Author Topic: do chemical weapons cause eco-damage?  (Read 6395 times)

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Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #45 on: March 28, 2018, 03:09:21 AM »
Somebody please kick me that I turned the bell curve back on? 

kick me
kick me

I just lost 1100 credits to that.  Basically, the cost of The Planetary Transit System that I was getting ready to rush.  My income is only 7 credits/turn so that does hurt a lot.  All that money is a lot of dead mindworms.

I quit.  This is getting old.  Now I know what happens, and I could fully prepare myself if I were so inclined.  I did ok partially prepared, the mindworms aren't going to crack my main territory.  But that flooding... I just lost 3 Formers to that, on a river bed.  Cheap Formers, but still.

Let's see if there's any reason to care.

Um, yeah.

I didn't believe in the whole idea of chemical warfare causing eco-damage.  It most certainly does.  And it's a persistent, spammy damage that's highly annoying.  My progress against the Pirates has been really slow, due to all the spam.  I had to delay building The Planetary Transit System because I needed to keep on cranking out as many Empath Recon Rovers as possible.  Miriam actually started building it; that's annoying.

And, uh, this game 'feature' is deeply irrational.  Planet cries for humans, doesn't cry for Aliens.  Clearly not concerned about the actual deadly chemicals spilling on the ground.  !@#$ you Planet!!  You're an @$$4073. 

Next up, a bleeding heart liberal SMAC that deals with the environmental consequences of Depleted Uranium rounds.

Offline Vishniac

Re: do chemical weapons cause eco-damage?
« Reply #46 on: March 28, 2018, 09:54:55 PM »
Umm why would I wait that long?
It would have made it much funnier.

With 1 rover attack, you can kill a full stack of worms. It doesn't work with Isles of the Deep and, if you already have Air Power, they are accompanied by swarms of locusts. Good luck to kill everything! If you don't know in advance, your naval bases suffer major casualties (pop and infrastructure).
First time it happened, all my cities of 14-16 pop were reduced to 2, 1 or even destroyed in 2 turns.
WORM APOCALYPSE!  :o
"Weapons of mass destruction are just that: weapons, tools to achieve a goal of dominance. And who’s going to call their use 'atrocity' when the school books will have been rewritten?”
Spartan Major Julian Dorn

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #47 on: March 28, 2018, 10:27:43 PM »
I've fought big stacks of Isles at sea before.  Artillery is rather effective against them.  It can kill a whole stack if you've got a 2 or 3 pieces to strike with.

The thing I don't like about this game "design" is there doesn't seem to be any relief from the onslaught.  They don't seem to calm down.  With industrial pollution, you can weather the storm of fungal pops and eventually you'll be left alone, if you don't do any more damage.  Chemical weapons seems to be a moralizing verdict that you're an evil, evil person and must spend the entire rest of the game suffering.  Unless of course you find a way to make the mindworm spamming a permanent profit center.  Even then, I'm not sure that having to deal with them every turn is much of a game to play.  Seems to be a substantial loss of player agency if all of your responses are determined for you.


Offline Fibonacci

Re: do chemical weapons cause eco-damage?
« Reply #48 on: March 29, 2018, 01:06:56 AM »
I'm reminded of Terry Pratchett's Only You Can Save Mankind. The "game" wins if the player stops playing.

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #49 on: March 29, 2018, 06:19:49 AM »
I may try a prepared go at deliberate mindworm apocalypse, probably with the Pirates as I've been contemplating a "drown everyone" game for awhile now.  But there are things that put me off about the exercise, and today I instead managed to research a lot of stuff about 4X TBS gaming forums.  And a tiny amount of programming language design.  And a movie, "The Reluctant Fundamentalist".  In short, I found better things to do.  I even wonder if trying to win Emperor of the Fading Suns is a better thing to do.


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Re: do chemical weapons cause eco-damage?
« Reply #50 on: March 29, 2018, 01:12:18 PM »
I instead managed to research a lot of stuff about 4X TBS gaming forums.
Rec Commons or Other Games, depending on your druthers w/ results/conclusions.  Interested. ;nod

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #51 on: March 30, 2018, 07:26:35 PM »
I may try a prepared go at deliberate mindworm apocalypse, probably with the Pirates as I've been contemplating a "drown everyone" game for awhile now.

I tried it, on an "Enormous" 80x160 map.  It defiitely had a lot of the feeling of isolation of a 128x256 Giant map, with some factions too tedious to get to.  However, I did have the University, the Caretakers, and the Usurpers as near neighbors.  Not near enough to get into direct conflict unless I wanted to though.  This game seemed to follow the "clumping in 1 corner" placement dynamic, which definitely can occur at 80x160, although it's not a certainty.

I went Free Market, hoping this would do enough eco-damage to start the flooding.  It didn't.  I got a few fungal pops before I got very bored and quit.  I deliberately did not develop any land, even though I started next to the Monsoon Jungle.  I had cities at size 13 and had finished a bunch of Research Hospitals when I quit.  The whole game was a concerted exercise in waiting.  If I make my own 4X TBS title, I must find a solution for that.

When I start again, I will use chemical weapons early and often.  They are a reliable way to do seemingly permanent and sustainable eco-damage.  Way faster than getting to nukes, I wasn't remotely near Orbital Spaceflight.  That's a big part of why I quit.  I had been waiting a long time and still no nukes.  Wealth gets your facilities built but isn't the fast lane to nukes.

I debate using the Caretakers instead of the Pirates.  On the positive side, I could target nukes more directly.  On the negative side, when the land floods I might have to convert to a sea empire, with no special advantages in that regard.  Also I'm not sure that using chemical weapons against anyone actually matters when you're an Alien.  Someone hates you for it, but I don't think there's any eco-damage.

Offline Vishniac

Re: do chemical weapons cause eco-damage?
« Reply #52 on: March 31, 2018, 09:46:23 AM »
I went Free Market, hoping this would do enough eco-damage to start the flooding.  It didn't.  I got a few fungal pops before I got very bored and quit.  I deliberately did not develop any land, even though I started next to the Monsoon Jungle.  I had cities at size 13 and had finished a bunch of Research Hospitals when I quit.  The whole game was a concerted exercise in waiting.  If I make my own 4X TBS title, I must find a solution for that.

When I start again, I will use chemical weapons early and often.  They are a reliable way to do seemingly permanent and sustainable eco-damage.
I am not at all sure of it, that's why I told you of how it happened to me late in the game.
But, judging by some current game, you can go up to 26 gas attacks (estimated by the years of sanctions), have no tree farm or other control facility and still have zero ecodamage in every base.

Maybe there's a threshold in time before it all adds up suddenly or something like that.
Maybe there's a threshold at 30 attacks.
As for flooding, I think it requires more than one faction to start: more like 5-6 factions with 20 bases cranking up minerals
We should ask Mart to know how it's written in the code.
"Weapons of mass destruction are just that: weapons, tools to achieve a goal of dominance. And who’s going to call their use 'atrocity' when the school books will have been rewritten?”
Spartan Major Julian Dorn

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #53 on: March 31, 2018, 01:29:13 PM »
As for flooding, I think it requires more than one faction to start: more like 5-6 factions with 20 bases cranking up minerals

Nah.  In the game I took screenshots of, I clearly did all the damage myself.  The year is only 2249 when I quit.  The other dominant player on the map was the Believers and they didn't have any tech.  Also I don't think they went Free Market, I think they were Fundamentalist Planned.  It takes a long time for other factions to do enough eco-damage to trigger a flood.  I can attest to that from having played many games where I was doing 0 eco-damage and some faction all the way across the map finally gets around to ruining everything.

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #54 on: March 31, 2018, 04:29:03 PM »
chems 1
chems 1

Let the atrocities begin!  I will endeavor to keep an accurate count of chemical attacks.  This game I am "fully prepared" for what will happen.  I have not taken particularly special precautions against mindworms yet.  To be honest, productivity wouldn't allow for it at present.  Got my hands full trying to destroy Yang.  I do have the Command Nexus and almost all bases have a Trance 3-Res garrison as the minimum complement.  I expect that as mindworms show up, Yang will be more nearly dead, and then "surviving mindworms" will take over as a priority.

It is annoying that I will lose a submissive ally.  Lal got killed by the Caretakers.  I subsequently rescued him from Caretaker HQ.  Will I come to regret it?

chems 2
chems 2
oblit 1
oblit 1

20,000 Hive colonists put to death.  I wonder if the number of victims affects the Integrity rating?  I'm down to "Scrupulous".  And does it do eco-damage as well?

chems 3
chems 3
chem 5 oblit 2
chem 5 oblit 2

Integrity before obliteratio is "Faithful".  After obliterating 40,000 colonists it drops to "Scrupulous".  2 subsequent chem attacks don't change it.

chem 7
chem 7
chem 8
chem 8
chem 9
chem 9
chem 11
chem 11

Integrity drops to "Ruthless".

chem 12
chem 12
chem 13
chem 13
chem 16
chem 16
chem 19
chem 19

Integrity drops to "Treacherous".
« Last Edit: March 31, 2018, 06:32:16 PM by bvanevery »

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #55 on: March 31, 2018, 07:01:29 PM »
chem 20
chem 20
Still "Treacherous".
chem 26
chem 26
Drops to "Infamous".
« Last Edit: March 31, 2018, 07:22:48 PM by bvanevery »

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #56 on: March 31, 2018, 08:27:13 PM »
chem 30
chem 30
Pretty sure I had mindworms by this point last time.  A significant difference is I'm not Free Market, I only have a Simple economy.
chem 31
chem 31
1st fungal pop
1st fungal pop
I start building Trance 3-Res ships with only handguns, in anticipation of Isle stacks.
chem 33 oblit 3
chem 33 oblit 3
chem 36
chem 36
chem 37
chem 37
« Last Edit: March 31, 2018, 09:02:55 PM by bvanevery »

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #57 on: March 31, 2018, 09:17:53 PM »
chem 39
chem 39
lost Lal
lost Lal
ungrateful weenie
ungrateful weenie
religious fervor
religious fervor
Well, that's the threshold for everyone getting disgusted with me.  Still no mindworms though.  In each sea base I'm putting a 1-3tr-1 garrison, a 1-3-1 police, and a 1-3tr-4 ship.  After that I'm building Thermocline Transducers.  On land it's similar, a 1-3tr-1, a 1-3-1 police, and a 2-1-2.  Nobody has Centauri Empathy so no Empath units yet.  I'm sticking to a Build focus at the moment and trying to discover The Ascetic Virtues.

 

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #58 on: March 31, 2018, 10:34:53 PM »
chem 42
chem 42
2 fungal pops in the water this turn, but I don't see any Isles.  Hope that isn't just my lack of awareness.  I thought to check inside my base menus since sometimes they reveal enemies that don't appear on the map.  I noticed:
ridiculous eco damage
ridiculous eco damage
55 eco-damage!  No I'm sorry I don't have 5 factories on that base, it's way too early in the game for that.  Many of my sea bases have eco-damage this high now.  So, the mindworm onslaught will begin in earnest soon.
chem 43
chem 43
6 pops, 3 stacks this turn.  I killed the 1 on land.  I shelled the 2 at sea, they are guarded by Locusts.  This may be the last turn I get to do a chemical attack for awhile.  Yang is spamming me with units faster than I'm doing the damage, and he killed a few of my X rovers last turn.  He's got Missile units being prototyped and I need to steal that from him.  I'm changing to Explore, Build focus as going Green might be advisable.
« Last Edit: March 31, 2018, 10:49:56 PM by bvanevery »

Offline bvanevery

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Re: do chemical weapons cause eco-damage?
« Reply #59 on: March 31, 2018, 10:53:03 PM »
mindworms rising
mindworms rising
I guess it's good if I survive the onslaught.  I feel like some Pirate doomsday cult is in a cove somewhere, rocking on rickety old wooden boats "because they don't like the taste of wood".  Uh huh.

I think I had 7..8 pops in the "between turns" period.  Enough that I lost count, with all the distractions.  Also got Pre-Sentient Algorithms and don't anticipate having the ability to actually build it.  Maybe it's time to go Power to get my mindworm fight on.


 

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