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Also, Morgan gets +3 energy per base tile with FM/Wealth.
Turn 80 is about half way on the vets map. I have rarely had a game go more than 200 turns, even with air power completely banned, and the game is usually decided quite a bit before that. Only much larger maps, or much less aggressive players, have games going 300+ turns.
But the other issue is the base resources. If a player has double the resources at turn 60, that probably means he has the majority of the secret projects, and has a very large base to continue building. Even if at that point he is only 75% as efficient for future growth as the other player, 75% x 200% means that he still is growing 50% faster than the other player.
If the terrain is absolutely lousy, ICS wins because every base turns a 0/0/0 square into a 2/1/1+ sequare instantly.
Morgan may be the exception that proves the rule. Since Morgan gets such a large bonus just for placing a base, Morgan might do better with ICS, but I still believe it depends on the terrain. In Morgan's case, since every turn delay in base placement costs +4 energy compared to other factions, it takes more terrain advantage to make up that deficient. But most maps, such as the map of Planet or the Vets map, do have good enough terrain to make it beneficial to delay placing the base a couple of turns even for Morgan, for better resource gain after the base is placed.To get a rought idea for comparison, you multiply the lost resource opportunity times the number of turns of delay. If the additional resources for the better terrain make up for the lost opportunity in a reasonable length of time, say before the base can reproduce itself, then you have a definite win from the delay. But since the base continues to prosper from the new terrain, even if it takes a few extra turns to reproduce, it still might be better than the ICS placement. Furthermore, having the base further out makes it easier subsequently to exploit terrain that is further from the starting point.I found this very complex to try to just calculate in the cases where there was not an obvious win for delayed placement, so instead I ran some scenarioes both ways, and evaluated how both positions looked around turn 60-80. And what I found is what I have reported: with reasonable terrain, terrain exploitation wins over ICS. For a really crappy map with lousy terrain, ICS wins simply because there is not much tterrain o exploit, so the value of the extra 2/1/1+ for additional bases prevails.
But in that case, wouldn't terrain exploitation followed by ICS (once you've reached your maximum feasible borders) be even better than that?
No, because at that point I usually have enough technology to build mutliplier buildings that are more effective than additional colony pods. I usually have bases that have grown to size 7, so multilying the result of thost 8 squares being worked is more effective than building additional bases. Once I have some mutliplier buildings in place, I can lift the population cap on the cities so even more squares benefit from the multiplier builds.
It is also around this time that I can begin my pop boom. So bases grow quickly, leaving very few unworked squares, and those few square can be exploited by supply crawlers.
If I can get to this point without being too far behind ICS (and with reasonable terrain, I am usually on pace or ahead of ICS), then I leave ICS in the dust. Because I now have most of the squares I am working multiplied with 100% mineral boost
3/2/2 forest squares
Because I have only 1/6 the number of cities to cover a given amount of land compared to ICS, even if ICS wanted to build these multiplier buildings, it would cost them 6x as much, with 6x as much maintenance.
With 200% labs, econ, and psych multipliers, each specialist acts like 3 specialists without the multipliers.
As for minerals, I get 50% multiplier at Retroviral Engineering (C6), which is pretty early. I get the next 50% at Industrial Nanorobotics (B9), which is mid-game in my view.
It is true that the base limit of 14 limits limits the growth for awhile. But even only working 15 of 24 available squares, with multipliers, I still do better than ICS covering the same ground.
I consider Super Tensile Solids (B10) for habitation Domes to be a mid-game technology.
As for the forests 3/2/2, engineers provide no minerals.
As you said, we will see during our game.
But to continue harping for a momemt, I think the best thing a game can do for anti-ICS is to make lots of valuable multiplying facilities that can be built, with fairly high maintenance costs. Then if ICS players wants these multipliers, they will have to build 6x as many with 6x the maintenance costs. Ultimately, it is these multiplying facilities in SMAC that defeats the ICS strategy, in my opinion.
I don't believe maintenance costs need to be increased. It is enough that ICS will pay 600% more maintenance cost than the large base strategy, as well as 600% facility construction cost. I think that is enough to see that if ICS tries to match the facilities construction to gain the same multipliers as the large city approach, the ICS approach will lag far behind, due to the 600% increased cost.
I will check some of my previous MP game saves tomorrow, and see if I can spot which turn I typically get a couple of these techs you asked about.
OK, I checked a couple of games at turn 80. On my AKI game, I have 30 total advances, and making a new advance every 3 turns.On my University game, I have 35 advances, also making a new advance every 3 turns.In both cases, the techs include:MMI, and everything leading to it.Bio-Engineering, and everything leading to it.Environmental Economics, and everything leading to it.Fusion Power, and everything leading to it.These account for the first 30 techs researched.
Additionally, University has:Orbital SpaceflightOrganic SuperlubricantAdavanced SpaceflightSuperstring TheorySilksteel Alloys
When I obtain Supertensile Solids, I build the Space Elevator right away using a bunch of supply crawlers, and build Hab Domes in all my cities. Then I start cranking out Hydroponic Sats (at half cost due to Space Elevator), while I pop boom all of my cities until they are working every possible square, and the rest of the nutrients are use for specialists. Once I have enough Hydroponic Sats to cover my population, I build the same number of Orbital Power Transmitters. Now every single pop-boom population unit is bringing in an extra food and energy, the energy being multiplied by 200% or so by all of the facilities.Several times, after this pop boom/sat construction has occured, which generally boost my power graph by 50% or so, the ICS player just concedes. He thinks he is supposed to be way ahead on development right now, only to find that he is far, far behind.
FYI, to pop boom with Aki, put a lot of energy into Psych. The facility multipliers help a lot here. You have to put in enough energy to get at least 50% talents at all bases, and no drones. This triggers a Golden Age, which provides +2 Growth, so that Aki can boom.
To clarify, I am actually talking about SMACX here. Virtually all of my games are SMACX. So there may be some confusion about the tech tree.
With SMACX, Will To Power is not on the beeline to Super Tensile Solids.
I don't consider turns 90-100 to be late game. I consider this mid-game. Of course, if someone concedes, I guess that is end-game. But seriously, the game has typically another 50-100 turns left to reach a final conclusion on a map the size of the Vets map; more on a larger map.
The vast majority of the terraforming is forest; there is no fungus remaining. There are some mines, because I rarely take the trouble to terraform level, and just build mines to crawl for 4 extra minerals. I have one energy field with 8 solar collectors and an echelon mirror in the center, raised to maximum altitude, with 3 energy specials, all being crawled to my HQ. There are some scattered boreholes.As for labs, at turn 80, AKI is generating 652 with 100% labs.At turn 80, University is generating 618 with 100% labs (after a -20% penalty).The population is in large cities with hab complexes which got boomed to around 14. All multiplying facilities allowed by the tech are built in all cities. I didn't want to add up the total population.