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Yes rainy farm with nutrient resource - i usually place condensers on nutrient resources. Well Condenser has a strong effect player can reason about it and place it on good spots. This might screw AI a bit. AI does grow scary big cities - thats part of why it is hard to defeat - so this is likely a nerf to thinker AI.I don't really like condensers not on resources - so that +1 nutrient sounds good. Soil enrichers are also nerfed so it could be ok.It would be a good idea to observe how AI places condensers - and does this harm them.
Reducing minerals or boreholes slows everything down: units, facilities and secret projects.
You also have a display bug - this should be fixed i rely on those tooltips for example.
One way to fix industry abuses would be to hold all mineral costs constant and make industry a multiplier on the minerals produced in a base. So +2 industry would multiply minerals incurred per base by 1.2 but all costs stay constant. There would be issues with rounding and it may not be feasable to implement.
Would it be a good idea to add +1 energy per forest square to the tree farm?
Energy is much more powerful than minerals most of the time. Energy doesn't pollute, you get commerce, and earlier facilities to boost it.
QuoteWould it be a good idea to add +1 energy per forest square to the tree farm?I was thinking about this, but I wouldn't do it. I would make Tree Farm maybe slightly cheaper, Hybrid Forest as well (since its obviously they are not strong as they were with 1-2-1). Not much, just slightly..
QuoteEnergy is much more powerful than minerals most of the time. Energy doesn't pollute, you get commerce, and earlier facilities to boost it. Yeah i tend to agree with this. As the game goes on minerals are just too slow - i tend to rush ton of facilities - especially in newer bases. You can wait 10+ turns to build Childrens Creche or rush it for 80 credits or so - i know what i choose. Late game one can rush units all the time even when they are double cost compared to facilities.
So there's too much energy in general in game - which speeds up tech a lot. Thats why its ok for me to nerf forests and borehole and for example %energy facilities. One can read that T-Hawk AARs for example - he always gets to research each tech at 1 turn only.
You are constantly hurrying production from very beginning with extra credits and it never got to 100% even to end game.
At the end of the war Boeing-Wichita was producing 4.2 Superfortresses per working day for an average of 100 a month, which was the military's schedule. The plant had also reduced the number of manhours to produce a single B-29, from157,000 (the average required for the first 100 bombers), to less than 20,000.
Another argument to this is that people most often are in need of minerals and not energy. Meaning energy without minerals cannot make it alone.
You probably feel you have excess of it by micromanaging hurrying all the time. I agree it could be limited but just a little. Say 10-20%. No more.