Excuse me, sir, do you have a moment to talk about food and metal?
Posted: Mon Aug 07, 2017 11:16 pm
I recall talking about it back in 2015 when farms and mines were just implemented into the game.
Well, the game is out for quite some time now and, I believe, it's time to return to this.
Simply put, the combination of mechanics leaves quite a narrow spectrum of successful strategies for pretty much any race.
Consciously ignoring force majeures like the neighboring race not attacking you despite having BFF relations with you, the metagame usually looks the same way.
1) Metal is severely limiting you in early game (as you don't have much) and late game (as there's no T3 mining tech).
2) Food does not limit the population's growth, the lack of food only culls it afterwards.
The first point discourages forge-worlds and researching factory tech.
A fully developed production world can't do anything except churning out ships and bigger better factories consume metal much faster.
Yeah, sure, you get the ship in two turns instead of six, but it's an unsustainable pace.
On the other hand, a world with two T1 factories is just fine for them heavy cruisers, especially if you have that mid-tier tech that greatly reduces the production points (but not metal) cost of ships, and it can trade or research as well.
The second point requires you to have at least some research production.
Farm tech just delays the inevitable and a late game empire usually resembles Suthlam from Tuf Voyaging.
But at least it makes sure that your most producing planets do not lose population and don't hold a grudge.
The clock is ticking from the very beginning and if you foolishly colonize at instant, your colonists will build a farm for tens of turns as you don't have a spare transport to boost the population... and then your homeworld celebrates an n+1-th million citizen.
But you'll need a lot of colonies to get you that metal, because without ships you'll be crushed inevitably.
The answer is, of course, money to rush-buy a farm, making market theory a crucial early-game technology.
Also a single market pacifies natives, unlocking these big planets for you without the need to spend 135 metal onto a tank.
Markets, mines, farms, a factory or two and labs get squeezed out.
More than that, with increasing costs, two or three labs are becoming ineffective without a factory to help build them.
And you need RPs, because even if you don't have anyone nearby, the hungerday clock is still ticking.
While extensive colonizing may be an answer, there is a better deal: science destroyers.
Yoral get a boost here, with their destroyers having three system slots, so they can house two science labs, but even a run-off-the-mill destroyer (without armor and weapons) is still good.
And they can be produced anywhere. And mass-refitted into cannon fodder in a pinch as you'll have that metal stockpiled slowly.
So, with a pair of colonies with science destroyers on repeat, you're pretty much set until you solve all your early-game problems and will tackle T2 labs tech.
And even later they can allow for a comeback if you get crushed, but manage to force-piece the enemy.
The extensive colonizing is better suited for balanced market and labs rush-buy.
You will be able to afford to rush-buy a significant fleet on-demand and not worry about ETAs or peace-time upkeeps, let alone a good manufacturing base.
Coincidentally, it makes shipyards and fleetbases irrelevant, as they only consume precious metal.
You will need to deploy a mech on a conquered planet for sure, but then you rush-buy a market there and the former territory of your enemies is happily rush-buying transports you need for the continued invasion.
After the first war your snowball may be impeded only if you don't want it for roleplay reasons.
I'm not saying the current system stemming from these two points (and exacebrated by markets and science ships) is bad.
After all, just about 1/6 of the owners of the game finished a single game and that's normal for a 4X.
The core of the game is good, and the amount of games needed to identify a regrettably single optimal strategy is probably unhealthy.
However, only the engaged audience usually buys DLCs, so it may be a good time to return to these matters.
Well, the game is out for quite some time now and, I believe, it's time to return to this.
Simply put, the combination of mechanics leaves quite a narrow spectrum of successful strategies for pretty much any race.
Consciously ignoring force majeures like the neighboring race not attacking you despite having BFF relations with you, the metagame usually looks the same way.
1) Metal is severely limiting you in early game (as you don't have much) and late game (as there's no T3 mining tech).
2) Food does not limit the population's growth, the lack of food only culls it afterwards.
The first point discourages forge-worlds and researching factory tech.
A fully developed production world can't do anything except churning out ships and bigger better factories consume metal much faster.
Yeah, sure, you get the ship in two turns instead of six, but it's an unsustainable pace.
On the other hand, a world with two T1 factories is just fine for them heavy cruisers, especially if you have that mid-tier tech that greatly reduces the production points (but not metal) cost of ships, and it can trade or research as well.
The second point requires you to have at least some research production.
Farm tech just delays the inevitable and a late game empire usually resembles Suthlam from Tuf Voyaging.
But at least it makes sure that your most producing planets do not lose population and don't hold a grudge.
The clock is ticking from the very beginning and if you foolishly colonize at instant, your colonists will build a farm for tens of turns as you don't have a spare transport to boost the population... and then your homeworld celebrates an n+1-th million citizen.
But you'll need a lot of colonies to get you that metal, because without ships you'll be crushed inevitably.
The answer is, of course, money to rush-buy a farm, making market theory a crucial early-game technology.
Also a single market pacifies natives, unlocking these big planets for you without the need to spend 135 metal onto a tank.
Markets, mines, farms, a factory or two and labs get squeezed out.
More than that, with increasing costs, two or three labs are becoming ineffective without a factory to help build them.
And you need RPs, because even if you don't have anyone nearby, the hungerday clock is still ticking.
While extensive colonizing may be an answer, there is a better deal: science destroyers.
Yoral get a boost here, with their destroyers having three system slots, so they can house two science labs, but even a run-off-the-mill destroyer (without armor and weapons) is still good.
And they can be produced anywhere. And mass-refitted into cannon fodder in a pinch as you'll have that metal stockpiled slowly.
So, with a pair of colonies with science destroyers on repeat, you're pretty much set until you solve all your early-game problems and will tackle T2 labs tech.
And even later they can allow for a comeback if you get crushed, but manage to force-piece the enemy.
The extensive colonizing is better suited for balanced market and labs rush-buy.
You will be able to afford to rush-buy a significant fleet on-demand and not worry about ETAs or peace-time upkeeps, let alone a good manufacturing base.
Coincidentally, it makes shipyards and fleetbases irrelevant, as they only consume precious metal.
You will need to deploy a mech on a conquered planet for sure, but then you rush-buy a market there and the former territory of your enemies is happily rush-buying transports you need for the continued invasion.
After the first war your snowball may be impeded only if you don't want it for roleplay reasons.
I'm not saying the current system stemming from these two points (and exacebrated by markets and science ships) is bad.
After all, just about 1/6 of the owners of the game finished a single game and that's normal for a 4X.
The core of the game is good, and the amount of games needed to identify a regrettably single optimal strategy is probably unhealthy.
However, only the engaged audience usually buys DLCs, so it may be a good time to return to these matters.