. I agree that planting anything in arid in more difficult than on moist. Actually I have already done that by increasing forest terraforming time as you mostly want to plant it in arid and rarely in moist sqares. Maybe game should adjust for that. However, since forest spread by itself it loses the point. Unless we make it not spread at all.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 01:32:20 AM
Another thing I forgot about fungus is that +2 ECON doesn't give it +1 E per square like other terrain. And obviously the need to keep a decent PLANET rating, which may or may not be hard depending on your SE set.

Seriously? Never knew. In this case we probably should not be too harsh on fungus this makes it even more limited.
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 01:36:22 AM
Nutrients is great but 4-0-2 wouldn't be overpowering. I suppose it's all up to you, if you see fungus more as food or energy. But I do think it should be low minerals the more I think on it. It would set Planet's ecology apart from Earth's more, not having them both as good all-around terrain. And other reasons, it means I don't have to give out clean minerals on fungal pops necessarily. Planet does the job for you of lowering your ecodamage, lol.

I might try a bit weaker in nutrients myself for a bit. Maybe 3-0-4 or 3-0-5 but some of that energy coming later in the game, after all the standard terraforming upgrades. The worry I always have is making fungus too good and then that's all you plant. I suppose fungus factions have to be tempered a bit the better fungus is. In the stock game I had to give Cult +1 all around to make fungus workable, because it takes a ton of tech to reach that 2-3-3. Getting anything more than Centauri Meditation (1-0-1) was getting quite far into the game.

Yea it probably doesn't come up too much for most people's SE sets. It's hard to get +2 ECON while not ruining your PLANET.

The other question is what are the candidate techs to give Fungus upgrades? That's something I'm trying to decide now.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 01:46:08 AM
Nutrients is great but 4-0-2 wouldn't be overpowering. I suppose it's all up to you, if you see fungus more as food or energy. But I do think it should be low minerals the more I think on it. It would set Planet's ecology apart from Earth's more, not having them both as good all-around terrain. And other reasons, it means I don't have to give out clean minerals on fungal pops necessarily. Planet does the job for you of lowering your ecodamage, lol.

I might try a bit weaker in nutrients myself for a bit. Maybe 3-0-4 or 3-0-5 but some of that energy coming later in the game, after all the standard terraforming upgrades. The worry I always have is making fungus too good and then that's all you plant. I suppose fungus factions have to be tempered a bit the better fungus is. In the stock game I had to give Cult +1 all around to make fungus workable, because it takes a ton of tech to reach that 2-3-3. Getting anything more than Centauri Meditation (1-0-1) was getting quite far into the game.

Yea it probably doesn't come up too much for most people's SE sets. It's hard to get +2 ECON while not ruining your PLANET.

The other question is what are the candidate techs to give Fungus upgrades? That's something I'm trying to decide now.

4-0-2 is not OP at all. Remember it is level 9+ yield when you already can have 4 nutrient on rainy square or in sea. During the game it'll grow from 1 to 4 gradually loosely matching best terraformed square probably.
Another good thing about it being more nutrient than energy is that it will greatly help in sustaining and growing new bases in first half of the game. Later on, when nutrient demand is not that big, its value will be pretty moderate and players naturally will tend to replace it with terraforfing.

And since its energy yield is not affected by ECONOMY maybe we can give it even 4-0-3/4 something (by the end game, of course)? This way it will still lose to 4-1-4 land square that is usually turned into 4-1-6 by late game high ECONOMY rating.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 01:53:59 AM
New fungus plan. No minerals whatsoever. I am not afraid of changes. This also means it should be supplemented by mineral terraforming anyway. Fungus will sustain base without infrastructure development with some food to feed people and energy to maintain infrastructure. Very well in line of native life opposing infrastructure growth.
😁
https://github.com/tnevolin/thinker-doer#fungus-production-guidelines
Title: Re: Restricting economical growth
Post by: bvanevery on May 19, 2020, 02:06:35 AM
I agree that planting anything in arid in more difficult than on moist.

I really mean that forests in Arid land is crazy and the game's geographic model is wrong.  You can't put trees in the Sahara and you can't put them on Bureau of Land Management land in the USA either.  This is why there's BLM land and then there's a separate Forestry Service with National Forest land.  In my travels, I learned to enjoy the shade of trees.

A corollary is that trees should die if their needed moisture is removed.  Deforestation should be a thing.

The game has this odd idea of making farmland near forests turn arid.  I am doubting that's a real world thing.  More like an incorrectness of the game's model.

The game's moisture model is so capricious, that you have a strong incentive to leave terrain alone and not try to raise it to 'improve' anything.  You can dry up all your farmland in a heartbeat, and there's no basic way to have all of it make sense.

And meanwhile high altitude energy parks, are really not worth the trouble to build, for the amount of terrain raising effort they take.  So the game has nice ideas about terraforming that aren't actually valuable in practice.  Sandboxers do it, people trying to win the game don't.

Quote
However, since forest spread by itself it loses the point. Unless we make it not spread at all.

The uber coder badass would fix that too, while they're uber coding badass fixing what's possible on Arid terrain.  I didn't say it was low hanging fruit.   :D

I wonder where OpenSMACX is at nowadays?  I do plan to compile it up pretty soon here, to investigate all the tech tree weights that Scient helpfully reverse engineered.  It would increase my understanding of vanilla tech tree design.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 02:14:46 AM
the game's geographic model is wrong.

The game geographic model is wrong. Probably because this is geographic model of some other planet and not Earth.
This also could be just because it is a game.
Title: Re: Restricting economical growth
Post by: bvanevery on May 19, 2020, 02:18:12 AM
Wind is wind.  Water is water.  Rock is rock.  Planet's got 'em.  Nothing in the game fiction says it's particularly violent wind, like say we see on the surface of Jupiter.  I think Mars is not a picnic either, with its thinner atmosphere, if I remember some documentary stuff correctly.  The game manual rather explicitly talks about planetary rotation and east vs. west sides of continents, as far as how its moisture model works.  I don't remember exactly where it is talked about, it could be in one of the supplementary *.txt files.  The game's atmospheric model is explicitly Earthlike.  Different gas composition, but same physical dynamics.
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 02:20:40 AM
Someone else pointed out once that solar being more effective at high altitude is probably as silly as the forest thing. It should be more effective when a tile is arid. Cloud cover would diminish solar effectiveness. Higher altitudes aren't like hotter to heat up the panels, if anything they tend to be cooler. I suppose I can maybe half give them this one, at high altitudes some cloud types might be below the panels. And working both into the formula might have been complicated.

They did explain that Planet has high nitrates in the soil, but I'm not sure if that alone would make up for a lack of water. You'd have to irrigate Forests planted in Arid at a minimum I'd say. They should have made the former time go up in that type of terrain, sort of like how solar takes longer on rolling/rocky terrain (even in water, strange isn't it).
Title: Re: Restricting economical growth
Post by: bvanevery on May 19, 2020, 02:28:12 AM
I suppose I can maybe half give them this one, at high altitudes some cloud types might be below the panels.

Don't give in.   ;lol  Mt. Everest generates cloud systems.  This is a basic function of moist air trying to rise, then meeting a physical barrier.  It's why rain shadows exist for mountains.  The game is wrong.  There is no logic to "increasing energy with altitude" at all.  And it's hard to harness in practice, game mechanically.

Raising land is useful for bridging land masses.  It's also useful if Planet is sinking in a mindworm global warming + flooding apocalypse.  It's mildly useful for terraforming your coastline in a way that naval units can't threaten.  If you didn't work the ocean shelf squares already, and you have deep ocean in coastal base range that you can't do anything with.

Otherwise, it isn't useful.  I wonder if there's any rational mechanic that would make it useful.  Why would you ever bother to raise up mountains, other than that "you can" ?  And what if you actually had to pay real expenses on that, instead of just having a bunch of free clean units that do it for nothing, no eco-damage to anything?  Like raising a new Mt. Everest wouldn't have some bad ecological effects?

Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 02:33:49 AM
A better one that bothers me is the global flooding. I'll be in the minority here, but water raising up hundreds or thousands of meters from pollution isn't realistic. If every last bit of ice on Earth melted it would raise our coasts by 80m. That would put many coastal cities underwater, but it would be nothing like Waterworld. So either Chiron has way more ice (in which case why is there no ice tiles)? or it's just not realistic either.
Title: Re: Restricting economical growth
Post by: Hagen0 on May 19, 2020, 02:49:22 AM
On higher altitudes sunlight is more intense, especially UV light.

On topic I have the feeling you are overnerfing stuff. Does forest really have to take 12 turns when it already lost its energy? If you want people to build mines make those faster to build. But keep in mind that you simply may not have the option to build them for lack of tiles.
Title: Re: Restricting economical growth
Post by: bvanevery on May 19, 2020, 02:53:54 AM
but water raising up hundreds or thousands of meters from pollution isn't realistic.

Ah but didn't you know it's the Ice Cream Cone Planet?  The double ice cream cones planet.  Didn't you know the reason you can't go over the poles is because there's this giant cone of ice extending deep into space along the axis?  That's where all the frozen water is, and it's all gonna come crashing down when you disrupt the delicate ecological balance.  Delicate I tell you, this fungal neural net is delicate...

Do not talk about the solar wind and the polar auroras.  Do not talk about perihelion!  Do not pay attention to the man behind the curtain.  There's nothing to see here.  These aren't the droids you're looking for.  Move along.  "Move along, move along!"

I'm all for humanity killing itself in a game, but it would be more satisfying to have them do it for a good reason.  Chris Crawford had the right idea in Balance of Power (https://en.wikipedia.org/wiki/Balance_of_Power_(video_game)).  Does anyone else find it mildly disappointing that the AI only releases 1 Planet Buster at a time?
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 03:36:31 AM
I think they were just trying to show off their new world engine that had altitude as a thing. It was groundbreaking at the time. Though Civ2 had it better, pollution went on the ground and it impacted production as I recall. That is one consideration for fungus. It's not really 'pollution' in the late game, it could create a productive tile. Though I suppose all the native life it can spawn kinda does the trick.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 04:21:10 AM
Not going to touch crawlers for now because it is a can of worms. Besides everything else it would require to retune AI to not use them for convoy. Ugh. Probably the only clean and easy way to do it is to disable them altogether. Anybody would cry about it?

Making them more expensive kinda alleviated problem a bit and that seems to do the trick. At least I don't spam them anymore.
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 04:29:19 AM
Yitzi's patch had a thing where you could put in a flat penalty to crawling resources. It sort of kicks the can down the road to advanced terraforming, a % mod might have been more useful. Ideally I still say 1 crawler per base, or per X population. Maybe large bases or ones with certain advanced facilities should be able to crawl more. There's also options to crawl all 3 resources from a single crawler which was interesting and powerful. Probably similarly, a % for crawler turnin to SP would have been a nice feature. Even 100% is exploitable with raising and lowering INDUSTRY. Each crawler would have to store its cost which I imagine would be a huge undertaking. Though by doing so it would eliminate the upgrade and turn in exploits too.

Crawling a lot in the base game should cause a lot of ecodamage shouldn't it? Since CMs is only 16. I guess maybe Tree Farms come too soon and avoid that problem..
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 04:35:23 AM
Surprisingly, +50% facilities round bonus up. Anybody knew that?
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 04:37:31 AM
Yea even Punishment Spheres. When I made a Punishment Spheres faction I had to give them +1 labs a base. Otherwise the rounding down was brutal in the early game. On some maps the AI would start with 0 labs and then they would never research anything.
Title: Re: Restricting economical growth
Post by: lolada on May 19, 2020, 08:41:36 AM
- About forests and 12 turns build time - it does looks excessive. I usually put 2 formers together when i want some forest early. The thing is that in WTP at least - resource yields are unlocked - so forests are not mandatory. Its often better just to place a mine at start (4 resources compared to 3 of forest) because first bases you start and settle near nutrient resources. That way base ends up working for example 4-1 nutrient tile (add solar later) and 0-4-0 mine and spams colony pods for a while. Some growth micro might be required. So 12 turns doesn't hurt in the mod much. But yeah i wouldn't mind having it build in 6 or 8 turns as well - the point is you don't want too much 1-2-0 forest anyway, its not that good. Few tactical forest are enough and then they spread - sometimes you want to remove them -_-.

- Fungus experiment - maybe we can experiment with no minerals. I like some extra food because then one can, coupled with Recycling tanks, work a mine or borehole for minerals. And fungus eveything - what i have been doing  :-[ - won't be good idea anymore. The Manifold Harmonics adds 1-1-2 at 3 planet.. sa say you get it between Tech 6 and 9 it will turn tiles into 3-0-3 + 1-1-2 = 4-1-5.. good but still not op as now.At tech 9 its 5-1-5 and final is 5-1-6. Gaians will end up with 6-1-6.
It looks interesting - it does still look very heavy on energy.. and all this food might be worked on extra specialist and teching will be very fast. Maybe limit it at 4-0-3 instead of 4-0-4.. i think it would be good idea to reduce amount of energy in game. And then it needs to be playtested ofc.

- No forests on arid tiles - that would be interesting ^^ i guess one could place condenser first and then forest everything  :P. Thinker AI is crazy whole map turns green eventually once they get to spam condensers and boreholes.
- That Echelon Mirror idea is interesting - making it say 4 or 6 energy. I suppose it would be interesting to try something with it.

 
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 09:01:27 AM
Solars can be boosted by more than one Echelon Mirror. So usually you want to do 50/50 or maybe a bit less. Typically your solars will get +3 or so. At high altitude that can be 4-(0.5)-7 or so. But the Echelon tiles only get to 4-(0.5)-4, so it averages out at 4-(0.5)-(5.5) or so. The main thing that holds farm/solar back is that it takes a very long time to terraform. Farm, enricher, solar or echelon, plus a lot of raising the terrain and paying energy on top of that. That's why no one does it really even though it's the most powerful per tile. Especially if you drop borehole down.

Yea the specialists are why I say 1N is a bit better than 1E. When one specialist can make 8E (2 psy, 4 labs, 2 econ) that isn't even diminished by bad efficiency, that's quite strong. At a cost of 2N, so maybe 6E net. It's more that specialists don't require a terraformed tile I think. The cost to terraform is quite a bit, plus you need the empire space.
Title: Re: Restricting economical growth
Post by: lolada on May 19, 2020, 09:24:37 AM
I think i'll see if i can put some Echelon Mirrors to use i started a quick Morgan game.. he should be perfect for that. I also wanted to play with forests more.

I find it that terraforming fungus is really no issue. If you are green faction (Gaians, Planet) you naturally pick up special projects like Xenoempathy Dome and there's double plant/remove fungus ability there and it turns the action into 3 turns only. Then there are also superformers.. and with fleet of formers it doesnt take too long to terraform whole continent. I always have at least 1 former per base and bases go 20+ in count so it all goes quickly. Unfortunately there's no automated plant fungus action  :-\ there's one for remove fungus - pictures devs intent.

Plant fungus is available sometime in midgame - definitely not early so fungus can't be used early as much. it has that downside compared to forests.
Title: Re: Restricting economical growth
Post by: bvanevery on May 19, 2020, 10:25:44 AM
Probably the only clean and easy way to do it is to disable them altogether. Anybody would cry about it?

I'd be conservative about completely removing crawlers from the game.  I don't personally use them at all anymore, preferring instead to build up huge piles of cash to buy SPs.  This is partially because I made crawlers so much later in my mod, it curbs the tendency.  But that's only speaking for me personally. 

Various SMAC players do use crawlers.  Moreover, Thinker Mod trains players to abuse crawlers, showing how the AI does it.  You share an audience with Thinker Mod since you have most of the same codebase.  I don't know how much that really matters, but if players actually liked what Thinker Mod is offering, maybe they don't like removing crawlers and nerfing boreholes.  I don't know how representative any of these tendencies are, among players.  I just know that I chose to delay and make more expensive, rather than remove.

Strongly diversifying the tech research foci, does let the AI begin SPs before I can get a chance to.  And then they often finish them before I can do anything about it, at least through midgame.  So although the stock binary doesn't exhibit "super brains" with crawlers and SPs, I do at least partially have it more challenging to get SPs done.  Without having had to take crawlers completely out of the game.
Title: Re: Restricting economical growth
Post by: bvanevery on May 19, 2020, 10:33:59 AM
- No forests on arid tiles - that would be interesting ^^ i guess one could place condenser first and then forest everything  :P. Thinker AI is crazy whole map turns green eventually once they get to spam condensers and boreholes.

Sure, but I don't allow Condensers or Boreholes until the beginning of the late game.  I did this very exactly because of Thinker Mod's abuse, thinking that someone might try to combine my mod with Thinker Mod.  Also because it made me aware just what an exploit a human player can make out of it.  The only way around my restriction is to get the Weather Paradigm.  Of course a human can always do that if they really really want to, but at least in my mod, they will definitely be sacrificing some other SP to achieve it.

My idea is that if someone combined my work with Thinker Mod, it would be possible to assault someone over land before they got a chance to get all those Condensers and Boreholes going.  You can get a long way with rails, which come fairly early in my mod.  Hovertanks could be coming at the beginning of the late game too, if you're focused on Conquer, plus cross-listed with Explore.  So build tanks and crush that stupid exploiting AI before it gets too piggy....
Title: Re: Restricting economical growth
Post by: bvanevery on May 19, 2020, 10:42:25 AM
Plant fungus is available sometime in midgame - definitely not early so fungus can't be used early as much. it has that downside compared to forests.
This is controlled in the #TERRAIN table.  In the stock game it comes at Tier 3 with Ecological Engineering.  In my mod for some reason I changed it to Centauri Genetics, which is also Tier 3 and it's when I give mindworms and spore launchers.  I've gone back and forth about whether E.E. is an Explore or a Build tech.  I've currently got Fungicidal Tanks available with E.E., to make it a little more difficult to remove fungus until the midgame is getting underway.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 12:13:14 PM
- About forests and 12 turns build time - it does looks excessive. I usually put 2 formers together when i want some forest early. The thing is that in WTP at least - resource yields are unlocked - so forests are not mandatory. Its often better just to place a mine at start (4 resources compared to 3 of forest) because first bases you start and settle near nutrient resources. That way base ends up working for example 4-1 nutrient tile (add solar later) and 0-4-0 mine and spams colony pods for a while. Some growth micro might be required. So 12 turns doesn't hurt in the mod much. But yeah i wouldn't mind having it build in 6 or 8 turns as well - the point is you don't want too much 1-2-0 forest anyway, its not that good. Few tactical forest are enough and then they spread - sometimes you want to remove them -_-.

Exactly! Forest is not mandatory. Moreover it is discouraged. It is not a best solution even with facilities anymore. However, it is a good alternative option for quite poor lands.
You answered this question yourself. Why you at all need it in a first base which is supposed to be at least moderately descent with some moist squares and rocks?
Any number of turns for forest is nothing as it will spread by itself later on. I was thinking about stopping its spreading. If I do then I'll reduce it to 8. However, as you correctly pointed out, it is not relevant anymore. Nobody would want it everywhere.

- Fungus experiment - maybe we can experiment with no minerals. I like some extra food because then one can, coupled with Recycling tanks, work a mine or borehole for minerals. And fungus eveything - what i have been doing  :-[ - won't be good idea anymore. The Manifold Harmonics adds 1-1-2 at 3 planet.. sa say you get it between Tech 6 and 9 it will turn tiles into 3-0-3 + 1-1-2 = 4-1-5.. good but still not op as now.At tech 9 its 5-1-5 and final is 5-1-6. Gaians will end up with 6-1-6.
It looks interesting - it does still look very heavy on energy.. and all this food might be worked on extra specialist and teching will be very fast. Maybe limit it at 4-0-3 instead of 4-0-4.. i think it would be good idea to reduce amount of energy in game. And then it needs to be playtested ofc.

Interesting how we think alike and in same direction! 😀
It's already done. See my latest version and description.
https://github.com/tnevolin/thinker-doer#fungus-production-guidelines

As for reducing energy yield a little - I don't mind that. Pick any one or two energy steps in a table and we can skip it.

- No forests on arid tiles - that would be interesting ^^ i guess one could place condenser first and then forest everything  :P. Thinker AI is crazy whole map turns green eventually once they get to spam condensers and boreholes.

Exactly. Stupid idea. What are you going to do with dunes?

- That Echelon Mirror idea is interesting - making it say 4 or 6 energy. I suppose it would be interesting to try something with it.

What idea? Did I miss something?
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 12:17:34 PM
Solars can be boosted by more than one Echelon Mirror. So usually you want to do 50/50 or maybe a bit less. Typically your solars will get +3 or so. At high altitude that can be 4-(0.5)-7 or so. But the Echelon tiles only get to 4-(0.5)-4, so it averages out at 4-(0.5)-(5.5) or so. The main thing that holds farm/solar back is that it takes a very long time to terraform. Farm, enricher, solar or echelon, plus a lot of raising the terrain and paying energy on top of that. That's why no one does it really even though it's the most powerful per tile. Especially if you drop borehole down.

It's already mathematically proven that the best echelon configuration is to interchange stripes of solars with stripes of echelons. This way each solar is adjacent to 6 echelons so it gets +6 energy. However, since there are only half of them, the average bonus is only +3 per each tile in a energy field. So +3 is max you can get on average. In practice it is impossible to place them like that due to other improvements, rocks, etc. So I usually estimate it as +2 averaged across whole empire.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 12:20:36 PM
Plant fungus is available sometime in midgame - definitely not early so fungus can't be used early as much. it has that downside compared to forests.

It is pretty abundant (about 50% coverage) early and your bases are not big. So you really does not loose anything by not planting it.
Title: Re: Restricting economical growth
Post by: lolada on May 19, 2020, 12:32:42 PM
Code: [Select]
What idea? Did I miss something?
Maybe make Echelon produce 4 energy fixed.. it can have farm below. So in theory one could spam a few of these, have some food on its own square as well - so they are supported, and get good energy base. They will boost some solar collectors around - but its not a waste if it boosts only 2-3. It would produce for example total of 7-8 base energy. Now that you nerfed boreholes to 0-4-4 it looks even better. Fixed energy amount would mean that you don't have to bother with altitude and terrain for Echelon Mirror.

Its liki mini solar farm on say 4 tiles. I've seen some screenshots of dedicated solar farms but its impractical (that optimal scenario you described)- takes a lot of space and i presume nobody really uses it unless its some fun experiment. T-Hawk did it in one of his showcase games.
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 01:39:00 PM
That might boost echelons a bit much. They can have farm+enricher, so something like 4-0.5-8 is a lot. I think they'd be as powerful as boreholes were. Maybe even better, since nutrients and energy rather than minerals and energy. With borehole and condensor nerfed down a bit I'd consider just trying echelons as they are. Maybe make them and enrichers a little faster to terraform. It seemed to work for me.

Anyways terraforming is only the half of it. Satellites and specialists are as much to blame. Especially if you're finding it late-game tech quickness and not mid-game. And commerce, though I like commerce as it is. Vastly underrated how much energy commerce can give. If you pact everyone and have global trade pact it can triple your total energy or so. That's probably one area the AI could play a bit better. It only signs pacts to gang up on an enemy, not for commerce reasons.
Title: Re: Restricting economical growth
Post by: Hagen0 on May 19, 2020, 04:40:24 PM
If forests aren't that good anymore there is no point to make them so expensive. I really don't understand the logic behind this. If you want to make them the option for bad land why punish players with bad land by making their terraforming take much longer too?

In the same way solar panels could be reduced to 4 turns too.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 04:50:28 PM
If forests aren't that good anymore there is no point to make them so expensive. I really don't understand the logic behind this. If you want to make them the option for bad land why punish players with bad land by making their terraforming take much longer too?

In the same way solar panels could be reduced to 4 turns too.

It is not that good anymore and does not compete with regular terraforming in good land but it still an absolute best for barren land.

12 turns is not at all expensive. You need to compare with combined tile terraforming efforts, not with a single operations.
Forest is just one operation = 12 turns. It's one turn complete square terraforming solution. You never ever need to do there anything else. It also spreads. If it spread two times you get three forests by for these 12 turns = 4 turns / forerst. However, it actually will continue to spread for the duration of the whole game. So it is like 10-20 times.

Now, normal terraformed square would require:
1) farm + enricher + mine = 20
2) farm + enricher + solar = 16
In this regards forest is also quite cheap.

Usually I need two formers per base to keep up with conventional terraforming. I need just one or lesst (one per few bases) to start planting forest and then I don't need it anymore. You can see how much cheaper it is.

Pricing it at 4 turns in initial game was an oversight. It is absolutely not needed to be that fast! You won't know what to do with all these forests. They grow faster than population.
Title: Re: Restricting economical growth
Post by: lolada on May 19, 2020, 04:57:18 PM
About that Echelon Mirror thing i didn't even consider it can have soil enricher - i never build them so take that ida with grain of salt. I think I never valued them because there was always enough energy in vanilla game. They might be usable in will to power as they are now. I preferred condensers but if population is limited (drones) i can maybe see myself building echelon mirror occasionally.
Title: Re: Restricting economical growth
Post by: Hagen0 on May 19, 2020, 05:37:02 PM
The things you need to compare are the yields for the tiles. A farm on a good tile is 4 turns for 4 resources. A forest is 12 turns for 3 resources. As it is if you have subpar tiles you don't build a forest on it you don't use that tile and instead expand somewhere else.

If you want to make forest more expensive due to the spread 8 turns would still be OK, 12 is excessive. Note that in your mod forest spreading is not even necessarily a boon as it increases terraforming costs if it spreads somehere you don't want.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 19, 2020, 05:58:15 PM
The things you need to compare are the yields for the tiles. A farm on a good tile is 4 turns for 4 resources. A forest is 12 turns for 3 resources. As it is if you have subpar tiles you don't build a forest on it you don't use that tile and instead expand somewhere else.

If you want to make forest more expensive due to the spread 8 turns would still be OK, 12 is excessive. Note that in your mod forest spreading is not even necessarily a boon as it increases terraforming costs if it spreads somehere you don't want.

You need to pick a way to look at things. Either compare fully terraformed tiles with each other or individual operations. You cannot eat both.

For a first approach I've already listed numbers.

If you are down to individual operations then farm actually adds only one resource. So it's 4/1.
It's tough to say how much forest "adds" since it just replaces everything. 3 - on completely barren land 0-0-0. However, on average it may be somewhere in range 1-3.

Fine, I'll reduce it to 8.
😝
It is not that relevant as forest is not an ultimate solution anymore.

Title: Re: Restricting economical growth
Post by: Hagen0 on May 19, 2020, 08:06:11 PM
Haha, wore you down? :)

My point was exactly that your way of looking at it is not useful. What matters for you terraforming choices is the total yield of the tile after terraforming since you can only work so many tiles. An exception of course to this is if one option takes much longer to build. But in this case we have the weaker option being much more expensive so that doesn't apply.
Title: Re: Restricting economical growth
Post by: Nexii on May 19, 2020, 08:16:54 PM
Yea 1-2-0 is very low production. Most of the time the base will have at least one tile that's moist+ and 1k+ elevation. So you get 2-0.5-2 or so. Sometimes a bit more/less nutrients and energy, but we can say around 4-4.5 FOP is typical.

I'd say either makes forest 4 turns at 1-2-0, or take much longer at 1-2-1. 1-3-0 is also an interesting option to try out. Though I don't think it's forests to blame for the fast late game. Most of the energy is probably coming from boreholes and tidals.
Title: Re: Restricting economical growth
Post by: lolada on May 20, 2020, 07:39:38 PM
This is my terraforming with nerfed forest 1-2-0 in current game. It has unlocked yields so mines are good - i used them instead of forest if base has rocky tiles.
I am planting forest on arid/flat tile - especially near fungus - we didn't mention that - they are great for that.

(https://i.imgur.com/YTPd9tF.png)

Capital - i got the command nexus at 400 mineral (its trascend WTP game, normal tech pace).

(https://i.imgur.com/AGktNxy.png)
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 21, 2020, 07:11:55 PM
Upon pondering I don't believe reducing borehole yield is a significant impact. Usually I have 1 borehole per base. Reducing its yield by 2 minerals and 2 energy will reduce base income by 2-4 minerals and 2-4 energy in total. That is pretty much unnoticeable thing. Still a lot of resources come from all other worked tiles in summary. As was correctly pointed out by other there is no much need in reducing minerals. After all, it is still possible to build another borehole to compensate for shortage.

I think I'll revert borehole to 0-6-6. The more important factor would be to reduce multiplier coefficient for facilities.
Title: Re: Restricting economical growth
Post by: Nexii on May 21, 2020, 07:41:19 PM
Increasing facility costs would achieve the same goal I think? Whether they are cheap and weak or expensive and more powerful, it ends up being similar. I kind of favor the latter after going through similar design decisions with native life. Because otherwise each facility is just a quick tick box in every base once you get the tech.

I think especially in the early-mid game a lot of the energy comes from +2 ECON. +2 ECON is extremely strong I think you should boost up Planned and Green. I think it would be hard to run much SEs other than Fund/FM/Wealth. +2 ECON only diminishes maybe around when you get thinkers/transcendi. Or 6E boreholes

Title: Re: Restricting economical growth
Post by: lolada on May 21, 2020, 08:04:03 PM
Its not the same effect. Reducing minerals or boreholes slows everything down: units, facilities and secret projects. I don't think units and projects are cheap - it takes time to build them and they die a lot - so less units is not good. Facilities can be rushed easily - so they are money drain. Facilities are rushed at 2 energy per mineral, units and SP at 4.

+2 Eco is strong but there are downsides:
Free Market: +2 Eco, -2 Planet, -2 Police, -1 Probe. So this is total 2 - 5 = 3 points. No police (its -1 at default means you are running at -3) - means lots of loss also - at least 1 tile per base. Or running psych slider.. or having to build Hologram theaters which are net gain, but have -2 maintenance and cost 60 min to build. - Probe is no joke - if AI breaks your defense they'll take the mind-probe the base.

Wealth: its +1 Eco +1 Ind -2 Mor, -1Pol

Eudamonia (comes at midgame so it can be used a lot): +2 Eco +1 Ind, -1 Eff, -3 Morale - Now this is obviously great in peace - BUT i was not in peace ANY game on transcend - its impossible i think AI is just crazy with diplomacy. So morale hurts badly new units are very weak.

Here is my current game with Morgan.. new units come out very green and fight -25% - i have command nexus.. i will have to move out of Eudaimonia eventually but i am using this to build up infrastructure (+3 industry) and i just defend. I am also running 20% psych.

(https://i.imgur.com/gXp3de3.png)




Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 21, 2020, 08:11:50 PM
Increasing facility costs would achieve the same goal I think? Whether they are cheap and weak or expensive and more powerful, it ends up being similar. I kind of favor the latter after going through similar design decisions with native life. Because otherwise each facility is just a quick tick box in every base once you get the tech.

This will be a different effect.

Cheap and weak facilities = faster build but low total production increase.
Expensive and strong facilities = slower build but higher total increase.

Since we are talking about limiting production boom in end game specifically the second option sounds right on target. I think as long as facility is profitable it will be build regardless the cost. Higher cost will just somewhat delay it. So first option will delay the boom but won't limit it at all.

I think especially in the early-mid game a lot of the energy comes from +2 ECON. +2 ECON is extremely strong I think you should boost up Planned and Green. I think it would be hard to run much SEs other than Fund/FM/Wealth. +2 ECON only diminishes maybe around when you get thinkers/transcendi. Or 6E boreholes

First, I tried to balance SE so that ECON is not overpowered. Fund/FM/Wealth should not be the best combination anymore. Try it out and let me know if it still is.
Anyway, we are not talking about changing ECON functionality. It is too subtle matter.
Title: Re: Restricting economical growth
Post by: lolada on May 21, 2020, 08:12:28 PM
Quote
Reducing its yield by 2 minerals and 2 energy will reduce base income by 2-4 minerals and 2-4 energy in total. That is pretty much unnoticeable thing.
Its 80+ energy for 20 bases which a player should have. I suggest leaving Borehole at 0-4-4 or revert them to 0-6-4. Lets try reducing energy in game a bit at least. They are plenty strong even with 0-4-4.

Another thing i got surprised a bit with Condensers now. So I built condenser as usual on that nutrient resource and destroyed solar collector. Result here I lost 2 energy and got 0 food + eco damage + lost turns. Eghm. Yes i made 3 tiles green that i don't use. This Condenser I built currently its clearly a mistake. They are situational now - if i put to use other tiles then its worth it. I don't mind the change just stating what happened - didn't expect it ^^.

(https://i.imgur.com/dECgzkW.png)

You also have a display bug - this should be fixed i rely on those tooltips for example.
- Also not that fungus is good food/energy but no mineral.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 21, 2020, 08:22:31 PM
Quote
Reducing its yield by 2 minerals and 2 energy will reduce base income by 2-4 minerals and 2-4 energy in total. That is pretty much unnoticeable thing.
Its 80+ energy for 20 bases which a player should have. I suggest leaving Borehole at 0-4-4 or revert them to 0-6-4. Lets try reducing energy in game a bit at least. They are plenty strong even with 0-4-4.

What I meant is that I don't have any opinion on them. Either way is fine. Somebody suggested 0-4-4 or 0-6-4. I can do either.

Another thing i got surprised a bit with Condensers now. So I built condenser as usual on that nutrient resource and destroyed solar collector. Result here I lost 2 energy and got 0 food + eco damage + lost turns. Eghm. Yes i made 3 tiles green that i don't use. This Condenser I built currently its clearly a mistake. They are situational now - if i put to use other tiles then its worth it. I don't mind the change just stating what happened - didn't expect it ^^.

Well, wasn't this requested at this very thread? So I implemented it. I still can add +1 nutrient to condenser square to compensate for inability to build anything else. Also this should help AI as it does not place them on resources AFAIK.

You also have a display bug - this should be fixed i rely on those tooltips for example.
- Also not that fungus is good food/energy but no mineral.

Damn. Yes, I should. How did you get 5 nutrients there? Rainy farm with nutrient resource?
Title: Re: Restricting economical growth
Post by: lolada on May 21, 2020, 08:31:26 PM
Yes rainy farm with nutrient resource - i usually place condensers on nutrient resources. Well Condenser has a strong effect player can reason about it and place it on good spots. This might screw AI a bit. AI does grow scary big cities - thats part of why it is hard to defeat - so this is likely a nerf to thinker AI.

I don't really like condensers not on resources - so that +1 nutrient sounds good. Soil enrichers are also nerfed so it could be ok.

It would be a good idea to observe how AI places condensers - and does this harm them.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 21, 2020, 09:18:52 PM
Yes rainy farm with nutrient resource - i usually place condensers on nutrient resources. Well Condenser has a strong effect player can reason about it and place it on good spots. This might screw AI a bit. AI does grow scary big cities - thats part of why it is hard to defeat - so this is likely a nerf to thinker AI.

I don't really like condensers not on resources - so that +1 nutrient sounds good. Soil enrichers are also nerfed so it could be ok.

It would be a good idea to observe how AI places condensers - and does this harm them.

Yea. I like condenser to do its main job of moisturizing surrounding instead of magically multiplying amount of food. How does it do it???
🤣

The change to enricher actually enhanced it. Previously it never used its potential because the best it could do is to add 50% to rainy farm, which is still +1. However, it added nothing on arid farm. Now it does.
Title: Re: Restricting economical growth
Post by: bvanevery on May 21, 2020, 10:57:29 PM
Reducing minerals or boreholes slows everything down: units, facilities and secret projects.

In my mod, as a player I don't use boreholes at all.  That's as reduced as it gets.  Generally speaking I'm scared of the eco-damage they're going to do.

Thinker Mod is borehole obsessed.  The AI doesn't pay any global warming consequence on them.  A human player who used boreholes at the level the AI does, would put Planet 4000 meters underwater.  Thinker Mod just nerfs global warming.  It doesn't implement anything "smart" about building infrastructure vs. eco-damage done.

Not sure how much TWTP inherits from Thinker Mod in this regard.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 21, 2020, 11:00:41 PM
I didn't change any Thinker logic.

Global warming is actually a pretty soft stopping. What do you do with others polluting?
Title: Re: Restricting economical growth
Post by: bvanevery on May 21, 2020, 11:10:23 PM
Recently in my own mod, I am likely to win the game before AI factions start to do serious eco-damage.  So my choice not to pollute anything, not to build any more than a Genejack Factory, does have its payoff.

Since I recently actually won a game where I deliberately triggered a chemical weapons global warming apocalypse, I'm starting to toy with being bolder in my chosen tactics.  However I have not played enough test games since then to really get ecological abuse going.  Factories, boreholes, and condensers all come late in my mod.  Although I could build Mines earlier than I usually do, they are not beneficial in the absence of abundant food.  Typically I don't bother with them until I've built Hybrid Forests, my big source of food.  That's late midgame.  I've also recently pushed the Aquafarm to the same time, on the justification that they're the oceanic game mechanical equivalent of Soil Enrichers.

I think to really do the damage, I'd have to also be Capitalist.  -2 PLANET.

AI factions in my mod do manage to do eco-damage, typically by being Capitalist, if the game goes on long enough.  But lately I'm good at trouncing them.  I leave it to other playtesters, who are not familiar with my mod, to be trounced.  It can happen.  I've been occasionally surprised by player reports of big late game battles, things that I'd clearly never allow to get underway to begin with.

In my version 1.43, I'm changing Cybernetic to have -1 JUSTICE and -1 PLANET penalties.  In principle, AI factions could get back to -3 PLANET penalty.  In practice, my new Thought Control with the +1 INDUSTRY bonus is proving rather popular.  I don't know if I'm going to be able to convince the AI to choose Cybernetic.  It's still under test.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 21, 2020, 11:50:43 PM
You also have a display bug - this should be fixed i rely on those tooltips for example.


Here
http://alphacentauri2.info/index.php?topic=21359.msg125383#msg125383

Save your full directory before update. I did a lot of patching.
Title: Re: Restricting economical growth
Post by: Nexii on May 22, 2020, 12:12:52 AM
With ecodamage it's that AI only pollutes as if on citizen difficulty in a transcend game (1/5th). Probably should be at librarian level to mirror the drone mechanics (3/5th).

Although ecodamage climbs up fast late game. Exceeding clean minerals is always really big ecodamage. Green cuts it down by 1/6th compared to Free Market which is someting but not a lot. My wishlist would have been for this I think in hindsight:
1) Clean minerals to be visible in game (this might be difficult)
2) PLANET to modify clean minerals instead of ecodamage
As I thought about it more TECHS multiplying ecodamage isn't so bad, even if it is extreme. Planet becoming more sentient/stronger at the end is well represented by that.

Energy is much more powerful than minerals most of the time. Energy doesn't pollute, you get commerce, and earlier facilities to boost it. And it drives tech. Minerals faciltiies all come very late. M is more efficient for like SPs, and required to support armies. But it has less going for it.

Title: Re: Restricting economical growth
Post by: Hagen0 on May 22, 2020, 02:44:19 AM
Would it be a good idea to add +1 energy per foest square to the tree farm?

One way to fix industry abuses would be to hold all mineral costs constant and make industry a multiplier on the minerals produced in a base. So +2 industry would multiply minerals incurred per base by 1.2 but all costs stay constant. There would be issues with rounding and it may not be feasable to implement.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 22, 2020, 03:34:31 AM
One way to fix industry abuses would be to hold all mineral costs constant and make industry a multiplier on the minerals produced in a base. So +2 industry would multiply minerals incurred per base by 1.2 but all costs stay constant. There would be issues with rounding and it may not be feasable to implement.

That is an obvious idea that was brought up uncounted number of times. That is how game should be designed from the beginning.

Unfortunately, this is all whole number game. How do you plan to increase 1 mineral surplus by 20%?
Moreover, this feature is so deeply programmed all over the code that it would be impossible to switch between these two methods. Like if you see at prototype costs they account for current INDUSTRY rating, etc. It's everywhere. I suggest to forget about changing this.

I introduced lesser evil fix just today. Number of accumulated nutrients and minerals is adjusted on GROWTH/INDUSTRY change so the accumulated completion percentage stays the same. This eliminates SP exploit with switching INDUSTRY just before the completion.
Title: Re: Restricting economical growth
Post by: lolada on May 22, 2020, 09:26:23 AM
Quote
Would it be a good idea to add +1 energy per forest square to the tree farm?

I was thinking about this, but I wouldn't do it. I would make Tree Farm maybe slightly cheaper, Hybrid Forest as well (since its obviously they are not strong as they were with 1-2-1). Not much, just slightly.. Farm/solars and borehole are good energy as well - +2 Eco is tons of energy. In WTP Fungus is producing tons of food/energy (Most factions can use fungus tiles  and its free there is no terraforming needed). Minerals come from forests/mines/boreholes so its a must to have them.

Now forests actually do have +1 energy as soon as you adopt +2 Economics so there's that. Aquifers/rivers also work there for +energy. Fungus ignore rivers and bonus resources - and i am pretty sure +1 energy per tile from 2 ECO does not work on fungus.
Someone like Morgan have Tree forests at 2-2-1 and it will be 3-2-2 with Hybrid and base usually produces tons of energy (as you go over +2 in ECO) and these are all multipliers and he gets very rich. Looks like its good idea to rely on fungus until you can build Tree/Hybrid forests and Adv. terraforming and then terraform everything.

Its really unusual how it all plays out - i suggest playtesting - its quite different (and fun) gameplay compared to vanilla.

Quote
Energy is much more powerful than minerals most of the time. Energy doesn't pollute, you get commerce, and earlier facilities to boost it.

Yeah i tend to agree with this. As the game goes on minerals are just too slow - i tend to rush ton of facilities - especially in newer bases. You can wait 10+ turns to build Childrens Creche or rush it  for 80 credits or so - i know what i choose. Late game one can rush units all the time even when they are double cost compared to facilities.

So there's too much energy in general in game - which speeds up tech a lot. Thats why its ok for me to nerf forests and borehole and for example %energy facilities. One can read that T-Hawk AARs for example - he always gets to research each tech at 1 turn only.

Title: Re: Restricting economical growth
Post by: Hagen0 on May 22, 2020, 11:46:19 AM
Should have guessed the idea is hardly novel. :)

Making the tree facilities a bit cheaper without increasing their resource bonus does sound like a good.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 22, 2020, 01:10:37 PM
Quote
Would it be a good idea to add +1 energy per forest square to the tree farm?

I was thinking about this, but I wouldn't do it. I would make Tree Farm maybe slightly cheaper, Hybrid Forest as well (since its obviously they are not strong as they were with 1-2-1). Not much, just slightly..

Like that?

* Tree Farm cost/maint is 10/2
* Hybrid Forest cost/maint is 20/3

Quote
Energy is much more powerful than minerals most of the time. Energy doesn't pollute, you get commerce, and earlier facilities to boost it.

Yeah i tend to agree with this. As the game goes on minerals are just too slow - i tend to rush ton of facilities - especially in newer bases. You can wait 10+ turns to build Childrens Creche or rush it  for 80 credits or so - i know what i choose. Late game one can rush units all the time even when they are double cost compared to facilities.

It may feel so but hurrying is not something rare. It is intended feature of the game to get rid of excess reserves. Otherwise, they are for nothing. Mineral production happens automatically and does not feel like hard work. Whereas, hurrying is manual with every single time you need to authorize with two buttons. Thus it feels as if you are hurrying everything. If you accurately compare part of the production done by hurrying it'll be somewhere 20-40% which is completely normal. More or less depending on you cash flow. Interestingly, this contribution doesn't change much with game course. You are constantly hurrying production from very beginning with extra credits and it never got to 100% even to end game.

So energy is not **more** powerful than minerals. It could be close to mineral power (somewhere 50-70% of it) but no more than that.

Another argument to this is that people most often are in need of minerals and not energy. Meaning energy without minerals cannot make it alone.

So there's too much energy in general in game - which speeds up tech a lot. Thats why its ok for me to nerf forests and borehole and for example %energy facilities. One can read that T-Hawk AARs for example - he always gets to research each tech at 1 turn only.

You probably feel you have excess of it by micromanaging hurrying all the time. I agree it could be limited but just a little. Say 10-20%. No more.

At the same time it is possible to allow governors to hurry production! Try to set this feature and see if it clears that feeling of excessive energy.
😏
Title: Re: Restricting economical growth
Post by: bvanevery on May 22, 2020, 05:06:03 PM
You are constantly hurrying production from very beginning with extra credits and it never got to 100% even to end game.

Not exactly my pattern.  I tend to build up big wads of cash so that I can mostly buy SPs all at once.  I'll have cities working to accumulate the "starter minerals" for a SP.  You don't need that many minerals for that, if you're not under severe competitive pressure from the AIs for the SPs.  By late midgame I'm probably pulling away and starting to be able to run the table with SPs more consistently.  That said, I'm doing yet more tech tree path differentiation for my upcoming mod version 1.43.  I haven't actually made it to playtesting that portion of the game yet.

I do tend to rush my early game facilities, especially Recycling Tanks.  I know that these early rushes have the biggest impact on my development.  Also nobody can start a SP until Tier 3 in my mod, so I may not have any SP to build anyways.

You make a good point that this "rushing" play mechanic, consumes 3X as many mouseclicks as it would take to buy stuff outright.  Depending on timescale represented, this might be just fine for some imagined different game.  Did you know that at the end of WW II, Boeing was producing 100 B-29 "superfortress" bombers per month (https://www.b29-superfortress.com/b29-superfortress-production-assembly-plants.htm)?
Quote
At the end of the war Boeing-Wichita was producing 4.2 Superfortresses per working day for an average of 100 a month, which was the military's schedule. The plant had also reduced the number of manhours to produce a single B-29, from157,000 (the average required for the first 100 bombers), to less than 20,000.

Quote
Another argument to this is that people most often are in need of minerals and not energy. Meaning energy without minerals cannot make it alone.

When cash gets stupendous in the late game, I find the only thing that really matters, is if a city can consistently produce 10 minerals per turn.  To overcome the big penalty if you have less than 10 minerals into something.  This tends to mean that in practice, a city only needs to have 20 minerals production to be a useful late game city.  And that since you're using cash and only 10 minerals roll over into a new project, the big factory cities are often completely wasteful.  The economics in this game really are rather baroque, a bunch of kludge designs inserted on top of each other I think.
Title: Re: Restricting economical growth
Post by: Hagen0 on May 22, 2020, 05:31:44 PM
You can make a partial payment to avoid waste in high production bases.
Title: Re: Restricting economical growth
Post by: lolada on May 22, 2020, 06:56:35 PM
Quote
You probably feel you have excess of it by micromanaging hurrying all the time. I agree it could be limited but just a little. Say 10-20%. No more.

The thing is not hurrying the production == bad play. So I feel like i often need to hurry production so early on and to midgame i tend to hurry everything i can. When i get to many bases then i sometimes start to skip it because its not as important... so i don't have to play as good as i could. Or i just go and hurry everything i can every 3rd turn or something like that.

What would be convenient is to have Hurry Button - just click and its done. No confirmation box, no numbers. You can set it to 100% (so waste some min) or as much as its needed + minerals (thats more complicated..) but nevertheless it would be quality of life. One can go through bases and just quickly click Hurry Hurry Hurry Hurry Hurry Hurry Hurry  until there's no more money and be done with it.
Title: Re: Restricting economical growth
Post by: bvanevery on May 22, 2020, 06:59:41 PM
You can make a partial payment to avoid waste in high production bases.

And I thought activating a self-destruct sequence was the candidate for most obscure feature of the game.  This is so bureaucratically baroque that I'm not even going to comment on it.  Except to say I've never done this.

I suppose releasing mindworms into the wild might be considered obscure.

Turning over units or cities to other factions is a bit obscure, and exploitable, but I don't do that.  I've benefited plenty from AI units turned over to me though.

Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 22, 2020, 07:04:05 PM
What would be convenient is to have Hurry Button - just click and its done. No confirmation box, no numbers. You can set it to 100% (so waste some min) or as much as its needed + minerals (thats more complicated..) but nevertheless it would be quality of life. One can go through bases and just quickly click Hurry Hurry Hurry Hurry Hurry Hurry Hurry  until there's no more money and be done with it.

Allow governor to hurry production.
😁
Title: Re: Restricting economical growth
Post by: lolada on May 22, 2020, 08:53:07 PM
Lol I'll see if i can put governors to some use - they will ruin bases likely ^^. I never use them.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 22, 2020, 09:12:33 PM
Good deal. I think we have a generic understanding and this thread served the purpose. I plan to lock it and we can discuss specific changes further on in main thread.

Summary

1.
Very end game production seems excessive and over the need for anything. This is mostly for last 1/4 of the game of even closer to the end. The rest of the game, including middle part is fine.

2.
Everybody seems to report that there is too much energy. There is no agreement on minerals. Some are for reducing them some are against. Nobody complained about nutrients.

Changes made so far
Condenser and Enricher do not multiply nutrients anymore.
Borehole could be slightly nerfed on energy or minerals or both.

Future changes
Reduce the cost of forest improving facilities since forest is not that great with 1-2-0 anymore.
Reduce the multiplicative coefficient for multiplying facilities of all kind (minerals, economy, labs, psych).
Correspondingly, reduce above facilities cost/maintenance as they are losing their effect partially.
Title: Re: Restricting economical growth
Post by: lolada on May 22, 2020, 09:41:35 PM
Quote
1.Very end game production seems excessive and over the need for anything.
- Hm nope i don't feel mineral production is excessive at tech 10-11.. As i said its hard to get many bases above 50 minerals.. at least until you get those super projects. Good lategame units cost 140+ minerals.. so thats 3+ turns per unit for strong bases, weaken ones are 5-6-7. At that point when player converts everything to military production - its possible to overrun AI - but it takes a long time to get to that position. Maybe if you spam 10+ nexus mining satellites, but even that is limited by base size, and get all mineral boosting facilities then minerals would be too abundant.
If energy is counting as production then yes - one can rush a lot.. to the end of my AAR i had 15k+ energy credits - i didn't spend them all because i was too lazy to micro and had so many bases that i didn't have to.

2. Energy - yes too much - it makes tech go to fast. Induktio changed techs today or yesterday. And there's so much energy if you are winning (and you should) that its trivial to rush secret projects or multiple units each turn.

Nutrients - I dont have too much.. it balances itself.. when there's much early-mid you can't handle drones - so i just switch to mines/boreholes. Later on at some point there's lots of nutrients but bases grow slow. I didn't pop-boom in WTP.. i get bases up to 10-14.. there's no real need to build Habitation Domes. AI had tons of food due to condenser spam, but they can grow more due to their bonuses - now they won't have it.

Future changes
Reduce the cost of forest improving facilities since forest is not that great with 1-2-0 anymore.
Reduce the multiplicative coefficient for multiplying facilities of all kind (minerals, economy, labs, psych).
Correspondingly, reduce above facilities cost/maintenance as they are losing their effect partially.

- I forgot to reply to that suggestion on prices Tree/Hybrid forests - i guess we could do that.. especially if you nerf eco %
- I'd nerf ECO%.. as i said minerals are fine..
- Labs - Fusion Lab is 50/50 that could go 25/25.. Research hospital is 25 psych/50 labs - that could be 50 psych/25 labs
- Psych - hm you might be right about that - Its convenient to be able to go to +20% psych and solve lots of psych issues so it should not be too nerfed. Hologram Theater might go to +25% and have Research Hospital/Nanohospital at 50% (nerf science there) to make them more interesting for psych. I didn't use Tree/Hybrid forests  and i was fine - i don't think they even need psych bonus, its 50%.. that could be nerfed they would still be great. Forests are still extra resources, + eco + psych (if you place them at 25%) and reduce eco dmg by half - thats huge.

Something like that.. this could be calculated i suppose.. But for example i don't even build Quantum Labs for +50% science.. or Nanohospitals - because there's so much science/psych already.
Title: Re: Restricting economical growth
Post by: Nexii on May 22, 2020, 09:41:45 PM
I took a better look at T-hawk's speed run. While a micro map isn't identical to a larger one, there aren't huge differences. I concluded it was more about raw production, specialists, and satellites. Those are the things to target moreso than facilities or SPs. Very few facilities were built and same with SPs, only the most powerful 9 or so.

Not everything can be at the end of the tech tree of course. But as I saw it the main culprit was getting all the terraforming options so early. Secondarily, the fact that specialists aren't affected by EFFIC is a bit ridiculous too. Though that would have had little impact on a micro map anyways.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 22, 2020, 10:10:48 PM
Quote
1.Very end game production seems excessive and over the need for anything.
- Hm nope i don't feel mineral production is excessive at tech 10-11..

That is what I said.

...
There is no agreement on minerals. Some are for reducing them some are against.
...

You are the one against.

Anyway, it's not like we want to be on a same page. I just gathered opinions. Variations are fine.
Title: Re: Restricting economical growth
Post by: Alpha Centauri Bear on May 22, 2020, 10:12:53 PM
2. Energy - yes too much - it makes tech go to fast.

This is easily fixable by adjusting research cost formula rather than struggling with energy production.
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