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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?
Certain upgraded crawlers are good for fast secret project building though...
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 better still you can get the full cost of them back to rush a secret project which is a huge deal!
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.
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, but there's the cost of making that road/mine too,...
Quote from: Yitzi on January 30, 2014, 10:46:52 PMYeah, 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.
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.
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
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.
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