Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Command Nexus => Topic started by: Kirov on December 18, 2012, 03:48:06 PM

Title: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 18, 2012, 03:48:06 PM
All right, here it goes at last.

We play the Vets map and the combatants are:

Earthmichael, incarnated as Aki-Zeta Five of Cybernetic Consciousness

Kirov, represented by Morgan of Morgan Industries, Inc.

To spice things up, two alien factions landed on our Planet.

The settings are:

All victory conditions on (I think so, I kinda forgot), map visible, no random events, no supply pods, spoils of war off

House rules:

CBA and choppers are banned
Atrocities banned except for base obliteration
Stockpiling is allowed (remember to insert “stockpile energy” to the queue, but only after units!)
Reverse engineering banned in any form
Upgrading crawlers to better models and cashing them towards SPs is banned.

Do I have to do anything specific to make it ladder or will our declaration do?

Earthmichael, enjoy the game and good luck! :)




Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 19, 2012, 10:04:08 PM
Kirov,

Can you take a look at the setup here?  I am not being given the option to resesarch Planetary Networks, and I need that to be my first research priority.

It may be slot related.  I did some experimentation, and found that if Aki is in slot 2,3, or 5 I get the option to research Planetary Networks.  (I did not check slot 6 or 7).

Anyway, is it possible to put Aki into a slot where Planetary Networks can be the first research priority?

Thanks!

Earthmichael
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 20, 2012, 12:17:31 AM
Actually I noticed I have a very similar problem here. ;) After I take my first preferred tech, my next tech choice is fairly screwed and I sort of waste my second tech, or at least it's not what I wanted. So either we accept it works bad both ways or set up a new game, your call.

The reason your tests don't prove it is that the techs you start with are given via the scenario editor, not a standard game start (AFAIK, I can't do that in any other way if we are to set our game and not just start random).

Are you familiar with the tech choice Excel spreadsheet? Worth checking if any options are ruled out, especially at the start.

Anyhow, as you can see in the field "traded technologies", you get different outcomes if you get at least one tech by trade or from the CMN.

So it's up to you. I could also use a better start, but then it can take me a moment to prepare a new game.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 20, 2012, 01:13:07 AM
Since the techs are given by the scenario editor, is there a way to account for this on the spreadsheet?

What I would like is to have Planetary Networks as my first tech choice, and then be able to beeline to IA with no more than 1 sidetrack technology.  This is how my normal games work anyway, unless I pop a pod or get a tech some other way.

I figure there is probably a way to select the right slot number to get this result.

What about you?  Which tech did you get, and which sidetrack was imposed?  Is there a slot that avoids this?
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 20, 2012, 02:06:47 AM
If you start a regular random game, you just set the slot, the number of starting techs (1 or 2) and 'acquire' starting techs from the list to the right. In any kind of a set-up game, you must also select 'yes' in the 'traded technologies' field (and switch to 'yes' in regular game once you traded something).

My situation - with any other faction I grab CentEcon first and then beeline to IA. But with Morgan on Vets, I want to start with Biogenetics, then IndEcon, then CentEco, then IA. But in my situation, after Biogenetics I can only choose between Doc:Mob, InfNet and SocPsych; obviously I take InfNet, but it's still something I'd like to postpone after IndEcon and CentEco.

I could start with IndEcon, but then it's the same, only 3 techs I do not want.

OK, I'll look to that tomorrow or the day after. The solution should be simple really, probably if we switch sides it'll go away. But if want to have a clean path to IA, you can either help me with tests or tell me if you sway at any moment from IA or is it just PlanNet, IndBase, IndEcon, IA.

After test: your problem is solved easily - you just go to slot 1, but I cannot seem to solve my problem. Whatever slot I take, I can't go the above path, I'm limited to those 3 techs I mention after either the first or the second choice. I'll see what I can do. Damn it's weird.  ???

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 20, 2012, 01:38:43 PM
Yeah, whatever I do, I'm forced to pick up one tech I don't want. So if you get CentEco in the first pick, I think we're about even.

I didn't know Morgan works like that, it's worth remembering.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 20, 2012, 02:35:41 PM
I must admit that I am puzzled by your starting tech choices.  I thought Morgan was an obvious candidate to beeline to IA for Wealth.  I guess you prefer to rush build some recycling centers with your intial weath first. 

Still, I can't see that InfNet is much of a sidetrack, since it is still on the beeline to IA.  The way I see it, you can preference Biogenetics at a one tech delay to IndEcon, or you can get IndEcon immediately.  Either way, you get to pick your first tech toward the strategy you choose to follow.

For me, it is critical to get Planetary Networks first, in order to switch to Planned ASAP.  So having to pick CentEco in my first pick does NOT make it even.  I am willing to take a sidetrack to CentEco on the way to IA (similar to you having to pick InfNet before IndEcon), but I must research Planetary Networks first, just as you feel you must research Biogenetics first.

So, please put me in slot 1 if that solves my problem, and put yourself in whatever slot will work best for the tech tree you are trying to pursue. 

I would like to pretest this before we actually start, if you can send me the starting file.  I can also help test Morgan choices as well. Thanks!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 20, 2012, 03:20:22 PM
Come on Earthmichael, it's just one screwed tech choice, happens all the time in SMAC! I knew beforehand that I'm screwed with mine and hadn't even mentioned it until you brought it up. ;)

I played Aki for a moment. You can pick Industrial Base and then take PlanNet in 2107 and you still can't afford Planned anyway, so you won't actually see any difference. Still better off than me.

Mine is a standard opening for Morgan, I pick it up at 'poly or CGN. Yeah, the basic idea is to start with RecTanks. Feels unusual, but it's the only way to make up for the -1 SUPPORT.

The starting file is attached above as .SC.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 20, 2012, 04:37:12 PM
I don't see the .SC file anywhere?!?

Can you repost it?
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 20, 2012, 04:39:37 PM
Oh sorry, I meant that other thread. Here it is. So let me know what you think.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 20, 2012, 05:57:07 PM
Come on Earthmichael, it's just one screwed tech choice, happens all the time in SMAC! I knew beforehand that I'm screwed with mine and hadn't even mentioned it until you brought it up. ;)

I played Aki for a moment. You can pick Industrial Base and then take PlanNet in 2107 and you still can't afford Planned anyway, so you won't actually see any difference. Still better off than me.

I went ahead and played AKI using the scenario file you posted.  It is a disaster!

1. I can't pick Planetary Networks as my first tech.  As a result, I have the energy to switch to Planned long before I actually get the tech.  It DOES make a difference, in that my initial builds do not get to benefit from Planned.

2. Then I am sidetracked, with SP being the best choice.  (I am not offered CE, which is odd; that is my usual sidetrack.)

3. Now I can pick IE, which is fine.

4. But I find myselft with a SECOND SIDETRACK!  I pick CE as the best choice.

In summary, I can't pick the starting tech that I want, resulting in getting Planned too late to save on my initial builds.  Then I suffer TWO sidetracks to IA!  I have never played a random game that starts this badly!  I am not trying to make your life difficult, but you could not have picked a worse starting slot for Aki! 

Can you send me the scenario with AKI in slot one?  You said on your tests that worked for you; I would like to test this as well.

Do you want to just let a moderator set up a game for us?  There is no way that I want to play competively with a start that hoses me that badly!

For me, a reasonable start is being able to pick Planetary Networks as my first tech, and at most one sidetrack to IA.  That should not be very difficult to achieve.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 20, 2012, 06:53:16 PM
OK, I'll try to correct it. But no sidetrack to IA is a luxury, not default, so we'll both probably have to live with one.

One thing I'm curious about - you can get PlanNet in 2107 at 70%. How do you earn 30 ec in that time to take Planned? The nearest patch of fungus is 3 tiles away, you can't really count on harvesting MW in such number in such time. Do you switch the slider to cash or what?

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 20, 2012, 08:04:43 PM
With having to take the initial IB, I don't get to reseach PlanNet until after I finish, so PlanNet is not available until 2112.

If I can take PlanNet right off the bat, I can earn 40 EC by 2108, making use of the energy special near the starting position.  So I can switch to Planned 4 turns sooner.  This is early enough to affect my initial growth, giving me a nice boost, and saves me some minerals on production as well.

You can take it as a complement that we are even discussing this.  With most opponents, I would just take the handicap and move on.  But I have too much respect for your skills to start with this kind of handicap.

I agree that no sidetrack to IA is a definitely a luxury, which is why I expect to take a single sidetrack, usually with something useful like CentEco.  It was the two sidetracks that I was objecting to, as well as not getting my prefered starting tech.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 21, 2012, 02:36:03 PM
I just had an excellent idea!  We can play the scenario file just as it sit right now, but I will play Morgan, and you can play Aki!

I am perfectly willing to live with the limitations of Morgan's tech tree in the current scenario file, and you seem to think that Aki's tech tree is OK, so lets just reverse positions and play the scenario file that you have already created!

Does this sound good to you?  If we do this, how do we actually get started, i.e. who goes first?  I am happy to let you have the slight advantage of first move.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 21, 2012, 04:03:59 PM
 ;lol Let me think about it, I think that Aki may be stronger just a little bit, but I just enjoy playing Morgan more. I'll let you know and see if I can set a new game with minor effort.

Thanks for the compliment. ;) I'm afraid I still need some practice, but can as well get it from you.

And actually I'm enjoying our game already!  ;lol I've come to think that the only viable opening with techs (if not Morgan) is CE, then IA, then D:Flex (or D:Init if you're in the mood) and then either EnvEcon or D:AP, depending on the situation. Full possible tech slider at least until IA, cash for SE harvested from MW.

But you don't start with CE and use econ slider to run Planned ASAP, which must postpone your IA and without CE you can only build CPs anyway. Interesting.



Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 22, 2012, 12:58:16 AM
Unless I am playing a faction that can't run Wealth, I always beeline to IA.  I don't find it critical to get CE first, because my expansion comes first, as you guessed.  And since Planned helps expansion, I almost always go for Planned right off the bat, except for Morgan, who I try to get to FM ASAP.

D:Flex is rarely a priority for me.  The exceptions are if my starting continent is extremely small, or if there are pods worldwide (not just at the landing site).  On the vets map, unless you are in a big hurry to get to the center land area, I don't really see much point in getting D:Flex early.

The thing I differ with respect to your Morgan strategy is that I go for FM even before Recycling Centers.  This is a judgement call, but it is what I prefer.  The reason I say it is a judgement call is that expansion is faster with Recycling Centers, but teching is faster with FM. 

Anyway, let me know how you want to proceed with our game.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 25, 2012, 02:41:26 AM
Kirov,  you need to pick an option to proceed.  The way I see it:

1. We play the scenario as made, but I play Morgan and you play Aki.

2. We change the scenario to put Aki in slot 1 (you tested and that works, right?); put Morgan in whatever slot you want.

3.  ??  Do you have another suggestion ??
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 25, 2012, 06:18:40 PM
Hey mate, I think we'll go for option 2, you will play Aki in slot 1 and I get probably slot 3 or something. I'll prepare it soon, it's just recent days I seem to can't get my head around SMAC-related stuff, personal things and all. Sorry for that, maybe it's holiday laziness and I'll get over it soon. ;) Please give me a moment or two.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 26, 2012, 02:17:41 AM
Sounds good.  I appreciate your preparing the game.  Once you get the scenario file made, can you post or send it, and I will give it a run through to make sure that everything is OK.

Thanks!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 27, 2012, 05:41:13 PM
Earthmichael, something's really weird with my scenario editor, I can't put my finger on it. Out of a sudden, when I create a new scenario and want to put units in it, those units are not visible in that bottom left box and bottom line. This thing persists even when I start the game. Can you check the file below if you (don't) see the same? This is a small thing, but would be extremely annoying during the play, I don't want that. I've never experienced such a bug, never heard of it and never saw any reference to such or similar quirk.

PS. I checked when writing this and the problem seems to go away with turn 2. Still, I want to check it, I want you to check it and I want to consult a CMN on this. We don't want this issue to come back with turn 50.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 27, 2012, 09:55:18 PM
I think I see the problem - MY set. I changed it to 2101 and everything seems fine. But please click around to make sure.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 28, 2012, 07:49:55 PM
Looks perfect to me!

How do we get started? 

Since I am in slot 1, am I to go first?  It does not matter to me either way, as long as the tech tree remains the same.

Problem is, I don't know how to kick off a multiplayer game from a scenario file.

Again, thanks for creating this!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 29, 2012, 04:38:26 AM
No problem, it's a useful thing to know how to create a simple PBEM. I guess I can stand in as a poor man's CMN for people who play predefined maps.

Yes, you're first to go. You select 'multiplayer', then 'PBEM', then 'Multiplayer Scenario' and load ours. Add Aki, when asked if you want another human player - add Morgan, then no, you don't want another human player, then you can start and set your password.

Would you mind if we discussed some strategy-related stuff here every now and then? I still feel I don't run at my best SMAC capacity, whatever level that was. I don't remember things I was once thoroughly familiar with and bouncing some ideas around could stir some creativity and give me food for thought. Right now I'm in the middle of losing my first PBEM after a long time (after a long time of not-playing, that is). To be honest, I don't really blame my choice of strategy or execution thereof. It's a standard-sized 99%-water map with no fungus, which effectively plays as a tiny map, so a Miriam player can only pancake a poor Morgan chap. Still, losing is not winning and I keep wondering if there's something I don't see about that game.

I started several threads in the general strategy section, but I guess we still don't have a critical mass of people necessary to sustain any given discussion.

Obviously I don't want to pry into your strategy for our game, so we can keep it as general as possible. But first thing does relate to the Vets map, because I keep thinking about that jungle patch in the middle. At first I wanted to dash for it reasonably ASAP and assumed that's what all people do. But then I got to thinking - overseas bases considerably weaken your defences and are very easy to probe. They can be easily captured and used as outposts into your mainland. On the top of that, neither Morgan nor Aki enjoy Mongoon Jungle as much as the others, as we both need to expand horizontally if for slightly different reasons. So not asking about your plans, what is your experience, what do people usually do? I played Vets only once or two as a replacement, I don't remember that much. I can think that in a 4-player game I would expand in the middle island somewhere in the early midgame, say 10 turns before I get D:AP and can defend new bases from air. But it's just a general idea. I imagine that if one player goes for the middle and the other is passive about it, that alone can secure his loss.

I'm looking forward to the next GotM as well. ;) That Nomads play and discussion was fun.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Buster's Uncle on December 29, 2012, 04:48:16 AM
K, I've really appreciated your contributions all over the forum in the last month, while I've been in a non-talkative mood.  Much of the trick to getting those strategy discussions going is persistence.

Would you be interested in becoming a CMN, perchance?  Ask sisko for training.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 29, 2012, 06:11:45 AM
Kirov, thanks for the instructions!  I have attached the first turn.

I would be happy to discuss strategy with you, both about the vets map, and about SMAC in general. 

The scenario that you are having trouble with Miriam, was that a scenario you created with the 99% water?  I personally don't much care for most heavily water maps, except the one time where all 4 players were Pirates.

Most people do not race to the middle on the vets map; they develop the primary features of their own continent first.  I personally tend to build a land bridge to the continent before I develop the middle too far, so that it is easier to defend.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 29, 2012, 04:54:15 PM
Thanks for the input, I'll reply later, now just sending the turn. As is tradition, good luck and have fun!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 29, 2012, 10:28:14 PM
2102
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 30, 2012, 01:50:45 PM
The scenario that you are having trouble with Miriam, was that a scenario you created with the 99% water?  I personally don't much care for most heavily water maps, except the one time where all 4 players were Pirates.

I didn't create any scenario, I'm playing an MP with funbot and Dolgorukov, premade by t_ras. I'm personally fond of watery planet as they really change the situation. If you think about it, it's hard to create preset conditions more different from a standard game than a water world. The problem is, without tweaking it is also very pro-momentum. Without forest to crawl and without cheap crawlers I don't have industry to match the attacker's, and without sensor arrays (or fungus to hide) I can't think of any tactics which would minimize my losses (patrolling units have as much chance to attack sb as to be attacked, but with 2-2-4 design on both sides their expected survival rate is negative against Believers). Still, I enjoy it and want to play more on half-water planets. It increases the value of navy, which automatically decreases the value of air. On the con side: MCC comes to be a game-breaker.

Quote
Most people do not race to the middle on the vets map; they develop the primary features of their own continent first.  I personally tend to build a land bridge to the continent before I develop the middle too far, so that it is easier to defend.

When you said you use that energy bonus on the top I guess you meant building a solar collector? I'm going to forest it I think. Good idea with this land bridge, I keep forgetting about raising terrain because it spoils my improvements so much. If I remember correctly (do I?), it affects rockiness so that you can end up with rocky under a condenser or rolling under a mine. Unexpected fungus also can occur, not to mention the impact on moisture.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 30, 2012, 02:00:13 PM
K, I've really appreciated your contributions all over the forum in the last month, while I've been in a non-talkative mood.  Much of the trick to getting those strategy discussions going is persistence.

Thanks, BU! I know what you mean, but it can also be dismaying if your topic gets close to zero replies. And it's not like I have real questions that bother me, I just could use some general idea bouncing and brainstorming to get into the mood. I was thinking about doing an AAR but the kind where people would discuss what to do next every 10 turns or so. Maybe this could foster some discussion.

Quote
Would you be interested in becoming a CMN, perchance?  Ask sisko for training.

Ah, commitments, commitments. I've always thought about CMNing as a big deal and commitment, maybe because of Darsnan, who really knew it all. And although I spend here considerable amount of time, much more than I planned :), I didn't want to be _expected_ to do so, if you know what I mean. But I'll think about it somewhere next year. I believe what we really need is not necessarily another CMN, but another balanced map for MP.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 31, 2012, 04:48:16 AM
When you said you use that energy bonus on the top I guess you meant building a solar collector? I'm going to forest it I think. Good idea with this land bridge, I keep forgetting about raising terrain because it spoils my improvements so much. If I remember correctly (do I?), it affects rockiness so that you can end up with rocky under a condenser or rolling under a mine. Unexpected fungus also can occur, not to mention the impact on moisture.

Raising terrain can affect the nearby terrain in various ways, sometimes increasing rockiness, sometimes decreasing or increasing moisture level, redirecting rivers, etc.  It is often a good idea to do whatever raising you intend before you get too involved in terraforming the affected squares, because sometimes the terraformming you did does not make sense anymore when the terrain changes after raising a nearby area.  But in spite of this, I do change the terrain level a fair amount in mid to late game.

As for the energy bonus square, both options have their pros and cons, depending on what end result best meets your strategic needs.  Foresting is much faster, and provides more mineral than any other choice.  Solar collector takes longer, but gives more energy and less mineral than a forest.  I think the one thing you do not want to do is ignore this great square.

That is one of the things I most like about Alpha Centauri: there are so many options for what you can choose to do compared to other civ games, especially for terraforming!

2103 to  ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 31, 2012, 08:36:42 AM
Yeah, quoted for truth. :) This is why SMACers hated Civ3 so much - we really expected it to be more fun and more complex than SMAC, and the end result was rather... disappointing.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 31, 2012, 09:18:59 AM
Not just Civ 3, I don't think any of the Civ series is a worthy successor to SMAC.  Even the very last Civ with all expansions is still not half the game that SMAC is.

I wrote a review today for Gog since they now have SMAC/SMAX bundled together for a sale price of $3 (regularly $6), explaining how amazing SMAC is.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 31, 2012, 10:27:59 AM
Yep, I bought the GOG copy as well. Just remember it's not patched, we had discussion about it in the other thread.

Well, Civ4 has better game mechanics in at least 3 aspects: 1) it solves ICS and forces vertical expansion, 2) puts air power in its proper place 3) as far as I can tell, has less obvious tech beelines, or at least doesn't punish you that much for swaying from them.

I don't really know civ5, when it was issued it had very bad reviews, and tended to crash on the top of that. How is it right now?

What I can definitely agree is that no civ game has the same feeling and ambience like SMAC. But it won't ever be possible as long as they have "wheel" where we have "doctrine:mobility". :)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 31, 2012, 02:33:55 PM
I installed the Gog version to check it out (to make sure it really had the expansion), but I am not playing it.  I will have to look up that other thead to remind myself how to patch it.

As for the game mechanics that you suggest are better in Civ4, I disagree:

1) I have never lost to ICS, and I doubt I ever will.  I have analyzed in many times, and always come to the same conclusion: it is not the best strategy.  So I do not need ICS "solved".

2) I fix the air power problem by banning copters.  Copters multiple attacks are either a bug, or was not thought out very well by the designer.  Without the multiple attack unit, air power is useful, especially for patrol and support, but is not devestatingly so.

3) All the Civ games have obvious beelines, because all of the games have unique structures (wonders of the world, secret projects, ...) that only one person can build.  So players tend to race toward what they consider the best structures.  This can be helped by banning some of these structures.

For myself, I could get used to a stone age ambience, as long as the game had the variety of options of SMAC in so many ways. 

For example, a competing game needs a similarly powerful set of terraforming options, and not just the typical farm, road, forest.  This does not necessarily need science fiction level tech to justify.  People have been building dikes to recover land from sea for thousands of years.  People can dig rivers (canals).  Paved roads should definitely allow faster travel than dirt roads.  Farms could have greatly improved versions, just as our current technology driven megafarms.  We can build solar collector farms today.  We can drill geothermal wells. 

Similarly, there is no reason that the multi-faceted government approach of Civ could not be adopted, or the inclusion of a similar number of city structures, or a complex tech tree, etc.

2105 to  ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on December 31, 2012, 04:56:27 PM
Re. 1) I'm sure we just have a misunderstanding when it comes to the definition of ICS, it can't be anything else. On the one hand, ICS is that very specific strategy of tight spacing, city-borehole-city, low infrastructure but keep building enormous numbers of colony pods up to 150 or 200 cities. And here I understand how you can disrupt this process. What I really mean by ICS is that SMAC (or CIV2) favors tight spacing and horizontal development, almost unhindered by such petty measures like bureaucracy. People do tight spacing, they crawl nuts, they keep building bases even after the 20th one - that alone fits the definition for me. What I would like to see is a civ/smac-game where you're better off with 6-10 well-developed cities.

2) A given approach /strategy/unit is OP for me if you do it most of the time. Of course cancelling choppers will considerably slow us down (remember they're out in our game;) ), but jets will still comprise most of our armies if only for their movement points. The war will still be in the air, only not so drastically OP.

As for 3) I can't say, I played some civ4 but I'm no expert. Wonders seem to be significantly reduced, to the point where the Oracle looks like a good wonder, although in SMAC an SP which gives one free tech would suck. The same go for others - there is no "free building per city" wonder, and these were usually the best (Pyramids = free granary everywhere in Civ2, that was cool.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on December 31, 2012, 07:48:19 PM
Don't have time to chat right now.  Here is the turn.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on December 31, 2012, 07:52:07 PM
While we're on the topic of ICS, a couple of questions (mainly for Kirov, but Earthmichael too when he does have time):
1. By city-borehole-city, I assume you mean a borehole every 4 squares (minimum spacing) and a base every 4 squares, so what goes in the other two squares?
2. For the second type of ICS (tight spacing, crawl nutrients), is that high-infrastructure, or low-infrastructure?  And what's the terraforming involved?
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 01, 2013, 01:10:46 AM
Re. 1) I'm sure we just have a misunderstanding when it comes to the definition of ICS, it can't be anything else. On the one hand, ICS is that very specific strategy of tight spacing, city-borehole-city, low infrastructure but keep building enormous numbers of colony pods up to 150 or 200 cities. And here I understand how you can disrupt this process. What I really mean by ICS is that SMAC (or CIV2) favors tight spacing and horizontal development, almost unhindered by such petty measures like bureaucracy. People do tight spacing, they crawl nuts, they keep building bases even after the 20th one - that alone fits the definition for me. What I would like to see is a civ/smac-game where you're better off with 6-10 well-developed cities.
In my analysis, one IS better off with highly developed cities verses lots of small cities.  That also has been my result in gameplay as well.  However, the expectation that 6-10 cities will do the job depends on map size, and I don't think you can actually make use of a significant portion of even a medium map with only 10 cities.  I don't try to artificial limit my cities, but I do try to make sure each city controls enough land to have significant size and leverage, certainly much more than the 4 squares per city common in ICS.

To me, the question is, to maximize the use of the land I have available, what approach is best?  Speed of development is also an important factor here, since the amount of available land can be expanded by terraforming and conquest.

Since ICS analysis is a complex topic, I think it deserves its own thread.  So I will start a new thread to address this analysis.

2) A given approach /strategy/unit is OP for me if you do it most of the time. Of course cancelling choppers will considerably slow us down (remember they're out in our game;) ), but jets will still comprise most of our armies if only for their movement points. The war will still be in the air, only not so drastically OP.
My approach is always tailored to the situation, i.e. my faction, competing factions, map, special rules, etc.  That being said, just like in chess, there is an opening book of a few strategies that are reasonable for the initial turns in various situations.  It is after this point that the game truly develops (just as with chess, only much more varied).

I intend to have a decent air force, to provide scouting and flexibility.  But I have found that without copters, your air force of needlejets leading an attack is very easily subject to a devestating counterattack.  So you will need a lot of land units to help defend your air units.  Furthermore, since needlejets can only attack every other turn, you will need other units to help press the attack, or at least hold the field for a turn until the air units return.

Air units do have the advantage of being able to be brought forward quickly from your rear bases, but even still, needlejets typically only comprise about half of my military force, and the air units tend to have much higher attrition and much less staying power.

As for Civ, I bought and played Civ 5 including the Warlords and BTS expansion packs, and I found the game just boring and frustrating compared to SMAC.  One of the most frustrating aspects is that you have to be very careful about conquest, because once you have too many cities, whether by building them yourself or seizing them, the beauracracy cost will kill you!  I don't like to have to follow a scortched earth policy to avoid bankruptcy from beauracracy!  You can subdivide your empire to try to manage this, but I found this difficult to implement and artificial.  It also seemed historically inaccurate, that seizing another city would make the rest of your cities so much less productive that the final result would be much lower income than before you seized the city.  I could understand having a loading factor based on distance and number of cities would provide diminishing returns for each additional city, but I cannot understand a system where taking another city substantially decreases the income for the empire as a whole.

To me, after the first 20 turns or so of a SMAC game, things start happening really quickly.  And I rarely have a game go past 150 turns.  In Civ 5, I would call 150 turns a good start.

I am not trying to badmouth Civ, but I can't really think of a single area where I think Civ 5 has truly improved on SMAC.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 01, 2013, 02:13:38 AM
turned to you.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 01, 2013, 02:38:25 AM
While we're on the topic of ICS, a couple of questions (mainly for Kirov, but Earthmichael too when he does have time):
1. By city-borehole-city, I assume you mean a borehole every 4 squares (minimum spacing) and a base every 4 squares, so what goes in the other two squares?
2. For the second type of ICS (tight spacing, crawl nutrients), is that high-infrastructure, or low-infrastructure?  And what's the terraforming involved?

I was going to describe to you that screenshot Petek, thank god he helped me out. As you see:

BCBC
NNNN

Of course this can only happen in single player, where you can do all sort of crazy stuff without minding anybody. I wouldn't recommend such stuff in multiplayer. If other players don't disrupt such expansion, shame on them.

As to the other option, I'd call it semi-ICS and it's really just tight spacing and heavy crawler reliance. Right now I'm using my gf's laptop, in a couple of days I'll be back home and try to find you a relevant savegame or play some to present it. Basically with most factions (not Lal) I use 1x1 spacing, but will always skip a tile to make it wider if there is rocky/fungus in the way.

I try to be adaptive with terraforming, which is why I adapt my spacing to terrain and not the other way round (which is why 1x1 is never so strict). I can go a tile farther if needed. Flat, arid, rolling/moist and rainy/flat usually get forested. I almost never level down rocky squares, they go for mines. Coast is for boreholes. With EcoEng I build some condensers, but soon after I'll try to build tree farms. I never build echelons and shun collectors. Bonuses matter a lot, but even the energy bonus I'd rather forest than put a collector there.

Infrastructure: core bases improve vertically, peripheral ones build more colony pods.

This is all single player stuff, I haven't completed a standard multiplayer game in years and of course it depends on the situation. I can't really predict how many bases I'll have in this game here or in any other MP I'm in, because exploration, scouting and combat readiness is much more important than in single player.

1x1 spacing is also very good for defensive reasons, be them the number of patrolling units or the cost of mind controlling a base you lost.

It took me a long time to get convinced to this, because I'd rather have a game with wide spacing preferred, where most tiles are worked and not crawled, where the placement of bases matters more. In my opinion it doesn't so much in SMAC, when in doubt just dump your colony pod 1x1 and you can't be really wrong. And I saw MP games with ICS very similar to what Petek presented and what I can say - you won you bore.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 01, 2013, 02:43:34 AM
As for Civ, I bought and played Civ 5 including the Warlords and BTS expansion packs, and I found the game just boring and frustrating compared to SMAC.

As you said, ICS is a long story, and air power is probably a matter of wording, we're probably more similar than it sounds, although one question comes to my mind - do you use SAM ground units? You sound as if you do. I need to have a specific reason to build that.

Don't you mix up civ5 with civ4? It's c4 which comes with warlords and BTS. Or maybe they're that unoriginal with expansion names... Anyway, you can tell the difference easily as Civ5 is based on hexes not squares and accepts only one unit per tile.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 01, 2013, 03:16:43 AM
I was going to describe to you that screenshot Petek, thank god he helped me out. As you see:

BCBC
NNNN

Where N means farm/condenser (and enricher once you can)?

Quote
I try to be adaptive with terraforming, which is why I adapt my spacing to terrain and not the other way round (which is why 1x1 is never so strict). I can go a tile farther if needed. Flat, arid, rolling/moist and rainy/flat usually get forested. I almost never level down rocky squares, they go for mines. Coast is for boreholes. With EcoEng I build some condensers, but soon after I'll try to build tree farms. I never build echelons and shun collectors. Bonuses matter a lot, but even the energy bonus I'd rather forest than put a collector there.

Why do you specifically build boreholes on the coast but not inland?  Also, once you get thinkers (or better yet engineers) I think crawling nutrients is more efficient than forests even with Hybrid Forest.

Quote
Infrastructure: core bases improve vertically, peripheral ones build more colony pods.

And even with tightly spaced bases, the boost from facilities is worth the maintenance cost...perhaps a good step to weaken ICS would just be to increase maintenance costs slightly (which will of course cost more for strategies with more bases.)

Quote
It took me a long time to get convinced to this, because I'd rather have a game with wide spacing preferred, where most tiles are worked and not crawled, where the placement of bases matters more.

And, of course, where you can't easily reduce drone problems just by spacing your bases close to keep them small.
The game you'd prefer sounds a lot like what I'd prefer (but I'd also add "ecodamage is a real concern"), which is why I'm working to make it possible.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 01, 2013, 03:49:32 AM
Where N means farm/condenser (and enricher once you can)?

Yep.

Quote
Why do you specifically build boreholes on the coast but not inland?  Also, once you get thinkers (or better yet engineers) I think crawling nutrients is more efficient than forests even with Hybrid Forest.

I'd love to build more boreholes inland, but in most cases that slope thing interferes. And I'm not that fond of lowering terrain, but it's my style rather than efficient approach. Perhaps I should've mentioned it before - in singleplayer I play high rockiness, high humidity, high native life and medium water. The first three are the best settings for AI as it doesn't forest. As to nut efficiency - I really like 3/2/4 output you get with Hybrid Forest and FM. Worth working rather than crawling, you still need some industry even in your energy bases. To put it shortly - it sustains popboom and gives you some mins and energy to live with.

Quote
And even with tightly spaced bases, the boost from facilities is worth the maintenance cost...perhaps a good step to weaken ICS would just be to increase maintenance costs slightly (which will of course cost more for strategies with more bases.)

I can agree we share the same concern, but increasing maintenance will rather boost ICS. What should be remembered about ICS is that each subsequent base, even an empty one, is beneficial to your empire for energy and industry reasons. For example, Zak should ICS simply because it means 'yet another Network Node' for him. Morgan should ICS simply because it gives him 5 or 6 (I can't remember) energy points per base tile. Aki because she's less worried about Efficiency. So you want to encourage upward movement rather than lateral, i.e. bulding improvements than colony pods.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 01, 2013, 04:50:03 AM
I can agree we share the same concern, but increasing maintenance will rather boost ICS. What should be remembered about ICS is that each subsequent base, even an empty one, is beneficial to your empire for energy and industry reasons.

But not as beneficial as spending that territory to make your existing bases larger.  Zak might get free Network Nodes, but the benefit of a network node is directly proportional to the research output of that base.  Morgan will get a lot out of ICS...but he'd probably get even more out of building the same number of bases as everyone else in order to maximize commerce boosts (which are his real strength.)  And while Aki might not be as worried about bureaucracy, she's still going to have to pay maintenance costs.
Keep in mind, discouraging ICS doesn't mean discouraging lateral movement completely; expansion is a natural and important part of the game.  Discouraging ICS means discouraging lateral movement when it doesn't mean expanding your territory, i.e. encouraging spreading out the same amount of territory over fewer rather than more bases.  And for that, increasing maintenance costs seems it will discourage larger numbers of bases, since it makes ICS a less effective use of limited territory.  (It's already a less effective way of grabbing territory, since the further away you build your bases the more territory they grab for you.)
So in short:
-Higher maintenance costs favor building new bases outside your territory (expansion) over improving your bases (vertical growth), but (as long as they're not so high as to make facilities fairly close to not worth it) favor vertical growth over building new bases near existing ones (ICS).  Lower maintenance costs favor ICS over vertical growth, but vertical growth over expansion.
-However, expansion has natural limits anyway, namely your neighbors and inefficiency.  Thus, once you hit that limit, higher maintenance (together with other stuff such as weakening recycling tanks) will favor building in the bases you have rather than making new ones.

Or so it seems to me anyway.  ICS isn't about having a lot of bases; that's just known as having a large empire.  ICS (at least the objectionable sort) is about having a large density of bases.  And yes, that does mean that in the later game, you might have well above 6-10 bases (a normal map has room for roughly 20 bases per faction to fit comfortably if you count sea bases), but they won't be the ugly tightly packed ICS style, and it'll be 20 (more if you're good at grabbing territory), not 100, so there will still be plenty of resources for vertical growth.  (Remember, even with ICS, you said that the core bases improve vertically; a 50% increase to maintenance costs isn't likely to change that much, especially if it means that your bases are now going to be 4-5 times the size (and thus get more from facilities).)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 01, 2013, 06:00:59 AM
You're right!  Civ 4 was the last Civ I played.  I never did try Civ 5.  I guess I found Civ 4 such a boring waste of money that I was discouraged from even giving Civ 5 a try.  Perhaps someone can comment whether Civ 5 is worth a try or not.

The issue with ICS even with nothing but boreholes and soil enrichers is that it is very expensive to build all of the multiplying buildings in every base, and it is the multipliers that make the large city approach much stronger than ICS.  With a 4 square per city ICS verses a 24 square city, it takes 6x as much resources to buff the 6 ICS cities, for very little extra return verses the single 24 square city.  I am hoping we can start a separate thread tomorrow to go over this in detail.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 01, 2013, 06:17:03 AM
2107 to  ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 01, 2013, 02:56:12 PM
2108 back to you.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 01, 2013, 03:16:33 PM
Happy New Year!

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 01, 2013, 03:47:19 PM
And Happy New Year to you! I'll pass on the ICS issue for a moment, it's getting too complicated. Maybe some savegames are in order, this is really a very practical issue.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 01, 2013, 04:28:51 PM
I agree with the ICS complexity issue; I think ICS deserves a separate thread.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 01, 2013, 04:55:51 PM
Meanwhile, back to you.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 01, 2013, 05:29:58 PM
Enjoy!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 01, 2013, 09:09:34 PM
Same to you.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 01, 2013, 09:33:48 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 01, 2013, 11:02:04 PM
12 to you.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 01, 2013, 11:57:06 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 02, 2013, 12:57:08 PM
turned.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 02, 2013, 02:39:47 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 02, 2013, 05:37:59 PM
 ;aki; EM, this is a large map, isn't it? Do you happen to remember the first bureaucracy limit for 0 EFFIC faction like mine?
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 02, 2013, 06:26:14 PM
On a "large"-sized map, with 0 EFFIC and Transcend difficulty, I believe the value given for the first limit is 6.67..., so you should start seeing bureaucracy drones at the seventh base, but you'll probably have slightly fewer than on a medium map with the same number of bases.

Although I'm wondering why you have +0 EFFIC; you can't run planned, so the only way to have +0 EFFIC is if you're not running Democracy, which seems a bit unlikely.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 02, 2013, 07:39:04 PM
Kirov, I believe Yitzi is right, that the bureaucracy is 7.

Titzi, this is early game, there is no way that Kirov could have gotten to Democracy yet.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 02, 2013, 07:59:33 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 02, 2013, 08:15:36 PM
Kirov, I believe Yitzi is right, that the bureaucracy is 7.

Titzi, this is early game, there is no way that Kirov could have gotten to Democracy yet.

Well, barring a pod giving Ethical Calculus.
But even by turn 12 he's already got enough bases to be concerned about bureaucracy?  That seems barely enough time to build his first colony pod if he starts out with his first base building one (rather than another scout to explore and collect pods).
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 02, 2013, 08:23:41 PM
Turned to T-1000. Thanks for the tip.

Yitzi, we play the Vets map, no pods here. The starting units were 2 CPs, 2 formers and 4 scout patrols and I believe we both have 4 bases right now. In a normal single player situation I stop at the first limit and try to get some drone-related SP, I haven't decided yet what I'm going to do this time.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 02, 2013, 08:51:04 PM
and I believe we both have 4 bases right now. In a normal single player situation I stop at the first limit and try to get some drone-related SP, I haven't decided yet what I'm going to do this time.

Ah, and you were just figuring out how many it is so that you have some idea of how to pace yourself?
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 02, 2013, 10:28:41 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 02, 2013, 10:55:11 PM
Every base after the bureaucracy limit costs two drones somewhere, so it is not worth building bases past this limit until you have some drone suppression technology available.  A SP is ideal, but I would consider expansion with Rec Commons also.

So normally one only builds enough colony pods to get to this limit (7 in our case), and switches to something else at that point (typically terraformers, supply crawlers, and whatever buildings you have the tech to make, since we have no military worries for now other than mindworms).

So one needs to plan ahead.  With 4 bases each, we probably only want to dedicate 3 of those bases to colony pods; otherwise, we will be building more colony pods than we are willing to put in service, and would likely be better off building something else that would provide immediate benefits.  One might think that I could expand more with Aki because of the +2 EFF, but this is nullified by PLANNED.  Morgan is undoubtably using FM, so the net result is we both have EFF 0, for maximum of 7 bases before the negatives.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 03, 2013, 12:56:43 AM
Every base after the bureaucracy limit costs two drones somewhere

It's not quite that simple:  IIRC, the curve is smoother and the formula is more complicated; so as it turns out, if the bureaucracy limit is L, the N'th base costs, on average, 2N/L-1 drones.  So right after the first limit it costs only a bit more than one drone (i.e. probably only one drone, with a small chance of 2), whereas near the second limit it's as high as three extra drones per base.

Quote
so it is not worth building bases past this limit until you have some drone suppression technology available.  A SP is ideal, but I would consider expansion with Rec Commons also.

So normally one only builds enough colony pods to get to this limit (7 in our case), and switches to something else at that point (typically terraformers, supply crawlers, and whatever buildings you have the tech to make, since we have no military worries for now other than mindworms).

Ah, that makes sense...having the first burst of pods be up to the limit.  (Well, it makes sense when the limit isn't that large; if it is larger, such as a larger map, more efficient faction, or easier difficulty, then before you reach that point the core bases might grow to the point where it makes more sense to boost them with facilities and have the peripheral bases continue the expansion.)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 01:35:29 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 02:07:37 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 02:50:48 PM
CyCon 2117
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 03:17:10 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 03:37:59 PM
18.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 04:01:05 PM
Let me also add that yours is an interesting opening. Only now I saw your SP under construction and checked that you started already in 2112! Is it your standard or experiment? If one may ask.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 04:04:05 PM
Standard practice on the SP.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 04:21:33 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 05:25:29 PM
I see you have a SP started as well.  Standard practice for you, too?
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 05:51:26 PM
Actually no, usually I wait for IA, but this time decided to be ahead (only to discover you beat me by 6 turns).  ;lol

BTW, what's your timezone? Is it free time for you or worktime like for me? ;) Mine is GMT+1.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 06:29:00 PM
My time zone is GMT-6  (US Central Time)

THis would normally be worktime for me, but I am off today.  I will likely be travelling Saturday, so there may be 12 hour delay then, depending upon the timing of the turns.

I noticed a slight error today.  My city built near the monolith did not work the monolith square by default, and I did not notice it until this turn.  Of course, it is my own fault, since the squares being worked should always be checked, and not depend upon the computer defaults, but I was trying to rush too much.

Still, if you want to get the most competitive game possible, we will have to replay from 2015.  If you grant this, I promise I will otherwise make exactly the same moves.  You are not under this restrictions; you can change the way you play these moves in any way you like.

But I can perfectly understand if you do not want to backtrack, and we will play it where it lies.  Just let me know.

I have posted both turns, so that you can choose whether to backtrack for me to fix the monolith error, or to continue on.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 06:39:34 PM
All right. If the monolith was two tiles away, you just didn't discover it before planting the base in question.

Can you upload your cyborg.txt and drone.txt files for me? I need to check something.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 07:27:36 PM
Sure, here they are. 

I had sent a scout straight down the road the first turn, discovering the monolith then.  This was way before the base was planted.

Thanks for the backtrack!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 07:32:17 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 08:30:10 PM
 ;aki;

Thanks, it seems I had to update my game files. Don't worry, this couldn't affect our gameplay.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 09:07:13 PM
No problem.  Do you need the Morgan files or any others?
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 03, 2013, 09:14:03 PM
By the way, just so both of you know...I'm pretty sure that any faction files are loaded when the game begins, so it'd probably use Kirov's settings at the time he started the game; changing the file afterward won't help any.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 09:16:35 PM
I'm cool right now, I noticed I miss some elements of 2.0 patch but now it's fine. On a related note - do you use the unofficial patch by scient or kyrub? I use scient's for our game, but for future games will want to switch to kyrub's.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 09:18:56 PM
By the way, just so both of you know...I'm pretty sure that any faction files are loaded when the game begins, so it'd probably use Kirov's settings at the time he started the game; changing the file afterward won't help any.

Hmm, the game was actually started by EM, or is it the scenario creation which matters? Either way, I really don't want to reload it again...
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Buster's Uncle on January 03, 2013, 09:27:04 PM
He's right and I think it's the scenario creation that matters.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 09:27:14 PM
Christ, I checked and CyCon doesn't have the techsteal ability in this scenario, so it's spoils of war off for everybody. Earthmichael, I don't know what to say. We can assume that we both can't use one bonus we have, as due to the settings my COMMERCE is also completely worthless (unless you oblige me with a Treaty, but I don't expect that ;P ). I was thinking about my commerce bonus but figured I don't want to be fussy about that. As I see it, that would make things equal and solve the problem.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 10:16:13 PM
1.  I currently use the scient patch, which I think is standard for games on this board.  I don't know much about the kyrub patch.

2.  Is it possible to mod the techsteal ability into a current save file?  (I don't know anything about what can or can't be modded.)  If not, I guess I will live without it.  As you are saying, your commerce ability probably won't do much good unless you can befriend an alien.  So let's just say that we cannot treaty or pact with the aliens, even a surrender pact.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 03, 2013, 10:20:07 PM
He's right and I think it's the scenario creation that matters.

It is the scenario creation that matters, but that's specifically scenario creation (with factions and all), not map creation.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 03, 2013, 10:23:22 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 10:30:33 PM
1.  I currently use the scient patch, which I think is standard for games on this board.  I don't know much about the kyrub patch.

2.  Is it possible to mod the techsteal ability into a current save file?  (I don't know anything about what can or can't be modded.)  If not, I guess I will live without it.  As you are saying, your commerce ability probably won't do much good unless you can befriend an alien.  So let's just say that we cannot treaty or pact with the aliens, even a surrender pact.

Thanks and sorry for that. I doubt if we can change our settings midgame in any way, a modder or CMN can say. But I believe this commerce thing balances it out, so it's fair anyway. As far as I can remember, there are only two kinds of status I have with the aliens - Informal Truce and Vendetta. They're the most aggressive factions towards me so I was sure my bonus won't come handy.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 03, 2013, 11:20:53 PM
Oh my God, I'm like the most embarassed person on the planet right now.  :-[ Feel free to kill me. It turns out I was playing with a modified alphax.txt before applying the patch. At the moment I'm too ashamed to admit what was changed and I swear I had no idea how this happened. But we need to reload, this was all cheating.

I can't freakin' believe this.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 03, 2013, 11:36:11 PM
Oh my God, I'm like the most embarassed person on the planet right now.  :-[ Feel free to kill me. It turns out I was playing with a modified alphax.txt before applying the patch. At the moment I'm too ashamed to admit what was changed and I swear I had no idea how this happened. But we need to reload, this was all cheating.

I think some alphax.txt variables also are fixed by the scenario, so you might want to just check that they actually were set wrong in the game before you restart.

As for changing the settings midgame; I'm pretty sure there is no way to do it in-game, but it probably would not be that difficult as a modder, so if it's an issue you might want to just post the game to modify and if I have the time I'll see what I can do.  (Note, however, that I would have to open the game and then save it without entering the password, so you'd probably get a message that someone did that.)

That said, techsteal is fairly easy to imitate anyway, at least assuming the AI has no techs that you don't when you take its bases.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 12:14:01 AM
I think some alphax.txt variables also are fixed by the scenario, so you might want to just check that they actually were set wrong in the game before you restart.

No, it's the research rate and I'm sure it's not scenario-dependent because it has just changed when I applied the patch. I can't believe I didn't notice it as I played a good deal of our turns on my gf's laptop on which I installed clean GOG+scient and then got back home and just... well, didn't notice the difference. I have at least one tech more than I should, if not two. Shame, shame. :wall:

Well, to come clean - before I bought GOG, I almost always used cracked copies, actually quite many of them in my life, on different computers and in different periods. This one came from a friend of mine and I had no idea he modified txt files in any way.

Fortunately my alpha.txt was fine so my Nomads submission was valid.

Anyway, Earthmichael, I'm really sorry for that. I hate to do this, but there is no other way than to reload, if you're still up to it...

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 04, 2013, 12:19:32 AM
Well, the early turns go fast, so lets just give it another try.  Just post the corrected scenario file, and and I will launch the game over again.

Are you using the scient patch?  I just want to make sure we are both patched the same way.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 04, 2013, 02:16:13 AM
No, it's the research rate and I'm sure it's not scenario-dependent because it has just changed when I applied the patch.

Yeah, the Rules section is among the non-scenario-dependent stuff (well, at least what's there so far is; due to the limitations of unofficial patches, the stuff I'm working on adding will not only be scenario-dependent, but probably even carry over from a saved map file; I will, however, provide appropriate versions of the default Planet maps as well as any other common maps that people want it for.)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 02:45:58 AM
Yeah, the Rules section is among the non-scenario-dependent stuff (well, at least what's there so far is; due to the limitations of unofficial patches, the stuff I'm working on adding will not only be scenario-dependent, but probably even carry over from a saved map file; I will, however, provide appropriate versions of the default Planet maps as well as any other common maps that people want it for.)

Well, that can be really helpful. I didn't even know you can play with different alphax.txt, I thought the game says something. I don't get why they bothered with those pesky 'reload' warnings if you can get away with stuff like that. Doesn't the game warn about discrepancies in IP games? Or is it just my imagination?
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 03:01:19 AM
Well, the early turns go fast, so lets just give it another try.  Just post the corrected scenario file, and and I will launch the game over again.

Are you using the scient patch?  I just want to make sure we are both patched the same way.

New GOG copy installed? check.
2.0 patch, XP update, scient patch installed? check
Are cyborg and alphax.txt fine? check
New scenario created? check
Is difficulty level forced, can cycon techsteal, can cycon get directly to IA? checked bazillion times.

Earthmichael, I have added one colony pod and one former to everybody (aliens included), are you fine with that? If not, you can delete them in the editor. I remembered you wanted more starting units, I wanted less of them to be more like single player start, but since we have wasted two weeks already...

Can you tell me what's your stance on the kyrub's patch? I want to switch to it in my games, although I don't want to force it here, I don't want any more troubles. But I'm going to make a copy with kyrub's, people say it really changes AI behaviour. And it includes scient's, so there's no problem.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 04, 2013, 03:14:14 AM
The extra units are fine; they will give us a slightly faster start.

I don't know a thing about kyrub's patch, so I can't offer an opinion.

I think it might be a good idea for me to start fresh from the gog version as well, since I just bought it a few days ago.  I now own about 4 legit copies of SMAC/X.

So from the gog version, I should apply the 2.0 patch, XP update, and scient patch?  Would you mind posting the version of these 3 patches here, so I can make sure I exactly match your install?    Or post the URL where you got the verions of these 3 patches you are using?

Thanks!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 03:33:42 AM
I followed these steps (yes, you got it right) and downloaded precisely those files:

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=27 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=27)

As far as the kyrub's patch is concerned, I have yet to try it, but people say it does make a difference. You can find it here:

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=108 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=108)

This is the thread they discuss and work on it:

http://apolyton.net/showthread.php/195007-SMAC-444-%28AI-experiment%29 (http://apolyton.net/showthread.php/195007-SMAC-444-%28AI-experiment%29)

but if tl;dr - AI plants forest (big thing for AI if you ask me) and is smarter with some other minor things, the stockpile energy bug is solved (I believe this means finished buildings no longer grant cash and you don't have to insert stockpile energy after units to make it even), Children Creche bug is solved (this hurts me a bit, because I loved to exploit this, but oh well, it's still a bug and should go), plus some other minor changes. Plus of course everything scient includes.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 04, 2013, 03:53:39 AM
Well, that can be really helpful. I didn't even know you can play with different alphax.txt, I thought the game says something.

I don't think it does, though switching in the middle can make things a bit weird at times.

Quote
I don't get why they bothered with those pesky 'reload' warnings if you can get away with stuff like that.

Most people don't know how to abuse that sort of stuff.

Quote
Doesn't the game warn about discrepancies in IP games? Or is it just my imagination?

I wouldn't know; it's entirely plausible that having different values in IP games will cause bugs, even if it won't for switching in PBEM or SP.

Children Creche bug is solved

Which bug is that?

Also, in the course of fixing the Stockpile Energy bug, Kyrub seems to have introduced a more minor bug, in that when it shows the energy from a base (or even faction-wide income) it does not count the results of stockpile energy unless you stockpiled energy last turn.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 04, 2013, 06:10:56 AM
OK, I built a new play area on GOG with the 3 patches, and used the new scenario file.

Good luck!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 12:43:59 PM
And good luck to you!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 02:28:36 PM
Most people don't know how to abuse that sort of stuff.

What I meant was if you can play MP with modified txt, there is little point in banning reloads. And most people know how to modify their files. I think it was part of SMAC's popularity back at the time where games were not that easily moddable, at least not to my knowledge.

Quote
I wouldn't know; it's entirely plausible that having different values in IP games will cause bugs, even if it won't for switching in PBEM or SP.

We'll check it soon, I remember we are to start a game (it's just I know it'll take me more than a couple of minutes, last time I used Hamachi-or-whatsisname I had some problems with it).

Quote
Which bug is that?

The old datalinks say this should happen at the base tile:

if MORALE_setting >=0 add 12,5% (equivalent of + 1 morale) to combat
if MORALE_setting < 0 put exactly the bonus = 12,5% to combat (ignore negative and add 12,5%)

But as it is right now, CC affects units rehomed to CC-base, units attacking from CC base and units defending at CC base, all in a different but bugged way. In short, you receive morale penalties under positive MORALE value and vice versa. It also did funny things with the drone riot penalty, I don't remember.

:some time later:
Well, I just went to check what it does to the drone riot penalty and in my copy (2 of my copies, actually) in some simple tests, the drone riot penalty doesn't appear at all, Creche or not. You get the (-) sign, but no actual effect. I'm quite sure that drone riots should give a penalty to units which is depicted next to morale, so you should see for example: Green (-) -25%. But I can't replicate this in any copy. Could you take a look at that?


Quote
Also, in the course of fixing the Stockpile Energy bug, Kyrub seems to have introduced a more minor bug, in that when it shows the energy from a base (or even faction-wide income) it does not count the results of stockpile energy unless you stockpiled energy last turn.

Bummer. How do you know that, do you use this patch?

I see more kyrub's changes. He fixed the AI rushbuy cost formula, as right now AI pays for facilities the same price as for units. And he worked on AI SE choices, something which is also quite important for me, as wrong SE can get your faction killed (I saw many times Santiago trying to wage wars under FM, you can imagine what it looked like...).

I'm going to contact kyrub at 'poly and see if we can get him back to work on his patch. This seems like an important improvement.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 04, 2013, 03:47:53 PM
I just want to make sure that this is a true report, and not a buggy game: you have SP started at 2 of your cities?  I understand why you would do that, no issue there, I just wanted to make sure that there is not a bug.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 04, 2013, 04:03:30 PM
What I meant was if you can play MP with modified txt, there is little point in banning reloads.

Unless you ban the modified txt as well.

Quote
And most people know how to modify their files. I think it was part of SMAC's popularity back at the time where games were not that easily moddable, at least not to my knowledge.

My guess is that most wouldn't think to cheat in that way.

Quote
The old datalinks say this should happen at the base tile:

if MORALE_setting >=0 add 12,5% (equivalent of + 1 morale) to combat
if MORALE_setting < 0 put exactly the bonus = 12,5% to combat (ignore negative and add 12,5%)

But as it is right now, CC affects units rehomed to CC-base, units attacking from CC base and units defending at CC base, all in a different but bugged way. In short, you receive morale penalties under positive MORALE value and vice versa. It also did funny things with the drone riot penalty, I don't remember.

Experimenting, it seems that with Kyrub's fix, it still affects units with that as their home base (whether rehomed or built at that base, but they lose it if then rehomed to a different base) when you have negative morale, on top of giving a boost to all units in the base square (more with negative morale), but it does not give an actual penalty to combat if you have a positive MORALE value.

Quote
Could you take a look at that?

It seems you are right; with or without a creche, you get the (-) on all units in the base with that as their home base (it does not apply if it's not their home base, I did not check if it's their home base but they're not in it), but it has no actual effect.

Quote
Bummer. How do you know that, do you use this patch?

Yes; I'm making my own patch, so I figured I should use the most up-to-date stuff.

Quote
I saw many times Santiago trying to wage wars under FM, you can imagine what it looked like...).

Santiago can actually pull it off if she runs Police State as well.

Quote
I'm going to contact kyrub at 'poly and see if we can get him back to work on his patch. This seems like an important improvement.

If he does, ask him to contact me so that I can combine his patch into mine or vice versa.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 04:15:02 PM
I just want to make sure that this is a true report, and not a buggy game: you have SP started at 2 of your cities?  I understand why you would do that, no issue there, I just wanted to make sure that there is not a bug.

It's fine, I'm waiting for Biogenetics to switch to Recycling Tanks. My copy should be 100% fine right now. if there is any additional unexpected bug, it means there are gremlins in my computer.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 04, 2013, 04:50:39 PM
I figured you were stockpiling resources for Recycling Tanks (based on our earlier Morgan tech tree discussion), but wanted to be sure it was not a bug.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 05:00:33 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 04, 2013, 05:21:06 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 05:40:36 PM
 ;aki;

Do you know if you can safely just copy your game folder to another one and just play with that? I just did that to apply the kyrub's patch and it seems unstable a bit (it's a slow and at one moment froze just at the Planetfall).
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 04, 2013, 06:45:23 PM
I did not know that.  I tried copying my GOG game folder to another location, but it seems like the save files want to go to the original folder.  Is there a way around this?
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 04, 2013, 07:01:35 PM
Hmm, strange. Meanwhile, one thing - you do remember to pust stockpile energy after units, don't you? Unless we want to switch to kyrub.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 04, 2013, 07:06:14 PM
I did not know that.  I tried copying my GOG game folder to another location, but it seems like the save files want to go to the original folder.  Is there a way around this?
 ;morgan;

I doubt it, but I'm pretty sure that if you use the unpatched exe it uses that version no matter where the saved games are (and similarly if you use the patched exe.)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 04, 2013, 07:47:37 PM
Hmm, strange. Meanwhile, one thing - you do remember to pust stockpile energy after units, don't you? Unless we want to switch to kyrub.
I don't want to switch to kyrub yet; it seems a bit unproven for now.

I am trying to remember to add stockpile enery after units, but I am not used to doing it, and I often forget.  I will try harder to remember to do it.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 04, 2013, 07:59:23 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 05, 2013, 02:20:11 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 05, 2013, 04:40:37 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 05, 2013, 04:51:02 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 07, 2013, 02:48:47 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 07, 2013, 03:12:30 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 07, 2013, 11:57:26 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 08, 2013, 12:59:16 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 08, 2013, 02:18:28 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 08, 2013, 02:30:12 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 08, 2013, 03:34:15 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 08, 2013, 04:03:58 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 08, 2013, 09:17:41 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 08, 2013, 09:51:02 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 08, 2013, 10:37:17 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 08, 2013, 10:58:27 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 09, 2013, 12:41:25 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 09, 2013, 01:00:31 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 09, 2013, 01:50:51 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 09, 2013, 02:08:28 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 09, 2013, 02:29:26 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 09, 2013, 02:44:10 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 09, 2013, 10:16:24 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 09, 2013, 11:03:19 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 10, 2013, 06:20:22 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 10, 2013, 06:35:10 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 10, 2013, 07:17:59 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 10, 2013, 07:45:36 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 10, 2013, 07:47:47 PM
I was thinking if it would be a good idea to move your CP in turn 1 and found HQ in that energy tile. Have you ever seen somebody doing so?
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 10, 2013, 07:49:39 PM
I don't really like the idea of founding my HQ on the energy square, because I like the extra food from the jungle starting square for more rapid growth.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 10, 2013, 07:59:13 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 10, 2013, 08:12:57 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 10, 2013, 08:33:31 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 10, 2013, 08:44:31 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 10, 2013, 08:55:57 PM
sry.:)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 10, 2013, 09:37:19 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 10, 2013, 09:58:23 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 10, 2013, 11:33:55 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 11, 2013, 12:03:28 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 11, 2013, 12:14:37 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 11, 2013, 12:41:00 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 11, 2013, 01:30:17 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 11, 2013, 01:56:54 AM
EM, would you allow a reload? I just misclicked a wrong number in the hurry button. It's 3 AM here... :)

I must say I'm really impressed! How did you go from IA to PTS in 2 turns? I haven't seen such a trick, well not without AA and there is none around. Even with several nearby bases ready to church out crawlers, it seems to be short a bit. Was disbanding regular units involved? I just can't think of a different solution here. Nice.

Also, something I picked up at 'poly and suggest here - when you finished an SP, drop a line in the thread along: "PTS poised for completion". Helps others know that there's no use doing it.

Anyway, good job!  ;b; Seems I'm far behind you now.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 11, 2013, 02:09:32 AM
No problem with the reload.  Go for it.

I had already been stockpiling resources toward Virtual World from the time this base was first built.  I never build anything else at this base; the intial 10 resources from the base was used toward the SP.  Once I got IA, I switched from VW to PTS.  No supply crawlers were used.  No energy was used.  No disbanding was used.

I hate to tell someone a project is poised for completion, because someone else could rush build it by cashing in crawlers, and beat me to it.

I don't know about you being behind.  I normally build a different project first, that I think is better for the long run, but I decided on the early game boost from PTS for this game.  If you build one of the more long term projects, you might come out ahead in the long run.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 11, 2013, 02:33:24 AM
Oh my, so it's the Garland Crater in that case? It looks I've made a grave mistake. I'm not even close to that location, with 1x1 spacing pushing towards the Uranium. Now that's a big note to myself for this map. :) I've played this "normally".

The completion message is sent only when you finish SP next turn anyway. I'm not 100% sure, but I was always under the impression that in such a case no crawler cashing can beat you to that, unlike in the single player. Well, I'm not sure how otherwise the folks at 'poly would do that.

Thanks for the reload, I behaved as if you didn't tell me the above stuff (although it is quite an illumination  ;lol).

And ;aki;, time to go to bed.


 

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 11, 2013, 03:38:22 AM
 ;morgan;

I use opportunistic development on any map, scouting around the best I can for the best base locations, even if they are not the closest.

This is especially true on a known map.  It is perfectly legal for both of us to take advantage of complete knowledge of the map in planning our strategy.  So you should place your bases to your best advantage based on the knowledge of the map.

If you have not yet developed either of the mineral squares on the Garland Crater, you may be in an unrecoverable position.  You can decide that for yourself.

I am NOT one of those people who wants to insists that his opponent play until the bitter end.  If you feel at some point that it would be best to resign the current game and start a new one, that is fine with me.  If you want to play to my final victory, that is also fine with me. 

However, I also reserve the right to resign if I feel that the game is effectively over.  I don't personally enjoy playing a game I consider hopeless, and would rather start a new game.

Get some sleep!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 11, 2013, 03:17:05 PM
hey, I'm busy today and tomorrow, so I'll think about it. I mean I want to play on, but I must say you got my morale low... :) I'll play soon.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 13, 2013, 07:45:18 PM
Of course, it is perfectly fine to use prior knowledge of known maps. My mistake simply comes from the fact it's the first time I play early turns on Vets, so you can call my first 'real' Vets game, and I had a slightly different approach - I focused on turn advantage and the tech lead. And I wouldn't be ashamed in this department, managing to grab the tech lead and doing not that bad with population, if I managed to be the first to IA. Unfortunately, Centauri Ecology got in my way and there is no slot where I can play which doesn't involve 2 strays from IA-beeline (one is Biogenetics, which I want, the second is CE, which I didn't as we had 3 formers). Although it's likely that you'd take PTS anyway, you really caught me by surprise here. I was looking around the map if there are any supply pods I didn't notice.  :D

But yeah, this Garland Crater thing is probably a big deal. Let's play on some, let's see how we split SPs, this will probably decide the rest of the game. I wanted to meet you and see your war tactics, even if I'm to be at the receiving end of it, but of course there will no point in watching anything if you double me on the chart and pancake me with raw numbers.

But mind you, if we are to reload and we're so big on balance, I'd like to change settings a bit and reduce the number of formers to 1 or even 0, which would force you to take CE before IA. The slot I use right now is already the best I can take.

Of course there's no point in being forced to continue a game you don't enjoy, it's supposed to be fun after all! :) Those recent turns were quite tense to me!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 13, 2013, 10:00:39 PM
As long as you don't start out with Biogenetics (which is a sidetrack in itself), Morgan has a no-sidetrack path to Industrial Automation, at least in the scenario file I tested.  I personally would have beelined Morgan directly to Free Market then IA, and would have gone for Biogenetics afterwards.  I feel that the benefits of the early society changes are more important that early Recycling Centers.  But as I said earlier, that is a judgement call, faster early research verses faster early expansion.

The Vets map is really made to be played starting with at least 2 formers.  There are several interesting features near the starting position for the formers to exploit, so part of the strategy of each player is to decide which to exploit first.

As long as you beeline to IA (which I think is the best strategy anyway), I don't think you have to sidetrack to CE, so the position with respect to formers is balanced for both tearms.

 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 13, 2013, 10:24:21 PM
Well, I'm quite sure I want to start with Biogenetics, I picked it up from the best Morgan player I've ever met, CEO Aaron. He had a long-standing reputation to know the ins and outs of the Morganites and he claimed Tanks are crucial for early expansion.

I'm sure I can expect "Bio then straight to IA" in the same way you expected "just straight to IA" option and wanted to change places. But no starting point grants me that, so an alternative would be in order. Either no formers or for example CE pre-given in the scenario, something like that.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 13, 2013, 10:44:40 PM
I think the best alternative would just be to reverse positions and replay the same scenario, exactly as is.

To me, the best indication that a scenario is truly balanced is that I am willing to play either side, including the one that my opponent believes is disadvantaged.  If you believe the current scenario disadvantages the Morgan player, but I do not, then I think the best alternative for our replay is for me to play Morgan.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 13, 2013, 11:11:48 PM
Well, the opinion of CEO Aaron aside, I have played several maps myself with beeline to IA versus Biogenetics.  Although Biogenetics expands faster, at some point (which is map dependent), further expansion is pointless until some drone supressing secret projects are built, or until tech research allows some drone suppressing structures to be built.

By playing both ways to this point, I find that with the beeline to IA, I catch up to the expansion point of the Biogenetic approach, but the IA approach is way ahead on research at that turn.

I suggest you play a map both ways for the same number of turns, at least 50+ turns, and see what position you like best.  Then you can decide for yourself whether the Biogenetics approach is best, or whether the beeline to AI is best.  Then you will not be depending upon the opinion of CEO Aaron, Earthmichael, or anyone else.

 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 13, 2013, 11:40:25 PM
Well, maybe I will test it, I'm not fond of playing Aki just yet. There is something off about her (this is purely emotional, I just don't like Aki too much, although took a replacement for her in another game).

In the single player mode I never use the "just IA" and I'm surprised that you do. "CE first, then IA" is my way with every other faction, with Morgan on single player I would do Biogenetics first, then CE. In a normal game you start without any formers, without terraformed terrain you're not even able to have the continuity of colony pods, let alone use roads.

Which is why I think the approach that we don't get exactly our way but both need to research CE (i.e. no formers) is most natural and balanced here, I honestly fail to see any problem here.

Meanwhile, the Virtual World is poised for completion.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 14, 2013, 03:26:05 AM
I will not accept the alternative you proposed of eliminating the starting formers.   If you want to eliminate the starting formers, I believe it unbalances the scenario in favor of Morgan.  So I will play as you suggest with no starting formers, but ONLY as Morgan.

If you want to be a purist and have a "normal game", we can just both start with a single colony pod and nothing else.  If that is what you want, that is fine with me.  Just edit the scenario down to the single colony pods.

The whole point behind starting with extra scouts, formers, and colony pods is to speed up the start so that the overall game gets reduced by quite a few turns.

As I said, if you want to start with just a single colony pod each, I am fine with that.  But I don't like the idea of just eliminating the formers because you don't like the way the Morgan tech tree works out if you start with Biogenetics.

I AM WILLING to play the current scenario as is with Morgan.  So I suggest that we pick from the following alternatives:

1. We play the scenario as currently designed with you playing Morgan.

2. We play the scenario as currently design with me playing Morgan.

3. We eliminate the formers, and I play as Morgan.

4. We both start with a single colony pod, and you play Morgan.

Since options 1 and 2 let you pick either side you want of the current scenario, one can't get any more fair than that!!!  If you think one side has an advantage in the current scenario, then by all means pick that side!

If you don't like any of these 4 options, then you design the scenario however you like, with whatever factions you like.  Don't use Aki as one of the factions if you don't like to player her; pick two factions where you like to play both.   But then once you have designed what you feel is a balanced scenario, I get the choice of side I wish to play.

That is the way I settle disputes with my children when splitting a cake: one child splits the cake as fairly as he can, and the other child chooses which piece of cake he will take.  This way, neither can argue about the fairness of the arrangement.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 14, 2013, 03:56:57 AM
Normally, I go for Virtual World, which I think is the strongest of the early projects for the long term.  So, good choice on your part!  But just for a lark, this time I went for PTS, which is very strong in the short term, but has almost zero effect for the long term.

So we will see how that works out.

 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 15, 2013, 12:03:51 AM
OK, we'll see later. This conversation took a slightly strange turn to me.

 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 15, 2013, 01:13:14 AM
Yes, I guess it is better to focus on the current game, instead of worrying about the next one.

Congratulations on VW!  I was hoping you would pick ME instead  ;).  This could be an interesting game; me with the short term project, and you with the long term project.  You clearly have the tech lead also, but PTS gives me the development lead.

 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 15, 2013, 01:27:57 AM
Great, now I have a mind worm coming right at a base of mine. I hope I'll make it.

Thanks, to be honest I'd surrender immediately if you had taken both PTS and VW. I prefer the former, by a wide margin actually. I expect to loose the tech lead soon with PTS in your hands, but let's not panic and see what happens. :)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 15, 2013, 03:45:51 AM
I know what you mean.  I have already had to kill 3 or more roving mindworms, which seems like a lot for not having abundant lifeforms.  It is one thing for a mindworm to pop when you go through fungus; that is pretty normal.  But there have been a lot of just roving mindworms.  Luckily, it is still early enough that I think they are still at half strength.

 ;morgan;

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 15, 2013, 03:58:42 AM
Uff, he's gone. I don't hunt for mw anymore, it's too late. They are at half strength only until 2115. It's my first that popped up just like that, but I probably have only like half of your territory at this moment. ;)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 15, 2013, 04:39:19 AM
Probably true about the territory.  My base spacing is pretty far apart.

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 15, 2013, 01:46:00 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 15, 2013, 02:11:00 PM
The Weather Paradigm is poised for completion.

 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 15, 2013, 02:32:00 PM
The Human Genome Project is poised for completion.

I hope it works the way I think. :)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 15, 2013, 03:24:09 PM
Oh, one more thing - I got the message that you had a fungal pop at Theta Banks. :) Can we notify each other on stuff like that? I'm pretty sure that the game makes some problems here and doesn't give info messages as needed, notifying not the player involved but the other one. Did you get this message about the pop?

Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 15, 2013, 06:10:08 PM
No, I did not get the message.

I agree to post any message I see.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 15, 2013, 08:42:54 PM
As you might suspect, the fungal pop was deliberately engineered.  I have backed down so that there is no more ecodamage, but I wanted to get the initial fungal pop out of the way.  I hope that we both will minimize ecodamage so that we don't have to fight rising water the entire game.  But that is just a hope, not a condition of play; you should play as you think is best.  The Aliens do not pay attention to ecodamage, so regardless of what we do, we may still have to deal with rising water due to their actions.

As for HGP, I think it provides 2 psych energy to each base.  I am not sure if that is what you thought it would do or not.

 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 15, 2013, 08:53:17 PM
You don't have to worry, deliberate eco-damage is not my style.

As for HGP - I went to 0% PSYCH and if HGP wasn't the first to built, I'd have had like 6 riots.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 15, 2013, 09:37:46 PM
There have been a lot of mindworms this game!  All my cities are producing ZERO ecodamage, yet I just had an Isle drop off two mindworms on separate squares right next to one of my bases!  If they had been on the same square, no problem, but now I have a serious pain to deal with.

 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 15, 2013, 11:00:41 PM
Well, I don't know about you, but I'm fine with reloading a turn or two if a mind worm becomes too much of a nuisance. This is not the type of a map where native life is supposed to be a factor, at least in my opinion.

I don't know the details of native life mechanics, but you probably just had bad luck. We can go back if you suffer serious losses (i.e. more than a scout patrol).


 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 15, 2013, 11:43:31 PM
No, the losses were not too bad, just lost an independent scout, and had to disrupt my supply crawler production in that city to produce another defensive unit, losing a few minerals.

I had an independent scout in the city, which easily killed one mindworm.  The second mindworm wiped out my independent scout.  My newly built unit easily finished the second mindworm.  So, not a big deal.

But you are right, mindworms are not normally a nuisance on this map, unless you trigger a second pop, or move through fungus.  I am glad I am playing Aki; I have a lot more trouble defending myself from mindworms as Morgan.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 16, 2013, 02:28:42 AM
Honestly good to hear that, we don't want random factors messing around. :)

 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 16, 2013, 03:05:11 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 16, 2013, 03:12:57 AM
Could you tell me if you got the message that I discovered SotHB? If not, it'd be a good idea to house rule relevant notifications.

The Empath Guild is poised for completion.

 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 16, 2013, 04:39:03 AM
I did not get notified about SOHB.  We should provide all relevant notifications.

The Merchant Exchange is poised for completion.

 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 16, 2013, 08:36:39 PM
Earthmichael, the stockpile energy bug means that completion of buildings does give you money, while completion of units doesn't. This is why we make up for the latter. If you enter the stockpile after facilities, as I noticed you do, you get the exact opposite - you don't get the money the game would give to.

I always thought this is quite confusing, which is why I was very specific on that one in the very first post:

Stockpiling is allowed (remember to insert “stockpile energy” to the queue, but only after units!)

But worry not, it looks like it won't matter much anyway, I'm going to lose with you. :) While I could call my energy advantage as comfy, your industrial output is significantly bigger than mine, I don't see how I can catch up. Let's play on for now, but I even see a moment ahead when it'd be a good time to surrender. Let's click around some if you're fine with that. Oh, it won't be easy! Well done!  ;b;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 16, 2013, 08:37:38 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 16, 2013, 09:22:22 PM
Earthmichael, the stockpile energy bug means that completion of buildings does give you money, while completion of units doesn't. This is why we make up for the latter. If you enter the stockpile after facilities, as I noticed you do, you get the exact opposite - you don't get the money the game would give to.

I always thought this is quite confusing, which is why I was very specific on that one in the very first post:

Stockpiling is allowed (remember to insert “stockpile energy” to the queue, but only after units!)

But worry not, it looks like it won't matter much anyway, I'm going to lose with you. :) While I could call my energy advantage as comfy, your industrial output is significantly bigger than mine, I don't see how I can catch up. Let's play on for now, but I even see a moment ahead when it'd be a good time to surrender. Let's click around some if you're fine with that. Oh, it won't be easy! Well done!  ;b;
Oh darn, I see that now.  I did not read carefully enough, and just inserted stockpile after everything!

Oh well, at least I know now!
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 16, 2013, 09:51:04 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 17, 2013, 02:14:17 AM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 17, 2013, 02:48:42 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 17, 2013, 06:40:05 PM
 ;aki;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Yitzi on January 17, 2013, 06:51:56 PM
;lol I've come to think that the only viable opening with techs (if not Morgan) is CE, then IA, then D:Flex (or D:Init if you're in the mood) and then either EnvEcon or D:AP, depending on the situation. Full possible tech slider at least until IA, cash for SE harvested from MW.

I assume you're specifically talking about the map in question.  On other maps, a momentum focus can pay off (it's risky, but so is everything), and of course on a seven-player map as Roze (or with the Planetary Datalinks) you're best off avoiding the usual beelines.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 17, 2013, 09:10:23 PM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 17, 2013, 09:30:19 PM
I don't use Kirov's opening with techs.  With most factions, I beeline Planetary Networks, IA, CE, then there is a bit of a conditional.  If I feel hard pressed for defense, I beeline D: AP next.  Otherwise, I beeline Bio-Engineering next (unless I feel this one tech deflection might cause me to lose the race to MMI).

Then, if CBA has not been banned, I feel forced to beeline MMI.  Otherwise, I definitely do Bio-Engineering next, followed by Ecological Engineering and Environmental Economics (asssuming again that I am not pressed to need helicopters for defense and that helicopters are not banned).

With Morgan, I prioritize Industrial Economics first, for a quick move to FM. 

With Pirates, I would work in the sea boosting techs.

With Gaia and Prophets, I would get Centauri Empathy earlier.

If the map has pods scattered everywhere, I may go out to sea earlier to collect more pods.

And so on.  As I said, I do not think there is a single viable opening for the tech that works for all factions and all situations.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 17, 2013, 11:25:54 PM
Yeah, this was the moment to give up I meant - your switching to FM. :)

As for the beeline - I meant a CMN-made balanced, unknown map with zero-to-low number of formers. Without lovely starting points where you can go about and build colony pods without prior land improvement. Hence CE first. Then IA, for obvious reasons. Then sea, so you can (and you have to) explore.

EM, do you also wait with CE in the single player standard "2 colony pods, 1 scout patrol" issue? Because I can hardly imagine such an opening.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 18, 2013, 01:20:37 AM
 ;morgan;
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 18, 2013, 01:46:34 AM
As for the beeline - I meant a CMN-made balanced, unknown map with zero-to-low number of formers. Without lovely starting points where you can go about and build colony pods without prior land improvement. Hence CE first. Then IA, for obvious reasons. Then sea, so you can (and you have to) explore.

EM, do you also wait with CE in the single player standard "2 colony pods, 1 scout patrol" issue? Because I can hardly imagine such an opening.
The timing of CE for me depends upon how bad the map is, but to answer your question, I do generally wait on CE even with a 2 CP / 1 scout start, or even with a single CP start.

If there is at least one square near my starting point with at least a 2N/1M resource production, then I generally plunk my first base on the worse square (or better yet a special resource square) in range of the 2/1 (or better).  [Since the mosture and mineral of the base square does not matter, best to use up a barren square for the base, unless there is something nearby that CAN be of use to the base, such as a special resource square or jungle or river.]

Assuming such a square is available, I will build at least 1 or 2 scouts, and then generally start pumping out colony pods.

Since I would not generally want to build a former right away, there is no particular rush to get CE until I would like to build a former.  Often the "opportunity" to research CE will come soon enough, as a sidetrack to IA.  (CE is my prefered sidetrack.)  What I have found is if I take CE first, I often will add extra sidetracks on the way to IA.  But if I wait until a sidetrack is forced, I generally only have the one sidetrack to IA.

Now if I survey my starting position and see that there is nothing better than a 1/1 after moving my scout and one of my colony pods, then I will assume that my world is highly eroded and I will not be able to begin with expansion until I build a former or two.  In this case, I will research CE first.  (As I said, my tech strategy is always map dependent.)  I generally don't like to play such maps, since such poor starting terrain will add many, many turns to the game.

Similarly, if after scouting I find that my starting position is an island that will support only a few cities, then I will advance when I research D:Flex.

One thing occurs to me that you may be assuming: I do not try for ICS spacing of ctiies.  I place my ctiies opportunisitically, based on the natural terrain, usually at least 4 squares apart, and sometimes more, depending upon how I feel I can best utilize the terrain.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 20, 2013, 06:14:45 PM
Fungus in Rho Yards.

EM, to be honest I'm just clicking around right now, there is no way I can recover from this bad spacing. Although I still think ICS is poweful, it's obvious that I need a different approach for Vets, at least for the opening. The problem is, I'd probably need to practice it in a single player game (there are many various things you need to take into account on Vets) and I just don't have time for this for a couple of weeks. Have a big project for 31st Jan and will probably be late with it and keep working on. So we can kill some time if you want to, but I won't catch up and I can surrender in this very moment.

Your notes on CE are interesting, maybe I should try it out as well. Still, the Vets is a specific map. I wonder what you think about unknown maps where stuff like AI and exploration is an issue.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 20, 2013, 08:32:23 PM
... So we can kill some time if you want to, but I won't catch up and I can surrender in this very moment.

Your notes on CE are interesting, maybe I should try it out as well. Still, the Vets is a specific map. I wonder what you think about unknown maps where stuff like AI and exploration is an issue.
I understand being busy.  I am not right now, but November and early December were quite busy for me.  So we can postpone any further games until you get some time clear.  I think it is a great idea to play any map on your own first if you can, before MPing.  Of course, sometimes the MP map is secret, so you can't do that.  But I would definitely encourage playing the Vets map on your own to gain experience with how to best start from each of the 4 starting positions.  (The positions are not exactly equivalent, although they are pretty balanced.)  I also did this where I controlled two factions, to get some experience of how a 2 faction vs. 2 faction game could work.

If you want to continue the game to gain experience, that is fine with me.  But if that is not the best use of your time right now, I totally understand and will accept your surrender.

I current have 4 MP games underway on unknown maps, some with enhanced AI.  Except the game where I am playing Gaia, I deferred CE until after IA, focusing on exploration and expansion instead.  I still think this was the best choice.
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Kirov on January 21, 2013, 09:31:15 PM
Damn, and yesterday I thought I was busy... Today I got a notice about my upcoming state exam for a sworn translator. The written part is scheduled for 21 Feb and if I make it, then the oral part is one month later. It's really difficult to pass, so I badly need to focus on learning. I'm afraid I'll only be pushing turns in the games I'm already in. See you around and wish me luck! (on 21 Feb) :)
Title: Re: HtH Ladder Earthmichael vs. Kirov - TTT
Post by: Earthmichael on January 21, 2013, 11:08:37 PM
Good luck!

Here is the latest turn, but don't worry about playing it until you have free time, if ever, since it looks like we decided to start a new game instead of continuing this one.

But just in case you feel like it, here it is:
 ;morgan;
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