Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: Earthmichael on January 31, 2013, 04:21:58 AM

Title: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:21:58 AM
This is a thread of a discussion about the role of cities, crawlers, and formers, and the best use of the available land at different tech levels.  This is pulled mostly from "The State of SMAC 2", since it was largely off topic.  So I am going to try to move the gist of the discussion here.

If moderators can remove the off-topic discuss from "The State of SMAC 2" thread, that would be appreciated.  If they can also clean this thread up, that would be nice too, since I could not figure out how to maintain the dicussion other than pasting the other discussions as quotes.  Hopefully the discussion is still coherent, and more cohesive since it is all moved together.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:24:48 AM

I don't think crawlers are overpowered, but rather rightly priced.  30 minerals to harvest 1 square seems fair (where a colony pod can harvest 2 squares and get other benefits for the same cost).  Crawlers are also very vulnerable to combat, particularly air units, and can be subverted.

Specialists also do not seem overpowered.  Until late game, you get at most 5 energy for a specialist, whereas in midgame your workers are typically getting 3/2/3.

Satellites are pretty expensive.  Yes, they provide a global benefit, but each satellite costs a lot.  Also, sats can be targetted by other players.  Still, if you want to weaken sats, make them only give half resources to each base regardless of whether you have an Areospace complex or not.  As for the probe team, it should only be able to affect a single sat, not the entire sat network at one time, if such a thing were implemented.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:26:03 AM
I always thought it would be nice if a probe team had the option to take down/take over another faction's satellite net. The probe team could only do that in the HQ of a faction.

I agree with Earthmichael here.

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I think the crawler have a pretty easy counter if you focus some military on destroying them.

Unless they're defended.  But even with a counter, they're way too cheap, at 30 minerals and no upkeep (in comparison, a worker costs 20-130 nutrients, more once you get hab domes, and has upkeep of 2 nutrients and 2 psych.)

I don't think crawlers are overpowered, but rather rightly priced.  30 minerals to harvest 1 square seems fair (where a colony pod can harvest 2 squares and get other benefits for the same cost).

Firstly, that colony pod is worth only 1 square, as you give up a population point (and thus a worker) when you build it.
More importantly, that colony pod then requires all those production-multiplying facilities you mentioned in order to get full benefit; a crawler uses the production-multiplying facilities of its home base, and is therefore better compared to another population point in that base.

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Crawlers are also very vulnerable to combat, particularly air units, and can be subverted.

That still leaves them overpowered in times of peace (e.g. before contact).  Also, when the only possible responses to crawlers are to use crawlers yourself or to go to war, that leaves no room for a more worker-based builder playstyle.

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Specialists also do not seem overpowered.  Until late game, you get at most 5 energy for a specialist, whereas in midgame your workers are typically getting 3/2/3.

Ok, I'll grant that; let's just agree then that advanced (4+ energy) specialists should come no earlier than Hybrid Forests (which are needed for that 3/2/3 you mentioned), and then the question of whether to move Hybrid Forests later (similar to the other similar 240-mineral facilities) is another issue.  (Before Hybrid Forests, however, 4-energy specialists are too much, since they make crawler+specialist too powerful as compared to workers.)

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Satellites are pretty expensive.  Yes, they provide a global benefit, but each satellite costs a lot.  Also, sats can be targetted by other players.

Sats can't be targeted by other players until Self-Aware Machines, substantially after they can be first built.  Moving Orbital Defense Pods earlier in the tech tree and making them cheaper, and moving mineral and nutrient satellites somewhat later and making them somewhat more expensive (because those two snowball all too easily) would be all the "weakening" that would be needed.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:28:14 AM
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Firstly, that colony pod is worth only 1 square, as you give up a population point (and thus a worker) when you build it.
More importantly, that colony pod then requires all those production-multiplying facilities you mentioned in order to get full benefit; a crawler uses the production-multiplying facilities of its home base, and is therefore better compared to another population point in that base.

A worker in a city can fully harvest a square; a supply crawler can only get one resource.  They are fine for a single resource square, but most squares are better than that.  A worker can harvest 3/2/3 or 6/6 from a hybrid forest square or a borehole; a supply crawler gets only half or less of the value.

A city created by a colony pod can grow.  After 10 turns (with a 2N square available), it works 2 squares, and so on.   Furthermore, it can spawn other colony pods for more cities.  A supply crawler has no growth potental; it harvests exactly one resource, period.

However, a supply crawler can serve a strategic role.  It can harvest squares that are small gaps between cities, rather than take the ICS approach and build another city.  It can concentrate energy into a single city, perferably the HQ.  It can provide food to a base that otherwise would face starvation.  But I do not think these strategic roles in any way make it overpowered.  It is just another great tool in a thinking man's arsenal.  I would hate to see this tool removed; I would rather see the concept broadened to other 4x games!
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:30:55 AM
A worker in a city can fully harvest a square; a supply crawler can only get one resource.  They are fine for a single resource square, but most squares are better than that.  A worker can harvest 3/2/3 or 6/6 from a hybrid forest square or a borehole; a supply crawler gets only half or less of the value.

Keep in mind, though, that a worker requires 2 nutrients and 2 psych upkeep, which cuts into that substantially.  Once you've got hybrid forests, the worker may be slightly superior (until advanced specialists come along), and of course for your boreholes in the city radius (however many you can manage) the worker is better, but for the most part the crawler comes out better.  Let's compare:
-Early game to early midgame (no advanced specialists, no hybrid forests): With a worker, you can work a forest for 2/2/1, or a farm/solar for roughly 3/1/1 (and that's a fairly good square).  After discounting 2 nutrients for the worker and 1 energy to be multiplied into 2 psych to keep him happy, that's 0/2/0 or 1/1/0, as compared to 4 FOPs from a crawler (farm/condenser, or mine, or "energy park").  Free Market evens it out a bit, but not by all that much since it boosts energy parks as well.  (An "energy park" style approach doesn't work as well with workers, as energy parks are a lot less efficient when interrupted by squares that have neither solar collectors nor mirrors, such as bases.)
-Late midgame (advanced specialists, hybrid forests, and soil enrichers are all available): You can work a forest for 3/3/2 (before Free Market) or farm/enricher/solar for 4/1/1; after psych and nutrients, that's 1/3/1 or 2/1/0; engineers mean that nutrients are worth roughly twice as much as the other two types, so that's effectively 5-6 FOP (7 with Free Market or Eudaimonia).  Crawling farm/condenser/enricher gives you 6/0/0, for 12.

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A city created by a colony pod can grow.  After 10 turns (with a 2N square available), it works 2 squares, and so on.   Furthermore, it can spawn other colony pods for more cities.  A supply crawler has no growth potental; it harvests exactly one resource, period.

And then the results of that harvesting can be used to build more supply crawlers to harvest more squares.

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However, a supply crawler can serve a strategic role.  It can harvest squares that are small gaps between cities, rather than take the ICS approach and build another city.

And this is the sort of thing that it would do if depowered and cost-increased to be on par with workers, rather than giving more net benefit for less cost.

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It can concentrate energy into a single city, perferably the HQ.  It can provide food to a base that otherwise would face starvation.  But I do not think these strategic roles in any way make it overpowered.

I'd say "concentrate energy into a single city" does, simply by making efficiency largely ignorable (and that's before considering stuff like the Supercollider and Space Elevator).

Oh, and another use: It can be used to get use out of squares that you don't want a base near for whatever reason.

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It is just another great tool in a thinking man's arsenal.  I would hate to see this tool removed

Me too, but I do want it to only be of advanced strategic use (and maybe some ability to help finish projects quicker, though nothing as strong as it is now in that respect), not "the most efficient use of squares."
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:31:35 AM
Your analysis neglects the city square itself.  A city with no worker (just a doctor/empath/etc) still produces a lot of resources, particularly with Free Market/Wealth.  The extra resources added by the worker definitely make the total MUCH more than a crawler would give.  My crawlers typically provide either 2-3 N or 2-4 M or 1-3 E.  This does not seem overpowered to me; it seems fairly valued.

Normally, when someone says something is overpowered, there is apparently one overpowering strategy enabled by the overpowered item.  I don't see this at all for crawlers.  They can support any kind of strategy you want: large city, small city, builder, momentum.  So perhaps you can better explain to me what is the problem that you are trying to fix?

I am not familiar with the term FOP.   What does it mean?
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:31:56 AM
FOP=Factors Of Production (Energy, Mins, or Nuts)

And.. I do find Supply Crawlers are a very interesting addition to the game, but probably too cheap for their effectiveness overall. Unlike cities which require maintenance, increase inefficiency, require drone control, etc, they can pay for themselves pretty quickly and give strongly exponential increases in production power. A 4 min crawler (quite reasonable with enough formers) will pay for another crawler every 7.5 turns once in place (ignoring any Mineral boosting facilities, with a GJ factory it's 5 turns), which even accounting for former turns and time to move into position is a very impressive doubling time without any significant limiting factor (it's the lack of limiting factors which seems to be the issue, bases have all sorts of things slowing their exponential growth).

I like crawlers, but imo they are so cheap that even if they don't imbalance the game much in any particular direction (other than maybe towards people who get them sooner, or builders in general), they feel like they're the core of any competitive strategy. I'd prefer to play with Crawlers as a useful and interesting tool which can be powerful than with them as something absolutely required in huge numbers to win against a human. Reducing the doubling time by just upping the cost seems like the simplest way to do this.
A worker in a city can fully harvest a square; a supply crawler can only get one resource.  They are fine for a single resource square, but most squares are better than that.  A worker can harvest 3/2/3 or 6/6 from a hybrid forest square or a borehole; a supply crawler gets only half or less of the value.

Keep in mind, though, that a worker requires 2 nutrients and 2 psych upkeep, which cuts into that substantially.  Once you've got hybrid forests, the worker may be slightly superior (until advanced specialists come along), and of course for your boreholes in the city radius (however many you can manage) the worker is better, but for the most part the crawler comes out better.  Let's compare:
-Early game to early midgame (no advanced specialists, no hybrid forests): With a worker, you can work a forest for 2/2/1, or a farm/solar for roughly 3/1/1 (and that's a fairly good square).  After discounting 2 nutrients for the worker and 1 energy to be multiplied into 2 psych to keep him happy, that's 0/2/0 or 1/1/0, as compared to 4 FOPs from a crawler (farm/condenser, or mine, or "energy park").  Free Market evens it out a bit, but not by all that much since it boosts energy parks as well.  (An "energy park" style approach doesn't work as well with workers, as energy parks are a lot less efficient when interrupted by squares that have neither solar collectors nor mirrors, such as bases.)
-Late midgame (advanced specialists, hybrid forests, and soil enrichers are all available): You can work a forest for 3/3/2 (before Free Market) or farm/enricher/solar for 4/1/1; after psych and nutrients, that's 1/3/1 or 2/1/0; engineers mean that nutrients are worth roughly twice as much as the other two types, so that's effectively 5-6 FOP (7 with Free Market or Eudaimonia).  Crawling farm/condenser/enricher gives you 6/0/0, for 12.

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A city created by a colony pod can grow.  After 10 turns (with a 2N square available), it works 2 squares, and so on.   Furthermore, it can spawn other colony pods for more cities.  A supply crawler has no growth potental; it harvests exactly one resource, period.

And then the results of that harvesting can be used to build more supply crawlers to harvest more squares.

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However, a supply crawler can serve a strategic role.  It can harvest squares that are small gaps between cities, rather than take the ICS approach and build another city.

And this is the sort of thing that it would do if depowered and cost-increased to be on par with workers, rather than giving more net benefit for less cost.

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It can concentrate energy into a single city, perferably the HQ.  It can provide food to a base that otherwise would face starvation.  But I do not think these strategic roles in any way make it overpowered.

I'd say "concentrate energy into a single city" does, simply by making efficiency largely ignorable (and that's before considering stuff like the Supercollider and Space Elevator).

Oh, and another use: It can be used to get use out of squares that you don't want a base near for whatever reason.

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It is just another great tool in a thinking man's arsenal.  I would hate to see this tool removed

Me too, but I do want it to only be of advanced strategic use (and maybe some ability to help finish projects quicker, though nothing as strong as it is now in that respect), not "the most efficient use of squares."
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:32:34 AM
You miss a lot of factors here.

First, until mineral limits are limited, which does not occur until early mid-game, a crawler can obtain at most 2 minerals.  So it takes 15 turns for a crawler to multiply, AFTER it has made it to the square. 

Second, it might take 5-10 turns (or more) just to move from the city to the square being harvested.

Third, you have to have a suitable rocky square with 8 turns of terraforming to produce a mine.  There are not that many rocky square available, so that constrains how often you can do this.  Furthermore, a city can harvest this just was well.

But you have missed the real culprit here: Terraformers.  It is terraformers that are grossly overpowered.  And they cost only 2/3 as much as a crawler (or equal for a clean former).  Just a mere 4 turns, and a 0/0/0 square is turned into 1/2/1!  And the Former does not even have to stay in the square to maintain the improvement!  It is permanent!  The Former can move to another square and begin its magic!  It is the amazing Former than turns a 1 mineral rocky square into a 4 mineral square that can be exploited!

So now that we know the real culprit, lets unite!  Let's ban Formers from the game, or at least make them cost 100 minerals each!
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:32:57 AM
1. In actual play, if I have a reasonable city spot that I can defend, I will always preference a city over a crawler.

2. I typically build at least 4+ clean formers for every 1 supply crawler, even though they are the same cost, because formers are overall more valuable and give faster paypack.  Crawlers as just built for special purposes, to fill in games, or save cities the burden of having to bother harvesting a single resource square (so my city can harvest another multiresource square, or possibliy produce specialists instead).

3. EVERYTHING I build better have a pretty reasonable payoff, or I won't bother to build it.  A Genejack factory in a decent city has a far higher return than the same resources spent on crawlers.  Same with most energy multiplying facilities as well.

I don't know what got you on your rant about the cheapness of crawlers, but they are just not any cheaper than competing items, like colony pods, formers and resource multiplying buildings.  I think recycling centers are a much better value than a crawler because:
1. I get 1/1/1, something no crawler can give.
2. I don't have to terraform a square, or even have a square available.
3. It is a lot less vulnerable than a crawler.

And a recycling center is not the most valuable building by any means.  The mutliplying buildings can be MUCH more valuable.

I have never built huge numbers of crawlers; I have not played a game against anyone who does.  I do play with a large number of formers; my formers typically outnumber by crawlers by a factor of 5x or more. 

So I don't know who you are playing against to have such a bias against crawlers.  But I can tell you this: I doubt that they are playing a very good strategy if they are playing with that many crawlers, and you should be able to easily beat them by putting more focus on large cities.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:33:41 AM
Fair point with the mineral limit restriction, but I did actually note moving to the square and improving it. The formers thing is obviously facetious, they require maintenance till quite far into the game, and unlike supply crawlers they don't actually harvest anything (workers have their own set of limits, as described previously). They DO enable supply crawlers to extract more, but they also are interesting units which provide a lot of choice in the game.

Bases are very different, requiring their own set of boosting facilities/drone control facilities which is much more expensive than crawlers as well as increasing inefficiency and Bdrones. It seems like a not all that useful comparison to make using simple FOP terms.

I'm not a crawler hater, it just feels like almost drawback free relatively fast doubling of production feels a bit.. overcentrilising (towards Crawler heavy builds), in a not quite interesting enough way. Games where I've used crawlers always seemed even more one sided than usual Transcend ones. However, I admit that I've not managed to get real time multiplayer working despite some trying (and pbem seems far too long term a commitment), so if crawlers are actually not top-class in the speed of payoff (accounting for limiting factors in other areas, like one of each fac per base, and issues with just making loads more bases) as I've been lead to believe then I don't have objections to them.
FOP=Factors Of Production (Energy, Mins, or Nuts)

And.. I do find Supply Crawlers are a very interesting addition to the game, but probably too cheap for their effectiveness overall. Unlike cities which require maintenance, increase inefficiency, require drone control, etc, they can pay for themselves pretty quickly and give strongly exponential increases in production power. A 4 min crawler (quite reasonable with enough formers) will pay for another crawler every 7.5 turns once in place (ignoring any Mineral boosting facilities, with a GJ factory it's 5 turns), which even accounting for former turns and time to move into position is a very impressive doubling time without any significant limiting factor (it's the lack of limiting factors which seems to be the issue, bases have all sorts of things slowing their exponential growth).

I like crawlers, but imo they are so cheap that even if they don't imbalance the game much in any particular direction (other than maybe towards people who get them sooner, or builders in general), they feel like they're the core of any competitive strategy. I'd prefer to play with Crawlers as a useful and interesting tool which can be powerful than with them as something absolutely required in huge numbers to win against a human. Reducing the doubling time by just upping the cost seems like the simplest way to do this.
A worker in a city can fully harvest a square; a supply crawler can only get one resource.  They are fine for a single resource square, but most squares are better than that.  A worker can harvest 3/2/3 or 6/6 from a hybrid forest square or a borehole; a supply crawler gets only half or less of the value.

Keep in mind, though, that a worker requires 2 nutrients and 2 psych upkeep, which cuts into that substantially.  Once you've got hybrid forests, the worker may be slightly superior (until advanced specialists come along), and of course for your boreholes in the city radius (however many you can manage) the worker is better, but for the most part the crawler comes out better.  Let's compare:
-Early game to early midgame (no advanced specialists, no hybrid forests): With a worker, you can work a forest for 2/2/1, or a farm/solar for roughly 3/1/1 (and that's a fairly good square).  After discounting 2 nutrients for the worker and 1 energy to be multiplied into 2 psych to keep him happy, that's 0/2/0 or 1/1/0, as compared to 4 FOPs from a crawler (farm/condenser, or mine, or "energy park").  Free Market evens it out a bit, but not by all that much since it boosts energy parks as well.  (An "energy park" style approach doesn't work as well with workers, as energy parks are a lot less efficient when interrupted by squares that have neither solar collectors nor mirrors, such as bases.)
-Late midgame (advanced specialists, hybrid forests, and soil enrichers are all available): You can work a forest for 3/3/2 (before Free Market) or farm/enricher/solar for 4/1/1; after psych and nutrients, that's 1/3/1 or 2/1/0; engineers mean that nutrients are worth roughly twice as much as the other two types, so that's effectively 5-6 FOP (7 with Free Market or Eudaimonia).  Crawling farm/condenser/enricher gives you 6/0/0, for 12.

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A city created by a colony pod can grow.  After 10 turns (with a 2N square available), it works 2 squares, and so on.   Furthermore, it can spawn other colony pods for more cities.  A supply crawler has no growth potental; it harvests exactly one resource, period.

And then the results of that harvesting can be used to build more supply crawlers to harvest more squares.

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However, a supply crawler can serve a strategic role.  It can harvest squares that are small gaps between cities, rather than take the ICS approach and build another city.

And this is the sort of thing that it would do if depowered and cost-increased to be on par with workers, rather than giving more net benefit for less cost.

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It can concentrate energy into a single city, perferably the HQ.  It can provide food to a base that otherwise would face starvation.  But I do not think these strategic roles in any way make it overpowered.

I'd say "concentrate energy into a single city" does, simply by making efficiency largely ignorable (and that's before considering stuff like the Supercollider and Space Elevator).

Oh, and another use: It can be used to get use out of squares that you don't want a base near for whatever reason.

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It is just another great tool in a thinking man's arsenal.  I would hate to see this tool removed

Me too, but I do want it to only be of advanced strategic use (and maybe some ability to help finish projects quicker, though nothing as strong as it is now in that respect), not "the most efficient use of squares."
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:35:06 AM
Your analysis neglects the city square itself.  A city with no worker (just a doctor/empath/etc) still produces a lot of resources, particularly with Free Market/Wealth.

True, and that may itself be too much.  However, overuse of that feature is, by definition, kept in check by the factors that keep ICS in check, which you correctly identified as the need for multiplicative facilities for each base.

Essentially, what you're describing is exploiting ICS, which you yourself argued was not overpowered.  The goal here is that workers should be the best use of land outside of specific strategic cases such as you described, which means having ICS and crawlers both weaker than workers.

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The extra resources added by the worker definitely make the total MUCH more than a crawler would give.  My crawlers typically provide either 2-3 N or 2-4 M or 1-3 E.  This does not seem overpowered to me; it seems fairly valued.

I think that's because you're not using your crawlers to their fullest potential.  Without mods to keep it under control, a crawler should be easily able to produce 4N (condenser+farm), up to 6N with AEE, 4M from rocky squares if you use mines, and 4E from energy parks (substantially less without energy parks, but nutrients+specialists are still a fairly strong way to get energy).
And remember, without crawlers you're looking at roughly 2 FOP anyway after subtracting costs (more with engineers or enrichers or hybrid forest), so 4N is still way too much.

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Normally, when someone says something is overpowered, there is apparently one overpowering strategy enabled by the overpowered item.  I don't see this at all for crawlers.  They can support any kind of strategy you want: large city, small city, builder, momentum.

Any strategy except "use primarily workers, with crawlers for niche strategically-defined roles."

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So perhaps you can better explain to me what is the problem that you are trying to fix?

In short, that most of the time, crawling a square is a more effective use than working it.

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I am not familiar with the term FOP.   What does it mean?

Ete answered this one.

FOP=Factors Of Production (Energy, Mins, or Nuts)

And.. I do find Supply Crawlers are a very interesting addition to the game, but probably too cheap for their effectiveness overall. Unlike cities which require maintenance, increase inefficiency, require drone control, etc, they can pay for themselves pretty quickly and give strongly exponential increases in production power. A 4 min crawler (quite reasonable with enough formers) will pay for another crawler every 7.5 turns once in place (ignoring any Mineral boosting facilities, with a GJ factory it's 5 turns), which even accounting for former turns and time to move into position is a very impressive doubling time without any significant limiting factor (it's the lack of limiting factors which seems to be the issue, bases have all sorts of things slowing their exponential growth).

I like crawlers, but imo they are so cheap that even if they don't imbalance the game much in any particular direction (other than maybe towards people who get them sooner, or builders in general), they feel like they're the core of any competitive strategy. I'd prefer to play with Crawlers as a useful and interesting tool which can be powerful than with them as something absolutely required in huge numbers to win against a human. Reducing the doubling time by just upping the cost seems like the simplest way to do this.

Agreed; I think 10 rows is a good cost (comparable to the cost of another worker in a fairly large city.)  That means a module cost of 36-39, probably best to have it at 36.  (Also, it means banning higher-reactor crawlers.)

However, even that probably won't be enough; as I noted, workers are worth 2 net FOP in the early game, going up to 3 with AEE or 5 with hybrid forests, whereas crawlers are worth 4, up to 6 with AEE (and that's all nutrients, which are by far the best in the later game.)  Removing the condenser nutrient bonus would help a lot (which is why my patch allows it), but even so running the numbers I think it'd also be necessary to reduce crawler output by 1.  That way, crawling will be worth 2-3 FOP per square, comparable to workers.  (They'll still be useful for reaching areas outside base radii, of course.  And hurrying projects, though I think that also needs limits; finishing the Space Elevator the turn you get Super Tensile Solids might make for good fun in SP, but in MP it gives far too much of an advantage to teching factions.)

First, until mineral limits are limited, which does not occur until early mid-game, a crawler can obtain at most 2 minerals.  So it takes 15 turns for a crawler to multiply, AFTER it has made it to the square. 

Yes, before mineral limits are lifted, that doesn't help as much...but a feature that's unbalanced for most of the game is still unbalanced.
However, I figure that it might make sense to compensate for crawler depowerment by moving the mineral-lifting cap to Industrial Automation, so they can get full minerals as soon as you can get them.  (It's probably desirable anyway to have the resource-lifting techs be parallel rather than sequential, as having everyone beelining for the same 2 or 3 techs makes for a much less interesting game.)

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Second, it might take 5-10 turns (or more) just to move from the city to the square being harvested.

I think we're generally looking at cases where it's harvesting inside the base radius.

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Third, you have to have a suitable rocky square with 8 turns of terraforming to produce a mine.  There are not that many rocky square available, so that constrains how often you can do this.

True, but "condenser+farm to support 2 technicians, which then produce money to rush buy more crawlers" also has fairly low doubling time, especially once you get Tree Farms for +50% economy; at that point, 2 technicians are worth 12 energy per turn; rushing from 10 minerals on 1 crawler to 10 minerals on the next crawler costs 90, so that's still 7.5 doubling time.

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Furthermore, a city can harvest this just was well.

But it needs to spend nutrients and psych on the worker.  If crawlers had a support cost, it would be a lot more even.

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But you have missed the real culprit here: Terraformers.  It is terraformers that are grossly overpowered.

As compared to what?  Crawlers can be compared to working the square; formers are part of the game.
Formers would be grossly overpowered if using them instead of leaving the square "natural" weren't clearly how the game was meant to be played.  Crawlers are overpowered because using them inside the base radius instead of working the square is not how the game was meant to be played.

(That said, advanced terraforming is probably overpowered, and needs a nerf, probably of the ecodamage persuasion.)

1. In actual play, if I have a reasonable city spot that I can defend, I will always preference a city over a former.

What constitutes a reasonable city spot?

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2. I typically build at least 4 clean formers for every 1 supply crawler, even though they are the same cost, because formers are overall more valuable and give faster paypack.  Crawlers as just built for special purposes, to fill in games, or save cities the burden of having to bother harvesting a single resource square (possibliy producing specialists instead).

At 3 FOP per specialist (even before thinkers and engineers), even dual-resource spots are often worth crawling.  Pretty much the only squares that aren't are forests and boreholes, and once you get engineers crawling nutrients is worth more than forests and boreholes.

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3. EVERYTHING I build better have a pretty reasonable payoff, or I won't bother to build it.  A Genejack factory in a decent city has a far higher return than the same resources spent on crawlers.  Same with most energy multiplying facilities as well.

And once you've built all those?

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I don't know what got you on your rant about the cheapness of crawlers, but they are just not any cheaper than competing items, like colony pods, formers and resource multiplying buildings.

Colony pods, formers, and resource multiplying buildings do not directly compete with crawlers, because to be of use they require base-suitable squares, unimproved squares, and raw FOP respectively, whereas crawlers require improved squares; what directly competes with crawlers is workers.  Compare crawlers to workers, and you'll see why they're such an issue.

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I think recycling centers are a much better value than a crawler because:
1. I get 1/1/1, something no crawler can give.
2. I don't have to terraform a square, or even have a square available.
3. It is a lot less vulnerable than a crawler.

Yes they are, if you have enough workers for all your terraformed squares.  But you can only build one recycling center per base.

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And a recycling center is not the most valuable building by any means.  The mutliplying buildings can be MUCH more valuable.

Also only one of each per base.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:36:11 AM
I was comparing colony pods to crawlers; you are comparing workers to crawlers.  This is an apples to oranges comparison because you don't build workers.  The workers build up automatically.  You can't spend minerals to get more workers in a city (although a Children's Creche helps); You only build the colony pod.  So your only production decision is whether to build another colony pod, a supply crawler, or something else.

Specialists are not free; they cost you workers, which could harvest multiresource squares.  I almost never preference a specialist over a worker unless either do have any any other productive land to harvest, or I have a psych problem in that city.

Clean reactors are at the same tech level as mineral limits.  In fact, I usually preference obtaining clean reactors first.

I consider a spot with at least one 2/1 or 1/2 that has room to harvest at least 12 (but preferably more) squares is a good city spot.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:36:34 AM
I was comparing colony pods to crawlers; you are comparing workers to crawlers.  This is an apples to oranges comparison because you don't build workers.  The workers build up automatically.

You "build" workers with nutrients.  Since there is some degree of flexibility as to how to terraform a square (and thus what type of FOP to get), that is a valid comparison.

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Specialists are not free; they cost you workers, which could harvest multiresource squares.

Crawlers can also harvest multiresource squares; they just only produce one resource.  But if the difference is less than 3, or can be made less than 3 by appropriate terraforming, the specialist is still worth it.

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Clean reactors are at the same tech level as mineral limits.  In fact, I usually preference obtaining clean reactors first.

I thought Environmental Economics (energy limits and tree farms) was one of the first beelines.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:39:24 AM
Clean reactors are at the same tech level as mineral limits.  In fact, I usually preference obtaining clean reactors first.
Ecological Engineering (tier 4): 6 preqs
Bio-engineering (tier 5): 12 preqs
so in general, you're getting 4 mins a crawler long before clean formers are available, though perhaps some beelines skip mineral lifting for a very long time.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:40:58 AM
though perhaps some beelines skip mineral lifting for a very long time.

Indeed they do...however, they also don't reach clean.  The MMI beeline does get you all of Bio-engineering's prerequisites (so it's only one more tech to grab bio-engineering for Clean)...however, well before that along the same beeline you have all of Ecological Engineering's prerequisites (assuming you also got Centauri Ecology for formers), and it's overall more useful (it not only lifts mineral restrictions, but also allows boreholes/mirrors/condensers if you didn't grab the Weather Paradigm, and of course it's only 1 after that for Environmental Economics for energy lifting and tree farms.)
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:41:54 AM
On the way to the MMI beeline, I usually go for Neural Grafting and Gne Splicing first, before D:AP, unless I feel hard pressed to defend myself right away.  And I then go for Bio-Engineering next, even though it is a sidetrack from MMI.  Because the support minerals that I save by upgrading all of my formers and other units to clean is a much faster and higher payoff than I could get from lifting the mineral restrictions.  This allows me to now be able to produce clean terraforms in mass quantities, without worrying about crippling my production with support costs.

Sidetracks to Ecol Engin and Environ Econ are useful, but one has to judge whether you get fast enough payback from these to account for the delay getting to MMI.  And do you have the formers to terraform so that these will be very useful?  Since I typically starting with 90% roads and forests, these techs don't have such an early payoff unless the map starts with enough terrain features that can be exploited without my terraforming.

Then 6 tech to beeline to D:AP, and then MMI next.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:46:34 AM
On the way to the MMI beeline, I usually go for Neural Grafting and Gne Splicing first, before D:AP, unless I feel hard pressed to defend myself right away.  And I then go for Bio-Engineering next, even though it is a sidetrack from MMI.  Because the support minerals that I save by upgrading all of my formers and other units to clean is a much faster and higher payoff than I could get from lifting the mineral restrictions.  This allows me to now be able to produce clean terraforms in mass quantities, without worrying about crippling my production with support costs.

Whoa, you must produce a lot of clean formers if that's a bigger boost than being able to use boreholes.

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Since I typically starting with 90% roads and forests, these techs don't have such an early payoff unless the map starts with enough terrain features that can be exploited without my terraforming.

How do you use those forests?  Crawl them or work them?  Because pre-Environmental Economics, they only produce 1 nutrient.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:47:30 AM
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Whoa, you must produce a lot of clean formers if that's a bigger boost than being able to use boreholes.
I do make a lot of clean formers! 

It is really a chicken and the egg problem.  If I don't have a lot of formers, it takes forever to terraform things, especially boreholes.  So rather than prioritize mineral limits to take advantage of boreholes, I prioritize clean to be able to build more formers.  By the time the I have enough formers and other terraforming done to consider making boreholes, I usually have gotten MMI and am ready for the EE and EE.

Forest are much more of a priority, because I can make 5 forests for the time formers take for 1 borehole.  And I get the benefit of self-growth of forests, which can save a lot of terraforming time if you get your forests started early, particularly since spreading forest squashes fungus.  Plus, forests don't trigger ecodamage like a borehole does.  I generally try for a very close to zero ecodamage game.

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How do you use those forests?  Crawl them or work them?  Because pre-Environmental Economics, they only produce 1 nutrient.
I almost always work them.  With a normal base (not on a Nut special or jungle) with recycling center, I can work 3 forests.  The rest of the work land has to be 2 or more food.  (I often get rid of the Nut limit early with Gene Splicing.)  When I really need to boost food, I will occasionally farm; each farm means one more forest worked.  Rather than crawl a forest and get 2 M, I will sometimes insteasd crawl a square for 2-3 N, which allows me to fully work 2-3 more forests.

I should also explain that I build a LOT of road; I almost always build a road before any improvement on a square.  I think roads are cheaper to build if you don't already have a forest there.  So I create a network of roads.  Then I can send a pack of 4 formers down the road, and they can build a new forest EVERY TURN, as long as I do not move them more than 2 squares down the road from the last forest.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:48:40 AM
I do make a lot of clean formers! 

It is really a chicken and the egg problem.  If I don't have a lot of formers, it takes forever to terraform things, especially boreholes.  So rather than prioritize mineral limits to take advantage of boreholes, I prioritize clean to be able to build more formers.  By the time the I have enough formers and other terraforming done to consider making boreholes, I usually have gotten MMI and am ready for the EE and EE.

Forest are much more of a priority, because I can make 5 forests for the time formers take for 1 borehole.  And I get the benefit of self-growth of forests, which can save a lot of terraforming time if you get your forests started early, particularly since spreading forest squashes fungus.

But if you can only use 3 forests per base (less if you want the base to grow more), that does limit it quite a bit.  Once you have as many forests as you can use (which needs maybe 1 former per several bases max before tree farms), you might as well get started on boreholes.

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Plus, forests don't trigger ecodamage like a borehole does.  I generally try for a very close to zero ecodamage game.

Borehole ecodamage really isn't that bad; it's about as much as 1 extra mineral.  And of course without mods ecodamage is easy to control anyway, via the magic facilities.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:51:34 AM
I've thought about it more, and I realized that the real issue is the "doubling time".  With a low doubling time, you need a huge number of formers to keep up with it even when using fairly easy terraforming like forests, and stuff like boreholes and condensers is generally not going to happen.  With a larger "doubling time" (or even more, when you've reached maximum size), formers become less important, and more advanced terraforming becomes used more; crawlers are therefore more powerful with a larger "doubling time" since advanced terraforming (except for boreholes) is more likely to favor single-resource stuff, whereas forests are very crawler-unfriendly.  (In between is the standard farm/solar, which actually usually comes out weaker than just a farm, crawling it, and having the citizen be a specialist instead.)

Thus, my questions for you are:
-What's your doubling time in your games?
-Do you ever use farm/solar?

Because I'd like to see a game with fairly large "doubling time" after the very beginning (30-40 turns seems good for once you have several bases), and where farm/solar does see substantial use for much of the game.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 04:52:59 AM
However, even so, crawlers become overpowered as the game progresses.  Consider, for example, someone who's reached the following tech level:
-He has engineers available.
-He has hybrid forests.
-He can get 4 nutrients from a square, whether by farm/enricher (and condensers don't further increase it for whatever reason), or farm/condenser (and he hasn't learned AEE yet.)
-He either has hab domes, or has raised his city density to the point where it doesn't matter.
-He has expanded all he can; any more would run into either efficiency-related problems or the territory of other factions.
-He does not have satellites; either he lacks the tech, or just never got around to it, or is afraid they'll be shot down.

Now, consider two ways he can use his territory:
1. Forests.   These are worth 3/2/2 each, so for each 2 forests he has enough surplus nutrients to use a specialist, say an engineer.  Thus, each square is worth 2 minerals, 2 energy, 1.5 economy, and 1 labs.
2. Crawl nutrients.  He can then support 2 specialists per square, so each square is worth 6 economy and 4 labs.  He doesn't get any minerals, but at 4.5 economy per square more than option 1 (which is then multiplied by facilities into 13.5 more economy, or 16.75 more if he has a quantum lab), he can easily afford to make up the difference by rush buying.
Thus, option 2 is vastly superior to option 1.
With satellites, it's even worse:
1. With forests, he can support 3 citizens per square, so each square is worth 5 minerals, 5 energy, and 2 specialists, for a total of 5 minerals, 5 energy, 6 economy, and 4 labs.
2. With crawling nutrients, he can support 4 citizens per square, worth 4 minerals, 4 energy, 12 economy, and 8 labs.

Again, option 2 is vastly superior.
If anything other than "crawl nutrients" is to be effective into the late game, crawlers would have to be depowered.  (Not "made cheaper", but actually "made less effective".)

Conversely, consider an early-game (recently got tree farms) base with 1 farm/solar square (let's say it's rainy and rolling but less than 1000 elevation) and 1 citizen.  It can use the citizen to work the square, producing 3 nutrients, 1 minerals, and 1 energy, or build a crawler to crawl one square for 3 nutrients and turn the citizen into a specialist for 3 energy.  So a crawler lets you give up 1 mineral for 2 energy, which seems to me it'll usually be a very good deal.
But let's say that crawlers have been made less effective, at the crawler will only produce 2 nutrients.  Then you're giving up 1 mineral and 1 nutrient for 2 energy, which seems a lot more balanced.  Even so, that means that a crawler is worth as much as a worker.
But in that case, let's say you have a rainy/rolling square and are trying to decide how to terraform it for your worker.
If you terraform it with farm/solar, then you get 3/1/1, which feeds the worker and keeps him happy, produces 1 mineral for building facilities, and will get you another worker in 50 turns (for, say, a size 4 base.  At this stage, size 9 is probably more realistic for your core bases).  Or you can terraform it with a forest for 2/2/1, which feeds the worker and keeps him happy, and produces 2 minerals; if we devote 1 mineral to facilities as before, then the other one can be used to produce a crawler in 30 turns, giving you the same value for cheaper.
Thus, we get the result that unless crawlers are made more expensive and depowered, it's still not worth working farm/solar unless you really don't care about energy (or are running Market, but in a balanced game that'll only be roughly 1/3 of the time.)  I call that a problem.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 05:29:13 AM
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But if you can only use 3 forests per base (less if you want the base to grow more), that does limit it quite a bit.  Once you have as many forests as you can use (which needs maybe 1 former per several bases max before tree farms), you might as well get started on boreholes.

I generally prefer to expand as much as possible during this phase, and use the formers to keep the new cities productive with lots of roads and forests.

It is not that I never build boreholes; but they are a distant priority to forests, and I really don't usually bother with them until after I have MMI, and have gone back to get EE and EE, so that I can actually get 6/6 for them.

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-What's your doubling time in your games?
-Do you ever use farm/solar?

I don't know how to answer the doubling time question.  Once I reach a certain maximum expansion, doubling can occur with respect to population, but even more, doubling can occur with respect to econ/labs and production.  If I take a wild guess, I suppose at midgame, doubling slows down to 20 turns or so.

I do sometimes use farm/solar, particularly if there is an energy special on the square so I can take full advantage of altitude.  For example, on the Vets map, each starting position has a square that I feel is just begging for farm/solar, although some people choose to forest due to the lower terraforming cost and the extra mineral.  After energy limits are lifted, I often farm/solar high altitude squares to get 3/1/5 or so.

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Now, consider two ways he can use his territory:
1. Forests.   These are worth 3/2/2 each, so for each 2 forests he has enough surplus nutrients to use a specialist, say an engineer.  Thus, each square is worth 2 minerals, 2 energy, 1.5 economy, and 1 labs.
2. Crawl nutrients.  He can then support 2 specialists per square, so each square is worth 6 economy and 4 labs.  He doesn't get any minerals, but at 4.5 economy per square more than option 1 (which is then multiplied by facilities into 13.5 more economy, or 16.75 more if he has a quantum lab), he can easily afford to make up the difference by rush buying.
This is not a crawler verses non-crawler question.  A city can harvest high nutrient squares even if crawlers did not exist.  The fact is that IF you are capable of booming without excessive trouble, then at a certain point food is the highest value commondity, since it can translate to 5E specialists, with each person also getting 1/1/1 from sats.  This is not showing that crawlers are overpowered, since a city can reap the same benefit with no crawlers at all.  It is showing that food is very high value in the late midgame, once you get the techs to boost food production.  Is that overpowered?  I don't think so; I think it is a nice evolution for food to move to the top of the food chain, so to speak  ;).  But it says nothing about crawlers.

You might argue, but why have a worker when I can crawl the square to get another specialist?  If the square is something like a 4/x/5 square (max altitude, solar collector, mirror, food enhancements), I get more value working the square than crawling it, since I also pick up x minerals.

Finally, if the Econ SE setting is high enough (and the vast majority of the games I play it is), then each worked square gets an extra energy, putting it way out front of the crawled squares, with 20% more energy and some bonus minerals.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 05:42:28 AM
With respect to solar collectors, there is one other really good use for collecters and crawlers: energy farms.  If you have some SPs at your HQ that provided special single city boosts, such as ME, Supercollider, Theory of Everything, Network Backbone, Longevity Vaccine, etc., then dedicating some squares to energy farms can be a very smart use of land.

You raise 9 squares to maximum altitude, put an Echeolon Mirror in the middle, surrounded by 8 solar collectors, with 9 crawlers homed to your HQ gathering energy, you can feed a lot of energy into those single city multiplying enhancements!  On a few occasions, I have had a single city producing a breakthrough every turn.

So yes, solar collectors can be quite useful, without or without a farm!
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: ete on January 31, 2013, 12:05:47 PM
In lategame (soil enhancers and stuff) I'm totally fine with Crawlers+Specialists beating out forest, in fact they should in my opinion (though not necessarily by a huge margin). Forests are pretty cheap and easy, and they're great for most of the game. Rewarding a player who in lategame is willing to reterraform with much more time consuming enhancements (farm/condensor/soil enhancer, some boreholes) and produce a load of crawlers, more than you reward a player who just sits on mass forest forever and builds Tree Farms/Hybrid Forests seems entirely fair. And quite fitting, as you get more advanced the citizens are turned over from manual collecting jobs (which are mechanized) to more service/research/entertainment type jobs.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 02:46:57 PM
I totally agree, ete, and I would just add that you do not have to use crawlers to achieve this benefit; in fact, as long as you raise elevation and add solar collectors to your farm/condensor/soil enhancer, direct collection is better than crawlers.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: ete on January 31, 2013, 04:52:02 PM
hm, I'm curious what you generally crawl in the early/mid game (before Boreholes, Soil Enrichers, Condensors) Earthmichael? I've always found myself crawling almost exclusively minerals from rocky/mine/road squares (especially those with a mineral bonus), and occasionally nutrient bonus farmed squares. It seems like using Crawlers gives me massively more minerals in the early/mid game compared to when I don't use them, because there's not spare nutrients to support  lot of population growth on top of workers working Mines, and there's no mineral boosting facilities until GJ factory.

Actually, you know what I'd really like to see? A series of screenshots from your games, one every 10-20 years centered on your main population center (ideally with a large monitor and directdraw off so you can see a large area of the map at once).
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on January 31, 2013, 09:41:38 PM
Here is an AAR report I did on the Nomad scenario with lots of screen shots.  The prohibition against expansion made it a little bit different from my normal game, but I think it shows my playstyle pretty well.

http://alphacentauri2.info/index.php?topic=2663.msg13769#msg13769 (http://alphacentauri2.info/index.php?topic=2663.msg13769#msg13769)

My first crawler priority is the same as yours: rocky squares with a mineral bonus.  My second crawler priority is any other bonus square, improved as well as I can for that particular resource.  My third crawler priority (until mineral limits are lifted) is any square that can give me 2 minerals, especially those that can do this without any terraforming, like certain crater squares, but I will also crawl surplus forests and such.  Once I get the minerals lifted, I put most of the crawlers on rocky mines.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: ete on January 31, 2013, 10:47:42 PM
hm, okay. A lot of times that game you were piling on the crawlers mostly because you had space to, and had already built the infrastructure you were able to/wanted.

I think I'm figuring out what about crawlers I find uncomfortable. It's their unlimited nature, almost total lack of long term drawbacks, and fairly short payback time. They feel like a unit you can always use more of, and the rest of the game is designed to not have that. More bases causes issues with Bdrones, more formers need constant support until clean reactors, larger cities need more nutrients, facilities are one per city and most need upkeep, armies need support, the only other long term "free" units are probes and captured worms/natives in fungus which don't have unlimited exponential increase.

I do see why they're appealing, and perhaps if the AI used them at all properly I'd get accustomed to them as a core game feature, but having something so.. universally useful to build, and so cheap, eh.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on January 31, 2013, 10:52:34 PM
I don't know how to answer the doubling time question.  Once I reach a certain maximum expansion, doubling can occur with respect to population, but even more, doubling can occur with respect to econ/labs and production.  If I take a wild guess, I suppose at midgame, doubling slows down to 20 turns or so.

Around how many bases do you have by that point?

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I do sometimes use farm/solar, particularly if there is an energy special on the square so I can take full advantage of altitude.

Yes, with high altitude (as well as rainy and maybe rolling, I presume).  That's a fairly rare occurrence.

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For example, on the Vets map

Vets is not exactly a normal map.  Most random maps with random start positions won't have you start on a large mountain.

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You might argue, but why have a worker when I can crawl the square to get another specialist?  If the square is something like a 4/x/5 square (max altitude, solar collector, mirror, food enhancements), I get more value working the square than crawling it, since I also pick up x minerals.

So working the square instead of crawling it is worthwhile only in the extreme case of "rolling square at max altitude with a mirror"?  When crawlers are more powerful except in the extreme case, I'd say that makes them overpowered.

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Finally, if the Econ SE setting is high enough (and the vast majority of the games I play it is), then each worked square gets an extra energy, putting it way out front of the crawled squares, with 20% more energy and some bonus minerals.

That's still assuming near-max squares.  Also, if you run FM in the vast majority of games, that itself suggests an imbalance (not directly relevant to this issue, but does suggest that we have to consider what happens when that imbalance is fixed.)

With respect to solar collectors, there is one other really good use for collecters and crawlers: energy farms.  If you have some SPs at your HQ that provided special single city boosts, such as ME, Supercollider, Theory of Everything, Network Backbone, Longevity Vaccine, etc., then dedicating some squares to energy farms can be a very smart use of land.

You raise 9 squares to maximum altitude, put an Echeolon Mirror in the middle, surrounded by 8 solar collectors, with 9 crawlers homed to your HQ gathering energy, you can feed a lot of energy into those single city multiplying enhancements!  On a few occasions, I have had a single city producing a breakthrough every turn.

I believe having alternating rows of mirrors and collectors is a more efficient use of land, though not of terraforming time.
That said, that further supports the contention that crawlers are overpowered, as that's far more efficient than worker-based approaches.

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So yes, solar collectors can be quite useful, without or without a farm!

Yes, solar collectors have uses, farms have uses, and even workers have some uses until the late game.  But combining the three seems too weak, because crawlers are so strong.

In lategame (soil enhancers and stuff) I'm totally fine with Crawlers+Specialists beating out forest, in fact they should in my opinion (though not necessarily by a huge margin).

If they just beat out forest, that wouldn't be such a problem.  The problem is that without forest, crawlers always beat out workers except in extreme cases (I consider a case extreme when it has at least 3 "bonuses" ("bonuses" here are rainy, rolling, and each full 1000 feet).

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And quite fitting, as you get more advanced the citizens are turned over from manual collecting jobs (which are mechanized) to more service/research/entertainment type jobs.

There's an idea, I'll have to think about that.

I totally agree, ete, and I would just add that you do not have to use crawlers to achieve this benefit; in fact, as long as you raise elevation and add solar collectors to your farm/condensor/soil enhancer, direct collection is better than crawlers.

I'm pretty sure that you can't have condensers and solar collectors in the same square.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on January 31, 2013, 11:19:16 PM
In lategame (soil enhancers and stuff) I'm totally fine with Crawlers+Specialists beating out forest, in fact they should in my opinion (though not necessarily by a huge margin). Forests are pretty cheap and easy, and they're great for most of the game. Rewarding a player who in lategame is willing to reterraform with much more time consuming enhancements (farm/condensor/soil enhancer, some boreholes) and produce a load of crawlers, more than you reward a player who just sits on mass forest forever and builds Tree Farms/Hybrid Forests seems entirely fair. And quite fitting, as you get more advanced the citizens are turned over from manual collecting jobs (which are mechanized) to more service/research/entertainment type jobs.

Ok, I suppose that makes sense.  The problem is that even earlier in the game, an energy farm (crawler-based) tends to beat out forests (worker-based).  And it's not necessarily even that much more terraforming time: Having 3 collectors per mirror in a square pattern costs only 50% more terraforming time than filling the space with forests and produces an average of 3.25 FOP per square, +1 FM (forests with tree farms are worth 5+1 FM, but use 3 on supporting the workers with nutrients and psych).  Alternating rows takes only twice the terraforming time of forests, and gives 4 per square (+1 FM).  And that's lowlands; if the area is naturally elevated it's even better.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 01, 2013, 12:00:44 AM
hm, okay. A lot of times that game you were piling on the crawlers mostly because you had space to, and had already built the infrastructure you were able to/wanted.

I think I'm figuring out what about crawlers I find uncomfortable. It's their unlimited nature, almost total lack of long term drawbacks, and fairly short payback time. They feel like a unit you can always use more of, and the rest of the game is designed to not have that. More bases causes issues with Bdrones, more formers need constant support until clean reactors, larger cities need more nutrients, facilities are one per city and most need upkeep, armies need support, the only other long term "free" units are probes and captured worms/natives in fungus which don't have unlimited exponential increase.

I do see why they're appealing, and perhaps if the AI used them at all properly I'd get accustomed to them as a core game feature, but having something so.. universally useful to build, and so cheap, eh.
One reason I prioritize clean reactors is because Formers are more universally useful than crawlers, which is one reason why I need to build 3+ clean formers for every crawler I build.  If we want to put down a unit because it too useful, then we should be trying to weaken formers, not crawlers. 

Yet I do not see this happening; I wonder why crawlers get all of this ire, but formers get none?  But my gameplay shows that I value formers far above crawlers.  hmmm?
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 01, 2013, 12:04:43 AM
I wonder why crawlers get all of this ire, but formers get none?

In short: Because formers are not competing with anything; there is nothing that is less-used because they are.  Crawlers compete with workers (directly in terms of land use; indirectly in terms of FOP use, as while workers are "built" with nutrients and crawlers with minerals, terraforming choices make the different FOPs somewhat interchangeable.)
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 01, 2013, 12:29:08 AM
Actually, workers are more useful than crawlers except in the extreme case of Hab Domes, high value specialists, easy pop boom, etc.; otherwise, crawlers have niche uses, but certainly do not outperform workers.  So crawler are not overpowered.

In the early to mid game, before any of this comes into play, workers can fully harvest a square, particularly forests because they are so easy to plant, where a crawler can't.  Furthermore, I have to have a minimum city size of 5 to even think of a specialist, which is rarely the case for the early game.  And even if I got a size 5 city to use a specialist, the specialists are not very good.

So I am far better off having my workers harvest multi resouces squares like forests and an occasion farm/collector or borehole, and have my crawlers harvest my mines.  And not much anything else, except filling in the occasional need for extra food here and there.

Once energy limits are lifted, I can crawl an energy farm.  But this is not as easy as it sounds.  First, for maximum effect, I need for the crawler to first move to my HQ.  Then I need to move from my HQ to the energy farm, which is normally at a boundary of my territory.  So overall, a crawler might have to cover 25 or more squares before it becomes effective.  Even if I have roads everywhere, that is still 8+ turns.  For my trouble, I get 4-5 energy, where my crawler get probably get to a mine and get 4 mineral with a lot less bother.  Both are useful, but unless you think crawling a mine is "overpowered", then it is silly to think energy farming is "overpowered".

It takes a lot of real game experience to decide what is truly overpowered. These "overpowered" tactics that some worry about are rarely deployed, and in the few games they are deployed, it is in moderation.  Probably only one game in 5 do I see someone who has created an energy farm, and even then, it is just 9 squares, not an entire board.  I do not encounter people who crawl everything and make their citizens specialists.  I only rarely encounter ICS, and easily defeat it.  And most of the other things that seem to be a cause of concern show up very rarely.

Why don't I see these things?  Is it because the players are stupid or ignorant?  No! Because there are too many things basic analysis does not take into account, such as the time and resources and technoligies required to set things up.

In the early game, the only compelling place for crawlers are on resource specials that I cannot reach directly from a city.  It is otherwise not worthwhile to spend 30 resources for a crawler that can only get me 1 or 2 FOPS; I have much more productive places to put those 30 resources, namely formers, colony pods, and facilities such as recycling centers, childrens creche, tree farms, network nodes, etc.

In the mid game, I do build crawlers to cover all of my mines, but very little else.  Again, there are better things to do with my resources.

In the late game, with sats and high value specialists and food enhancements, once can come up with a scenario where crawling every square is almost as useful was working every square.  But at this point in the game, who cares?
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: ete on February 01, 2013, 12:35:47 AM
In lategame (soil enhancers and stuff) I'm totally fine with Crawlers+Specialists beating out forest, in fact they should in my opinion (though not necessarily by a huge margin). Forests are pretty cheap and easy, and they're great for most of the game. Rewarding a player who in lategame is willing to reterraform with much more time consuming enhancements (farm/condensor/soil enhancer, some boreholes) and produce a load of crawlers, more than you reward a player who just sits on mass forest forever and builds Tree Farms/Hybrid Forests seems entirely fair. And quite fitting, as you get more advanced the citizens are turned over from manual collecting jobs (which are mechanized) to more service/research/entertainment type jobs.

Ok, I suppose that makes sense.  The problem is that even earlier in the game, an energy farm (crawler-based) tends to beat out forests (worker-based).  And it's not necessarily even that much more terraforming time: Having 3 collectors per mirror in a square pattern costs only 50% more terraforming time than filling the space with forests and produces an average of 3.25 FOP per square, +1 FM (forests with tree farms are worth 5+1 FM, but use 3 on supporting the workers with nutrients and psych).  Alternating rows takes only twice the terraforming time of forests, and gives 4 per square (+1 FM).  And that's lowlands; if the area is naturally elevated it's even better.
Given that energy farms take more terraforming time (50% more or double forest) it kinda makes sense that they produce proportionally more FOP per square than worked forests, though once Hybrid Forests come along that changes. The fact that they're crawlable so don't require upkeep is cool and certainly makes them viable, but crawled energy does not have the same effect as crawled nutrients in that you can't turn loads of citizens into specialists. It's not really competing with citizens, it's just a way to turn former turns+minerals into long term energy income.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: ete on February 01, 2013, 12:41:11 AM
One reason I prioritize clean reactors is because Formers are more universally useful than crawlers, which is one reason why I need to build 3+ clean formers for every crawler I build.  If we want to put down a unit because it too useful, then we should be trying to weaken formers, not crawlers. 

Yet I do not see this happening; I wonder why crawlers get all of this ire, but formers get none?  But my gameplay shows that I value formers far above crawlers.  hmmm?
In your AAR you listed I think 16 crawlers, 11 formers at one point? Was that entirely forced by the no expansion rules?

And yes, once clean reactors come along Formers are great in near unlimited numbers, but that's a fair way into the game and you still need something to collect. I'm not arguing that Crawlers are actually stronger than Formers (a game where one player was banned from each would be laughably one sided in favor of the guy who got formers, I'm sure), just trying to explain and understand my (potentially badly founded) discomfort with them.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 01, 2013, 02:13:26 AM
Actually, workers are more useful than crawlers except in the extreme case of Hab Domes, high value specialists, easy pop boom, etc.; otherwise, crawlers have niche uses, but certainly do not outperform workers.

Depends what you mean by "outperform".  As far as I can tell, crawlers generally lag behind workers by 2 FOP (factors of production, i.e. nutrients+minerals+energy).  A worker needs 3 FOP (2 nutrients and 2 psych, but 1 energy produces 2 psych with midgame facilities).  3>2.

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In the early to mid game, before any of this comes into play, workers can fully harvest a square, particularly forests because they are so easy to plant, where a crawler can't.

Maybe I'd better ask...around what point do you start using non-forests on a regular basis?  How many techs, how many bases, how many formers?  (Approximately for all of those.)  And at that point, how frequently are you founding new bases?

Because without easy pop booms and without absurdly high base propagation (say, with two or three bases at a time having either not built their first colony pod, or with a colony pod on the way), it seems 1 former per base should be plenty to use even non-forests (maybe not boreholes, but regular farm/collector in any case.)

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Both are useful, but unless you think crawling a mine is "overpowered", then it is sill to think energy farming is "overpowered".

Crawling mines would be overpowered as well if it didn't rely on the uncontrollable placement of rocky squares.

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It takes a lot of real game experience to decide what is truly overpowered. These "overpowered" tactics that some worry about are rarely deployed, and in the few games they are deployed, it is in moderation.  Probably only one game in 5 do I see someone who has created an energy farm, and even then, it is just 9 squares, not an entire board.  I do not encounter people who crawl everything and make their citizens specialists.  I only rarely encounter ICS, and easily defeat it.  And most of the other things that seem to be a cause of concern show up very rarely.

Ok...perhaps it's best to fix the stuff that is clearly overpowered then (e.g. FM/"magic facilities" and cheap upgrade costs), and see how that plays and what else (if anything) needs fixing.

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In the early game, the only compelling place for crawlers are on resource specials that I cannot reach directly from a city.  It is otherwise not worthwhile to spend 30 resources for a crawler that can only get me 1 or 2 FOPS; I have much more productive places to put those 30 resources, namely formers, colony pods, and facilities such as recycling centers, childrens creche, tree farms, network nodes, etc.

By that logic, it's not worthwhile to produce enough nutrients to grow past size 4, as there are much more productive places to put those 50 resources.

Given that energy farms take more terraforming time (50% more or double forest) it kinda makes sense that they produce proportionally more FOP per square than worked forests

Except that they don't take up proportionately more territory; if your limit is territory rather than terraforming time (as it probably will be after the early stages, once you start running into other factions), then that's a big deal.

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but crawled energy does not have the same effect as crawled nutrients in that you can't turn loads of citizens into specialists.

Instead, you can get the energy directly.  Before advanced specialists come along, it actually is pretty comparable (a bit worse if you'd exploit the "specialists lower drone cap" feature, but otherwise very much comparable.)
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 01, 2013, 03:29:16 AM
Actually, in my opinion, the only thing that definitely overpowered is copters and atrocities in general.

Atrocities are supposed to be balanced because the entire AI world turns against you if you use them very much.  But most games do not have much AI, and even when they do, it is usually not that big of a deal.  The other big problem with atrocities is the ecodamage and rising water penalty.  But everyone has to suffer that, so it does not specifically hurt the faction commiting the atrocities.  So for this reason, I typically request for attrocities to be banned in most of my games.

Same for copters.  It is the only non-land multi-atack unit it the game, and yet it costs no more than an attack-every-other-turn needlejet.  Even the most advanced land and sea hulls do not get this multi-attack capability, only copters.  So in most of my games, copters are banned.

FM is not overpowered; it provides some decent benefits, but at huge penalties!  Has anyone who thinks FM is overpowered actually tried a game against humans using FM?

I have never thought of upgrades as cheap.  It typically takes 30 energy to accomplish a 10 mineral upgrade; that does not seem cheap to me, since I could get 15 minerals toward facilities for the same cost.

I don't know what a "magic facility" is, so I am not sure what is referenced.  I think even the facilities that are a pretty good deal are not overpowered, since you only get one of them.

Yes, the Nomads game was an anomoly, because of the restriction against colony pods.  So crawlers were the only way to use the rest of your land.  I probably should not have referenced it, but it was the only AAR I had posted.

I have posted quited a few game of the month endgames.  Load the saves and see how many units of each kind were built in the various games.  Take a look at the map and see how it was terraformed.

I would post more AARs, but I accidentally lost most of my old game saves, so all I can post is save or screenshot from one of my current games, which would put me at a disadvantage.  However, I am currently playing the old "Market Forces" GOM, so I am attaching my latest save from that game.  Note that since the starting position hugs the northern edge of the board, which is all rocky, I have more than an average number of crawlers working these rocky squares.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 01, 2013, 04:26:14 AM
Actually, in my opinion, the only thing that definitely overpowered is copters and atrocities in general.

Atrocities are supposed to be balanced because the entire AI world turns against you if you use them very much.  But most games do not have much AI, and even when they do, it is usually not that big of a deal.  The other big problem with atrocities is the ecodamage and rising water penalty.  But everyone has to suffer that, so it does not specifically hurt the faction commiting the atrocities.  So for this reason, I typically request for attrocities to be banned in most of my games.


Ecodamage doesn't just result in global warming; it also produces fungus over your nice terraforming, and of course mind worm attacks.

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Same for copters.  It is the only non-land multi-atack unit it the game, and yet it costs no more than an attack-every-other-turn needlejet.  Even the most advanced land and sea hulls do not get this multi-attack capability, only copters.  So in most of my games, copters are banned.


I personally think there are better alternatives than banning it, such as limiting its force projection capability and making it easier to defend against air.

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FM is not overpowered; it provides some decent benefits, but at huge penalties!


What penalties?  It limits your ability to go on the offensive (until punishment spheres), removes the ability to use police (devoting some of that extra energy to psych will far more than compensate), and somewhat weakens your ability to attack mind worms (so build some cheap scout patrols or scout rovers and use some of that extra energy to upgrade them to empath troops.) 
And of course it increases your ecodamage, but cutting your mineral production by 2-5 per base or building a bunch of tree farms will generally more than make up for it.  (Free Market doubles your ecodamage as compared to Planned; on Transcend with a normal life setting,cutting mineral production by 1 reduces ecodamage in the early to midgame (say 20 techs, or 40 techs with a Centauri preserve) by roughly 2 points, or 4 points for Free Market.  Thus, unless you're facing something like 20 ecodamage per base before Free Market, it really isn't that significant.)
Now, if upgrading actually cost a substantial amount, and Free Market were worth a lot more than 2-5 minerals in ecodamage, then it would be "good benefits at substantial cost" as you say.  (As a bonus, making PLANET score more relevant in terms of ecodamage would make Green less underpowered in the midgame.)

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Has anyone who thinks FM is overpowered actually tried a game against humans using FM?


Well, Velociryx seems to think that (unless playing a faction with substantial bonuses such as Yang or Deidre) the only options if the other guy is using FM are to use it yourself or force them away from it.  I'd consider that fairly overpowered.

I have never thought of upgrades as cheap.  It typically takes 30 energy to accomplish a 10 mineral upgrade; that does not seem cheap to me, since I could get 15 minerals toward facilities for the same cost.

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I don't know what a "magic facility" is, so I am not sure what is referenced.


Link (http://www.civgaming.net/forums/archive/index.php/t-7392.html).

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I think even the facilities that are a pretty good deal are not overpowered, since you only get one of them.


One per base.  The "magic facilities" mechanic is faction-wide: Each such facility built in any base increases your clean minerals in all bases.

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I have posted quited a few game of the month endgames.


Game of the month often isn't really a normal game, but if you can direct me to where you posted those games, that might help.

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However, I am currently playing the old "Market Forces" GOM, so I am attaching my latest save from that game.  Note that since the starting position hugs the northern edge of the board, which is all rocky, I have more than an average number of crawlers working these rocky squares.


1. I notice it looks fairly ICS-y.
2. Why did you build roads everywhere?  It seems a waste of former time when you could instead just build roads between your bases.
3. Why'd you spend so much former time on raising land, instead of just using sea improvements (which are quite competitive with forests except when they're better*)?  If you'd just used sea improvements and cut out most of the roads, you probably could've gotten the same stuff done with half as many formers, or done other sorts of terraforming.  Sure, those squares don't get you very many minerals, but you seemed to have a plethora of rocky squares anyway.

It seems that your not-finding-crawlers-very-useful is because you have a terraforming pattern that is extremely wasteful, and therefore you're forced to stick to forests (which are fairly crawler-unfriendly, especially under Market).

*Assuming you have all appropriate facilities for which you have the necessary tech, sea improvements are better than forests when:
-You can't get tree farms OR
-You can get aquafarms but not hybrid forests.
If you have hybrid forests, or tree farms but no aquafarms, then they're comparable, meaning that it's better to plant kelp and build a tidal harness (8 former-turns), than raise the land and then build a forest (16 former-turns, plus some cash).
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 01, 2013, 06:09:55 AM
However, I am currently playing the old "Market Forces" GOM, so I am attaching my latest save from that game.  Note that since the starting position hugs the northern edge of the board, which is all rocky, I have more than an average number of crawlers working these rocky squares.

1. I notice it looks fairly ICS-y.
2. Why did you build roads everywhere?  It seems a waste of former time when you could instead just build roads between your bases.
3. Why'd you spend so much former time on raising land, instead of just using sea improvements (which are quite competitive with forests except when they're better*)?  If you'd just used sea improvements and cut out most of the roads, you probably could've gotten the same stuff done with half as many formers, or done other sorts of terraforming.  Sure, those squares don't get you very many minerals, but you seemed to have a plethora of rocky squares anyway.

It seems that your not-finding-crawlers-very-useful is because you have a terraforming pattern that is extremely wasteful, and therefore you're forced to stick to forests (which are fairly crawler-unfriendly, especially under Market).

*Assuming you have all appropriate facilities for which you have the necessary tech, sea improvements are better than forests when:
-You can't get tree farms OR
-You can get aquafarms but not hybrid forests.
If you have hybrid forests, or tree farms but no aquafarms, then they're comparable, meaning that it's better to plant kelp and build a tidal harness (8 former-turns), than raise the land and then build a forest (16 former-turns, plus some cash).
One of the restrictions I self imposed based on comments by Kirov is to play without military expansion.  The point is if you conquer every base but one, then cornering the energy market is quite inexpensive.  And conquest is much easier than the alternative.  But to stick with spirit of the scenario, I decided to play totally defensively, with the exception if someone established a base within 3 square of my territory, I would capture or destroy it.  But otherwise, I would depend upon peaceful expansion, despite the fact that all my neighbors are trying to kill me.

I have got a GREAT IDEA.  You go ahead and play Market Forces from the start yourself, with the same non-conquest restriction proposed by Kirov.  Play with all of your improved ideas.  Then let's compare the result based on the turn where each of us win by cornering the market, and see who gets there first!  Then we can compare notes to see where each of our strategies stand at varous tech levels, and see what worked best!

A few things I should warn you about that may change your perspective on things. 
1. I could not find any strategy of pacification that could avoid 5 of the factions declaring vendetta on Morgan.
2. It is quite difficult to defend sea bases and sea formers against the Pirates once they declare vendetta.
3. Once you load the starting position for market forces, you will see that Morgan is land locked.  So you must either raise more land by terraforming, or make the sea bases that you mentioned.

Good luck!
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 01, 2013, 06:16:21 AM
To understand why I build roads everywhere, see my article:  "Roads: The Key to Efficient Terraforming"

http://alphacentauri2.info/index.php?topic=1505.msg4389#msg4389 (http://alphacentauri2.info/index.php?topic=1505.msg4389#msg4389)

As for game of the month, I made the winning submission to 3 of the more recent GOM.  Just search for GOM and Earthmichael as the submitter, and all of my submission should show up.  Since my submissions were the winning entries on 3 occasions, I guess my strategy might be a little better than average, but on any of those 3 scenarios, I would be very interested if you can improve on my entry using your more advanced ideas, and by exploiting all of the things that you have found overpowered.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 01, 2013, 02:44:42 PM
One of the restrictions I self imposed based on comments by Kirov is to play without military expansion.  The point is if you conquer every base but one, then cornering the energy market is quite inexpensive.  And conquest is much easier than the alternative.  But to stick with spirit of the scenario, I decided to play totally defensively, with the exception if someone established a base within 3 square of my territory, I would capture or destroy it.  But otherwise, I would depend upon peaceful expansion, despite the fact that all my neighbors are trying to kill me.

I have got a GREAT IDEA.  You go ahead and play Market Forces from the start yourself, with the same non-conquest restriction proposed by Kirov.  Play with all of your improved ideas.  Then let's compare the result based on the turn where each of us win by cornering the market, and see who gets there first!  Then we can compare notes to see where each of our strategies stand at varous tech levels, and see what worked best!


Sounds like a good idea.  What turn did you manage it?  (I presume on Transcend?)  And did you play with Kyrub's version or Scient's?

To understand why I build roads everywhere, see my article:  "Roads: The Key to Efficient Terraforming"

http://alphacentauri2.info/index.php?topic=1505.msg4389#msg4389 (http://alphacentauri2.info/index.php?topic=1505.msg4389#msg4389)


See my response there.

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As for game of the month, I made the winning submission to 3 of the more recent GOM.  Just search for GOM and Earthmichael as the submitter, and all of my submission should show up.  Since my submissions were the winning entries on 3 occasions, I guess my strategy might be a little better than average, but on any of those 3 scenarios, I would be very interested if you can improve on my entry using your more advanced ideas, and by exploiting all of the things that you have found overpowered.


Apparently they didn't.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 01, 2013, 03:43:07 PM
One of the restrictions I self imposed based on comments by Kirov is to play without military expansion.  The point is if you conquer every base but one, then cornering the energy market is quite inexpensive.  And conquest is much easier than the alternative.  But to stick with spirit of the scenario, I decided to play totally defensively, with the exception if someone established a base within 3 square of my territory, I would capture or destroy it.  But otherwise, I would depend upon peaceful expansion, despite the fact that all my neighbors are trying to kill me.

I have got a GREAT IDEA.  You go ahead and play Market Forces from the start yourself, with the same non-conquest restriction proposed by Kirov.  Play with all of your improved ideas.  Then let's compare the result based on the turn where each of us win by cornering the market, and see who gets there first!  Then we can compare notes to see where each of our strategies stand at varous tech levels, and see what worked best!

Sounds like a good idea.  What turn did you manage it?  (I presume on Transcend?)  And did you play with Kyrub's version or Scient's?
I have not had time to complete it yet.  The save I posted was my latest progress.  You can go ahead and start, and we can compare notes.

I played with Scient's on Transcend.  I believe this is the standard for the GOMs.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Green1 on February 01, 2013, 06:25:29 PM
Earthmicheal....

Interesting observations on terraforming.

I do not care what people say... the terraforming and land management of SMAX is pretty deep. Deeper than even these more modern games.

Only thing that gets me is how come the aliens seem to have brought Earth forests with them. Shouldn't they have brought thier own flora and fauna?
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 01, 2013, 11:43:48 PM
Yes, I agree the SMAC land management is pretty deep.  There are very few games where you can raise land out of the sea, or lower land into the sea, eventually creating a sea-free or all-sea planet if you like.

Perhaps when aliens plant trees they should get a unique display icon to reflect the native version.  But I guess regardless of the initial source of the forest, the behavior and resources are the same.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Buster's Uncle on February 01, 2013, 11:49:29 PM
Easy enough to add a graphic for prog trees.  Tougher to add code to check that it's a prog former planting and use the graphic.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 02, 2013, 12:39:10 AM
Although it would be interesting to see purple trees or something, I personally don't use Prog factions enough to make it worth anyone's time to do it.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 03, 2013, 12:24:02 AM
By the way, an important note: Crawlers are only overpowered as compared to "standard" (farm/solar on non-rocky with occasional* mirrors, condensers, and boreholes mixed in).  Forests are less former-time-consuming and therefore incomparable before Hybrid Forests and strictly inferior after Hybrid Forests (until advanced specialists and/or 6-nut spaces).  (Yes, early Hybrid Forests are extremely overpowered IMO.)  For this reason, there probably won't be many crawlers by me in the Market Forces game, as Hybrid Forests are even worse in terms of high-power.

*Say, no more than 1 mirror on average affecting a square, and no more than 1 borehole per base on average.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 03, 2013, 12:58:57 AM
I have got a GREAT IDEA.  You go ahead and play Market Forces from the start yourself, with the same non-conquest restriction proposed by Kirov.  Play with all of your improved ideas.  Then let's compare the result based on the turn where each of us win by cornering the market, and see who gets there first!  Then we can compare notes to see where each of our strategies stand at varous tech levels, and see what worked best!
I played a few more turns of Market Forces today.  Have you started yet, Yitzi (or anyone else)?  I would enjoy hearing your perspective on the scenario.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 03, 2013, 02:26:58 AM
I played a few more turns of Market Forces today.  Have you started yet, Yitzi (or anyone else)?  I would enjoy hearing your perspective on the scenario.

Not yet, I'll probably start tomorrow.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 05, 2013, 01:19:27 AM
Ok, I've played some, and don't think I'm ready for this.  Morgan is definitely a strong faction if played right...but an accelerated start (giving him one of the more useless early projects) is no help, starting on such a small landmass is no help, and playing on Transcend with the resulting hostile AI is DEFINITELY no help (even if you can often keep them happy up to a point, most won't make treaties, and Morgan needs his treaties and pacts).  After Domai got the Planetary Energy Grid ahead of me, I decided that I'd had enough.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 05, 2013, 04:40:24 AM
I found only Angels would make a long term treaty/pact; the others may make a short term treaty if you bribe them, but they won't hold to it.

I was not able to get the Planetary Energy Grid either.  But after I got rolling, I was able to get several other good secret projects.

Since you were critical of my Morgan development, I was hoping to see your alternative development strategy.

So given the small land mass, do you still agree with your assessment that you should expand out to sea?  Or do you think my strategy of raising land has more merit that it appeared at first glance?
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 05, 2013, 02:28:42 PM
So given the small land mass, do you still agree with your assessment that you should expand out to sea?  Or do you think my strategy of raising land has more merit that it appeared at first glance?

It has more merit than it appeared at first glance, for the simple reason that I didn't realize that tidal harnesses have twice the build time of solar collectors, and didn't take into account that sea formers cost twice as much as formers, so it actually is worth it, simply because forests are so cheap and are still strong with hybrid forests.  (However,

However, I still maintain that hybrid forests are overpowered before AEE at the earliest*; without them, it would be a lot easier to compare what is and is not too powerful.

*They allow a 4-former-turns square to produce resources comparable to a rainy/rolling square with a farm, solar, 1000+ feet, and a nearby mirror, which has a former-time cost of over 20.  And that's not counting the fact that they negate boreholes' extra ecodamage (giving you something to spend those extra former turns on; the only limit is the fact that the "soft limit" of the "clean minerals" cap is still quite hard, which has its own problems), and give a third-tier boost to psych and economy way before any other third-tier facilities.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: ete on February 05, 2013, 03:41:05 PM
The way I see it, Forests+tree facilities, Rocky Road Mines, and Advanced Terraforming (Mirrors, Condensors, Enrichers, Boreholes) are all fairly reasonably balanced with each other in terms of former/facility/tech investment and resource return (and all very useful), and Sea improvements have their own set of advantages which makes them interesting (easy to mass Nutrients, plenty of places for useful Tidal harnesses right away unlike Solar which needs high altitude). The only clear imbalance I see is basic terraforming options like Farm, Solar, and non-rocky Mine are near-useless in all but a few niche scenarios. I think trying to bring all the other useful and viable forming options DOWN to the effectiveness level of farm/solar will result in a much less interesting game. I'd suggest either attempting to bring Farm/Solar UP to the level of the others, or accepting that it's not the baseline by which you should measure all other forming options and letting it be largely useless.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 05, 2013, 03:59:39 PM
The way I see it, Forests+tree facilities, Rocky Road Mines, and Advanced Terraforming (Mirrors, Condensors, Enrichers, Boreholes) are all fairly reasonably balanced with each other in terms of former/facility/tech investment and resource return (and all very useful), and Sea improvements have their own set of advantages which makes them interesting (easy to mass Nutrients, plenty of places for useful Tidal harnesses right away unlike Solar which needs high altitude). The only clear imbalance I see is basic terraforming options like Farm, Solar, and non-rocky Mine are near-useless in all but a few niche scenarios. I think trying to bring all the other useful and viable forming options DOWN to the effectiveness level of farm/solar will result in a much less interesting game. I'd suggest either attempting to bring Farm/Solar UP to the level of the others, or accepting that it's not the baseline by which you should measure all other forming options and letting it be largely useless.

The problems with bringing farm/solar up to the level of forests+hybrid forest or advanced terraforming all over the place (which is what you need to balance forests+hybrid forest or many of the better crawler-based strategies) are:
1. It makes power imbalances grow too fast in the early game, putting a heavy focus on early-game strength, and speed over long-term effectiveness.  Some people like to play like that, I do not.  As such, it's certainly worth at least having some way of playing without that.
2. The fact that advanced terraforming creates extra ecodamage suggests that having it all over the place is not what was originally intended; it was meant to be used sparingly, not as much as you could (and to compete with forests, it has to be done a lot.)

So I would dispute your core contention: I think that bringing everything down to a lower level would result in a longer, and therefore more interesting, game, by slowing growth.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: ete on February 05, 2013, 05:00:13 PM
The problems with bringing farm/solar up to the level of forests+hybrid forest or advanced terraforming all over the place (which is what you need to balance forests+hybrid forest or many of the better crawler-based strategies) are:
1. It makes power imbalances grow too fast in the early game, putting a heavy focus on early-game strength, and speed over long-term effectiveness.  Some people like to play like that, I do not.  As such, it's certainly worth at least having some way of playing without that.

How early game are we talking? Because changes to forest pre-Tree Farm are going to be hard to make, and post tree farm.. I think you should be getting pretty great growth, because you've got to manage a large empire so real-time speed of play drops dramatically (unless you automate everything, which leads to really dumb things) despite an increased growth curve.

If you want to make a "I like to play games with lower growth curves" mod, that's fair enough, but that seems like a very different mission statement from balancing the game, and the former being included almost certainly won't help the uptake of the latter by players, because games are extremely long as it is and there seems like no strong balance reason to extend them.

Also, no matter what you do (within reason) early game advantages and disadvantages are going to grow, because the game is built around exponential growth. This is one of the things that makes SMAX great in my opinion, it lets you actually win games and makes everything count.

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2. The fact that advanced terraforming creates extra ecodamage suggests that having it all over the place is not what was originally intended; it was meant to be used sparingly, not as much as you could (and to compete with forests, it has to be done a lot.)

I'm pretty happy with the way Adv forming works. I don't agree that it needs to be used in huge amounts to "compete" with forests, the advanced things can and should simply be phased in replacing old forests/mines as and when former turns become plentiful and the clean mins limit is raised.

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So I would dispute your core contention: I think that bringing everything down to a lower level would result in a longer, and therefore more interesting, game, by slowing growth.

hm, with the length of most games on reasonable sized Transcend or from what I've seen in multiplayer, intentionally slowing the game down seems to be a not very good idea. I'm pretty sure the extreme pace of development in late game is a very intended and very useful feature, since it means that even when each turn is taking most of an hour you still get to see some progress and can reasonably end the game.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 05, 2013, 06:04:35 PM
How early game are we talking?

Let's say anything before fusion, though I think that there are parts that shouldn't come into play until the vicinity of quantum power (and I'd favor delaying Transcendi until Threshold.)

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Because changes to forest pre-Tree Farm are going to be hard to make, and post tree farm.. I think you should be getting pretty great growth, because you've got to manage a large empire so real-time speed of play drops dramatically (unless you automate everything, which leads to really dumb things) despite an increased growth curve.

The issue isn't real-time speed of play, it's the ability to turn an advantage into a larger advantage.  Keep in mind that Tree Farms aren't that late; beelining let's you get them only 10% of the way up the tech tree, and even if you go "tier by tier", you're only about halfway up the tech tree.  Even fusion is only slightly more than halfway up the tech tree, which is way too early for growth to expand to the point of having such a huge influence on the game.

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If you want to make a "I like to play games with lower growth curves" mod, that's fair enough, but that seems like a very different mission statement from balancing the game

It is related to balancing earlier-game strength with later-game strength,

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because games are extremely long as it is

Really?  How many MP games do you know of where someone actually completed the tech tree (i.e. reached Threshold of Transcendence)?

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Also, no matter what you do (within reason) early game advantages and disadvantages are going to grow, because the game is built around exponential growth.

Not really.  Some things involve exponential growth, but all sorts of features (most notably the tech cost formula) suggest that exponential growth is not what the game is designed for.

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This is one of the things that makes SMAX great in my opinion, it lets you actually win games and makes everything count.

Being able to actually win games is accomplished either by endgame offense being stronger than defense (which it is, with Blink and orbital insertions), or a way to win without conquering everyone else (i.e. transcendence.)  What fast exponential growth lets you do is let you actually win games when you're only halfway up the tech tree.

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I'm pretty happy with the way Adv forming works. I don't agree that it needs to be used in huge amounts to "compete" with forests, the advanced things can and should simply be phased in replacing old forests/mines as and when former turns become plentiful and the clean mins limit is raised.

You misunderstand: Obviously it doesn't have to be used in huge amounts to compete with forests if the rest is forests.  But having farm/solar with occasional boreholes/mirrors/condensers is not enough to compete with forests (which also might have a few boreholes of their own).

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hm, with the length of most games on reasonable sized Transcend or from what I've seen in multiplayer, intentionally slowing the game down seems to be a not very good idea. I'm pretty sure the extreme pace of development in late game is a very intended and very useful feature, since it means that even when each turn is taking most of an hour you still get to see some progress and can reasonably end the game.

Firstly, I'd also like to make the game harder naturally, so that "default" single-player is Librarian (where AI is fairly balanced against human players in terms of advantages, and the AI is cooperative enough to allow diplomacy-based strategies.)  Secondly, if each turn is taking an hour in MP, you've probably got other problems: Loose time controls give 5 seconds per base or active unit and 16 per event, suggesting that even with 30 bases (a very high number; at "cover all the territory inside radii" spacing, you can't fit 30 bases per faction on a standard map), and with 10 active units per base (also very high unless you're in a major war), you're expected to take roughly half an hour per turn on "loose" settings.  (And yes, it'll be a fairly slow game.  TBS games are designed to be somewhat slow)  If you can provide a savegame of where it took an hour per turn, that might help figure out what's going on.
Thirdly, I have nothing against growth picking up in the actual late game (say, around the point where future tech starts to become available); it just shouldn't be so high when the game (as measured by the tech tree) is only half over.

Now, of course a lot of this is my preferences and the rest is simply the way the game was probably designed to be played; if someone prefers the "a builder game ends when the tech tree is only half finished" style, they can of course play that (and then all that's needed is to strengthen farm/solar to only need occasional mirrors/condensers to compete with forests), but I don't think that's how the game was meant to be played, and it certainly doesn't give time to appreciate all the game has to offer (e.g. winning by transcendence).
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: ete on February 05, 2013, 08:08:33 PM
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The issue isn't real-time speed of play, it's the ability to turn an advantage into a larger advantage.  Keep in mind that Tree Farms aren't that late; beelining let's you get them only 10% of the way up the tech tree, and even if you go "tier by tier", you're only about halfway up the tech tree.  Even fusion is only slightly more than halfway up the tech tree, which is way too early for growth to expand to the point of having such a huge influence on the game.
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If you want to make a "I like to play games with lower growth curves" mod, that's fair enough, but that seems like a very different mission statement from balancing the game

It is related to balancing earlier-game strength with later-game strength,
Yes, smaller advantages lead to bigger advantages.. But I'm far from convinced that AC has that balance wrong.

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because games are extremely long as it is

Really?  How many MP games do you know of where someone actually completed the tech tree (i.e. reached Threshold of Transcendence)?
Long as in how long it takes to complete, which is well into the months. And unless one player gives up due to massive powergraph advantage, it would go on a lot longer.

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Also, no matter what you do (within reason) early game advantages and disadvantages are going to grow, because the game is built around exponential growth.

Not really.  Some things involve exponential growth, but all sorts of features (most notably the tech cost formula) suggest that exponential growth is not what the game is designed for.
The tech formula cost has to go up a lot, but honestly the factors of increase it uses are so tiny compared to the exponential growth that I would point to it as strong evidence of the game being designed for exponential growth.

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This is one of the things that makes SMAX great in my opinion, it lets you actually win games and makes everything count.

Being able to actually win games is accomplished either by endgame offense being stronger than defense (which it is, with Blink and orbital insertions), or a way to win without conquering everyone else (i.e. transcendence.)  What fast exponential growth lets you do is let you actually win games when you're only halfway up the tech tree.
Why should only endgame offense be able to kill people? Surely in a balanced game offense should provide a very real threat throughout the game, especially for many player games where attacking one guy is very likely to put you at a disadvantage so you need good risk/payoff ratios otherwise no one will fight.

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I'm pretty happy with the way Adv forming works. I don't agree that it needs to be used in huge amounts to "compete" with forests, the advanced things can and should simply be phased in replacing old forests/mines as and when former turns become plentiful and the clean mins limit is raised.

You misunderstand: Obviously it doesn't have to be used in huge amounts to compete with forests if the rest is forests.  But having farm/solar with occasional boreholes/mirrors/condensers is not enough to compete with forests (which also might have a few boreholes of their own).
ah, yes, i did misunderstand. In that case: both can use adv teraforming, so all that's happening is farm/solar still just sucks.

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hm, with the length of most games on reasonable sized Transcend or from what I've seen in multiplayer, intentionally slowing the game down seems to be a not very good idea. I'm pretty sure the extreme pace of development in late game is a very intended and very useful feature, since it means that even when each turn is taking most of an hour you still get to see some progress and can reasonably end the game.

Firstly, I'd also like to make the game harder naturally, so that "default" single-player is Librarian (where AI is fairly balanced against human players in terms of advantages, and the AI is cooperative enough to allow diplomacy-based strategies.)
Making the game any form of challenge for a competent player at librarian will be an insanely huge challenge unless you plan to do it by making the AI cheat a whole lot more at librarian. It is however a very useful project and all players would benefit from smarter AI, not just those who share your feelings on exponential growth.

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Secondly, if each turn is taking an hour in MP, you've probably got other problems: Loose time controls give 5 seconds per base or active unit and 16 per event, suggesting that even with 30 bases (a very high number; at "cover all the territory inside radii" spacing, you can't fit 30 bases per faction on a standard map), and with 10 active units per base (also very high unless you're in a major war), you're expected to take roughly half an hour per turn on "loose" settings.  (And yes, it'll be a fairly slow game.  TBS games are designed to be somewhat slow)  If you can provide a savegame of where it took an hour per turn, that might help figure out what's going on.
I said most of an hour (meaning the majority of, >50%, actually closer to 35-45 mins), and was not talking about MP but the lategame turns of a large VS Ai game with broken AI factions. It's due to there being a hell of a lot of bases all churning out something most turns (mostly build order queue facilities), and having to manage a huge army attacking a large AI empire.

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Thirdly, I have nothing against growth picking up in the actual late game (say, around the point where future tech starts to become available); it just shouldn't be so high when the game (as measured by the tech tree) is only half over.
By that point games tend to be already decided in SP (possibly MP), and will have been going for many months in MP.

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Now, of course a lot of this is my preferences and the rest is simply the way the game was probably designed to be played; if someone prefers the "a builder game ends when the tech tree is only half finished" style, they can of course play that (and then all that's needed is to strengthen farm/solar to only need occasional mirrors/condensers to compete with forests), but I don't think that's how the game was meant to be played, and it certainly doesn't give time to appreciate all the game has to offer (e.g. winning by transcendence).
When a game ends depends on the ability of your foes, evenly matched players will still be able to have long games despite strong exponential growth, and I think that forcing the speed of growth down would simply delay already won games for longer than is enjoyable.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 05, 2013, 10:49:21 PM
The idea of measuring the progress of a game based on how far we are into the tech tree is interesting, but has nothing to do with reality.

The vast majority of games of a map the size of Planet or the balanced Vets map end long before the  tech tree has been completed.  I can't recall a MP game that I was involved in that even reached Quantum Power.

Technologies can be deadly at any stage.  Typically attack is about double defense as technology grows.  (I know, some of this depends upon the technology paths chosen, but it is in the ballpark.)

The point is, I have seen plenty of games conclude when the strongest attack technologies were missiles, and I have seen games on small maps fight most of the game with pre-missile technology.  So no, you don't need endgame technologies to complete a game.  If your game happens to linger long enough to get Tachyon fields, then I could see this putting the defense at a distinct advantage until Blink.  BUT, this just does not happen; I have yet to play in a MP game where a Tachyon Field was available to anyone.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 05, 2013, 11:43:38 PM
Yes, smaller advantages lead to bigger advantages.. But I'm far from convinced that AC has that balance wrong.

Easy way to tell: How far up the tech tree do games tend to go?  How far should they go? (I feel the answer to the second question is "it should vary some, but often all the way top the top")

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Long as in how long it takes to complete, which is well into the months.

With people playing how many hours a week?  IIRC, I found I can complete a game, all the way to the top of the tech tree, on a large map, in maybe 15-30 hours.  More than most multiplayer games, but a really good game takes time to be enjoyed properly.

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The tech formula cost has to go up a lot, but honestly the factors of increase it uses are so tiny compared to the exponential growth that I would point to it as strong evidence of the game being designed for exponential growth.

Wait, because it increases slower than growth, that shows that the level of growth was intended?  How do you get that?

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Why should only endgame offense be able to kill people? Surely in a balanced game offense should provide a very real threat throughout the game, especially for many player games where attacking one guy is very likely to put you at a disadvantage so you need good risk/payoff ratios otherwise no one will fight.

In a balanced game that isn't ready to end yet, offense will pose a threat if one person puts effort into offense and the other does not put comparable effort into defense.  That way it's a threat forcing action (if he focuses on combat and you don't, you will lose), but will not end the game prematurely (as it would if there's not a substantial gap between "can avoid being killed" and "can kill the other guy".)

As for many-player, there are numerous reasons to fight (for land, for bases, as an incentive to motivate or discourage certain sorts of behavior), provided that you have a combat advantage (probably because you're playing a combat-focused faction).  However, becoming too powerful is limited there by the danger of an alliance to take down someone who's a serious threat.

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ah, yes, i did misunderstand. In that case: both can use adv teraforming, so all that's happening is farm/solar still just sucks.

And even farm/solar-with-moderate-advanced-terraforming (say, each solar collector is next to on average 1 mirror, and raising land isn't used much) still sucks as compared to forests.

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Making the game any form of challenge for a competent player at librarian will be an insanely huge challenge unless you plan to do it by making the AI cheat a whole lot more at librarian.

No, the AI cheating is exactly the sort of thing I don't want.  My idea is more to nerf some of the strategies that human players use to get ahead of the AI (easy pop booming, raising the clean mineral cap, build-a-shell-and-upgrade being the main ones).

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I said most of an hour (meaning the majority of, >50%, actually closer to 35-45 mins), and was not talking about MP but the lategame turns of a large VS Ai game with broken AI factions. It's due to there being a hell of a lot of bases all churning out something most turns (mostly build order queue facilities), and having to manage a huge army attacking a large AI empire.

Well, if they're building queued facilities then they won't need attention every turn.  As for a huge army attacking a large AI empire...why not use a smaller army of stronger troops, or better yet (since you said late-game) blink drop troops (with gravship probe support) going after their less-defended bases?  Not to mention that a lot of the earlier stages (until they actually reach the front lines) can probably be done with go-tos.

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By that point games tend to be already decided in SP (possibly MP), and will have been going for many months in MP.

They tend to be already decided by that point because early growth is so fast, exactly what I dislike.  As for having been going for many months...how many hours per player is that?

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When a game ends depends on the ability of your foes, evenly matched players will still be able to have long games despite strong exponential growth

I suppose that does make sense.  As long as it's not "ICS if multiplying facilities were cheap" levels of growth; that results in a front-loaded focus that makes the game no fun at all.

Although that still raises the issue...how do you keep the economic boosts from being front-loaded?  If all the economic boosts show up with earlier techs, that makes early teching too important, overly boosting the tech factions and hurting the non-techer factions, and forcing people away from the tech paths that don't carry economic boosts.

The idea of measuring the progress of a game based on how far we are into the tech tree is interesting, but has nothing to do with reality.

That's the reality I'd like to change, at least in an offshoot system.

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Technologies can be deadly at any stage.  Typically attack is about double defense as technology grows.  (I know, some of this depends upon the technology paths chosen, but it is in the ballpark.)

Well, except in early stages; before Synthetic Fossil Fuels, it's more like 1-1.5 times the defense (unless one side is playing momentum and goes for impact, and their target doesn't go for HEC to compensate.)

However, once you reach Probability Mechanics, tachyon fields mean a 3X modifier on base defense, so (unless they're just skimping on military techs) you can't really do more than chase their crawlers and formers indoors before they use their attackers (which also get that 2:1 bonus) to kill your units wandering about their territory.  (This goes especially if they've got a road or magtube network that you can't use because it goes through their bases.)

Other than the "after missile but before tachyon fields" range and the special case of early momentum factions, tech really isn't that deadly until the late game (defined by Matter Transmission and Graviton Theory).

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BUT, this just does not happen; I have yet to play in a MP game where a Tachyon Field was available to anyone.

That's easy to fix: +1 to "max possible defense" from Advanced Subatomic Theory until tachyon fields become available should work, as you can get Advanced Subatomic Theory before the enemy can build a proper Missile attack force.



To both of you (and anyone else):
I'm starting another topic, to look at various ideas for how much tiles should be worth under various conditions.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 05, 2013, 11:44:21 PM
As for terraforming, I think all the various options grow with technology.

At low tech, I can:
1. Forest for 1/2/1
2. Farm/solar for 2-3/1/1-4
3. Mine rocky for 0/4/0

Early game, I do find some opportunities to use farm/solar for 3/1/3+, which is 7 FOPS, compared to 4 FOPS for Forest, or 5 FOPS for Forest with tree farm.  Only when I have built a Hybrid forest structure, which is quite expensive, do I get to 7 FOPS for Forest.

But at a similar tech level, I also learn soil enrichers and condensers.  I also learn to raise land and to make Echelon mirrors.  So I can convert many rolling squares into 4/1/5, which is 10 FOPS, much more than a Hybrid forest, and I don't have to build an expensive structure first.

Also, Boreholes can be built at a fairly early technology (only E4), and give 0/6/6, which is 12 FOPS.

So I don't see any reason to get bent out of shape over the 7 FOPS for a Hybrid Forest.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 05, 2013, 11:51:27 PM
Early game, I do find some opportunities to use farm/solar for 3/1/3+, which is 7 FOPS, compared to 4 FOPS for Forest, or 5 FOPS for Forest with tree farm.  Only when I have built a Hybrid forest structure, which is quite expensive, do I get to 7 FOPS for Forest.

Keep in mind...Hybrid Forest is expensive, but you'd probably want it anyway for the economy and psych boost.

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But at a similar tech level, I also learn soil enrichers and condensers.

No, enrichers aren't until AEE.  Maybe you meant boreholes and condensers.

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So I can convert many rolling squares into 4/1/5, which is 10 FOPS, much more than a Hybrid forest, and I don't have to build an expensive structure first.

Even 3/1/5 (since you can't get enrichers yet) require you to raise the land to over 3000, and then build echelon mirrors, for something like a total of nearly 60 former-turns per square, as opposed to 4 for a forest.

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Also, Boreholes can be built at a fairly early technology (only E4), and give 0/6/6, which is 12 FOPS.

Boreholes take a while to build, can't be built everywhere, and add ecodamage.
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Earthmichael on February 06, 2013, 12:07:22 AM
Early game, I do find some opportunities to use farm/solar for 3/1/3+, which is 7 FOPS, compared to 4 FOPS for Forest, or 5 FOPS for Forest with tree farm.  Only when I have built a Hybrid forest structure, which is quite expensive, do I get to 7 FOPS for Forest.

Keep in mind...Hybrid Forest is expensive, but you'd probably want it anyway for the economy and psych boost.

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But at a similar tech level, I also learn soil enrichers and condensers.

No, enrichers aren't until AEE.  Maybe you meant boreholes and condensers.

No, I meant what I said.  Hybrid forest is at B6.  Soil Enricher is at B7, only one level higher.  Plus you really want to hurry to AEE, to get the Superformer!

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So I can convert many rolling squares into 4/1/5, which is 10 FOPS, much more than a Hybrid forest, and I don't have to build an expensive structure first.

Even 3/1/5 (since you can't get enrichers yet) require you to raise the land to over 3000, and then build echelon mirrors, for something like a total of nearly 60 former-turns per square, as opposed to 4 for a forest.

Plus all of the minerals to build a Tree Farm and Hybrid Forest.  How many clean formers could I build for that cost???

But your 60 former-turns per square is way off, and so is your assertion about Enrichers, since they are only one tech level higher than Hybrid forests.  However, I should have stated this as 4/1/4.  Because what I typically do is raise one square to over 3000 feet.  This automatically pulls the 8 surrounding squares to over 2000 feet.  I build a single Echelon mirror in the center square, and solar collectors in the surrounding squares.  Now each square, including the center, produces 4 energy (the center square is also 4 because it gains one for higher altitude, and loses 1 because the mirror does not add to the square that it is in.  If this is not just an energy farm, then add the food boosting improvements.  Far less than 60 former turns per square on average for the 9 affected squares.

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Also, Boreholes can be built at a fairly early technology (only E4), and give 0/6/6, which is 12 FOPS.

Boreholes take a while to build, can't be built everywhere, and add ecodamage.
The point is, where they can be built, they are a very powerful enhancement, and require no structure to take advantage of them.  Forests can be built anywhere; they can't be built on a rocky square.  Boreholes can be built on rocky squares.  Their only restriction is slope, and by raising and/or lowering land, you can eliminate slopes that prevent boreholes from being built (just as you can terraform level to build a forest on a formerly rocky square).
Title: Re: Optimal Land Use: Cities, and Crawlers, and Formers, oh my!
Post by: Yitzi on February 06, 2013, 02:29:03 PM
No, I meant what I said.  Hybrid forest is at B6.  Soil Enricher is at B7, only one level higher.  Plus you really want to hurry to AEE, to get the Superformer!


And that's why I included this (http://alphacentauri2.info/index.php?topic=2774.msg14659#msg14659) chart, because the "tier" doesn't express everything.  Hybrid forest requires 13 (15 in SMAX, because you also need Prog Psych and Adaptive Economics).  AEE requires 24 (25 in SMAX).  The reason is that Planetary Economics, while technically tier 6 (in SMAC; it's the only tech to decrease tier in SMAX), has one of its prerequisites as only tier 3.  Conversely, the secondary prerequisite of AEE is tier 5.  So they're not at all close; hybrid forests are actually closer to tree farms than to AEE.

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Plus all of the minerals to build a Tree Farm and Hybrid Forest.  How many clean formers could I build for that cost???


It doesn't matter, as you'd want a tree farm and hybrid forest anyway because they're multiplying facilities.

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Because what I typically do is raise one square to over 3000 feet.  This automatically pulls the 8 surrounding squares to over 2000 feet.  I build a single Echelon mirror in the center square, and solar collectors in the surrounding squares.  Now each square, including the center, produces 4 energy (the center square is also 4 because it gains one for higher altitude, and loses 1 because the mirror does not add to the square that it is in.  If this is not just an energy farm, then add the food boosting improvements.  Far less than 60 former turns per square on average for the 9 affected squares.


Ah...using the fact that raising one raises the surrounding ones without any extra former time.  Yes, that would change things a lot...maybe you'd better go over to the other thread and post an approximate formula, and we'll see what does and does not fit there.

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The point is, where they can be built, they are a very powerful enhancement, and require no structure to take advantage of them.  Forests can be built anywhere; they can't be built on a rocky square.  Boreholes can be built on rocky squares.  Their only restriction is slope, and by raising and/or lowering land, you can eliminate slopes that prevent boreholes from being built (just as you can terraform level to build a forest on a formerly rocky square).


There's also the "can't have two boreholes next to each other" limitation...even so, early boreholes probably would be overpowered without ecodamage effects.
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