Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: Linamints on January 30, 2014, 01:33:08 PM

Title: Supply crawlers, need some opinions
Post by: Linamints on January 30, 2014, 01:33:08 PM
I've seen a lot of people say that supply crawlers are valuable to game play, and I'd like some opinions just how valuable they are, and how they should be used in strategy.
i don't personally use them, and I'm curious what I'm missing out on.

So please share your opinions on supply crawlers.
Title: Re: Supply crawlers, need some opinions
Post by: Mart on January 30, 2014, 02:03:28 PM
This thread tells a lot about crawlers:
http://apolyton.net/showthread.php/7428-Supply-Crawlers (http://apolyton.net/showthread.php/7428-Supply-Crawlers)
and there is some early version of Vel's guide, where he has special chapters about supply crawlers.
http://apolyton.net/showthread.php/115038-Where-is-Velocyrix-s-freeware-guide (http://apolyton.net/showthread.php/115038-Where-is-Velocyrix-s-freeware-guide)

And personally, SMACX wouldn't be the same without crawlers.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on January 30, 2014, 03:03:50 PM
On the other hand, I'd like to post a dissenting opinion from our own resident expert:

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: Supply crawlers, need some opinions
Post by: gwillybj on January 30, 2014, 03:14:47 PM
I have only one use for Crawlers: Harvesting resources from outside the base radius. Everything inside gets a worker eventually. The way I tesselate the bases, each one gets two crawlers. Best use? :dunno: It's how I roll. ;llap
Title: Re: Supply crawlers, need some opinions
Post by: Geo on January 30, 2014, 04:37:44 PM
Certain upgraded crawlers are good for fast secret project building though...
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on January 30, 2014, 04:59:56 PM
Certain upgraded crawlers are good for fast secret project building though...

True...I consider that an exploit, though.
Title: Re: Supply crawlers, need some opinions
Post by: ete on January 30, 2014, 05:36:08 PM
Crawlers are a safe default investment, usually good to build unless under great pressure or having not developed key facilities or not built enough formers to keep pace with pop growth and existing crawlers. They cost some, but it pays back pretty quickly (iirc 30 mins is a standard crawler, so harvesting a rocky road/mine it pays for itself in under 8 turns, and every turn after that your base gets +4 minerals) and other than initial investment (mins+former turns to improve a square) they're cost free, and better still you can get the full cost of them back to rush a secret project which is a huge deal! Imagine you build 5 crawlers, leave them working rocky road/mines for an average of 30 turns, then cash them all in to rush a secret project. Your initial investment of 150 minerals gets dumped right into an important project, much cheaper than rushing it with energy, and better still those crawlers have in the meantime collected 600 minerals! That's enough to build up facilities near-fully at several early game bases, sustain 600 former-turns worth of upkeep, or (and here's a fun bit) build yourself another 20 crawlers (even without taking into account that those crawlers will pay for more over the 30 turns).

There's also crawling nuts and energy to consider, nuts allow you to grow bases significantly larger because they bring in nuts without consuming any, and energy.. well, energy is the core of the mid/late game, and if you've got former power spare to build energy parks, routeing all your energy crawlers to your efficiency 0 HQ feels like cheating the first few times you do it, the research rate can become insane.

Of course, you need well developed squares to use them much, and you need land which is not in too direct competition with workers (though a crawler can often sit on rocky squares till fairly late on).

There are plenty of situations where something else will be a better long term investment. Unless you have a lot of formers, get more formers first, as EM explained formers are absolutely vital (in large part because exponential crawler expansion requires immense teraforming power). If there's an important facility or SP you want to go for, they are likely better investments. But crawlers are basically never a /bad/ choice at times of peace, and they are often great.
Title: Re: Supply crawlers, need some opinions
Post by: Mart on January 30, 2014, 06:47:09 PM
In my games I use crawlers early and they have mostly importance then. They solve problems of drones in bases that can grow too quickly. When there is not enough energy harvested by workers, assigning too much raw energy to psych hinders research and economy. Crawlers can boost nutrients, minerals or energy (as needed) without drone problem. Later in the game as factions can easily grow to large population, workers can get crawlers job done better.

Still, another great use of them is Secret Project instabuilding. It requires good planning, and it is also micromanagement. However, the reward is when I get a tech, yet the same turn I can read "... 0 more minerals needed" ... and the next turn I watch a movie.

Crawlers have also another interesting property: they just cost rows of minerals, not minerals. E.g. when running planned and wealth, my basic crawlers cost 24 minerals (3 rows). Hive in that setting need only 21 minerals! (3 rows). Later on, I switch to, let's say as Hive, Police, free market, power, and my crawlers give 33 minerals, 9 more (or 12) but it is still 3 rows.

That was not probably meant as exploit: you can hurry prototypes with crawlers. Important when you have no skunkworks yet, and just need that new tech expensive unit now/next turn, and are not willing to overpay with energy.

And that would be repeating: crawlers to give their benefit of crawling need to have a tile with at least one abundant resource. That needs terraforming. So formers are needed first. And they need to have "safe" environment to work. Building formers in order to loose them soon in mindworms attacks or vendetta faction raids is wasteful doubled. You loose minerals and you loose time! So some scouts or trance scouts are yet to be built before. There are various ways of making formers safer.

There is some balance in between all of this. With more played games experience comes. And then, after many years, some new players surprise you with new strategies... :)
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on January 30, 2014, 10:46:52 PM
Crawlers are a safe default investment, usually good to build unless under great pressure or having not developed key facilities or not built enough formers to keep pace with pop growth and existing crawlers. They cost some, but it pays back pretty quickly (iirc 30 mins is a standard crawler, so harvesting a rocky road/mine it pays for itself in under 8 turns, and every turn after that your base gets +4 minerals)

Yeah, but there's the cost of making that road/mine too, so you end up with an effective time-to-pay-back slightly over 14 turns (at 14 turns-to-pay-back, a former-turn is worth slightly less than 1.5 minerals for the former, plus 1 mineral for upkeep, so 2.5 minerals times 11 is 27.5; added to 30 gives 57.5, which is slightly more than 4X14), or with clean formers of a bit over 13.5.  And rocky/mine/road is one of the best uses of crawlers; put them on a forest and you're down to 20 time-to-pay-back.

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and better still you can get the full cost of them back to rush a secret project which is a huge deal!

I think this is a substantial part of what makes crawlers so powerful: You can use them to rush projects at full value.

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and if you've got former power spare to build energy parks, routeing all your energy crawlers to your efficiency 0 HQ feels like cheating the first few times you do it, the research rate can become insane.

Of course, if you've got that much spare former power after improving your bases, that's a lot of minerals that could probably have otherwise gone into other stuff...

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There are plenty of situations where something else will be a better long term investment. Unless you have a lot of formers, get more formers first, as EM explained formers are absolutely vital (in large part because exponential crawler expansion requires immense teraforming power). If there's an important facility or SP you want to go for, they are likely better investments. But crawlers are basically never a /bad/ choice at times of peace, and they are often great.

Yeah, I think this is the key: Crawlers are often not the best choice, but are always useful to some extent.  I think a large part of it, though, is the "cash for secret projects after using them" bit...actually, even without the ability to use them first that may be a bit overpowered because you can store up production to rush the CBA or similar the turn you get the required tech...(and I say that having used that strategy for the Apollo Program in Civ/Civ2.)
Title: Re: Supply crawlers, need some opinions
Post by: Geo on January 31, 2014, 11:30:31 AM
Yeah, but there's the cost of making that road/mine too,...

If you start to include those costs, you need to take the 'cost' of growing the mine-assigned citizen into account as well if you don't plan to put a crawler on it. ;)
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on January 31, 2014, 02:59:01 PM
Yeah, but there's the cost of making that road/mine too,...

If you start to include those costs, you need to take the 'cost' of growing the mine-assigned citizen into account as well if you don't plan to put a crawler on it. ;)

Definitely.  Of course, that's not directly relevant to the comparison to "make less formers and crawlers and more facilities"...

And crawlers are definitely the best way to use mine/rocky/road.  But there are only so many rocky squares...
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on February 14, 2014, 09:02:09 PM
Early game I definitely agree with EM that formers, colony pod, recycle tanks are much better for explosive growth.  I've found recycle tanks the optimum use of early game energy since units cost more energy per mineral than facilities.

One big downside in crawlers that you still need a former to improve what they will be crawling and a space to improve.  That and they're more difficult to protect - except in some special cases I find that most of my land squares are covered by a base.  So then you're crawling far squares which is risky due to opponents and alien life killing them. 

One thing I struggle a bit with is how to optimally grow/manage early game bases.  It seems that with 100% Forests the base size will level at 3, until Tree Farms (3N from base, 3N from 3 harvested Forests).  With the drone fixes it seems difficult to ICS many size 3 bases.  For that matter, it becomes difficult to control bases larger than 3 before NLM, Tree Farm, Holo.  Rec Commons is reasonably efficient at 40M to control 2 drones.  I assume optimal play is still to get as many small bases as possible until Tree Farm tech, and build Rec Commons > Tree Farm > Creche?  Or is it better to build Creches before Tree Farms?  I've also found that bases take a long time to make Tree Farms if you don't have some crawled Minerals.  To get Creche (50M) and Tree Farm (120M) is rather slow for a size 3 base (8M).  It would seem two mineral crawlers (+8M, on rocky/mine/road) at 60M cost would be worth it to half this time?  Given the ongoing benefit as well..

This might be all getting a bit aside.  I feel that crawlers are overpowered in their 100% secret project conversion rate.  I think this should be nerfed down a bit to 50% or 75% the crawler cost, other military units only get converted at 50% the cost I believe.  Yitzi I'd argue the first faction to get a tech should actually have a big advantage in completing its SP.  It's one of the mechanics that makes researching a tech more valuable than trading or stealing it...but there should be more of a cost/downside...rushing should never be free.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 14, 2014, 10:05:48 PM
With the drone fixes it seems difficult to ICS many size 3 bases.  For that matter, it becomes difficult to control bases larger than 3 before NLM, Tree Farm, Holo.

It's actually not that difficult, unless of course you play the game on "super hard" difficulty mode.  (Otherwise known as Transcend.)  And yes, making Transcend really hard was part of the goal of the drone fixes; I feel the hardest difficulty level of a game should be a real challenge.

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This might be all getting a bit aside.  I feel that crawlers are overpowered in their 100% secret project conversion rate.  I think this should be nerfed down a bit to 50% or 75% the crawler cost

Could be done, but that removes their ability to let multiple bases work on a project.  So I think a better approach is to house rule that a crawler can only be cashed in for a project if it was "declared" for such when made, which requires the project in question to have been started, and a crawler declared for a project cannot be upgraded or used to convoy resources (unless undeclared, at which point it may no longer be cashed in).  Probably also limit how many bases can work on crawlers for a single project at a time.

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Yitzi I'd argue the first faction to get a tech should actually have a big advantage in completing its SP.  It's one of the mechanics that makes researching a tech more valuable than trading or stealing it...but there should be more of a cost/downside...rushing should never be free.

I, on the other hand, feel that rather than a non-overcomeable advantage at a big cost, it should provide a large but overcomeable advantage (by getting a head start on the project) at no extra cost.  This also results in how much advantage you get depending on how far ahead you are, which is a good thing because it makes things less of an all-or-nothing race.  (As for trading or stealing...trading needs a trade partner, and a tech that could give a project is probably going to be expensive; stealing is more of a concern, regardless of which tech, and probably should have an option to be made harder and/or cost credits.)
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on February 25, 2014, 07:25:51 PM
But if you're declaring crawlers to a certain secret project, what happens if someone else builds it first?  You could have crawlers on route.

I can sort of see how this would work, but when you can switch SP to SP at 100% there's other exploits to get around all this.  I can declare one SP I don't want, and then switch to a new SP I really want when I get the tech.  Consider sometimes this is legitimate strategy if you get beat to a SP.

I still feel like a penalty to crawler-to-SP conversion and a small penalty for SP-to-SP conversion would better fix this.  Something like 60% and 80% minerals kept respectively.  I see no difference between crawler pooling an SP and rushing it with energy, and the latter is penalized
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 25, 2014, 09:16:39 PM
But if you're declaring crawlers to a certain secret project, what happens if someone else builds it first?  You could have crawlers on route.

I can sort of see how this would work, but when you can switch SP to SP at 100% there's other exploits to get around all this.  I can declare one SP I don't want, and then switch to a new SP I really want when I get the tech.  Consider sometimes this is legitimate strategy if you get beat to a SP.

I still feel like a penalty to crawler-to-SP conversion and a small penalty for SP-to-SP conversion would better fix this.  Something like 60% and 80% minerals kept respectively.  I see no difference between crawler pooling an SP and rushing it with energy, and the latter is penalized

Rushing with energy is penalized quite a bit more, though, as rushing is always supposed to be at a substantial penalty, and projects are substantially past that.  As for switching SP to SP, I think an 80% conversion rate is a good idea (I'd implement it by transforming the "free retool/no free retool" option into "lower conversion rate/higher conversion rate" and allow both rates to be set in alphax.txt.)

In any case, I think a better way of focusing on a project, once I've made it viable, will be convoying minerals from a bunch of bases to the base building the project.  This still means, though, that you can focus the entire empire on a project (may not be such a problem, just means that projects should be more expensive), and that there's nothing stopping you from putting all your projects in one very-very-very-well-defended base (more of a problem...I'll have to think about how to deal with that.)
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on February 25, 2014, 09:30:16 PM
A hard cap for SP per base would be pretty reasonable.  Of course putting everything in one base can be really risky too (Planet Busters). 

Rather than adding an option to convoy minerals, I had a thought.  What if by working on an SP in more than one base, the base(s) that are behind on the SP would automatically feed 80% of their minerals into the base in the lead?  Though I imagine it's not quite that simple since base production goes in a set order and can be changed while producing.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 25, 2014, 10:06:51 PM
A hard cap for SP per base would be pretty reasonable.

I dislike hard caps, as they tend to yield corner solutions.  A soft cap (maybe each project in the base slightly increases the cost of more projects in that base) might work, but I'm currently leaning toward limiting the effectiveness of convoying resources instead.

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Of course putting everything in one base can be really risky too (Planet Busters).

That's what orbital defense pods are for.

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Rather than adding an option to convoy minerals, I had a thought.  What if by working on an SP in more than one base, the base(s) that are behind on the SP would automatically feed 80% of their minerals into the base in the lead?  Though I imagine it's not quite that simple since base production goes in a set order and can be changed while producing.

There is already an option to convoy resources from one base to another; it's just never used because it's only at 1.  However, setting it to be able to be less than 100% efficiency might work well, especially if combined with a population-based limit on convoys per base (which I think might be a good idea anyway).  Either a simpler percentage, or something based on EFFIC...
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 25, 2014, 11:17:38 PM
Actually, maybe a better way is to give the option to have a penalty for a base that is sending away too much of its resources.
Title: Re: Supply crawlers, need some opinions
Post by: Geo on February 26, 2014, 05:47:20 PM
I dislike hard caps, as they tend to yield corner solutions.  A soft cap (maybe each project in the base slightly increases the cost of more projects in that base) might work, but I'm currently leaning toward limiting the effectiveness of convoying resources instead.

An SP cap based on number of pop in a base?
Or else, based on the number of (and perhaps types of) specialists in a base. And if the player for some reason puts the specialists back to worker status, the SP('s) is/are disabled. :D
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 26, 2014, 08:19:12 PM
An SP cap based on number of pop in a base?

It would still result in every base but one having either the maximum number (or what was the maximum when the last project was built) or none.

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Or else, based on the number of (and perhaps types of) specialists in a base. And if the player for some reason puts the specialists back to worker status, the SP('s) is/are disabled. :D

Not only would that be somewhat tricky to program, it would encourage specialists more than I really want.

I like the idea of making it so that if a base sends a large portion of a type of resource to other bases, it takes a penalty to that resource.  The formula I came up with, which I think will work well, is:

-The basic penalty, applying with EFFIC 0, is one half the total amount sent away (counting the amount carried by all crawlers and the penalty itself) times the portion of the base's production which is sent away.  So if the base sends away all its production then 50% of it is lost, but if it sends away only half then only 25% of that (12.5% of its total production) is lost.

-With positive EFFIC, each base gets an exemption to the penalty equal to EFFIC/(4+EFFIC) of its total production.  So with +1 the first 1/5 is exempt, with +2 the first 2/6=1/3 is exempt, with +3 the first 3/7 is exempt, with +4 the first 4/8=1/2 is exempt, etc.  The amount of the exemption is removed from "total amount sent away" and both the numerator and denominator of "portion sent away", so with +4 EFFIC a base sending away 80% of its production would still suffer a penalty equal to (1/2)*30%*(30/50)=9%, meaning that the recipient(s) could only get 71% of its production.

-With negative EFFIC, after applying the penalty, the amount recieved by the recipient is multiplied by (4+EFFIC)/4.
Title: Re: Supply crawlers, need some opinions
Post by: Geo on February 26, 2014, 09:12:52 PM
I don't know, but my gut feeling is a player would rather rebase crawlers then endure a resource loss for crawling a resource from one base to another.
Perhaps, to sweeten the pie, decrease the eco damage normally caused by the crawler shuttling the resource?
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on February 26, 2014, 09:47:05 PM
It would still be very powerful if a crawler could funnel any amount of resources rather than the existing one (which admittedly is useless).  There's a mineral cost to doing the same on a per-square basis by rehoming.  In fact I think it'd venture on too powerful to exempt anything.  At higher EFFIC you'd always funnel the complete exempt amount to a specialist city.  It would really break down the need to make facilities in many cities, thus being very Pro ICS.  Exempting the ecodamage would only make this worse.

I would say that mineral funneling should be limited just to SPs.  Not sure EFFIC should play in since it doesn't affect mineral production in any way. 
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 27, 2014, 12:38:34 AM
I don't know, but my gut feeling is a player would rather rebase crawlers then endure a resource loss for crawling a resource from one base to another.

That's assuming (a) that the resources in question are only coming from crawlers rather than worked squares, and (b) that a base can benefit from any number of crawlers (which I plan to make into an option; I think limiting each base to benefitting from pop/4 (rounded up) crawlers at a time would make for some more interesting play, and make "base-to-base vs. crawl squares" into a real choice.)

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Perhaps, to sweeten the pie, decrease the eco damage normally caused by the crawler shuttling the resource?

I think that clearly any minerals convoyed from one base to another should not count for ecodamage of both bases; I think it makes more sense to have them count only for the base that gets them in the end.

It would still be very powerful if a crawler could funnel any amount of resources rather than the existing one (which admittedly is useless).  There's a mineral cost to doing the same on a per-square basis by rehoming.  In fact I think it'd venture on too powerful to exempt anything.  At higher EFFIC you'd always funnel the complete exempt amount to a specialist city.  It would really break down the need to make facilities in many cities, thus being very Pro ICS.  Exempting the ecodamage would only make this worse.

Well, firstly I think that funneling energy should be subject to both bases' inefficiency, so that would limit that.  And while you could funnel the complete exempt amount to a specialist base, each convoy used for base-to-base would reduce the number of convoys that base could benefit from crawling squares, so it'd be used only if there's substantial benefit, and then it might be worth doing more than the exempt amount.  (One clever idea to get around that would be to have the specialist city get from several bases, each of which gets from other bases and crawlers...but then you end up sending only part of what you get from each step onto the next.)

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I would say that mineral funneling should be limited just to SPs.

I don't really like that idea, as the concept seems to have been intended to apply to everything.  However, since you'll want mineral-enhancing facilities in large bases anyway (since you won't funnel everything), and can't funnel more than a few bases to a single location (assuming pop-based crawler caps; the high penalties for sending nearly everything will ensure you can't do it effectively in stages), it's not going to have such huge effect and will probably be used only for SPs, maybe front-line bases so they can crank out units (though that means risking your crawlers), and setting up new bases quickly.

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Not sure EFFIC should play in since it doesn't affect mineral production in any way.

It does, however, affect two different things that are more important for large empires (inefficiency and bureaucracy drones), so it does fit.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on February 27, 2014, 05:03:47 PM
Limiting crawlers to Pop/X sounds like an interesting option.  I originally really favored this but then thought that it's not smooth breakpoints and favors ICS with its size 1/2 cities.  Maybe something more like 1-3 FOPs per population, would scale better. 

Agree on ecodamage being at destination base from gameplay perspective.  Although, one can argue this point thematically...is it the mining or consumption of minerals that pollutes?

Exempting amounts would lead to chaining, and specialist bases which only get funnelled in resources.  It's much cheaper to build 2 crawlers (60 mins) and funnel it all to specialist bases, than to make all make the production facilities.  I see it as rather game-breaking.  Instead of exempting any amount I would just have the sliding scale based on EFFIC/distance.  I do like the concept of specalist bases...my bigger concern is just keeping it in check.  The labs SPs especially come to mind.

One fix to chaining might be to not allow a base to both convoy and receive the same resource?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 28, 2014, 12:10:40 AM
Limiting crawlers to Pop/X sounds like an interesting option.  I originally really favored this but then thought that it's not smooth breakpoints and favors ICS with its size 1/2 cities.  Maybe something more like 1-3 FOPs per population, would scale better.

I'd rather have it be by crawlers than FOP, as then you can get a much larger amount from base-to-base crawling, but at the downside of not actually increasing your total empire-wide production any.  As for ICS, it doesn't come out to such a big boost (as with 1-2 population it'd only be 1 crawler per base, meaning that at least half your land is neither a base nor crawled), and there are other means to weaken ICS (multiplier facilities and bureaucracy drones.)  And with only 1 crawler per base, you couldn't even effectively chain resources to a few central locations to remove the need for multiplier facilities without losing the vast majority of it (either leaving it in bases on the way or just losing it to the penalty).

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Agree on ecodamage being at destination base from gameplay perspective.  Although, one can argue this point thematically...is it the mining or consumption of minerals that pollutes?

The genejack factory, robotic assembly plant, quantum converter, and bulk matter transmitter increase ecodamage by increasing mineral production, and minerals from fungus still produce ecodamage.  On the other hand, minerals from Nessus Prime don't...

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Exempting amounts would lead to chaining

Not really.  Even with really good efficiency (Dem/Green, or Gaians/Dem or Gaians/Green), it'd still mean only half the amount is exempt, so a base that's 2 away in the chain can only have 1/4 of its production reach the target base with no penalty, and a base 3 away can have only 1/8, etc.  You'd usually be better off not chaining, and moving stuff around somewhat to focus it on bases already high in that resource, but you'd have to balance between focusing resources on your best bases and crawling mines and so on.

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It's much cheaper to build 2 crawlers (60 mins) and funnel it all to specialist bases, than to make all make the production facilities.

Except that if you don't make all the production facilities anyway, you'd lose a substantial amount because you can't send all of it.

What I'm not sure you realize is that the penalty and exemption would be calculated on a per-base basis, not per-crawler.  A base sending 50% of its minerals away with each of two crawlers would still be treated as sending 100% away.

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I see it as rather game-breaking.  Instead of exempting any amount I would just have the sliding scale based on EFFIC/distance.

And how would that scale with the amount sent away?  Part of the idea here is that as you send more away, the portion lost increases; that way, you have a reason to send part but not all.

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I do like the concept of specalist bases...my bigger concern is just keeping it in check.  The labs SPs especially come to mind.

That gets a double hit (triple if you consider the fact that you're limited to 1 tech per base per turn); not only is there the penalty, but I'm planning to have base-to-base crawled energy be subject to inefficiency at both bases, so chaining it a few times will really cut things down unless you've got really good EFFIC.

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One fix to chaining might be to not allow a base to both convoy and receive the same resource?

I considered something similar, but it just doesn't fit that well; I think that the inability to pass on more than a fraction of what it gets without high penalties (a base sending 100% of a resource will lose an amount equivalent to the inefficiency you get when you lose your HQ) will suffice to keep chaining in check.
Title: Re: Supply crawlers, need some opinions
Post by: TarMinyatur on February 28, 2014, 04:45:38 AM
Here's an idea...

You begin the game with a convoy potential of 2.
You discover Adaptive Econometrics, which allows you to convoy 4.
You later discover Sentient Nanomachinery, which allows you to convoy 8.
You finally discover Photonic Disambiguity, which allows you to convoy 16.

I might use a crawler for city-to-city transfers, if this were the case.

Title: Re: Supply crawlers, need some opinions
Post by: Geo on February 28, 2014, 11:26:59 AM
Here's an idea...
I might use a crawler for city-to-city transfers, if this were the case.

I smell a CiV influence here. ;)
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 28, 2014, 12:33:46 PM
Here's an idea...

You begin the game with a convoy potential of 2.
You discover Adaptive Econometrics, which allows you to convoy 4.
You later discover Sentient Nanomachinery, which allows you to convoy 8.
You finally discover Photonic Disambiguity, which allows you to convoy 16.

I might use a crawler for city-to-city transfers, if this were the case.

None of those are actually techs.  But having it start at a constant and increase with techs is an idea...I don't like it as much, though, as (1) it means every base has the same capability, which I don't think will work as well, and (2) making it possible to set which techs in alphax.txt would be a pain to program.
Title: Re: Supply crawlers, need some opinions
Post by: Buster's Uncle on February 28, 2014, 03:45:55 PM
Hmm.  I wonder how gameplay would be affected by crawler transfers automatically being whatever minerals the originating base produces in excess of support costs?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 28, 2014, 04:19:12 PM
Hmm.  I wonder how gameplay would be affected by crawler transfers automatically being whatever minerals the originating base produces in excess of support costs?

It'd completely remove the need to spread production among different bases, and probably not be very good for the game.
Title: Re: Supply crawlers, need some opinions
Post by: Buster's Uncle on February 28, 2014, 04:28:44 PM
The target base would produce max 1 thing a turn, and the contributors nothing.  Great for loading up SPs in a megabase, but not for much else and a bad idea during not-yet-decided vendettas.  I'm just spitballing.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 28, 2014, 05:47:22 PM
The target base would produce max 1 thing a turn, and the contributors nothing.  Great for loading up SPs in a megabase, but not for much else and a bad idea during not-yet-decided vendettas.  I'm just spitballing.

Point; I was thinking, though, of the effects if it's combined with the multibuild feature, which does allow a base to produce more than one thing per turn.  I also think megabases shouldn't be so easy to pull off.
Title: Re: Supply crawlers, need some opinions
Post by: Buster's Uncle on February 28, 2014, 05:53:22 PM
I agree.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on February 28, 2014, 10:00:39 PM
It occurred to me: Rather than the exemption/reduction system for efficiency I described earlier, maybe it would be better to just multiply the penalty itself by 4/(4+EFFIC).  Of course, that means that with negative EFFIC you'd be capped at sending 75%/50%/25%/0 of your total production (for -1/-2/-3/-4 respectively), as past that more than 100% of the increase would go to the penalty.
Title: Re: Supply crawlers, need some opinions
Post by: TarMinyatur on March 02, 2014, 09:20:31 PM
How about this idea...

Convoy potential is based upon infrastructure.

If Sparta Command is connected to Bunker 357 by a road, a convoy can move up to 3x the default amount of stuff.
If these bases are connected by mag-tubes, a convoy can transfer up to 6x the default quantity of materials.

If, however, these bases are connected by forests, the convoy will take a very long time to deliver the goods.

Even harder to program? Probably. But I like the concept. Maybe the length of the road is figured...

Strategic bombardment of roads would become more significant. I have not yet built a mag-tube in SMAX.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 02, 2014, 09:58:35 PM
How about this idea...

Convoy potential is based upon infrastructure.

If Sparta Command is connected to Bunker 357 by a road, a convoy can move up to 3x the default amount of stuff.
If these bases are connected by mag-tubes, a convoy can transfer up to 6x the default quantity of materials.

If, however, these bases are connected by forests, the convoy will take a very long time to deliver the goods.

Even harder to program? Probably. But I like the concept. Maybe the length of the road is figured...

Strategic bombardment of roads would become more significant. I have not yet built a mag-tube in SMAX.

It's an interesting idea, and should be programmable, but in order for it to make sense it would need to apply to square-to-base convoys as well, and balancing that might get tricky.  I don't think I'll include it with the other stuff, but once I start taking requests it's definitely a valid request.
Title: Re: Supply crawlers, need some opinions
Post by: TarMinyatur on March 04, 2014, 07:52:08 PM
...in order for it to make sense it would need to apply to square-to-base convoys as well, and balancing that might get tricky...

I was thinking about that too. It always seemed a little odd to me that an isolated mine with a road stub receives a production bonus. If the road, however, were to connect to a city, then the mineral harvest should increase.

As for food and energy resources...I wonder if a road should boost the convoy potential of those as well.

If so, the importance of creating and maintaining your roads and mag-tubes would be important (without excessive micro-management).  The AI loves to build roads, so it would benefit from some sort of bonus.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 04, 2014, 10:20:30 PM
...in order for it to make sense it would need to apply to square-to-base convoys as well, and balancing that might get tricky...

I was thinking about that too. It always seemed a little odd to me that an isolated mine with a road stub receives a production bonus. If the road, however, were to connect to a city, then the mineral harvest should increase.

As for food and energy resources...I wonder if a road should boost the convoy potential of those as well.

If so, the importance of creating and maintaining your roads and mag-tubes would be important (without excessive micro-management).  The AI loves to build roads, so it would benefit from some sort of bonus.

You have a proposal for the formula to use?
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 05, 2014, 06:25:26 PM
Interesting idea.  Would certainly make going down the Maglev tree more tempting

A simple formula might be just to apply a -/+ penalty/bonus on convoyed resources depending on how it is linked (if at all) with a road path to the homed city. Or a % based penalty/bonus.  The penalty reduction or bonus could be increased at Maglev over Road.  Currently I'm playing at -1 resource crawled.  Might be more interesting if it was -2 with no path, -1 with road, and penalty negated at Maglev, as an example.

Crawlers don't need a huge tonedown, relative to formers they are weaker.  But at the same time, they are a strong mineral-dump alternative once you have enough formers to terraform.  Also rushing to IA every game isn't very strategic.  I think having a min base size to crawl, and +1 crawler per x pop subsequent would be good.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 05, 2014, 11:24:24 PM
Interesting idea.  Would certainly make going down the Maglev tree more tempting

True, though maglevs are pretty good anyway; it's the earlier part of what goes up to there that's the issue.  What I'm currently leaning toward is moving the hab complex to silksteel (also makes rushing to Ind Auto not quite such an obvious choice), and switching the 7/14 pop caps to 10/20.

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A simple formula might be just to apply a -/+ penalty/bonus on convoyed resources depending on how it is linked (if at all) with a road path to the homed city. Or a % based penalty/bonus.  The penalty reduction or bonus could be increased at Maglev over Road.  Currently I'm playing at -1 resource crawled.  Might be more interesting if it was -2 with no path, -1 with road, and penalty negated at Maglev, as an example.

There's an idea.  I like it, I'll add it to the list, though near the bottom.

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Crawlers don't need a huge tonedown, relative to formers they are weaker.  But at the same time, they are a strong mineral-dump alternative once you have enough formers to terraform.  Also rushing to IA every game isn't very strategic.  I think having a min base size to crawl, and +1 crawler per x pop subsequent would be good.

Maybe have 1 per x pop, and a choice of rounding up or rounding down...so then the min population to crawl has to be the same as the amount extra per crawler, but I don't think that's such a problem.
Title: Re: Supply crawlers, need some opinions
Post by: TarMinyatur on March 06, 2014, 04:49:31 PM
...A simple formula might be just to apply a -/+ penalty/bonus on convoyed resources depending on how it is linked (if at all) with a road path to the homed city...

That could work...

Hmm, what if a crawler is next to its home base, but not on a road? I don't think a convoy penalty should be imposed in that case.

How about this?

1. A crawler calculates its fastest path back to its home base (by using mag-tubes, roads, rivers, etc.).

2. It will therefore need to expend a certain amount of movement points to get home (i.e. 1 point for a 3-tile-length road).

3. The convoy resource penalty is proportional to these movement points. (Or a bonus is inversely proportional.)

I don't think I've ever built a Supply Rover. It should convoy more stuff than an infantry-based crawler. <Insert Morgan's voice here> Greater investment leads to greater returns (and greater risk). Imagine Supply Rovers hurtling along highways, or flowing within cooperative fungus, or zipping inside mag-tubes. They should deliver abundantly.   
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 06, 2014, 07:54:12 PM
...A simple formula might be just to apply a -/+ penalty/bonus on convoyed resources depending on how it is linked (if at all) with a road path to the homed city...

That could work...

Hmm, what if a crawler is next to its home base, but not on a road? I don't think a convoy penalty should be imposed in that case.

How about this?

1. A crawler calculates its fastest path back to its home base (by using mag-tubes, roads, rivers, etc.).

2. It will therefore need to expend a certain amount of movement points to get home (i.e. 1 point for a 3-tile-length road).

3. The convoy resource penalty is proportional to these movement points. (Or a bonus is inversely proportional.)

I don't think I've ever built a Supply Rover. It should convoy more stuff than an infantry-based crawler. <Insert Morgan's voice here> Greater investment leads to greater returns (and greater risk). Imagine Supply Rovers hurtling along highways, or flowing within cooperative fungus, or zipping inside mag-tubes. They should deliver abundantly.

More abundantly than actually working the square?

I think the real problem with any approach of this sort is that it doesn't make sense in terms of the in-game logic.  If convoys have negligible travel time and it's just extraction that's the issue then the distance shouldn't matter, and if the travel time is not negligible then there should be an actual turn delay.

So instead, what I think would make the most sense is to say that when a convoy starts convoying, it does not give those resources directly to the base in question.  Instead, it loads them up (using a system similar to terraforming; each turn that it's harvesting resources, it adds to its cargo instead of moving), and when full it automatically heads to its home base (although it could be redirected to a different base), unloads them, and returns.  During the travel time, it's not gathering resources (though I suppose it could harvest on the way at the cost of part of its movement), but another convoy could gather from the same square when it isn't.  Once it reached the base, it would start unloading at a rate proportional to the base's population, possibly substantially boosting the base's production of that resource for the duration.  It would have maximum cargo proportional to its reactor, with both ratios (unloading rate and max cargo) set in alphax.txt (with 0 for max cargo meaning "use the old system", and 0 for unloading rate meaning no maximum).

This is something I think I could code, though it'd be a fairly major project and isn't getting high on the priority list;  also, there are two limitations to what I could code in this regard.  Firstly, cargo over 65000 and change is not feasible, so the cargo ratio would have to be set low enough that it will never be above that.  Secondly, it's not feasible for it to hold more than one type of cargo, so switching resource types would destroy its cargo and multiresource harvesting could not be used with this feature (however, the multiresource crawling tech setting would still affect the needed tech to have multiple convoys harvest the same square for different resources.)
Title: Re: Supply crawlers, need some opinions
Post by: Geo on March 06, 2014, 08:25:09 PM
It would add to the micro-management burden of the game though. OTOH, rebasing crawlers wouldn't be an issue anymore.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 06, 2014, 08:40:22 PM
It would add to the micro-management burden of the game though.

Not if a convoy automatically returned to its homebase and unloaded there when full and automatically returned to the location it had been harvesting when empty (unless it was given other go-to orders in between).

It also occurred to me that in order for cargo to not be lost when given a "sentry" or "hold" order or the like, I'd need to cut down the max cargo from 65k+ to 16k+.  Should still be plenty, though.

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OTOH, rebasing crawlers wouldn't be an issue anymore.

Well, after the crawler first reaches the base it's working for you'd want to rebase to there simply in order that in the future it'll automate...but it wouldn't be required.
Title: Re: Supply crawlers, need some opinions
Post by: TarMinyatur on March 09, 2014, 07:38:46 PM

If convoys have negligible travel time and it's just extraction that's the issue then the distance shouldn't matter, and if the travel time is not negligible then there should be an actual turn delay.


Yes, I suppose a crawler that is working a tile represents continuous transport. We don't see the trucks going back and forth -- which makes the screen less busy, less like Command & Conquer's crystal harvesters.

The tiles worked by citizens in SMAX surely contain transport equipment. We don't see them shuttling resources. This is good, if you prefer less movement on your screen.

But we do see a direct transfer of minerals when a crawler is cashed in towards a Secret Project or Prototype. So SMAX has a hybrid system for transferring minerals (and 1 unit of production for base-to-base convoys).

In the end, what changes to convoys would make the game more fun and interesting to play?

Well, if you can program crawlers to automatically harvest and return to base when full, that would be great. A fully loaded crawler would be a high priority target, which you must protect with an AAA Squad.

But for now, I'd like to see the base-to-base convoy be more useful. If Sparta Command is thriving and Bunker 357 is suffering, I want to do something about it! <Santiago cares deeply.> Sure, I can send a terraformer to plant a forest or use credits to hurry production, but sending 4 minerals per turn (instead of the current limit of 1) would be worth the investment in a supply crawler.

A simple transfer limit could be this: no more than 50% of a city's production can be convoyed. More sophisticated limits--as are being discussed here-- would be welcome, too.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 09, 2014, 08:02:04 PM

If convoys have negligible travel time and it's just extraction that's the issue then the distance shouldn't matter, and if the travel time is not negligible then there should be an actual turn delay.


Yes, I suppose a crawler that is working a tile represents continuous transport. We don't see the trucks going back and forth -- which makes the screen less busy, less like Command & Conquer's crystal harvesters.

The tiles worked by citizens in SMAX surely contain transport equipment. We don't see them shuttling resources. This is good, if you prefer less movement on your screen.

But we do see a direct transfer of minerals when a crawler is cashed in towards a Secret Project or Prototype. So SMAX has a hybrid system for transferring minerals (and 1 unit of production for base-to-base convoys).

In the end, what changes to convoys would make the game more fun and interesting to play?

Well, if you can program crawlers to automatically harvest and return to base when full, that would be great. A fully loaded crawler would be a high priority target, which you must protect with an AAA Squad.

But for now, I'd like to see the base-to-base convoy be more useful. If Sparta Command is thriving and Bunker 357 is suffering, I want to do something about it! <Santiago cares deeply.> Sure, I can send a terraformer to plant a forest or use credits to hurry production, but sending 4 minerals per turn (instead of the current limit of 1) would be worth the investment in a supply crawler.

A simple transfer limit could be this: no more than 50% of a city's production can be convoyed. More sophisticated limits--as are being discussed here-- would be welcome, too.

Fortunately for you, the ability to make base-to-base convoy useful is planned as the major addition for 2.6.  (That'll probably also be the version where I replace the "exempt retool type" system with two tiers, so that you can, for instance, have a 50% penalty when retooling anything except project-to-project, and 20% when retooling project-to-project.)
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 11, 2014, 04:44:19 PM
That would be nice to have re: retooling penalties.  There could be 9 tiers actually (unit, SP, facility) to (unit, SP, facility).  Granted 3 of those could probably be eliminated, logically SP -> unit is pretty similar to unit -> SP for example.

I think the below convoy-patrol/move mechanic only makes sense if the convoy 'charges' up excess nutrient/mineral/energy production for X turns before setting out.  I'd rather see a fire and forget system like the current but improved to be useful.  The game is already so heavily focused on former micro.  Adding a huge level of the same with crawlers...I'm not so sure.  Capping crawlers based on pop would help some.  Logically one can argue that it would take X workers to be able to consume/use the resources being convoyed in.  Another way to set a cap would be to limit a base's overall production based on pop.  Not sure if that would be more or less intuitive.

Something like a convoy just can shuttle X resources.  X modified by reactor linearly.  Then diminished by distance (EFFIC).  X should be roughly double what can be crawled else it won't be used.  So somewhere around X = 5. 

For that matter, one could argue crawled resources should be subject to distance (EFFIC) penalties as well.  Why for example is it 100% efficient to crawl energy from a border borehole/solar to your HQ? 







Title: Re: Supply crawlers, need some opinions
Post by: Geo on March 11, 2014, 06:19:32 PM
Why for example is it 100% efficient to crawl energy from a border borehole/solar to your HQ?

Less or no middle men?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 11, 2014, 06:20:01 PM
That would be nice to have re: retooling penalties.  There could be 9 tiers actually (unit, SP, facility) to (unit, SP, facility).  Granted 3 of those could probably be eliminated, logically SP -> unit is pretty similar to unit -> SP for example.

It would be 16 tiers; satellites are a separate category from facilities.  6 could be eliminated, but that's still 10.  (Skunkworks would still eliminate the penalty for anything in-category.)  It could still be done, though, and is probably a good idea.

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I think the below convoy-patrol/move mechanic only makes sense if the convoy 'charges' up excess nutrient/mineral/energy production for X turns before setting out.

I'm not sure what you mean here.

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I'd rather see a fire and forget system like the current but improved to be useful.

Me too, which is why the similar-to-current system is planned for 2.6, and the mechanic that requires them to actually move back and forth is substantially lower on the list.

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Another way to set a cap would be to limit a base's overall production based on pop.  Not sure if that would be more or less intuitive.

Probably a bit more intuitive, but it doesn't give the nice tradeoff between base-to-base and square-to-base presented by the crawler cap approach (where base-to-base lets you get more production/nutrients/energy in a particular base but whatever you gain is lost from somewhere else, whereas square-to-base gives smaller boosts but they actually increase your empire-wide total.)

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Something like a convoy just can shuttle X resources.  X modified by reactor linearly.  Then diminished by distance (EFFIC).  X should be roughly double what can be crawled else it won't be used.  So somewhere around X = 5.

I don't really see much benefit to that, and because of how the efficiency formula works, it encourages crawling base A to base B to base C instead of directly base A to base C, which I don't think is desired.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 11, 2014, 07:52:16 PM
'I think the below convoy-patrol/move mechanic only makes sense if the convoy 'charges' up excess nutrient/mineral/energy production for X turns before setting out.'

A crawler would have to sit in the base and collect up resources.  For example a base with +5 nutrients.  The crawler loads up 5 nutrients per turn.  After 10 turns it takes these 50 nutrients to another base.  Those 50 nutrients are then added to the new base.  One issue here is that often you'd only want +2 nutrients in the target base such as for population booming.  Generally N-convoying won't be that good unless the unload rate can be controlled.  For E-convoying, theres no benefit either unless the target base has multiplier facilities.  M-convoying, obviously is the most useful such as for SPs.  In general the excess loadup and transfer is not going to be that powerful as opposed to crawling.  Unless theres a multiplier involved, you benefit more by simply crawling the resource to begin with.  Now with a crawler per base cap, it would add a level but only if the convoyable amount exceeds that which you could crawl.  For example 4 minerals from a mine+road.  I think a base-to-base M convoy would have to be much more than 4 minerals/turn else I'm better off just crawling a mine with that crawler.  Anyways I do favor fire&forget base-to base, and a crawler/base cap over resource-limited cap.  But I am not so sure it'd really be the best overall fix.

I wondered if a better nerf to crawlers would be to make them (optionally) cost 1 population like a colony pod?  Essentially they function like an additional worker.  That's what makes them so good - there's no population drop or B-drones like a new city, or N-drones needing PSY/police.  The only cost is minerals & former time.  Nothing really beats dumping all minerals into crawlers pre-tree Farms.  And those crawlers get you the TFs fast, for the coming pop boom.  Now this is all okay but the issue is that it's the only viable strategy.  That's why I also wondered about a clean mineral cap that goes up/down more with base size.  If anything I kind of like this idea the more I think on it...it makes Pop-booming for longer, more important. 

Alternatively, perhaps crawling penalties could be broken out by resource and negated by certain techs?  Maybe this is a bit much, I'm not sure.  But it's hard to argue that early-game mineral crawling to the ecodmg cap, and later on 100% nutrient crawling are the only real options. 
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 11, 2014, 09:46:18 PM
A crawler would have to sit in the base and collect up resources.  For example a base with +5 nutrients.  The crawler loads up 5 nutrients per turn.  After 10 turns it takes these 50 nutrients to another base.  Those 50 nutrients are then added to the new base.  One issue here is that often you'd only want +2 nutrients in the target base such as for population booming.  Generally N-convoying won't be that good unless the unload rate can be controlled.

I think the best way is simply to say it unloads at the maximum it can use.  So if there's +6 GROWTH it will unload only enough to give it +2 surplus, and otherwise it will unload at the maximum rate (as faster unloading means faster growth.)  It does mean that if you want to keep it at stable nutrients without growing some micromanagement may be required...but that's a somewhat rare situation.

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For E-convoying, theres no benefit either unless the target base has multiplier facilities.

Or multiplier projects.  Or (and here's where I think it would have the most use) is having drone problems and can use the psych.

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M-convoying, obviously is the most useful such as for SPs.  In general the excess loadup and transfer is not going to be that powerful as opposed to crawling.  Unless theres a multiplier involved, you benefit more by simply crawling the resource to begin with.  Now with a crawler per base cap, it would add a level but only if the convoyable amount exceeds that which you could crawl.

Oh, that it definitely will if convoying from a halfway decent base and a small loss is acceptable.  But yes, the idea is that base-to-base crawling will often be a substantial percentage of the source base's minerals, so it'd be a lot more than you can get from crawling.

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Anyways I do favor fire&forget base-to base, and a crawler/base cap over resource-limited cap.

Not sure what that means.

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I wondered if a better nerf to crawlers would be to make them (optionally) cost 1 population like a colony pod?  Essentially they function like an additional worker.  That's what makes them so good - there's no population drop or B-drones like a new city, or N-drones needing PSY/police.

They'd still produce no drones and consume no nutrients, so much of the problem would remain (and if that's dealt with via a pop-based cap, having them use up population isn't necessary).  However, it's not a bad idea, I'll add it near the bottom of the list (with the alternate-style convoys.)

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The only cost is minerals & former time.  Nothing really beats dumping all minerals into crawlers pre-tree Farms.

Not true.  Crawling a forest returns a bit over 5% per turn (at 5% per turn, formers cost 1 plus 1 support per turn, so a forest costs 8, and a crawler costs 30, for a total of 38, of which 5% is 1.9, and a forest produces 2), and even with rocky/mine/road (which is of course limited by how many rocky squares you have), it's only a bit over 7% (at 7% per turn, formers cost 1.4 plus 1 support per turn, so the mine costs 26.4, and the crawler is still 30, for a total of 56.4, of which 7% is 3.948, and that mine is worth 4).  In comparison, recycling tanks are 7.5% (if all resource types are considered equivalent).  So yes, crawlers do beat out bio labs (if you're not going native) and multipliers in smaller bases (though I think first-tier multipliers could do with a decrease to cost), but they're not exactly that overpowering.

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That's why I also wondered about a clean mineral cap that goes up/down more with base size.  If anything I kind of like this idea the more I think on it...it makes Pop-booming for longer, more important. 

A clean mineral cap with base size?  It's an interesting idea, but (a) makes absolutely no sense in-game, and (b) Is just as bad as, if not worse than, a flat clean mineral cap when it comes to the problem of PLANET being virtually useless in mitigating ecodamage.  Better to make clean minerals less of a cap, and deal with the problem of crawlers vs. population more directly.

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Alternatively, perhaps crawling penalties could be broken out by resource and negated by certain techs?  Maybe this is a bit much, I'm not sure.  But it's hard to argue that early-game mineral crawling to the ecodmg cap, and later on 100% nutrient crawling are the only real options.

Other than the limited rocky/mine/road squares, mineral crawling isn't really that strong; it can be nerfed further by nerfing Industrial Automation (e.g. by raising the hab pop cap to 10), by applying a penalty, or (once I add that feature) by a population-based cap on crawlers.  Nutrient crawling is powered in large part by the fact that condensers let you get 6 nutrients from a single square but nothing else; set condensers to give only +1 nutrients or even +0 and it will become a lot less appealing.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 11, 2014, 11:07:43 PM
Agree that there should be no CM cap.  But then how do you curve ecodamage such that it doesn't get completely uncontrollable? 

By resource-limited cap I meant that only X of a resource could be crawled per 1 population.  Or have some sort of diminishing returns beyond X.  But I think 1 crawler per X population might be easier. 

I'd argue of the 3 FOP, minerals are the most important early game.  They're the most efficient to re-invest (pods, formers, crawlers, recycle tanks.  E is weaker until facility modifiers.  N isn't as crucial since a worker only costs 20N whereas a pod costs 40M.  Therefore M are the bottleneck.  M are also needed for SPs and military units.  Without M you die!

The thing is early game formers don't even cost 1 mineral/turn.  With PS you can run 2-3 per base for free.  These calcs really ignore a lot including that Forest also spreads for free.  Formers do cost 30M upfront but any faction is going to run formers pre-IA.  The incremental question here is how powerful is IA not the ideal strategy before it.  So yes you need extra formers once you hit IA.  But it's my experience that often you have excess formers just because of forest auto-spreading.  In fact it's best to limit the forest planting and make some mines ahead of time.

Crawlers really only cost 30 mins and payback in 15 turns on forest.  Yes this probably doesn't beat Recycle Tanks in overall FOP payback at 13.3 turns (40/3).  But Road+Mine is even more powerful at 7.5 turns (30/4).  Now that being said I still make early game Recycle Tanks.  This is because a tank+forest base grows in 10 turns and can also make a pod in 10 turns.  As well there's no travel time, and less risk in tanks (no deaths to alien life).  I do agree the other early facilities are rather pathetic compared to Recycle tanks (which admittedly are pretty decent).  Only Rec Commons and Command Center (ideally wait to rush Command Nexus) might be considered.  Even RC should be avoided IMO since police sentries are more efficient.  Maybe for Lal or something who can afford to run early FM.

The other huge part of IA is that you can crawler boost a needed SP.  Granted again you want to get your bases to the clean mineral cap before doing this.  This means having a lot of size-3, 16-18M bases as it stands.  How about an ecodamage formula based on faction-wide M, allocated over each based on its M?  Then mitigated by # of Centauri techs, % of bases running Centauri facilities, and PLANET.  Therefore at low TECH, high M is punished more severely.  Creates an incentive to grow bases for more E than M.  Also creates an incentive to actually get the alien life techs earlier in some situations.  I don't think M would get obsolete later since there are late-game M multipliers also.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 12, 2014, 03:02:35 AM
Agree that there should be no CM cap.  But then how do you curve ecodamage such that it doesn't get completely uncontrollable? 

Easy: Increase the mineral divisor and/or total divisor for ecodamage until it's manageable (with difficulty at the top two difficulty levels, and assuming you don't do something like play a mineral-heavy strategy on Free Market, and assuming you build available ecodamage control facilities).  Something like a total divisor of 1000 and mineral divisor of 3 will probably do it.  (If you remove all clean minerals, you'll also probably want a per-base ecodamage of -1 just so that it doesn't round up to 0 too early in the game.)

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I'd argue of the 3 FOP, minerals are the most important early game.  They're the most efficient to re-invest (pods, formers, crawlers, recycle tanks.  E is weaker until facility modifiers.  N isn't as crucial since a worker only costs 20N whereas a pod costs 40M.  Therefore M are the bottleneck.  M are also needed for SPs and military units.  Without M you die!

Yeah, minerals are probably the most important early game, though that could be nerfed somewhat by decreasing the cost of some early-game facilities.  However, by pinning crawlers to population, nutrients get increased sharply in importance.  And energy determines how soon you can get out of the early game.

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The thing is early game formers don't even cost 1 mineral/turn.  With PS you can run 2-3 per base for free.  These calcs really ignore a lot including that Forest also spreads for free.

Point, on both counts.  Though Police State has its own disadvantages.

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The incremental question here is how powerful is IA not the ideal strategy before it.

Probably too powerful; limiting crawlers by population and moving hab complex will probably bring it down to size, though.

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Even RC should be avoided IMO since police sentries are more efficient.  Maybe for Lal or something who can afford to run early FM.

Police won't last you forever, and Police State has its own disadvantages (low efficiency, and can't run Dem for growth).  It may be worth it on Transcend, but not on a more standard difficulty level.  (I feel that with proper ecodamage and drone fixes, and maybe a few others, Librarian is standard, and Transcend for if you really want a challenge.)

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The other huge part of IA is that you can crawler boost a needed SP.

Definitely.  One of my main motivations in making workable but limited base-to-base crawling is that then it'll be possible to ban crawler boosting of SPs without throwing the game out of whack in other ways.

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How about an ecodamage formula based on faction-wide M, allocated over each based on its M?

That basically amounts to "faction-wide clean minerals, split proportionately"; at that point, you might as well just get rid of clean minerals entirely.

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Then mitigated by # of Centauri techs

Already sort-of in place, in that Empathy and Meditation (and Secrets) each give a powerful (if somewhat costly to use) way to mitigate ecodamage.  Well, they would if clean minerals were removed and the divisors increased.

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Therefore at low TECH, high M is punished more severely.

I don't think that's good for the game, either narratively or gameplay; the fact that ecodamage gets worse as you tech is a good part of the game.

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Creates an incentive to grow bases for more E than M.

That can be done by more normal tweaks to ecodamage; it might be easier, though, to simply reduce the cost of multiplier facilities (and maybe some others) so that M is less of a bottleneck (and then E will be more of a bottleneck, because you want tech to get new facilities to build) and E somewhat easier to boost.  And, of course, limit crawlers, though that's more relevant to the competition between M and N than M and E.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 13, 2014, 04:35:52 AM
Yea it would seem Librarian games would be faster (and perhaps more peaceful) as it's easier to run FM with 2 less N-drones.

Good points on ecodamage.  This does curb the power of M-heavy late-game strategies.  Although, they probably weren't overly powerful anyways once the E multipliers kick in.  Played around a bit without CM, have to agree it makes for a better game.  Might try reducing the default PLANET multipliers for ecodamage a bit though.  FM becomes a lot less viable at 6x the pollution of Green.   I'll stick with -1 penalty on resource crawling until a population based cap can be optioned.  Even then crawlers would be heavily used to rush SPs.  But they should have a use I suppose.

Note raising Hab is a big buff to Morgan (and moderate nerf to PKs).  I'm not sure raising Hab to 10 would have a huge impact otherwise.  The thing is, you have to go for techs near IA to get food production up enough to get near size 7 anyways.

Of the early game facilities, I think I would only reduce HoloT's cost (maintenance).  Yes Network Node, Energy Bank, HoloT are bad for low/small energy bases.  Not sure this is a bad thing though as high E production should first require a lot of N production.  Currently crawlers let you circumvent that N production by just crawling M.  I'd argue that it's fine for early game M to be a bit more powerful than E.  The thing is, E is always competitive if used right.  Getting a tech first and trading it around for more techs or money is the only way to really stay ahead as a builder.  E can also be allocated to bases most in need (i.e. put into Recycle Tanks or Rec Commons) unlike M which you have to take what you get.  Once a base has those then the value of M goes down (at least, until higher size/tech).  Bases past #6 get less valuable (though still worth it) due to effic distance and B-drones, etc, etc.  If anything lowering the N curve might be a good addition.  Though that would have big impact.  A better mod might be to allow overall techrate as a variable?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 13, 2014, 11:27:27 AM
Yea it would seem Librarian games would be faster (and perhaps more peaceful) as it's easier to run FM with 2 less N-drones.

Not sure what N stands for here.

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Good points on ecodamage.  This does curb the power of M-heavy late-game strategies.  Although, they probably weren't overly powerful anyways once the E multipliers kick in.

True; increasing hurry costs across the board by 50%, and changing upgrade costs to match (increased) hurry costs should weaken that somewhat, and a unit cost formula that decreases the effect of reactors, plus boosts to the cost of later-game facilities and projects, should take it the rest of the way to where mineral-based and energy-based are two distinct styles.

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Played around a bit without CM, have to agree it makes for a better game.  Might try reducing the default PLANET multipliers for ecodamage a bit though.  FM becomes a lot less viable at 6x the pollution of Green.

That depends how much minerals you're producing; if you're going mostly farm/enricher/solar (with mirrors and condensers and land raising) and have tree farm/hybrid forest (which you probably want anyway for ECON and PSYCH), it shouldn't be so bad.

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Note raising Hab is a big buff to Morgan (and moderate nerf to PKs).

True, though nerfing Dem to +1 GROWTH (for harder pop booms) is a fairly big nerf to Morgan.

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I'm not sure raising Hab to 10 would have a huge impact otherwise.  The thing is, you have to go for techs near IA to get food production up enough to get near size 7 anyways.

How so?

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Of the early game facilities, I think I would only reduce HoloT's cost (maintenance).  Yes Network Node, Energy Bank, HoloT are bad for low/small energy bases.  Not sure this is a bad thing though as high E production should first require a lot of N production.

The issue isn't that they're bad for small bases, it's that their high cost means that larger bases have a lot to use M on even when you have low tech, making M more of a limiting factor as compared to E.

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The thing is, E is always competitive if used right.  Getting a tech first and trading it around for more techs or money is the only way to really stay ahead as a builder.

Which could be a problem if you're isolated (the situation that builders are supposed to be best in.)

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E can also be allocated to bases most in need (i.e. put into Recycle Tanks or Rec Commons) unlike M which you have to take what you get.  Once a base has those then the value of M goes down (at least, until higher size/tech).  Bases past #6 get less valuable (though still worth it) due to effic distance and B-drones, etc, etc.  If anything lowering the N curve might be a good addition.  Though that would have big impact.  A better mod might be to allow overall techrate as a variable?

Variable techrate formula is an interesting idea, but I don't think it's the solution to the drastic E-to-M balance shift from early to midgame; I think changing the M side of things is more promising there.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 15, 2014, 09:13:40 PM
By N-drones I meant population size drones.  Not sure the regular shortform (C-drones conquest, B-drone bureaucracy, P-drones pacifism)

Actually I feel that with ecodamage modded to be relevant then SE choice determines your strategy.  Green will go heavy Forest (and some Boreholes) whereas FM has to go Farm/Solar and Kelp/Tidal.  Can't have much minerals now with FM past the mid game. FM/energy strategies should have the economic edge as Green has its own merits - strong native life, higher mineral production, and a lot less disruption from native life and fungal pops.  The E:M ratio can be changed if M seems too powerful, but I'm not completely convinced it is.  Perhaps just in the very early game I meant minerals were much stronger than energy.  But the more I play I feel that E is just as important beyond that first expansionary burst.  I will agree though that the later game SPs and (some) facilities are a bit undercosted.  May tweak some of these a bit.  Would be a nice variable to play around with though (SP rush ratio, unit rush ratio, and facility rush ratio).  IMO they should all be 2:1 and some of the SPs/lategame facilities increased in cost.  The issue with supply crawlers is that you can send minerals base to base at 1:1, whereas energy is bought into SPs at 4:1.  Reducing SPs to 2:1 would make a pretty good M:E balance.

Morgan I'm not too worried about really even if you do go with Pop:10 at Hab Complex.  His -1 SUP really stings all game and I feel he'd be especially weak without the starting energy boost. Personally I think it's fine if IA is required past size 7.  What makes IA so good right now isn't really the Hab portion anyways, it's the supply crawlers.  Granted I could see an argument for cheaper Hab Complexes.  A Police State player can get size 6 easy with IE rush and no base infrastructure.  A builder has to do a lot to even get to size 6 let alone exceed 7 with Hab Complex.  But then again to get off PS and go bigger it takes Rec+Holo.  So that's about an equal cost.

Actually being isolated is always a really bad thing in SMAC.  Explore is as important as the others (Build/Conquer/Discover).  If you don't find the other factions and trade/pact them then you will fall way behind a builder who does.  That being said isolation can be very good.  If your enemies are distant, you then don't have to keep much military.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 16, 2014, 02:34:27 AM
By N-drones I meant population size drones.  Not sure the regular shortform (C-drones conquest, B-drone bureaucracy, P-drones pacifism)

Just call them population drones.

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Actually I feel that with ecodamage modded to be relevant then SE choice determines your strategy.  Green will go heavy Forest (and some Boreholes) whereas FM has to go Farm/Solar and Kelp/Tidal.

Makes sense.

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Can't have much minerals now with FM past the mid game. FM/energy strategies should have the economic edge as Green has its own merits - strong native life, higher mineral production, and a lot less disruption from native life and fungal pops.

And they do; keep in mind that Green also comes at a penalty to Growth.  FM would be best for energy, Green best for production, and of course Planned best for growth.

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Perhaps just in the very early game I meant minerals were much stronger than energy.  But the more I play I feel that E is just as important beyond that first expansionary burst.

What I've read from others seems to indicate otherwise, though not by very much.  I think a 25% cut to the cost of builder tier 1-2 facilities should be enough.

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Would be a nice variable to play around with though (SP rush ratio, unit rush ratio, and facility rush ratio).  IMO they should all be 2:1 and some of the SPs/lategame facilities increased in cost.

I'd disagree; SPs are inherently better for rushing (as a delay in building it could mean you don't get it period), and already have a larger advantage to energy-heavy factions (due to getting the tech first) than facilities do, so it should cost more to turn energy into minerals.

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Morgan I'm not too worried about really even if you do go with Pop:10 at Hab Complex.  His -1 SUP really stings all game

Is it that bad?  It amounts to 10 minerals per base, which is somewhat problematic but not exactly crippling.  I think it's a mix of that and his growth problems (both from aversion and from the hab limit) that balance his energy focus.

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Personally I think it's fine if IA is required past size 7.  What makes IA so good right now isn't really the Hab portion anyways, it's the supply crawlers.

True, and I think crawlers need a nerf...I think even with crawlers nerfed to a manageable level it just has so many things that it could do with losing one.  Or maybe not...though I am in favor of moving the mineral cap to IA, which would be too much unless it loses something else.

The other reason for boosting the hab limit (which suggests moving hab complexes a bit up) is that it encourages wider base spacing.  If hab complexes are 10, then hab domes are naturally 20.  And 20 is a very important number for base population; it's the maximum that a base can work if not crowded by other bases or crawlers.

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Actually being isolated is always a really bad thing in SMAC.  Explore is as important as the others (Build/Conquer/Discover).  If you don't find the other factions and trade/pact them then you will fall way behind a builder who does.  That being said isolation can be very good.  If your enemies are distant, you then don't have to keep much military.

Also, if you're isolated that translates into more territory you can put bases in.  By "isolated" I don't mean "isolationist", I mean "not near any other factions."
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 18, 2014, 04:17:38 PM
Note though that raising hurry costs benefits M strategies (forest/mines) over E (solar/echelon).  The worse the energy:mineral hurry ratio, the more you need minerals to make things.  A boost to E strategy would be to make solar and raising cost less former time.

I do agree it's a bit odd the early game facilities being so expensive on minerals relative to what you can make at that point in the game.  But I'd argue they aren't weak - once you get Condensor/Boreholes available it all changes.  And to get these you need E...WP might let you pre-build but still you need the techs to harvest fully. 

A small base with a borehole might get 20 energy or so, and at that point they have pretty good payback.  (20 turns for Energy Bank, Network Node).  Now where they really shine is with high commerce/ECON...you might get 40 energy with two boreholes in a larger base.  At that point the payback time is really good even surpassing Recycle tanks.

And yea I do consider -1 SUP a pretty big penalty, one of the more steep ones.  Early game this means only one unit supported per base.  Meaning -1 minerals/base on top of the -10 on base construction (assuming comparing -2 SUP to -3 SUP though I find the SUP more needed than +2 GROWTH early, so I rarely go Demo early).  You certainly need at least one police sentry/defender so your second unit (usually formers) will need that support.  1 E from +1 ECON isn't as good as 1 M, so overall it's a penalty from the start.  Morgan is good though because you can always get out 2 fast Recycle tanks at the start.  The fast start outweighs the SUP penalty on later bases.

I think if Hab Complex were at 10 (which isn't a terrible idea at 80/2 cost), you'd want to bump it farther up the tree to another tech than IA.  Perhaps one level to Silksteel or to another part of the tree less chosen, Optical Computers perhaps.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 18, 2014, 11:07:44 PM
Note though that raising hurry costs benefits M strategies (forest/mines) over E (solar/echelon).

True.  However, in the early game that's not such a concern, and in the midgame a boost to M as compared to E is probably not a bad thing.

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And to get these you need E...WP might let you pre-build but still you need the techs to harvest fully. 

True, though I favor moving the cap techs to all be different tier 3 techs (probably gene splicing/industrial automation/optical computers for N/M/E respectively.)

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And yea I do consider -1 SUP a pretty big penalty, one of the more steep ones.  Early game this means only one unit supported per base.  Meaning -1 minerals/base on top of the -10 on base construction (assuming comparing -2 SUP to -3 SUP though I find the SUP more needed than +2 GROWTH early, so I rarely go Demo early).

That's not "on top of".  Either you're comparing +0 to +1 and it's -10 on construction but no -1 per base per turn, or you're comparing -2 to -3 and both lose the 10 per base so it's just -1 per turn.

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You certainly need at least one police sentry/defender so your second unit (usually formers) will need that support.

Once you get clean, that just amounts to 10 minerals.

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1 E from +1 ECON isn't as good as 1 M, so overall it's a penalty from the start.  Morgan is good though because you can always get out 2 fast Recycle tanks at the start.  The fast start outweighs the SUP penalty on later bases.

I think Morgan's real strength, though, is in the midgame once he gets several pacts and can get significant benefits from his commerce bonus.

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I think if Hab Complex were at 10 (which isn't a terrible idea at 80/2 cost), you'd want to bump it farther up the tree to another tech than IA.  Perhaps one level to Silksteel or to another part of the tree less chosen, Optical Computers perhaps.

Silksteel makes perfect flavor sense (hab dome is super tensile solids), and should help make the defensive side of the tree more appealing.  Optical computers is a better choice for lifting energy caps.
Title: Re: Supply crawlers, need some opinions
Post by: Seleuceia on March 21, 2014, 08:33:36 PM
I play with a personal mod and here are some of the changes I've made that I feel make for a more fun game...

1)  Hab complexes are needed to grow beyond pop 10, domes to grow beyond pop 20...this is crucial for making a small-focused strategy competitive with a quick-expansion strategy
2)  Hab complexes require silksteel...this takes into account the fact that the cap is higher and also encourages research in probably the least important tech path in the vanilla game...
3)  Political SE changes:  Democracy is now -2 police, +1 growth, +2 effic -- Police state only gets +1 support, but only has -1 effic -- fundamentalist only has -1 research...I have found these changes to make all 3 political systems more viable at all stages of the game...
4)  Economic SE changes:  Free Market is now -3 support instead of -5 police -- planned is now only -1 effic -- green is only +1 effic, but also only -1 growth...this allows more flexibility in combining all three economic policies with police state while still keeping the democracy combos viable...
5) Forests give 1/1/1 instead of 1/2/1...this makes mines more viable (which are almost useless in vanilla) and weakens the forest n forget strategy...this, in turn, increases the consequences of eco damage since you are more dependent on farm/mine/solar terraforming...
6)  All cap techs are tier 3 techs...for nutrients, it's ecological engineering (this is a tier 3 tech in my mod)...for minerals, it's industrial automation...for energy, it's superconductor (this is a tier 3 tech in my mod)...this makes researching in different paths more viable since in vanilla the cap techs all were in the same path (and tier 3-5 at that!)...

These are only some of the changes, and I do admit that those changes may affect the significance of those mentioned above...these however are the ones that I felt most relevant to the discussion and I find playing with them to be more balanced and more enjoyable...they make different strategies more viable instead of the same 2 or 3 cliché strategies, which I think is a good thing...
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 21, 2014, 10:26:17 PM
I think Democracy would be relatively weak in that set.  I've been modding similarly to avoid easy booms, and make more than the 4 popular SE choices viable.  That is PS/Green, Demo/Planned, Demo/FM, and Fund/Green (generally).  Police State is vastly underrated I think mostly just because B-drones were broken before.  Now I do agree that -POLICE doesn't fit FM, and mod similarly.  The problem I've found is keeping PS+FM the 'always-pick' strategy - it would be in your set and has been in a lot of my modded sets (I posted a more balanced SE set but it's still a work in progress).  At +2 POLICE this lets you control 6 drones with NLM.  Now for that reason I'm leaning more back to putting a more severe penalty on PS.  -2 ECON might be the only way, I'm not too sure yet.

As I've played more I've found that 1/2/1 forests are fairly strong.  However, at 1/1/1 I don't think you'd see much forests made at all.  I suppose they could remain the 'cheap/quick' thing to make but what really makes forests so good is their low former time at just 4 turns.  A better fix might be to increase this to 8-10 turns, and reduce farm/solar time.  Then, a reduction in raise/lower times would keep farm/solar competitive after Tree Farm/Hybrid Forest. 

Caps on the 3 separate T3 is a pretty decent change.  Though I have to admit it doesn't 'feel' right that Eco Eng gives boreholes which would be your typical way over mineral/nutrient cap.  So much hinges on T4 Eco Eng that you have to pretty much go GeneSplice into EcoEng even with that change.  So I'm thinking perhaps something like, EcoEng isn't needed for Condensor/Borehole.  Then maybe  make it so EcoEng is required to remove Fungus and level terrain instead.
Title: Re: Supply crawlers, need some opinions
Post by: Seleuceia on March 21, 2014, 11:45:54 PM
With police state and free market, you'd have +2 police, +2 econ, -2 support, -1 effic, and -2 or 3 planet (haven't decided which value to go with yet)...you can handle a lot of drones but the support hurts your expansion and military capacity (keep in mind you don't have cheap minerals from forests with this mod)...I haven't found it to be OP, as the support penalty counters the benefit of using multiple units for police...

The -2 police from democracy is really not that bad...yeah, you have less growth with my changes but growth is still one of the stronger SE modifiers, even at only +1..the efficiency also helps with B-drones, and since it no longer has -2 support it makes for a very viable SE choice for rapid expansion...it also still counteracts the penalties of planned and green (which were both halved), so I'd say it is still good...

As for forests, you have to consider the tree farm/hybrid forest bonuses...with those, you are at 3/1/2 which is about the same as a rainy+farm+1000m+some rocks tile....so, they are still great for regions west of ridges that don't have good rainfall and of course still have the bonuses of replacing fungus and reducing eco damage...I've found them to be useful early game for those crappy tiles, and with the population cap changes it's also good to be able to make the most of all 20 tiles around the base...

I should mention that in my mod, superconductor gives echelon mirrors and industrial automation gives boreholes (but not hab complexes as those are silksteel) while ecological engineering gives condensors....so, all the advanced terraforming and the resource caps are spread around 3 different tech paths...otherwise yeah tier 3 ecological engineering would be kind of silly...
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 22, 2014, 12:43:47 AM
Yea though later game, farm/solar raising gets to be more productive than Hybrid Forested tiles.  The problem is the cost in getting raised to 3k m.

-2 SUP isn't the end of the world, for 3 military units (instead of 1) that's 2 minerals support.  Compare versus Rec Commons + HoloT (100m,4e upkeep), (20m,2m) upkeep is a lot less.  Granted PS needs this advantage with less EFFIC.  It's more that you can build way beyond the 9 b-drone free bases that Demo could do.  ICS endlessly and steal techs with surplus minerals (far bases get only minerals/tanks).  Close bases will be the only ones to get multipliers facilities, whereas far ones will make military/formers and stay small.  It's a hard thing to fix though really.

Putting boreholes to IA, Echelon to OptCon, Condensor to Gene Splice (i.e. T3 techs associated) makes sense. 

Maybe it's just me but I don't rate +GROWTH that doesn't easy-boom so highly.  At least not early game, since to get to pop 2 it's only 20 N.  The bottleneck is minerals for more bases and rarely nutrients once you get a few formers and the energy to buy recycle tanks.  Only once the resource caps are raised do I find building bases up that beneficial.  Until then the raw upkeep of more workers barely outweighs what you gain.  3-4 FOP/sq isn't that great when each new worker takes 2N and 2PSY to control.  At best it's 1e>4PSY from Rec.  But that still leaves bases very tiny at size 3.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 23, 2014, 12:29:27 AM
Yea though later game, farm/solar raising gets to be more productive than Hybrid Forested tiles.  The problem is the cost in getting raised to 3k m.

Keep in mind, though, that by raising one square to 3k, you raise all the ones next to it to 2k, so that cuts the cost significantly.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 23, 2014, 03:18:03 PM
Cutting down the productivity of forests isn't a bad change.  Combined with some crawler nerfs/limits this really hampers the crawl tons of forests strategy.  I think 1/2/1 can be okay if you really up the former time requirement to something like 12 turns instead of the ridiculously low 4.  Personally I don't really like Forests everywhere as I feel Fungus should stick around longer and be a lot harder to get rid of.  I'd rather there was a way to turn off Forest spreading into Fungus.

I thought about this, solar needs a boost badly instead.  From what I've seen of speed runs it's always boreholes for energy...never solar.  Give me stronger solar, I'd love to see more viable crawling energy strategies over boreholes everywhere.
Solar to 2E base + 1E per elevation

Unfortunately it doesn't seem solar can be modified in alphax.txt.  I think with a boost to solar it would make uncapping energy first more viable (especially with FM).  If you put Boreholes to IA I found it was always better just to get IA to uncap M before E.  Whether to get condensor before boreholes, now that I'm less sure of.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 23, 2014, 03:43:22 PM
Cutting down the productivity of forests isn't a bad change.  Combined with some crawler nerfs/limits this really hampers the crawl tons of forests strategy.

Actually, decent limits to crawlers should do that even without a forest nerf; I get the idea that the "tons" part is quite essential to the strategy.  Move mineral cap lifting to IA, and mines (with rocky and road) will be better for crawling than forests as soon as you get crawlers, so your limited crawlers would be better spent there.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 23, 2014, 04:02:50 PM
Yup agreed.  Would making it so that solar output variable isn't ignored in alphax.txt be a major change?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 23, 2014, 04:38:39 PM
Yup agreed.  Would making it so that solar output variable isn't ignored in alphax.txt be a major change?

No, that shouldn't be too hard.  It would probably wait for the same time that I do various other (mostly fungus-related) resource things.

Although...a bunch of 3000+ elevation farm/enricher/solars with mirrors and condensers are already a far more valuable (though more expensive) midgame terraforming strategy than forests (unless you value minerals substantially higher than nutrients and energy).
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 23, 2014, 11:04:45 PM
Cool.

For a single base:
Raised solar is around 90/10/75.
All forest is 63/42/42.
Condensors/4 Boreholes is 99/34/27.
Forest/4 Boreholes is 48/56/56. 

But yea the problem is that the setup time for raised solar is very prohibitive.  I think raised solar only wins out in really long games (satellites/long boom) or when having a lot of commerce.  I think that raised solar needs a bit more E production.  I'd be interested in playing a few games with 1+2*elevation for solar production also, or perhaps making Echelon Mirror double nearby solars instead of +1 (a collector could only get doubled once).  Even making small crawlable plateaus should be viable (think of a 3k plateau with 1 mirror and 8 solars).  8-10E would make it competitive with crawling nutrients.

Similarly mines probably need a mid-late game boost.  At just 4 minerals they end up useless compared to boreholes.  Unless you accept they go obsolete :)
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 23, 2014, 11:54:42 PM
Cool.

For a single base:
Raised solar is around 90/10/75.
All forest is 63/42/42.
Condensors/4 Boreholes is 99/34/27.
Forest/4 Boreholes is 48/56/56. 

But yea the problem is that the setup time for raised solar is very prohibitive.  I think raised solar only wins out in really long games (satellites/long boom) or when having a lot of commerce.

How long is "really long" here?  Because I think part of the problem might be that games are too short due to aerial offense being so strong and the defensive techs usually not gotten.

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I think that raised solar needs a bit more E production.  I'd be interested in playing a few games with 1+2*elevation for solar production also, or perhaps making Echelon Mirror double nearby solars instead of +1 (a collector could only get doubled once).  Even making small crawlable plateaus should be viable (think of a 3k plateau with 1 mirror and 8 solars).  8-10E would make it competitive with crawling nutrients.

I think crawling nutrients from condensers is already too powerful, which is why I provided a way to nerf it...

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Similarly mines probably need a mid-late game boost.  At just 4 minerals they end up useless compared to boreholes.  Unless you accept they go obsolete :)

Well, they are a lot cheaper than boreholes.  But yes, boosts to mines might be a good idea...I'll have to think about how it would best be implemented.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 24, 2014, 12:01:47 AM
Here's an idea (shamelessly stolen from earlier Civ games): What if a maglev in a square with a mine granted +1 mineral, +1 in rocky, +1 with a mineral bonus or landmark?
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 24, 2014, 12:38:20 AM
Yea that might be good for maglev+mine.  I feel that mines should get to 5-7 minerals later in the game.  It might also be a good idea to boost solar also (+1 energy to solar with road, +2 with maglev).  Early on that would be a slight ecodamage increase since road is an improvement.

Nutrients might be strong very late, yea.  I think this is more a function of satellite/Transcendi power (note specialists don't increase commerce energy).  Otherwise 6/0.5/0 wouldn't be so overpowering for Condensors.  Also I feel like weakening Condensors only makes the Forest strategies better because before that point they aren't as overpowering. 


Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 24, 2014, 03:53:40 AM
Yea that might be good for maglev+mine.  I feel that mines should get to 5-7 minerals later in the game.

This would come out to 3 on non-rocky, and 6 on rocky, so that's good.  (It'd be inferior to a borehole unless you're crawling, but also a lot cheaper.)

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It might also be a good idea to boost solar also (+1 energy to solar with road, +2 with maglev).  Early on that would be a slight ecodamage increase since road is an improvement.

That doesn't make as much in-game sense, and because solar can be placed in most places it doesn't have the same tendency to create interesting road networks.  Also, solar already has a way to boost it: Raising land.

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Nutrients might be strong very late, yea.  I think this is more a function of satellite/Transcendi power (note specialists don't increase commerce energy).  Otherwise 6/0.5/0 wouldn't be so overpowering for Condensors.

Nutrients' strength due to satellites and transcendi is definitely a huge part of it, but the third part is the fact that farm/enricher/condenser is ideal for crawling.

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Also I feel like weakening Condensors only makes the Forest strategies better because before that point they aren't as overpowering.

Not as overpowering, but I think as soon as you get enrichers (by that point you already have engineers) they become too powerful.  It wouldn't need a huge nerf, though; lowering it from 6 with farm and enricher to 5 would probably do it.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 24, 2014, 03:03:29 PM
Well I don't think 6/0.5/0 is any worse than 0/6/6 that Boreholes give.  Enrichers come pretty late anyhow, and farm+enricher+condensor is 20 turns.  You can down condensors to 5/0.5/0 but then that makes raised solar even weaker against Forest/Borehole or all Forest strategy.

Not saying that 5/0.5/0 Condensors are bad - if you keep sats and specialists as-is that's ok.  But raised solar isn't superior in the mid-game.  Only late-game does it become superior because of the extra nutrients.  I'd take 56M/56E of Forest/Borehole over 12M/75E with raised solar.  The other problem with raised solar is that the former time is orders of magnitude higher. You're looking at an average of 32 former turns per square or so (12 to raise, farm+enrich is 12, plus ~8 (50% solar/25% ech/25%cond)) plus the raising costs.  Compared with Forest at 4 former turns/sq (more like ~2 considering auto-spread).  Even adding 4 Boreholes only makes this 9.6 former turns/sq (20%*32 + 80%*4, but again more like 8.0 with auto-spread).

I stand by saying solar needs a significant boost.  Making echelons double solar output might be the best option.  This would take raised solar up to around 104/12/96 even with condensors at 5 (this is running more condensors due to less echelons, ~40%).  Also if echelons doubled, this would put 3k solars up to 8E.  At 8E, it would be a more difficult decision whether to crawl nutrients or energy.  It would also make raised solar plateaus something worth making.  Right now it's a lot less former time to drill an off-base borehole and crawl that.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 24, 2014, 03:08:48 PM
<deleted quote>

To clarify, I meant that echelons would double any touching solars.  But a solar would only be able to be doubled once.  Such that a solar touching echelon would produce 8E at 3k elevation (4*2), and 9E I suppose with +2 ECON.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 24, 2014, 05:12:17 PM
Well I don't think 6/0.5/0 is any worse than 0/6/6 that Boreholes give.

Once you add in engineers and crawlers, 6/0/0 crawled is probably more of a problem than 0/6/6 (which can't be crawled).

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You can down condensors to 5/0.5/0 but then that makes raised solar even weaker against Forest/Borehole or all Forest strategy.

Not by that much, as raised solar doesn't use that many condensers.

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Not saying that 5/0.5/0 Condensors are bad - if you keep sats and specialists as-is that's ok.  But raised solar isn't superior in the mid-game.  Only late-game does it become superior because of the extra nutrients.

It has a nutrient advantage throughout the game, except for after hybrid forest and before enrichers (which, depending on the tech path you take, may be very little time or even nothing, and pre-enrichers condensers wouldn't be nerfed anyway.)  The nutrient advantage doesn't translate to as much before transcendi, but engineers are pretty good too.  Though moving planetary economics somewhat later (say, requiring environmental economics and PSA, with environmental economics requiring adaptive economics and ecological engineering) would be a good idea in order to make it far less likely to get hybrid forest long before enrichers.

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I'd take 56M/56E of Forest/Borehole over 12M/75E with raised solar.

That's 4 boreholes to get 56/56 in 20 squares, meaning it's 12 nutrients lower.  So it's actually 48/56/56 against at least 60/12/75 (+1 per condenser, I'm not sure how many condensers you're assuming).  And that's with hybrid forest and no enrichers; if enrichers come at around the same time as hybrid forest, you're looking at +20 to nutrients for the raised solar part.

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The other problem with raised solar is that the former time is orders of magnitude higher.

True, which is why it needs to be substantially stronger.  Which I think it is, pre-hybrid forest or post-enrichers (which implies engineers).

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Also if echelons doubled, this would put 3k solars up to 8E.  At 8E, it would be a more difficult decision whether to crawl nutrients or energy.

It would not, however, help as much with making "work the square" a superior option to either.

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It would also make raised solar plateaus something worth making.  Right now it's a lot less former time to drill an off-base borehole and crawl that.

I don't think crawlable solar plateaus need to be something worth making...
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 24, 2014, 07:59:18 PM
It's not just due to Hybrid Forest or Enrichers that raised farm/solar isn't viable until very late game.  It's because you're population limited until Hab Domes, so all those nutrients that theoretically make farm/solar look better than forest/borehole go to waste.  It only takes 28N to feed 14 population (or 40N for 20, with hab limits modded).  So you have plenty of nutrients anyways even without even considering satellites.  Assuming a pop cap of 20 regardless, you're losing 40M to gain 20E, which isn't a good tradeoff rate.  40M is powerful even midgame since you can invest that in formers/crawlers to get more energy.  At worst you can stockpile energy and run more labs.  I estimate that raised solar needs at least 2E more per square to be competitive with Hybrid/Borehole strategy.

Now you could put Hybrid later, which would make it so the Forest strategy gets ~15 less N/E.  The N is less concerning as you can get satellites or even crawl a condensor.  I think even then Condensor/Borehole/Forest wins out pretty easily. Pretty much solar just doesn't compare with Boreholes for energy production.  It needs to make a lot more.  The other issue with Hybrid later game is that it makes ecodamage very difficult to control.  Raised solar pollutes a lot also without Hybrid Forest available, and arguably suffers more since the former time is higher.  Although I've seen in rush runs that Hybrid is often skipped anyways due to the high mineral cost.

Far as crawling to get engineers/specialists.  I believe these are only worth it when limited by space and in SSCs, but I may be wrong.  5E versus 3E/3M, it would seem that specialists aren't quite as strong as workers unless in a SSC.  The thing is that you don't save any former time with specialists as the condensor has to go elsewhere, plus you're paying 30M per crawler (~10 per specialist).  Working a Condensor is slightly better than crawling it also (1/2M,1E if at +2 ECON).

Why shouldn't crawlable solar plateaus be worthwhile?  Not sure I understand the reason, you could say the same for mines or any other improvement.  Everything should be viable in given situations, this leads to more strategies.  It's hard to argue that solar plateaus weren't intended
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 24, 2014, 09:12:02 PM
It's not just due to Hybrid Forest or Enrichers that raised farm/solar isn't viable until very late game.  It's because you're population limited until Hab Domes, so all those nutrients that theoretically make farm/solar look better than forest/borehole go to waste.

If you're not pop booming, they let you grow substantially faster.  (If you are pop booming, they go to waste, but pop booming should be fairly difficult and cost enough to not always be worth it.  Maybe I should add the ability to change the threshold at which pop boom occurs; making it require +9 GROWTH and boosting Eudaimonic to +3 could make it a late-game ability only.)

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40M is powerful even midgame since you can invest that in formers/crawlers to get more energy.

Well, assuming crawlers aren't nerfed.

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Now you could put Hybrid later, which would make it so the Forest strategy gets ~15 less N/E.  The N is less concerning as you can get satellites or even crawl a condensor.

Of course, if crawlers are limited and satellites easier to knock down than put up...

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Pretty much solar just doesn't compare with Boreholes for energy production.  It needs to make a lot more.

With a few mirrors (ecodamage-heavy, but less than boreholes) and raise land, it can be fairly comparable.  But the real feature is going to be that it can be combined with nutrient production; I'm fairly certain the reason you're finding it underpowered is that you're pop booming all the time so nutrients don't matter as long as you have a +2 surplus.

I do, though, plan to (when I do resources) add in the ability to add a flat bonus to solar.

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The other issue with Hybrid later game is that it makes ecodamage very difficult to control.  Raised solar pollutes a lot also without Hybrid Forest available

Not that badly; assuming a tree farm and centauri preserve it takes 4 worked solars to produce the equivalent of 1 mineral in ecodamage (worked mirrors are 3.5 times as much, but that's still a bit less than 1 mineral.)

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Far as crawling to get engineers/specialists.  I believe these are only worth it when limited by space and in SSCs, but I may be wrong.  5E versus 3E/3M, it would seem that specialists aren't quite as strong as workers unless in a SSC.  The thing is that you don't save any former time with specialists as the condensor has to go elsewhere, plus you're paying 30M per crawler (~10 per specialist).  Working a Condensor is slightly better than crawling it also (1/2M,1E if at +2 ECON).

I'd agree that you shouldn't be crawling the solar squares, only the condensers (you don't save former time, but you do get energy from the specialists...and if you don't have max population yet then that's definitely better.)

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Why shouldn't crawlable solar plateaus be worthwhile?  Not sure I understand the reason, you could say the same for mines or any other improvement.  Everything should be viable in given situations, this leads to more strategies.  It's hard to argue that solar plateaus weren't intended

Crawled mines also shouldn't be worthwhile, except for on rocky squares (which are limited.)

The problem at hand is that while allowing mass crawling (not to be confused with a limited amount of crawling, which does enrich the game) does lead to more terraforming strategies, it tends to cut down on the relevance of base management strategies because it bypasses all the stuff associated with population (mainly growth/nutrient acquisition and drone control).
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 24, 2014, 11:07:01 PM
Yea I meant limited crawling of solar plateaus.  As in a few crawlers per base, it should be an option versus minerals or nutrients.

If pop booming is removed what I've found is the nutrients curve gets very steep...it's +10/N per worker.  So at 10 size that's 100N per worker, meaning you would need huge nutrient output to even grow by 1 size.  The nutrient increase curve would need to be flattened (or even eliminated) if pop booming was removed.  Otherwise, your only option to grow is to make more cities.  Tactics like using size 2 cities to pool pods into a big city with multipliers would make PTS mandatory.  Similarly CV would need an update.  And at larger base sizes, you could make it so a base could grow more than one size per turn (in the case of really high nutrients, enough to exceed the cost more than once).



Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 25, 2014, 12:09:24 AM
Yea I meant limited crawling of solar plateaus.  As in a few crawlers per base, it should be an option versus minerals or nutrients.

That actually can be done; if you're only crawling a few squares, you can put a lot more mirrors per solar panel.  Of course, that is very former-intensive...but earlier in the game it's already fairly viable as compared to minerals or nutrients, and later in the game former time becomes cheaper as your production increases.

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If pop booming is removed what I've found is the nutrients curve gets very steep...it's +10/N per worker.

No, it's +(10-GROWTH) N per citizen to grow 1.  10 size requires 100 N for 1 at +0 GROWTH; if +6 GROWTH doesn't result in pop booming it'll still cut that by 60%.

Keep in mind also that past the early midgame, your nutrients gained will be proportional to your workers; with no specialists (probably requires substantial energy to psych) and +3 nutrients per square, if you have a creche and are running Dem/Market you should grow every 6 turns or so.  At +6 GROWTH with farms and enrichers (4 nutrients per square), you'd end up growing 2/3 as fast as if you were pop booming.  Of course, if you're only producing 3 nutrients per square, that would be cut down somewhat, but you'd still grow at a decent rate.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on March 25, 2014, 04:45:58 PM
Planned-GA booming would also be an option for +8 GROW (though requires very high PSY allocation).   

I think CV would need a nerf also.  Making it effectively +9 on top of the immunities to Power/TC (Likely choices with not needing the +GROWTH) is too much

Overall it might be positive changes.  N gets diminished when all you need is that +2 to boom.  I think in practice though farm/solar takes way too much former time & raise costs to ever create it.  At 32 former turns/sq that's 640 former turns/base.  So to fully terraform a base within 50 turns requires 13 formers, or ~8 super formers.  8 super formers are around 320 minerals by default.  Whereas a forest/borehole strat only needs ~2 super formers per base.  All those minerals into formers is what makes raised solar not so practical.  For the differential (~240 minerals), one could have two major multiplier facilities like Fusion Lab and Genejack in the base instead.  Then there's the 64 E/sq for top elevation raising - meaning 1280E to raise a full base which is several times the cost of the formers.  I guess I'm trying to say the game is long over before raised farm/solar can be realized, the more I think on it.  It might be the most optimal use of land but realistically it's not a good growth investment.  Only post Hab-domes and after you've made all those multiplier facilities, and with trade commerce, would farm/solar be worth it.  Giving it some edge in hitting 14/20 pop faster than otherwise helps some, but I think with satellites and +6/+8 GROW booms you'd be fine.  If you can get a pop increase every other turn with all Forests and a bit of Condensor crawling that's good enough.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 25, 2014, 05:22:52 PM
Planned-GA booming would also be an option for +8 GROW (though requires very high PSY allocation).

True (assuming Dem as well).

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I think CV would need a nerf also.  Making it effectively +9 on top of the immunities to Power/TC (Likely choices with not needing the +GROWTH) is too much

Personally, I think all projects past the early game need a nerf in terms of vastly increased cost.  Still, perhaps cloning vats should be set to simply give a certain (settable in alphax) GROWTH; if you want it to give pop boom, that can be set high enough to pop boom no matter what other penalties are there).  (Personally, I think 9 needed to pop boom, and 6 given by cloning vats, would work well; that way, cloning vats means you can pop boom fairly easily but it's not automatic.)

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Overall it might be positive changes.  N gets diminished when all you need is that +2 to boom.  I think in practice though farm/solar takes way too much former time & raise costs to ever create it.  At 32 former turns/sq that's 640 former turns/base.  So to fully terraform a base within 50 turns requires 13 formers, or ~8 super formers.  8 super formers are around 320 minerals by default.  Whereas a forest/borehole strat only needs ~2 super formers per base.  All those minerals into formers is what makes raised solar not so practical.

It's a far bigger investment...but the reward is also quite a bit bigger.

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For the differential (~240 minerals), one could have two major multiplier facilities like Fusion Lab and Genejack in the base instead.

You'd probably be getting all the major multipliers by the time it reaches population 20 anyway.  It's probably more productive to see what you get for that 240 minerals, and what you get is:
-1 extra nutrient per square, plus 4 on the ones that would be boreholes and 1 on the condensers.  Assuming 4 boreholes and 5 condensers (your value of 32 per square means that half the squares are condensers or mirrors, so I'm assuming a 50/50 split), that's 20+16+5=41 more nutrients per turn.
-You lose 1.5 minerals per square, and 5.5 on boreholes (0.5 more on condensers because you'll be crawling them), so that's 48.5 minerals per turn better for the forest/borehole.
-Assuming each mirror has 6 solars around it, you gain 2 energy per square, plus 6 for each mirror, minus 4 for each borehole, so that's 40+30-16=54 more energy per turn.
-And because you're crawling the condensers, that's 5 extra engineers for another 25 energy.

So you don't get the same level of production, and have to spend a substantial amount, but you get far more nutrients and energy.  Meaning that depending on your priorities, you might use one or the other or (more likely) have a mixed strategy.

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Then there's the 64 E/sq for top elevation raising - meaning 1280E to raise a full base which is several times the cost of the formers.  I guess I'm trying to say the game is long over before raised farm/solar can be realized, the more I think on it.

Yeah, this really is best for games that have been modded to have a realistic chance of not being over until the top of the tech tree.

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but I think with satellites and +6/+8 GROW booms you'd be fine.  If you can get a pop increase every other turn with all Forests and a bit of Condensor crawling that's good enough.

Yeah, I favor nerfing satellites by making them substantially easier to knock down than put up, and sky hydroponics labs to substantially later in the game.  I also favor (to get back to the original topic) fairly significant limits on condensers, so a bit of condenser crawling would be all you'd get; assuming 1/5 of your worked squares are boreholes rather than forest and you crawl all you can, you'd need +7 GROWTH (read: golden age under planned) to grow every other turn.  Which of course would cut into your research capability significantly.
Title: Re: Supply crawlers, need some opinions
Post by: Geo on March 25, 2014, 08:56:31 PM
..., and sky hydroponics labs to substantially later in the game....

Any progress on being able to construct Nexus Stations and Solar Power sats before Sky Farms?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 25, 2014, 09:29:10 PM
..., and sky hydroponics labs to substantially later in the game....

Any progress on being able to construct Nexus Stations and Solar Power sats before Sky Farms?

It was always possible by modding the tech tree to put satellites at different techs; the only thing missing was that it wouldn't display properly, and that was fixed, I think in one of the 2.4s.
Title: Re: Supply crawlers, need some opinions
Post by: Geo on March 26, 2014, 10:12:50 AM
I see.
Please refresh my memory, what was the display problem?
Not showing extra minerals/energy in bases? No new dots in the orbital screen? Something else?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on March 26, 2014, 11:37:08 AM
If nobody had yet learned the tech for sky hydroponics labs, it would display "orbital capability not yet achieved" or something like that (I forget the exact phrasing) instead of the full display; I changed it so that's removed by the tech for any satellite rather than just sky hydroponics labs.
Title: Re: Supply crawlers, need some opinions
Post by: Geo on March 26, 2014, 11:50:11 AM
Ah, that rings a bell. Thanks. :)
Title: Re: Supply crawlers, need some opinions
Post by: smith on October 09, 2014, 01:39:46 PM
I used to think about this stuff extensively long ago, before Yitzi graced smac community and expressed interest in doing something about these issues, so here are my 2 cents.
I've only skimmed through this thread, so sorry if someone already had the same ideas ( I saw parts of my proposed solutions mentioned ).
They should also be a lot easier to implement then some more complex systems discussed above.

Crawlers:

Make them cost one mineral in support ( logistics in real life are costly as well ):
- It will make the early game crawler spam on forest a lot less powerfull.
- It'll still be viable to build a few to put them on forest for one mineral and move them on mines after ecological engineering, remote special resources wiil be still great.
- It will give an incentive to build roads to their destination in advance and not to send them too far away, especially in early game.
- Later the clear reactor comes, but at this point crawlers are at a competition with workers.

Make scrapping them work just like any other unit. Instead give them lets say 3 + (reactor) resource units crawl capacity when shifting resources between bases:
( They can transport up to 7 resources from remote tiles, then why only two already gathered ones between bases ?)
- You can still easily cooperatively rush projects and other infrastructure, but it'll happen at some cost and without extreeme cheese of having it completed within a single turn.
- Make project change waste 25% of resources - free change is an exploit and 50% is too much penalty for being just a bit slower than competition ( you can tie it with difficulty setting ).

Pop booming:

- Make popboom possible at +10 growth ( planned, demo, creeche, eadaimonia, golden age ).
- Clonning Vats give +2 growth, give Hive +2 growth - if early popboom is not possible, than this one more growth isn't such a huge difference, and late game popbooming wil allow this faction to live up to its name.

The rest of the game was not designed with such a huge development speed spike, these two mechanics give at the end of the first century in the hands of an experienced player.
I am convinced that with these two fixes and tech stagnation, research curve will be just fine and for sure you should try to nerf crawlers and popboom first before messing with rersearch...




Title: Re: Supply crawlers, need some opinions
Post by: Nexii on October 09, 2014, 02:06:05 PM
Personally I think pop boom is a fine mechanic.  If you're in builder mode you should grow significantly faster than in war mode.  It's more an issue of tech speed in the later game.  I do make hitting +6 harder (modded SE set), and put the CV as a late rather than midgame SP.

Project to project at 25% penalty can be done since Yitzi's last patch. 

Another way to reduce crawler power is to mod Convoy resource penalty (1 or 2 work okay).  They are then diminished early but are better later in the game.  I found that with nerfing crawlers and CMs, it was necessary to reduce early game building costs.  While the late game is definitely too fast, the early game is also definitely way too slow :)
Title: Re: Supply crawlers, need some opinions
Post by: smith on October 09, 2014, 03:17:59 PM
As Yitzi argued even without popboom huge +growth allow fast population growth, but not popboom for 10 turns than switch SE to whatever you want kind of fast.
You should have to run pro growth SE settings for some extended period of timie to be able gain significant pop advantage over non builders.
Popboom is fine but it should be late game stuff, early to midgame it trivialises the gameplay imo.

The point of the nerfs is to make mid/late game techs and other developments last longer, if you reduce costs, than you'll negate crawl nerf.
It'll put you on more equal foot with AI but preserve midgame rapid development acceleration.

How does conwoy penalty works ? I can't find description of this feature, does it simply reduce amount of crawled resources by a value ?
Then it's similar to having support cost and ok by me ( I would still prefer supply cost instead though ).
Add an option to change an amount of resources shipped by a convoy between bases and apply the same convoy penalty to it. Make crawlers scrapping like a regular unit and we are set.

Project crawlers scrapping for 100% resources is bad, it allows you to effectively build the project before you have the tech and then make it appear the moment you get it.
I would also make it impossible to start the same project in more than one base - it's another exploit that allows you to start to build a project before you have the tech.

Is changing alphax.txt values safe for my saves ?
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on October 09, 2014, 03:58:42 PM
Yes it's safe to change alphax.txt, you might want to back it up though.

And yea, there is that - Demo/Planned/Creche was very easy to boom with.  I have Democracy at -5 POL, and Planned at -3 ECON.  So if you run both it's very difficult to drone control that.  The low energy means you need to allocate very high PSYCH.  Meaning that boom comes at a large energy and labs cost.  Demo+FM+GA+Creche is arguably easier.  But that comes at the cost of being able to war or fight native life at all.  I also put -1 GROWTH on Values default tier so that pretty much rules out any early to early-mid booming.  It really takes PSY facilities and PSY allocation to boom with how I mod.  You could put -1 or -2 GROWTH default on Future Society SE tier instead if you don't like the mid-game booming though.  I tried that and it wasn't too bad.

Some of the issue with the SE switching is that it's a bit fast by default (1 turn, and negligible cost for large empire).  I think more turns would be preferable to very high energy costs.  But not sure if very feasible, thats a substantive mechanic change.  There's similar exploits I mentioned with IND pumping/dropping.  You can make crawlers then convert them at low IND, for more minerals.  Then pump IND back up to get a cheaper SP.  Extreme case you can multiple the crawler minerals by 2.6x.  I think for that one crawlers would need to have a value associated with the minerals used to create them.  At least for other units the conversion rate is 50% so its not as feasible
Title: Re: Supply crawlers, need some opinions
Post by: smith on October 09, 2014, 08:50:59 PM
Popboom is overpowered early to midgame, no matter the cost. You could have 0 production and science for these 7 turns and doubling your population would be still totally worth it.

So, I'm with Yitzi, just having a very high growth would be still really good, but would require you to dedicate to growth civics for several decades to outpop competition.

Obvious solution - make growth level resulting in popboom adjustable in alphax.txt, so anyone can chose what one think it should be.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on October 10, 2014, 03:21:40 AM
If your land is fully developed, yes.  The extra pop is always a big benefit.  But as I've noted before, there's other exploits to get around booming.  You can make colony pods instead in size 2 feeder bases at 20M, which is a lot less FOP than higher natural city growth (10N*size could be 100-200N in a big base).  PTS becomes rather overpowering as an alternative to booming, as you get 3 pop per pod instead.  Perhaps if city growth didn't require such high sums of N, at higher size, non-booming would work better.  But as I see it, cities have to grow vertically somewhat faster than linear in size (as horizontal expansion is non-linear, aside from B-drones dampering things a bit).  An exponent of 0.5-0.8 onto N to grow would be better than 1.0.

The way I see it is also relative to my modded SE set.  Default Demo was just miles ahead of any other Politic choice.  With Demo at -5 POL instead, it's a big risk to boom.  The few turns of low science/energy are not the only concern but also the P-drones from Demo itself.  By the time you get a Values SE, air is prevalent...but air units cause P-drones.  So to boom you also have to give up all air power, and any aggression on a land front.  Even sea units are extremely limited with close sea borders.  It would be much more of a risk again if you were locked into an SE choice for say 4-5 turns before being able to switch again.

I wondered also about whether GA should require *all talents* in the base, rather than talents > workers.  The Demo+FM+PSY method does feel a bit easy, I will admit.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on October 12, 2014, 03:25:28 AM
Crawlers:

Make them cost one mineral in support ( logistics in real life are costly as well ):
- It will make the early game crawler spam on forest a lot less powerfull.
- It'll still be viable to build a few to put them on forest for one mineral and move them on mines after ecological engineering, remote special resources wiil be still great.
- It will give an incentive to build roads to their destination in advance and not to send them too far away, especially in early game.
- Later the clear reactor comes, but at this point crawlers are at a competition with workers.

Perhaps I should just have a general "select modes that are support-free" option...

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Make scrapping them work just like any other unit. Instead give them lets say 3 + (reactor) resource units crawl capacity when shifting resources between bases:
( They can transport up to 7 resources from remote tiles, then why only two already gathered ones between bases ?)

Actually, I was thinking of a flat amount not pinned to reactor.

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- Make popboom possible at +10 growth ( planned, demo, creeche, eadaimonia, golden age ).

The problem with that is that then there are a bunch of factions ( ;yang;  without your proposal, ;morgan;,   ;aki;,   ;ulrik;,   ;marr;) that can't do it at all without Cloning Vats, and late-game it really is needed.  I'd rather make it be at +9, and change Eudaimonia to +3 GROWTH.

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- Clonning Vats give +2 growth, give Hive +2 growth - if early popboom is not possible, than this one more growth isn't such a huge difference, and late game popbooming wil allow this faction to live up to its name.

With the proposal I said, Hive getting +2 isn't necessary, and on the flip side +2 seems a bit weak for the Cloning Vats; I'd rather do a bit more, maybe +4.

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I am convinced that with these two fixes and tech stagnation, research curve will be just fine and for sure you should try to nerf crawlers and popboom first before messing with rersearch...

Might be a good idea.

and put the CV as a late rather than midgame SP.

Interesting idea (though simply fixing copters pushes it substantially later because you're not beelining half the way there already).  At which tech do you put it?

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I found that with nerfing crawlers and CMs, it was necessary to reduce early game building costs.  While the late game is definitely too fast, the early game is also definitely way too slow :)

Actually, when it comes to nerfing CMs, a better approach might be to just weaken ecodamage too, so that high-production factions are actually better off (especially if they're careful about ecology).

The point of the nerfs is to make mid/late game techs and other developments last longer, if you reduce costs, than you'll negate crawl nerf.

Yeah, the proposal with the penalty+reduced costs is good for weakening early-game crawlers but does not do the job for midgame.  (Though for midgame, you might want to give some thought to nerfing condenser nutrient output, as farm+condenser is an excellent space for crawling...)

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How does conwoy penalty works ? I can't find description of this feature, does it simply reduce amount of crawled resources by a value ?

Exactly.  If it's at 1, and you crawl a square that produces 4 nutrients, you only get 3.

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Add an option to change an amount of resources shipped by a convoy between bases and apply the same convoy penalty to it. Make crawlers scrapping like a regular unit and we are set.

Actually, I think that applying the penalty to shipped resources would be too much, as that's resources you already spent workers on acquiring.  However, some future plans (for later on) are either to have a penalty keyed to what percentage you send away and your efficiency (send away 10% and you're fine; send away all of a resource and you'd better have excellent efficiency or you'll lose most of it) and a population-based cap on how many crawlers a base can benefit from at once.  (Also a complete rework of the crawling system, though that's not for a while.)

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Project crawlers scrapping for 100% resources is bad, it allows you to effectively build the project before you have the tech and then make it appear the moment you get it.

My thought exactly.

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I would also make it impossible to start the same project in more than one base - it's another exploit that allows you to start to build a project before you have the tech.

A penalty for switching will reduce the problem there, and your proposal wouldn't fully fix it (as there'd still be the possibility to start something you don't really want to finish.)  And sometimes (though not often) you do want to have a spare in case one of them is captured.

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Is changing alphax.txt values safe for my saves ?

Mostly.  I wouldn't change the stuff that affects atrocity effects on ecodamage if there've already been major atrocities or PBs, but other than that there shouldn't be any problems.

And yea, there is that - Demo/Planned/Creche was very easy to boom with.  I have Democracy at -5 POL, and Planned at -3 ECON.  So if you run both it's very difficult to drone control that.

Not really; as long as you stay at home to avoid problems from POL, -3 ECON isn't much worse than 0.

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Some of the issue with the SE switching is that it's a bit fast by default (1 turn, and negligible cost for large empire).  I think more turns would be preferable to very high energy costs.

What would happen in between?  And it would indeed be fairly tough, though probably doable eventually.

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There's similar exploits I mentioned with IND pumping/dropping.  You can make crawlers then convert them at low IND, for more minerals.  Then pump IND back up to get a cheaper SP.  Extreme case you can multiple the crawler minerals by 2.6x.  I think for that one crawlers would need to have a value associated with the minerals used to create them.

That'd also be fairly tough; it'd probably make more sense to make it so that when you change IND, any production so far is scaled accordingly (so if you change from +4 to -2, all your minerals stored are cut in half).

Obvious solution - make growth level resulting in popboom adjustable in alphax.txt, so anyone can chose what one think it should be.

It's so obvious, it's already on my list.

If your land is fully developed, yes.  The extra pop is always a big benefit.  But as I've noted before, there's other exploits to get around booming.  You can make colony pods instead in size 2 feeder bases at 20M, which is a lot less FOP than higher natural city growth (10N*size could be 100-200N in a big base).

True, though I am planning to make the population cost per pod moddable as well, and those bases won't have the infrastructure to produce much energy.

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Perhaps if city growth didn't require such high sums of N, at higher size, non-booming would work better.

No; the current way actually means that a base's time to grow is pretty much independent of size.  (At low pop, the base square gives a substantial bonus, but after that, it's fairly independent, as both N required and free N gained scale with population.  Well, unless you go all forests and don't have Hybrid Forests yet...but forests might be OP anyway.)

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But as I see it, cities have to grow vertically somewhat faster than linear in size (as horizontal expansion is non-linear, aside from B-drones dampering things a bit).  An exponent of 0.5-0.8 onto N to grow would be better than 1.0.

Horizontal expansion requires more territory, though...and of course EFFIC becomes a factor (both in terms of B-drones and inefficiency due to distance) after a point.

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I wondered also about whether GA should require *all talents* in the base, rather than talents > workers.

Interesting idea, but that might be too hard.  It already requires zero drones, which is a fairly big deal.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on October 12, 2014, 06:09:24 AM
CV is also very, very, powerful due to removing Power and Thought Control negatives.  It can be like +11 SE in good SE categories.  I currently have it at WillPow, Dream Twister moved to SentEco (kind of less fitting).  May swap them.  As far as copters I've actually had to put them back to 8 move and +2/reactor.  With free armor unit costing, they just aren't as powerful.  They can kill one unit at most typically, then have the trouble of having to get back to a base or they die, unless they lived with over 30% HP.  The advantage they do have is being able to do a cycle in one turn rather than 2 like a needlejet.

Yea I do play with drastically lowered ecodamage with 0 CMs.  The default divisor of 300 is extremely high.  Reason is that even 1-5 net ECODMG results in fairly frequent pops.  I found around 8000-15000 was needed.  Not much ecodamage early but it does ramp up late.  Early on the -PLANET on fighting native life is a big downside just on its own.

Scaling current M for IND changes would be useful.  To clarify I assume you mean bases would always keep the same % completion.  i.e. a facility half done say 30/60 with IND+4, would go to 60/120 if switching to IND -2.  Same should probably be done for N and GROWTH SE changes, though somewhat less crucial.

I've thought about SPs and unit rushing.  As bad as crawler rushing is, pooling up energy to boost an SP is also exploitable.  I wondered if SP races would be more interesting if they instead employed the unit-type rush costs (where rushing 0%>100% is very expensive, but the cost goes down to ~4:1 or 2:1 as you get closer to 100% completion). Similarly crawler conversion rates would be low at 0% completion, but go closer to 100% as the SP nears completion.  Of course that might mean saving a lot of crawlers for the final push.  But it would still cost more.

In between SE changes you would either be stuck in the previous SE or default/frontier choice.  Civ2 had the mechanic of 4 turns for government change, but I think it was rather rudimentary (only changed gov't on leap year).  AC is definitely more complex, since theres multiple tiers.  I'd have to think more on this.  Scaling energy costs alone would probably help some but it tends to favor economic>war changes and make war>builder changes difficult.

Yea what I meant for base growth is that it's generally linear throughout the game.  Size 10>11 takes as long as size 20>21, given constant +N/sq.  In practice even without booming the 11>20 is a lot faster as most good N boosters don't come till midgame (condensor, N-sats, HF).  After 21 it drops off as there are no more workable squares.  The thing to keep in mind is that there's only 400 turns maximum in a standard game.  A few small nerfs to growth and tech here and there, and SPs also, and it doesn't take a lot more to make the game harder to complete within a normal timespan.  I think pod dumping would definitely have to be out with pop booming out is all I'm saying.  You could also crawl N into a tiny base so it essentially booms every turn.  Why make all that surplus N and go heavy +GROWTH in your big cities when you can crawl N/M into a small base?  A few feeder bases would still be worth it, is all I'm saying.  At most you would need 1 per 'real' base, and they can be scrapped once the boom is over.  Their E production wouldn't matter.

This gave another side idea for crawler capping.  What if rather than crawlers per X pop, resource crawling could be capped as a percentage of the base's *worked* resources?  Maybe around 50-100%?  I suppose another option would be something like X resources of each category per N pop (1-2X or so).

Either way I still don't feel that booming is that overpowering.  You're still pop capped until Hab complex/dome, and it's pretty much available to any faction.  The SEs that give GROWTH can/do give other positives even post-boom.  I think the main reason it seems overpowering is just because the AI doesn't make Creches or pump PSY up.  It's one of those strategic areas of the game I'd rather see stay.  Knowing when/how to boom is important.  Further I think it's one of the few ways a faction that's behind can legitimately play catchup. 
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on October 13, 2014, 01:24:03 AM
CV is also very, very, powerful due to removing Power and Thought Control negatives.  It can be like +11 SE in good SE categories.

Not so good for builder players...but yeah, it does seem to be very powerful, especially for a warmonger.

Unfortunately, putting it later doesn't really work out thematically, so perhaps it does need to be nerfed to only +2 GROWTH...

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Yea I do play with drastically lowered ecodamage with 0 CMs.  The default divisor of 300 is extremely high.  Reason is that even 1-5 net ECODMG results in fairly frequent pops.  I found around 8000-15000 was needed.  Not much ecodamage early but it does ramp up late.  Early on the -PLANET on fighting native life is a big downside just on its own.

That high?  I'd think that 3000 (or even 1000 with a mineral divisor of 3) would be sufficient, resulting in ecodamage being a serious concern but not insurmountable.

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Scaling current M for IND changes would be useful.  To clarify I assume you mean bases would always keep the same % completion.  i.e. a facility half done say 30/60 with IND+4, would go to 60/120 if switching to IND -2.  Same should probably be done for N and GROWTH SE changes, though somewhat less crucial.

I think I'll put it on the list, then.

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I've thought about SPs and unit rushing.  As bad as crawler rushing is, pooling up energy to boost an SP is also exploitable.  I wondered if SP races would be more interesting if they instead employed the unit-type rush costs (where rushing 0%>100% is very expensive, but the cost goes down to ~4:1 or 2:1 as you get closer to 100% completion).

I think that would be too much; the current system, where it's 16:1 at very low completion, 8:1 at low completion, and 4:1 beyond that, seems it should work well.

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In between SE changes you would either be stuck in the previous SE or default/frontier choice.  Civ2 had the mechanic of 4 turns for government change, but I think it was rather rudimentary (only changed gov't on leap year).  AC is definitely more complex, since theres multiple tiers.  I'd have to think more on this.  Scaling energy costs alone would probably help some but it tends to favor economic>war changes and make war>builder changes difficult.

So use default in between?  It's an idea, though unlike anarchy in Civ2 the default is really not all that bad (in fact, there are times when it's outright preferable to the others.)

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The thing to keep in mind is that there's only 400 turns maximum in a standard game.

That's actually a fairly sizable amount.

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A few small nerfs to growth and tech here and there, and SPs also, and it doesn't take a lot more to make the game harder to complete within a normal timespan.

Perhaps, though of course that timespan can be increased.  In any case, I think nerfs to speed at one part of the game should come with buffs to speed in other parts.

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I think pod dumping would definitely have to be out with pop booming out is all I'm saying.  You could also crawl N into a tiny base so it essentially booms every turn.  Why make all that surplus N and go heavy +GROWTH in your big cities when you can crawl N/M into a small base?  A few feeder bases would still be worth it, is all I'm saying.  At most you would need 1 per 'real' base, and they can be scrapped once the boom is over.  Their E production wouldn't matter.

Point...perhaps an alternate rule where a pod costs X rows of nutrients (but if it goes below 0 costs 1 population), and if added to a base gives Y rows (and if that puts it over enough to grow, it grows immediately)?

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This gave another side idea for crawler capping.  What if rather than crawlers per X pop, resource crawling could be capped as a percentage of the base's *worked* resources?  Maybe around 50-100%?  I suppose another option would be something like X resources of each category per N pop (1-2X or so).

Those are ideas, but might be difficult to justify from a "makes sense" perspective.  However, for an alternate idea (where convoys have to actually carry the resources to base), I do plan to have unloading speed be peggable to base population.  That won't be done for a while yet, though.

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Either way I still don't feel that booming is that overpowering.

I don't think it's so much "overpowering" as "imbalancing", in particular in the relative importance of nutrients as compared to minerals and energy.

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Further I think it's one of the few ways a faction that's behind can legitimately play catchup.

I'd actually rather see that done with diplomacy and maybe some probe actions.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on October 13, 2014, 06:32:32 AM
Yea putting CV down to +2 GROWTH also helps.  Even +2 GROWTH would be a worthwhile SP without negating negatives of Power/TC (and any SE with -GROWTH, Green by default)

3000 was quite high - only Green SE was really that viable then.  Past a certain number of pops, native life will really wreck your bases.
ECODMG = DF * Perihelion (1) * Techs * Life (2) * Difficulty (5) * Planet) / 3000
Assume 0 PLANET (3) -> DF * 30 * TECHS / 3000
DF = M -> 20M * 30 * 20 / 3000 = 4 ecodamage at 20M, 0 PLANET, 20 TECHs.  4 ecodamage is actually quite a bit in terms of pop frequency.  Actually I do wonder about ecodamage, how it's related to pop frequency.  Higher ecodamages seem to increase the frequency but I'm not so sure it's a linear relationship.
80M * 30 * 80 / 3000 = 64 ECO DMG late game (~20 with some eco facilities, 6-7 with both and green).  Ecodamage scales up quadratically as the game goes on, due to tech and m both increasing generally at a linear rate.  The div by 2-3 from facilities helps but doesn't offset it all that strongly.  Thus I found around 8-15k divisor was needed.  Of course the dmg goes up/down a lot on rare or abundant lifeforms.

Yea SPs going from 16:1 to 4:1 also works. 

Another option would be that only the negative of the SE you are switching to applies for a few turns, before you get the positives?  The defaults can also be modified to be negative but I realize most players don't play that way (I opt to)

Yea I feel 400 turns is quite a long game.  I guess if the amount of units to micro didn't get so high later on, it might be faster.  That would be an interesting poll though - how long a game typically takes people and how they feel about it.  Personally against AI, most games don't last long as it doesn't play well into the early-mid game.  MP probably lasts quite a bit longer.  I've found most self played MP went at least mid game before a faction got a large advantage.

Yea I think that fix for pods would also work.  The cost per pod would scale with GROWTH I assume?  i.e. 20N at 0 GROWTH, 10N at +5 GROWTH, etc.  The N given by dumping would be the same, and scale up/down with GROWTH changes.  Still not sure how PTS would play in, though.  Also this seems kind of similar to the delivering N with crawlers idea, so I really wonder if pod dumping even has to stay in.  It's something to think about.  A similar pod exploit to 'destroy' bases is to starve them down to 1 and make a colony pod, then just disband the pod in a friendly base.  Not sure what I think on that.
Title: Re: Supply crawlers, need some opinions
Post by: Question on October 13, 2014, 10:09:32 AM
I wouldnt say pop booming is OP but rather, growing a base without pop booming is too slow.

With default values and 0 growth, it takes 20 nutrients to grow from size 1 to 2. Thats 10 turns assuming you get lucky and have a rainy square in your landing zone. From size 6 to 7 and 0 GROWTH, it takes 64 nutrients. At 20% growth, its 57 nutrients and at 40%, 43 nutrients. I dont know how this is calculated because 80% of 64 nutrients is obviously not 57 nutrients...

That is a LOT of turns to grow a base normally if you cant pop boom.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on October 13, 2014, 01:03:38 PM
Is that on a standard map size and difficulty?  I think theres a similar modifier for IND on small maps.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on October 13, 2014, 03:30:22 PM
3000 was quite high - only Green SE was really that viable then.  Past a certain number of pops, native life will really wreck your bases.
ECODMG = DF * Perihelion (1) * Techs * Life (2) * Difficulty (5) * Planet) / 3000
Assume 0 PLANET (3) -> DF * 30 * TECHS / 3000

Right away, if difficulty is 5 then that's supposed to make things hard; 3 is "normal".  (Yes, I do believe that beating the game on Transcend should be extremely difficult.)

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DF = M -> 20M * 30 * 20 / 3000 = 4 ecodamage at 20M, 0 PLANET, 20 TECHs.  4 ecodamage is actually quite a bit in terms of pop frequency.

At normal difficulties it'd be only 2 (assuming you have -1 per base so it rounds down instead of up), which is a lot more manageable (at least if you reduce global warming rate substantially).

So part of the problem might be that you're playing on Transcend and expecting it not to be ridiculously hard.

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80M * 30 * 80 / 3000 = 64 ECO DMG late game (~20 with some eco facilities, 6-7 with both and green).

Late game, I think eco facilities should be a given.

However, I favor moving the Voice of Planet up somewhat, to Secrets of Alpha Centauri (which should be around 60-70 techs); together with 3 for difficulty, ecodamage at that point would be moderately high but not insurmountable (but a strong motivation to be careful with PLANET and/or build the Voice, which doubles pop chance but causes them to no longer include worms)...which is pretty much the situation that the story (and in particular the blurb for the Voice) suggests.

And Green is probably best for the late game anyway, as EFFIC becomes more important and ECONOMY usually less so.

But yes, late-game ecodamage is meant to be a substantial obstacle; there is a progression from Planet as a background to inter-faction strife to Planet as the biggest obstacle of all to Planet as an ally (after building the Voice of Planet) and eventually the key step to humanity reaching its full potential as "children of the starts", and in a sense that progression is the story of SMAC/X.

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Yea SPs going from 16:1 to 4:1 also works.

Well, they do.  At less than 10* minerals completion it's 16:1, from there until 4* rows it's 8:1, after that it's 4:1.

*number can be modded in alphax.

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Another option would be that only the negative of the SE you are switching to applies for a few turns, before you get the positives?  The defaults can also be modified to be negative but I realize most players don't play that way (I opt to)

And similarly for the negative of the SE you're switching from (for a time you only get the negative)?  I think that would be the best way, perhaps even with the old negatives fading out and new positives fading in over time.  (So if it takes 4 turns and you switch from Democracy to Police State, you would immediately go from +2 GROWTH, +2 EFFIC, -2 SUPPORT to -2 EFFIC, -2 SUPPORT, then the next turn have -2 EFFIC, -1 SUPPORT, then the next turn -2 EFFIC, +1 POLICE, then -2 EFFIC, +1 POLICE, +1 SUPPORT, then -2 EFFIC, +2 POLICE, +2 SUPPORT.)

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Yea I feel 400 turns is quite a long game.  I guess if the amount of units to micro didn't get so high later on, it might be faster.

I think a "stack" action, where the unit copies (if possible) any action taken by a unit in the same square with the same chassis and same "plan" (offensive, defensive, former, colony pod, etc.) would be the best way to do it.

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Personally against AI, most games don't last long as it doesn't play well into the early-mid game.

Well, unless you're going for a huge Alpha Centauri rating...

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Yea I think that fix for pods would also work.  The cost per pod would scale with GROWTH I assume?  i.e. 20N at 0 GROWTH, 10N at +5 GROWTH, etc.

Yeah.

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Still not sure how PTS would play in, though.

What I had planned would actually not affect new bases at all; the only issue, as IIRC you said, is building a base and then immediately being able to build more colony pods.

But seeing as it seems meant to achieve that effect, and make it easy to grow horizontally extremely fast, I think that's just working as intended.  If anything, the only problem is that it, like most projects, is underpriced for its benefit.

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Also this seems kind of similar to the delivering N with crawlers idea, so I really wonder if pod dumping even has to stay in.

It is a similar effect, but allowing that mod probably wouldn't be much harder than removing pod dumping entirely.

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It's something to think about.  A similar pod exploit to 'destroy' bases is to starve them down to 1 and make a colony pod, then just disband the pod in a friendly base.  Not sure what I think on that.

I don't see any problem with that, although I could see making it an atrocity when done to a captured base before assimilation.

I wouldnt say pop booming is OP but rather, growing a base without pop booming is too slow.

With default values and 0 growth, it takes 20 nutrients to grow from size 1 to 2. Thats 10 turns assuming you get lucky and have a rainy square in your landing zone. From size 6 to 7 and 0 GROWTH, it takes 64 nutrients. At 20% growth, its 57 nutrients and at 40%, 43 nutrients. I dont know how this is calculated because 80% of 64 nutrients is obviously not 57 nutrients...

That is a LOT of turns to grow a base normally if you cant pop boom.

Not really.  When you're at size 6 or 7, you probably have access to farms and condensers, so you can get 3 nutrients/tile.  So given that you already have pop 6, that's +8 nutrients, so 43 (though I have no idea where you're getting that number form) should take only 5-6 turns.

Of course, if you go forest all the time that's a different story, but I think we all agree forests could use a nerf anyway.

Is that on a standard map size and difficulty?  I think theres a similar modifier for IND on small maps.

That makes sense.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on October 14, 2014, 03:58:31 PM
Well, with ecodamages that high, I'd favor less significant increases in tech costs mid-late.  Later Locust swarms (10-20) can completely level a base.  And so unless later game facilities also cost a bit less to replace, heavy-M strategies just get crushed by native life.  But then again, more M means more units to fight it :).  Swarms of Empath units can stave it off I feel, and maybe it's more Planetpearls that need to also be taken down a bit (this is moddable, I know).  I'll try it again anyways.  I will say I did have one exciting game once where it was a race to see if my Ascent city could survive waves of native life.

Same goes with all the reqs to buff farm/solar, at div 3000 Forest/Borehole pollute a *lot*.  I had previously tried it that low, with warming off it was too much flooding.  But yes with disabled flooding, and higher ecodamage divisor (8-15k) Green wasn't that necessary until quite late in the game.  I was trying to make Green better for early MWs, as they weren't viable at any point with default costs.  With low ecodamage div, going out of Green to boom mid-late is a *big* risk - and one that is much more significant than giving up air power temporarily.  CV circumventing that is quite overpowering.  Lore-wise it CV might fit in the mid-game but for balance reasons with booming out/harder, it needs to come late OR be toned down a lot.  Otherwise it's game for the maker.

Fading the SEs would probably be the most 'ideal' but perhaps also the most complex to implement.  I think as long as the SE page can be accurate at each turn that can work.  I assume you'd be 'locked' from further switches until completely converted to the new choice.  i.e. I'm switching from "Green" to "Free Market", I can't pick "Planned" until fully "Free Market"?  Of course, sometimes the intermediary penalties are not that significant.  I think maybe the full penalties should apply until 'converted', and only the new positives would fade in (and all old positives would go away immediately).  I think then probably energy cost could go away from SE switching to compensate.

Stacks are a good idea.  This would be good for combat and not just terraforming.  However one issue is that units with same chassis don't always have same movement (damaged, Elite).

I'd say that some SPs are undercosted for their benefit and most were about right.  EG, CBA, CV I think everyone agrees are undercosted.  A few like Bulk Matter, Telepathic Matrix, were vastly overcosted.  Fewer are undercosted if you take down facility costs & maintenance (which I agree is a positive change).  It also depends heavily on what sort of SP switching penalties you run.  A lot of the time you will lose an SP race.  Is there a way to make SPs go from 16:1 rush cost to 4:1 without impacting facilities and units?  These seem like flat variables in alphax.txt that impact everything?  I was thinking something more like unit scaling.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on October 14, 2014, 06:14:50 PM
Well, with ecodamages that high, I'd favor less significant increases in tech costs mid-late.  Later Locust swarms (10-20) can completely level a base.

How many pops in do you get that sort of size?  It may be that the ramp-up of native attacks is just too fast.

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I will say I did have one exciting game once where it was a race to see if my Ascent city could survive waves of native life.

This should not happen, as once the Voice is built I'm pretty sure native life stops spawning in response to ecodamage.

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CV circumventing that is quite overpowering.  Lore-wise it CV might fit in the mid-game but for balance reasons with booming out/harder, it needs to come late OR be toned down a lot.  Otherwise it's game for the maker.

I think that makes sense.

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Fading the SEs would probably be the most 'ideal' but perhaps also the most complex to implement.

Not that much more complex than a several-turn switch.

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I think as long as the SE page can be accurate at each turn that can work.  I assume you'd be 'locked' from further switches until completely converted to the new choice.  i.e. I'm switching from "Green" to "Free Market", I can't pick "Planned" until fully "Free Market"?

No, I think you would be able to switch in the middle, and it'd simply mean you'd carry part of the penalty of three things.  For instance, if it's a 4 turn switch and you re-switch in the second turn, it would be something like this:

Turn 0 (the turn you switch): -3 PLANET, -5 POLICE, -2 GROWTH
Turn 1: -3 PLANET, -5 POLICE, -2 GROWTH (because nothing increases by 4 this switch, there are no benefits until turn 2)
Turn 2 before reswitching: -3 PLANET, -5 POLICE, -1 GROWTH, +1 ECONOMY
Turn 2 after reswitching: -3 PLANET, -5 POLICE, -1 GROWTH, -2 EFFIC
Turn 3: -3 PLANET, -4 POLICE, -2 EFFIC
Turn 4: -2 PLANET, -3 POLICE, +1 GROWTH, -2 EFFIC
Turn 5: -1 PLANET, -2 POLICE, +1 GROWTH, -2 EFFIC
Turn 6: +2 GROWTH, +1 INDUSTRY, -2 EFFIC

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Of course, sometimes the intermediary penalties are not that significant.

Sometimes, but I think that's fairly rare.  Any particular examples in mind?

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Stacks are a good idea.  This would be good for combat and not just terraforming.  However one issue is that units with same chassis don't always have same movement (damaged, Elite).

True.  Perhaps it would be better to also require the same movement available.  (Not sure if damaged units should stack only with other damaged units.)

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I'd say that some SPs are undercosted for their benefit and most were about right.  EG, CBA, CV I think everyone agrees are undercosted.  A few like Bulk Matter, Telepathic Matrix, were vastly overcosted.

Bulk Matter Transmitter is actually fairly strong, at +50% to all minerals.  Well, if you can keep ecodamage under control.

Energy Grid had a lot of its strength being due to the stockpile bug, which I removed.  Modding air power and satellites also can nerf the CBA a lot, and the Telepathic Matrix can also be made stronger by nerfing free probe team boosts and adjusting drone rules to make drones into more of a challenge.

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Fewer are undercosted if you take down facility costs & maintenance (which I agree is a positive change).

Actually, I favor reducing facility costs in the early game, but increasing it in the late game.

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It also depends heavily on what sort of SP switching penalties you run.  A lot of the time you will lose an SP race.

True, though without easy switching or crawler adding that will become somewhat more predictable...and of course if SPs are properly balanced and expensive enough that you can't get them all, then different factions will have different priorities and will often simply try for different SPs (well, unless you get a particular SP so your rival doesn't, but then the consequences of losing the SP race are simply part of the pseudo-war going on).

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Is there a way to make SPs go from 16:1 rush cost to 4:1 without impacting facilities and units?  These seem like flat variables in alphax.txt that impact everything?  I was thinking something more like unit scaling.

Well, the threshold that switches from 8:1 to 4:1 can be modded without affecting anything else, but the 16:1 to 8:1 threshold is the same as for facilities going from 4:1 to 2:1.
Title: Re: Supply crawlers, need some opinions
Post by: Question on October 14, 2014, 10:11:48 PM
Even if theres a bonus to growth on small maps though, it doesnt make sense that 20% growth is more like 10%...
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on October 15, 2014, 04:09:06 AM
Even if theres a bonus to growth on small maps though, it doesnt make sense that 20% growth is more like 10%...

If you can post screenshots of the various growth charts at various growth values, that would help figure out what's going on...
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on October 15, 2014, 05:49:28 PM
Yea for SE switching I was more concerned with hovering between a choice and Frontier-types, or SEs and those with no downside (CV with Power/TC, Yang with PS/Planned).  I think as long as the positives fading in are relatively backloaded it'll be fine though.

Bulk Matter is the +2 minerals SP.  I think you're thinking of Singularity Inductor, which is a strong SP.  One thing about late-game facilities is that they have a lot less time before the game is over to pay off.  Although cities are much bigger late, facilities all only give a % modifier on the base E/M produced.  I'd have to run some numbers.  Something like ~15-20 turns to pay-off would be about right, I feel.  Most early facilities are around that range if put at 4 mineral rows cost.  Late facilities maybe around 16-24 rows tops, but moreso than pay-off I think you also have to weight them against units.  Units keep you from losing cities.  It might be more that 2:1 rushing gets rather strong, late, when considering that E doesn't cause any ecodamage, than that M costs need to stay very high.
 
I'll see about native life pops.  I wondered if perhaps the strength of pops should scale up with ecodamage #, rather than pop sequence #.  That way since ecodamage gets higher later, the pops would get bigger.  One issue is that if you've had a lot of pops, even slight ecodamage can cause huge boils.  I can't prove this but I feel that ecodamage # is not linearly related to pop chance, that it might not go up as fast.  So many bases with low ecodamage actually are a lot more dangerous than a few bigger bases with high ecodamage.

The game I'm remembering might have been more of a race to VoP to get Ascent than VoP>Ascent.  Might have been something like huge boils going around and new ones stopped coming at VoP, but I had to rush Ascent in the next 2 turns and protect the Ascent city.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on October 15, 2014, 06:17:13 PM
Yea for SE switching I was more concerned with hovering between a choice and Frontier-types, or SEs and those with no downside (CV with Power/TC, Yang with PS/Planned).

Yeah, in that case switching becomes less of a downside...but on the other hand there's also usually less reason to switch.

However, it occurred to me that the exact schedule for a double-switch is a poor approach; if you haven't fully switched to Market, and aren't heading there now, then you shouldn't have the full downsides either.  So instead, what would happen in our scenario (Green to Market, then halfway through change to Planned) would be:

Turn 0 (the turn you switch): -3 PLANET, -5 POLICE, -2 GROWTH
Turn 1: -3 PLANET, -5 POLICE, -2 GROWTH (because nothing increases by 4 this switch, there are no benefits until turn 2)
Turn 2 before reswitching: -3 PLANET, -5 POLICE, -1 GROWTH, +1 ECONOMY
Turn 2 after reswitching: -2 PLANET, -3 POLICE, -1 GROWTH, -2 EFFIC
Turn 3: -1 PLANET, -2 POLICE, -2 EFFIC
Turn 4: +1 GROWTH, -2 EFFIC
Turn 5: +1 GROWTH, -2 EFFIC
Turn 6: +2 GROWTH, +1 INDUSTRY, -2 EFFIC

Basically, getting rid of the downsides of a half-switched-to SE would only take as long as you'd already spent switching to it.  Likewise, if you switched from something and then back before the switch finished, it would take less time to get back where you were.  So if you switched from Green to Free Market, and then back after 2 turns, it would be:

Turn 0 (the turn you switch): -3 PLANET, -5 POLICE, -2 GROWTH
Turn 1: -3 PLANET, -5 POLICE, -2 GROWTH (because nothing increases by 4 this switch, there are no benefits until turn 2)
Turn 2 before reswitching: -3 PLANET, -5 POLICE, -1 GROWTH, +1 ECONOMY
Turn 2 after reswitching: -1 PLANET, -3 POLICE, -2 GROWTH, +1 EFFIC
Turn 3: -2 POLICE, -2 GROWTH, +1 EFFIC
Turn 4: -2 GROWTH, +2 PLANET, +2 EFFIC

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I think as long as the positives fading in are relatively backloaded it'll be fine though.

They generally will be simply because of how social engineering works (with positives being fairly minor at low bonuses, and more important as you get more in an area.)

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Bulk Matter is the +2 minerals SP.

The datalinks say +2, but it's really +50%.

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One thing about late-game facilities is that they have a lot less time before the game is over to pay off.

Of course, whatever else you might have spent the minerals on also would have had a lot less time to pay off...

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Although cities are much bigger late, facilities all only give a % modifier on the base E/M produced.  I'd have to run some numbers.  Something like ~15-20 turns to pay-off would be about right, I feel.

Actually, IIRC other options such as formers suggest a bit less than that.

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but moreso than pay-off I think you also have to weight them against units.  Units keep you from losing cities.

Of course, there are other ways to keep from losing cities (e.g. diplomacy of various forms), and of course once you have enough units to not lose cities their value drops off fairly rapidly.

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It might be more that 2:1 rushing gets rather strong, late, when considering that E doesn't cause any ecodamage, than that M costs need to stay very high.

I think it's both.  The thing is that between base growth and resources per square increasing and mineral-boosting facilities, M seems to grow a lot faster than facility costs.  An early-game facility usually takes 10 turns or more to build without rushing, whereas for a late-game facility it's usually 1 or 2.
 
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I'll see about native life pops.  I wondered if perhaps the strength of pops should scale up with ecodamage #, rather than pop sequence #.

I think that makes a lot of sense.  Although rather than scaling with ecodamage #, I think it should scale with the extra beyond which the ecodamage # surpasses the # "rolled" to determine if a pop actually happens.  That way there'd be an element of randomness in the amount of worms spawned as well as in whether anything happens at all.

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I can't prove this but I feel that ecodamage # is not linearly related to pop chance, that it might not go up as fast.  So many bases with low ecodamage actually are a lot more dangerous than a few bigger bases with high ecodamage.

I am fairly certain (from what I remember last time I looked at the code) this is not true, that the ecodamage # is the actual percentage chance of a pop.

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The game I'm remembering might have been more of a race to VoP to get Ascent than VoP>Ascent.  Might have been something like huge boils going around and new ones stopped coming at VoP, but I had to rush Ascent in the next 2 turns and protect the Ascent city.

Could be.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on October 23, 2014, 08:24:08 PM
Yea some randomness to pops would be good if doable.

For late-game play, I'm weighing facilities more against units and not SPs/sats.  Units don't just defend your cities, they can pressure enemies and capture their cities or SPs.  A pacifist/defend style might work vs the AI, but for higher level play you might get rolled over trying to go 100% economy. 

I think increasing the labs curve would suffice for slowing down the endgame.  Making facilities cost even more M late...I don't know.  I feel they are pretty high already costed, if you're running like 80-100M a base you'll have huge ecodamage.  I do agree with the 10 turns/fac : 1 turn/fac problem as M ramps up problem though, but it does apply to units also.  So it's relative.  Probably more an issue from late-game micromanagement perspective than anything else.  Civ2 also had this problem.  I think generally later game facilities probably should cost more, but they would need more benefit than they do right now.  Most late-game facilities only give similar benefit to early-game facilities.  Higher costs aren't such a bad thing, I'm envisioning M and E specialised bases to make the economy side more interesting.  Of course this also requires E/M specialized terraforming choices.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on October 23, 2014, 10:14:38 PM
Yea some randomness to pops would be good if doable.

Not certain, but I'm guessing it'd be quite easy.

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For late-game play, I'm weighing facilities more against units and not SPs/sats.  Units don't just defend your cities, they can pressure enemies and capture their cities or SPs.  A pacifist/defend style might work vs the AI, but for higher level play you might get rolled over trying to go 100% economy. 

And I think that should be a balance, but until the super-late-game there should be a notable defender's advantage.

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I think increasing the labs curve would suffice for slowing down the endgame.  Making facilities cost even more M late...I don't know.  I feel they are pretty high already costed, if you're running like 80-100M a base you'll have huge ecodamage.

Of course the facility cost would have to be dependent on ecodamage formula; I favor a formula where ecodamage ramps up with minerals a lot slower than default, so that will of course influence things.

However, even with 30-40 minerals a base, the current lategame facilities are too fast and could use a 25% or 50% boost.  (Projects could use more, but that's because you're using resources from several bases to build them.)

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I think generally later game facilities probably should cost more, but they would need more benefit than they do right now.  Most late-game facilities only give similar benefit to early-game facilities.

Of course, the more advanced tiers are always more expensive for the same benefit...but more benefit is still an interesting idea.  (I don't think it's necessary except for the paradise garden, but it's still interesting.)

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Of course this also requires E/M specialized terraforming choices.

Those already exist, though whether they're balanced is another question.
Title: Re: Supply crawlers, need some opinions
Post by: hackerjack on December 05, 2014, 01:49:50 PM
OK, I haven't read up on absolutely everything in this thread so probably repeating things said already but here is my take on what crawlers should/shouldn't be and in an ideal world how their effect should be handled.

1. First of all the whole recycling for 100% production thing is and always has been bonkers, recycling in general in civ/smac is bonkers of course but crawlers doubly so.   Just put crawlers at the same level as anything else that is recycled.

2. Convoys should really be separate to Crawlers and should be able to convey 1/(x*y) excess unit from one base to another every turn with x being the distance bases and y being a modifier based on technology.  This would have the same effect as saying that one convoy can transport 1 unit between bases per x turns based on distance, which feels realistic.  The tech could be related to Speeder/Hoverjet discoveries as that seems to fit.

3. Ideally I'd like Crawler number to be limited by a new specialist type (Technician/Engineer), a bog standard base being able to run 1 crawler at full efficiency but after that a specialist would be required to each additional one in the same manner with each crawler over the limit being half as effective as the last (averaged over the fleet).

while i=1 to num_crawlers
  if i<=num_specialists+1 then
    tot_crawler_prod = tot_crawler_prod + (1/((2^(num_crawlers-1))-num_specialists))
wend
avg_crawler_prod_modifier = tot_crawler_prod / num_crawlers

with a minimum of 1 unit production for each crawler just to be fair.

4. Crawlers should also be capped in terms of efficiency by tech, I would start with a maximum of 3 units that could be collected by any crawler, raised to 5 then unlimited.  Not sure what techs would make sense for this though, possibly related to 3+ minerals then boreholes (the tech only, not if you get the WP).


All of this together would make Crawlers less of a game breaking SP building tactic and much more of a strategic choice I think.  It would still allow for throwing a crawler (or three if the loss of efficiency is worth it to you) at a new base for an early boost and makes them progressively more useful later on without allowing them to be overpowering early (capping harvesting from boreholes, condensers etc after WP). 

How much of it is feasible I have no idea.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on December 05, 2014, 04:58:19 PM
OK, I haven't read up on absolutely everything in this thread so probably repeating things said already but here is my take on what crawlers should/shouldn't be and in an ideal world how their effect should be handled.

1. First of all the whole recycling for 100% production thing is and always has been bonkers, recycling in general in civ/smac is bonkers of course but crawlers doubly so.   Just put crawlers at the same level as anything else that is recycled.

This is actually a potential future change.

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2. Convoys should really be separate to Crawlers and should be able to convey 1/(x*y) excess unit from one base to another every turn with x being the distance bases and y being a modifier based on technology.  This would have the same effect as saying that one convoy can transport 1 unit between bases per x turns based on distance, which feels realistic.  The tech could be related to Speeder/Hoverjet discoveries as that seems to fit.

Having two separate unit types would be somewhat harder, though, and I'm not sure there'd be an advantage over having them actually physically carry the resources.

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3. Ideally I'd like Crawler number to be limited by a new specialist type (Technician/Engineer), a bog standard base being able to run 1 crawler at full efficiency but after that a specialist would be required to each additional one in the same manner with each crawler over the limit being half as effective as the last (averaged over the fleet).

That would require enabling new specialist types, which is fairly difficult, but that's certainly an interesting idea.  Not sure if that's the best formula; it might be better to have each crawler over the limit being half as effective as the one {number of full-efficiency crawlers} before.

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4. Crawlers should also be capped in terms of efficiency by tech, I would start with a maximum of 3 units that could be collected by any crawler, raised to 5 then unlimited.  Not sure what techs would make sense for this though, possibly related to 3+ minerals then boreholes (the tech only, not if you get the WP).

Actually, in vanilla 3+ minerals and boreholes are the same tech, but in any case I don't think that would help much since if crawlers getting a lot of resources is a problem it'll be more of a problem in the late game anyway.
Title: Re: Supply crawlers, need some opinions
Post by: hackerjack on December 05, 2014, 05:33:56 PM
Having two separate unit types would be somewhat harder, though, and I'm not sure there'd be an advantage over having them actually physically carry the resources.

I don't mean have them trundling back and forth on the map, just mimic it by transporting 1/5*y (my brackets are off earlier) per turn to a city 5 tiles away once the initial connection is made.  I was thinking a seperate unit because a Convoy would be cheaper but would be consumed on setting up the route.

That would require enabling new specialist types,

Ideally yes, but tying it to the current types could be possible.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on December 05, 2014, 07:06:25 PM
I don't mean have them trundling back and forth on the map, just mimic it by transporting 1/5*y (my brackets are off earlier) per turn to a city 5 tiles away once the initial connection is made.  I was thinking a seperate unit because a Convoy would be cheaper but would be consumed on setting up the route.

It's an idea, but I doubt that many people would prefer it to both the current system and "trundling back and forth".  That said, feel free to nominate it next time I open nominations.

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That would require enabling new specialist types,

Ideally yes, but tying it to the current types could be possible.
[/quote]

So one crawler per specialist?  Interesting idea, especially if specialists are made less effective...
Title: Re: Supply crawlers, need some opinions
Post by: Ajantaka on July 20, 2015, 02:17:32 AM
Why is using crawlers to help build Secret Projects considered an exploit?  Why is it not a legitimate use?  After all you have to expend time and resources to build crawlers?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on July 20, 2015, 03:42:00 AM
Why is using crawlers to help build Secret Projects considered an exploit?  Why is it not a legitimate use?  After all you have to expend time and resources to build crawlers?

It really depends how you use it.  If you use it to pool all your bases' production together to build a project faster, that's a legitimate use.  But if you use it to be able to build the project the turn that you get the tech, that's fairly exploitative.
Title: Re: Supply crawlers, need some opinions
Post by: Mart on July 20, 2015, 01:26:40 PM
AI, although generally does not instabuild, it is capable of doing something close to it. When having some crawlers, it can crawl, but on acquiring a technology with SP, after it starts that SP, it can direct crawlers to add them.
Theoretically, it can instabuild this way, however, in practice:
- AI does not have usually enough crawlers
- AI will not (my guess for 99.99%) plan instabuild, by gathiring enough crawlers, 10-13 at least, near a base it wants to start that SP.

If AI is improved to build more crawlers, probably the gap between human and AI would be made smaller.
There is still possibility to change game conditions with existing AI, to get better results, by modding rules.
Title: Re: Supply crawlers, need some opinions
Post by: Mart on July 22, 2015, 04:56:34 PM
...

I think increasing the labs curve would suffice for slowing down the endgame. 
At present I am testing the idea to slow research overall by around 6 times, so it is like 15-17 % of standard research rate. However, the early game should have discovery rate similar as in standard rules, so I made each faction to get appropriately more energy to direct it to research. This would work in early turns, and in endgame having minimal impact. I would expect accordingly 6 times slower research in endgame as compared to standard rules. Or even more, as I intend to slow down base spawning.
Testing mid game at the moment, so I cannot say final result.
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Making facilities cost even more M late...I don't know.  I feel they are pretty high already costed, if you're running like 80-100M a base you'll have huge ecodamage.  I do agree with the 10 turns/fac : 1 turn/fac problem as M ramps up problem though, but it does apply to units also.  So it's relative.  Probably more an issue from late-game micromanagement perspective than anything else.  Civ2 also had this problem.  I think generally later game facilities probably should cost more, but they would need more benefit than they do right now. 
My impression is too, that late game may have more expensive stuff.
Some solution is to change minerals curve, by giving the player mineral multiplications earlier. Then in midgame to endgame increase in minerals would be slower and mostly due to more worked tiles.
Thanks to Yitzi new factors in #RULES we have control over ecodamage and we can fine-tune it.
So cost of all facilities can be also adjusted to the new mineral curve.
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Most late-game facilities only give similar benefit to early-game facilities.  Higher costs aren't such a bad thing, I'm envisioning M and E specialised bases to make the economy side more interesting.  Of course this also requires E/M specialized terraforming choices.
However, in late-game player has more bases and more population, so the same effect of +50% of something is accordingly larger. Increasing such effects would contribute again to "snowball" effect.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on August 04, 2015, 07:27:40 AM
By making early bases have 6E rather than 1E?  This tended to encourage ICS I found unfortunately.  The problem was more with the curve.  Midgame will be relatively slower, late game will feel about right in your case.  It'll range from like 5T/10T/5T from early/mid/late which isn't too terrible

But on the topic of crawlers, if I didn't suggest this before.  What if the amount crawled into SPs was inverse to the progression amount?

For example let's say we are using a 40 cost crawler to boost a SP
0% SP = 40 minerals
If the SP was 50% complete, the crawler would only get 20 minerals (50% left*40)
75% complete, (25% left*40) = 10 minerals
ETC

A better formula might also account for supercosted crawlers (though I play with flat cost, so less of an issue)
For example a 200 mineral supercosted crawler probably shouldn't boost a 200 mineral SP instantly.
Something like a max gain of 25% per crawler (50M), or maybe 50% (100M) might do.  Or SPs could have a mineral% cap per turn, though personally I don't mind 1 turn SPs if you've stockpiled
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on August 04, 2015, 05:45:14 PM
By making early bases have 6E rather than 1E?  This tended to encourage ICS I found unfortunately.  The problem was more with the curve.  Midgame will be relatively slower, late game will feel about right in your case.  It'll range from like 5T/10T/5T from early/mid/late which isn't too terrible

But on the topic of crawlers, if I didn't suggest this before.  What if the amount crawled into SPs was inverse to the progression amount?

For example let's say we are using a 40 cost crawler to boost a SP
0% SP = 40 minerals
If the SP was 50% complete, the crawler would only get 20 minerals (50% left*40)
75% complete, (25% left*40) = 10 minerals
ETC

A better formula might also account for supercosted crawlers (though I play with flat cost, so less of an issue)
For example a 200 mineral supercosted crawler probably shouldn't boost a 200 mineral SP instantly.
Something like a max gain of 25% per crawler (50M), or maybe 50% (100M) might do.  Or SPs could have a mineral% cap per turn, though personally I don't mind 1 turn SPs if you've stockpiled

Actually, to deal with supercosted crawlers, you could just set up the formula so that it's as if minerals from the cost were added one at a time at that penalty.

The real problem with your suggestion, though, is that rather than encouraging the use of crawlers to put your whole faction to work on a project and discouraging their use to instabuild, it has the opposite effect, as the best way to use crawlers on a project is then to have them pre-built and then finish the later portion in the base itself.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on August 05, 2015, 03:14:23 AM
Yes, you'd want to prebuild crawlers in that case.  But it's not that exploitative, those crawlers could have been put to use making facilities.  They're sitting around doing nothing until you get the SP tech.  Alternatively you could go with more of a flat formula like 50% return (thus making crawler dumping similar to selling a facility), and/or limit it to 1 crawlers per turn dumped (like how one facility a turn can be sold)

That being said, you'd want rush costs to still be significant.  If you set hurry rows to the max, then that's 16E:1M on SPs and that makes it hard to rush the remainder in the base.  There's a lot of other issues here around SPs of course.  Making more meaningful SP races raises the problem of what sort of penalty is right when you lose a race (the exploit of switching to a newly discovered SP from a 'lost' one)
Title: Re: Supply crawlers, need some opinions
Post by: Eadee on August 05, 2015, 07:53:39 AM
It may be just me but I really think loosing the desired SP is penalty enough. Lets say you're Zakharov and didn't get the hunter-seeker-algorithm. Instead you have to go for another project that may be completely useless for your plans (one of those psi-bonus SPs?). I really think there is no need to get another penalty. However if you have a problem with SP-switching would it be possible to simply "cash out" minerals invested in a SP that was already built (at the same rate as stockpile energy works)? I'd find it most interesting if those minerals wouldn't turn into EC but instead turned into research-points (at stockpile energy ratio without any base/facility -modifiers for science output).

This way you might get another tech which allows you to race for a different SP, but it doesn't give you an instant-SP you never worked on before.

However I have no idea if this is even possible through modding without serious amounts of work so.... its just an idea.
Title: Re: Supply crawlers, need some opinions
Post by: Nexii on August 05, 2015, 02:03:08 PM
No the exploit is you could put minerals into an SP you don't desire and then switch to HSA as soon as you get the tech for instant completion
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on August 05, 2015, 05:43:12 PM
It may be just me but I really think loosing the desired SP is penalty enough. Lets say you're Zakharov and didn't get the hunter-seeker-algorithm. Instead you have to go for another project that may be completely useless for your plans (one of those psi-bonus SPs?). I really think there is no need to get another penalty. However if you have a problem with SP-switching would it be possible to simply "cash out" minerals invested in a SP that was already built (at the same rate as stockpile energy works)? I'd find it most interesting if those minerals wouldn't turn into EC but instead turned into research-points (at stockpile energy ratio without any base/facility -modifiers for science output).

That's an interesting idea, though in order to really be viable there would need to be a "production to research points" option similar to stockpile energy (as otherwise there are times you want to lose the race, which isn't desirable), which would get a bit tricky.
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on August 05, 2015, 06:01:58 PM
The best way, although I'm not certain yet how feasible it would be (but I think it could be done without too much effort), is probably that when you start a project you can set a "backup plan" (involving potentially multiple facilities in whatever order) in the queue, which the project's minerals can be switched to at any time with high efficiency (perhaps not 100%, but maybe 80% or 90%), and if you do that they're built immediately until you run out of minerals.  If you change the queue at any time after the turn that you start the project, it is no longer considered a "backup plan", and switching works normally.
Title: Re: Supply crawlers, need some opinions
Post by: Eadee on August 05, 2015, 06:07:31 PM
The "Production to research" thing sounds interesting. Is energy ftom "stockpile energy directly converted into pure EC or does it use the economy/psych/labs ratio from SE?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on August 05, 2015, 11:28:42 PM
The "Production to research" thing sounds interesting. Is energy ftom "stockpile energy directly converted into pure EC or does it use the economy/psych/labs ratio from SE?

Directly into pure EC.
Title: Re: Supply crawlers, need some opinions
Post by: Eadee on August 06, 2015, 12:14:02 AM
The "Production to research" thing sounds interesting. Is energy ftom "stockpile energy directly converted into pure EC or does it use the economy/psych/labs ratio from SE?
Directly into pure EC.
Then I'd really like an addition of "production to research" thingy... I gotta ask now: Is it possible (and does it make sense) to patch the GOG-version with your patches Yitzi?
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on August 06, 2015, 03:43:21 PM
The "Production to research" thing sounds interesting. Is energy ftom "stockpile energy directly converted into pure EC or does it use the economy/psych/labs ratio from SE?
Directly into pure EC.
Then I'd really like an addition of "production to research" thingy...

When I open up requests for the next patch version, feel free to nominate it.  (Although I can't make the build icon for it, so someone else would have to do that.)

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I gotta ask now: Is it possible (and does it make sense) to patch the GOG-version with your patches Yitzi?

Depends what you mean.  If you're asking whether you can buy the GoG version and then install my patch, I'm fairly certain it's possible (although you'll have to figure out for yourself whether the GoG EULA allows it; I suspect it does, but am not certain).  If you mean making a version of my patch based off the GoG version: It could probably theoretically be done, but would require buying the GoG version, then breaking the EULA by disassembling it (unfortunately, GoG uses a modern-style EULA, which prohibits disassembly), then a lot of work for little if any benefit, so it's not happening.
Title: Re: Supply crawlers, need some opinions
Post by: Buster's Uncle on August 06, 2015, 04:02:35 PM
...You could probably make a deal with GOG -they were talking to scient about two years ago- but there's no money and an IP rights issue with all the previous patches you've incorporated.  RW pro(ish) credit to show for it, mind; might be worth looking into...
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on August 06, 2015, 04:56:05 PM
...You could probably make a deal with GOG -they were talking to scient about two years ago- but there's no money and an IP rights issue with all the previous patches you've incorporated.

What sorts of things were they discussing with scient?
Title: Re: Supply crawlers, need some opinions
Post by: Buster's Uncle on August 06, 2015, 05:06:16 PM
They wanted his patch.  -I don't know if I'm talking out of school, here.
Title: Re: Supply crawlers, need some opinions
Post by: Eadee on August 06, 2015, 05:50:26 PM
When I open up requests for the next patch version, feel free to nominate it.  (Although I can't make the build icon for it, so someone else would have to do that.)
Sounds good. In what type of file would you need the icon? I could probably help with it.
Quote
Depends what you mean.  If you're asking whether you can buy the GoG version and then install my patch, I'm fairly certain it's possible (although you'll have to figure out for yourself whether the GoG EULA allows it; I suspect it does, but am not certain).  If you mean making a version of my patch based off the GoG version: It could probably theoretically be done, but would require buying the GoG version, then breaking the EULA by disassembling it (unfortunately, GoG uses a modern-style EULA, which prohibits disassembly), then a lot of work for little if any benefit, so it's not happening.
If I can use your patch on my game I bought at gog then I'm already happy. :)
Title: Re: Supply crawlers, need some opinions
Post by: Yitzi on August 06, 2015, 07:32:20 PM
When I open up requests for the next patch version, feel free to nominate it.  (Although I can't make the build icon for it, so someone else would have to do that.)
Sounds good. In what type of file would you need the icon? I could probably help with it.

.pcx; the files in the facs folder would be the basic guideline.

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If I can use your patch on my game I bought at gog then I'm already happy. :)

Yeah, it should work that way.
Title: Re: Supply crawlers, need some opinions
Post by: Eadee on August 06, 2015, 08:16:34 PM
When I open up requests for the next patch version, feel free to nominate it.  (Although I can't make the build icon for it, so someone else would have to do that.)
Sounds good. In what type of file would you need the icon? I could probably help with it.

.pcx; the files in the facs folder would be the basic guideline.

How about this one?
Title: Re: Supply crawlers, need some opinions
Post by: Buster's Uncle on August 06, 2015, 08:28:22 PM
Nice.  That's in the SMACX color palette?
Title: Re: Supply crawlers, need some opinions
Post by: Eadee on August 06, 2015, 08:36:07 PM
I think so, I just modified the Stockpile Energy symbol and grabbed the color from a lab building. So I think it should be fine. Or do I have to save it in a specific way to make it work?
Title: Re: Supply crawlers, need some opinions
Post by: Buster's Uncle on August 06, 2015, 08:37:27 PM
No; that's the best way.

Are you using Photoshop or what?  I prefer GIMP, but the 'shoop is better at things li9ke handling the SMACX color palette automatically.
Title: Re: Supply crawlers, need some opinions
Post by: Eadee on August 06, 2015, 08:39:21 PM
Used GIMP since I couldn't afford photoshop years ago. :o
Still using GIMP because I'd hate to learn to use another program. xD
Title: Re: Supply crawlers, need some opinions
Post by: Buster's Uncle on August 06, 2015, 08:52:58 PM
I have both, started out with PS, but lost it for a while and got used to GIMP, which I find more user-friendly.
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