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This role playing and base management discussion thread is part of Alpha Centauri Democracy Game 5 ("ACDG5"). Demo players and SMAC players offering advice may post in this thread. Please stay in character (to the extent it is possible in discussing base management.
Please post comments and questions on the game organization thread.
The initial setting: Governor Bodissey's quarters in HQ.
Characters:
Bodissey, governor of the northern base
dacole, governor of the eastern base
timsup2nothin, faction leader and governor of HQ
vyeh
The situation: Before Governors Bodissey and dacole leave for their bases, Governor Bodissey has invited Governor dacole, Lt. Chairman timsup2nothin and vyeh to his quarters to campaign to name the northern base "Big Rock Candy Mountain."
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Emperor
Lurker
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Sep 2002 time: 20:25
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I think this is a good place to give link to access this useful tool.
SMAX/SMAC technology choices excel spreadsheet:
Link to the file.
Please note, there is smax part (first) and second smac part.
You need to set few parameters to use it correctly. I can help with it. And also, during the game you can also observe, if your predictions were true.
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The tech predictor was developed and explained by Minute Mirage in About beelining to Industrial Automation....
The SMAC section begins at row 97.
Since there are no starting techs, cell 121I needs to be 0. Cell122I, the slot number of our faction is 7.
Leave 123I, traded technologies, as no, since we haven't traded techs with anyone.
Now an explanation of the calculations behind the spreadsheet:
In directed research in SMAC, the choices for the next tech to research does not include every tech for which you have the prerequisites.
The techs which are excluded from the list of choices is not random. If you need both tech A and tech B to research tech C, do you choose tech A or tech B? If you know that the next time you choose a tech, tech A will be available, but tech B will not be available, then you want to choose tech B now followed by tech A the next time.
How do you determine if a tech is unavailable? To simplify it, we'll do it for our faction
Take the position of the tech in the alpha.txt file (we start with zero, not one). So the position number
for Biogenetics (the first one in the list) is 0,
for Industrial Base (the second one in the list) is 1,
for Information Networks is 2
for Applied Physics is 3
for Social Psych is 4
for Doctrine: Mobility is 5
for Centauri Ecology is 6
To the position number you add the total number of techs our faction has.
And to that sum, add the number 7 (the slot number of our faction in this particular game).
If the sum of these three numbers is evenly divisible by 3, then the tech is not available.
Two wrinkles: all available techs can be chosen the first time.
The "joker" tech can always be researched. To determine the joker tech, of all the Explore techs that you have the prerequisites for that is still undiscovered, it is the one nearest the beginning of the list. If there is no such Explore tech, then you look at all the Discover techs for which you have the prerequisites that is still undiscovered. If there is no such Discover tech, then you look at all the Build techs for which you have the prerequisites that is still undiscovered. And if there is no such Build tech, then you look at all the Conquer techs for which you have the prerequisites that is still undiscovered.
The first time we choose, all techs with no prerequisites are available (Biogenetics, Industrial Base, Information Networks, Applied Physics, Social Psych, Doctrine: Mobility and Centauri Ecology.
Assume we pick Centauri Ecology. What will be available for the second choice?
Adding the position number of the remaining six techs, 1 (the total number of techs our faction has after Centauri Ecology is discovered) and 7 (our slot number in this game), we get the following values
Biogenetics is 8
Industrial Base is 9
Information Networks is 10
Applied Physics is 11
Social Psych is 12
Doctrine: Mobility is 13
The joker tech is Doctrine: Mobility (it is the only Explore tech in the list).
Since 9 and 12 are evenly divisible by 3, Industrial Base and Social Psych will not be available.
So we will get to choose from Doctrine: Mobility (the joker tech is always first), Biogenetics, Information Networks and Applied Physics.
Last edited by vyeh on 13-06-2008 at 05:49
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Emperor
Lurker
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Sep 2002 time: 20:25
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In the excel spreadsheet, there is no value 0 for number of starting techs.
Unity Command starts with 0, so the excel file in its present form doesn't work for this ACDG. We might modify it.
I just checked - it gives wrong choices with value 1 instead of 0
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Well, but if you check "traded techs" to yes, though the opposite is true, then it works ok with starting techs as 1.
It is ok then for the time before trading the first tech/s. We will see what's next...
Last edited by Mart on 13-06-2008 at 07:35
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Mart, checking "traded techs" to yes sets b (the number of starting techs) to zero. For some reason, SMAC initially doesn't count starting techs, so if you are playing PK, the formula acts as if PK had a total number of techs equal to zero (so instead of looking at 1 + t + s. it is looking at t + s, i.e. 1 + t + s - 1). When the first trade occurs, say PK trades it biogenetics for doctrine: mobility, SMAC then sees that PK has two techs and for the next choice, will see the correct number (it looks at 2 + t + s). So spreadsheet uses n + t + s - b or traded techs = no and n + t + s for traded techs = yes. n + t + s is correct for us now. After techs are traded, n + t + s will still be correct. To quote Kody,
To summarize, because traded techs = yes drops b from the formula and we don't want b in the formula, we want traded techs=yes.
I don't have excel, so I can't run spreadsheet. For ACDG4, I did calculations by hand (I had sheet of paper with three columns of techs & I used formula to determine which column would not be available if I did certain number of steal tech and research tech). Doing it by hand forces one to understand concept.
Last edited by vyeh on 13-06-2008 at 14:35
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Bodissey,
Open alpha.txt (for Mac users, it is in Alpha Centauri/DATA; for Windows it is in Alpha Centauri), go down file about a quarter of the way until you see #TECHNOLOGY
You'll see
Biogenetics, ....
Industrial Base, ...
Information Networks, ...
Applied Physics, ...
Social Psych, ...
Doctrine: Mobility, ...
Centauri Ecology, ...
...
Start counting from zero starting with Biogenetics.
Biogenetics, 0
Industrial Base, 1
Information Networks, 2
Applied Physics, 3
Social Psych, 4
Doctrine: Mobility, 5
Centauri Ecology, 6
Superconductor, 7
Nonlinear Mathematics, 8
Applied Relativity, 9
Fusion Power, 10
Silksteel Alloys, 11
Advanced Subatomic Theory, 12
High Energy Chemistry, 13
Frictionless Surfaces, 14
Nanometallurgy, 15
Superstring Theory, 16
Advanced Military Algorithms,MilAlg, 17
Monopole Magnets, 18
Matter Compression, 19
Unified Field Theory, 20
Graviton Theory, 21
Polymorphic Software, 22
Applied Gravitonics, 23
deleted, 24
Quantum Power, 25
Singularity Mechanics, 26
Controlled Singularity, 27
Temporal Mechanics, 28
Probability Mechanics, 29
Pre-Sentient Algorithms, 30
Super Tensile Solids, 31
Planetary Networks, 32
Digital Sentience, 33
Self-Aware Machines, 34
Doctrine: Initiative, 35
Doctrine: Flexibility, 36
Intellectual Integrity, 37
Synthetic Fossil Fuels, 38
Doctrine: Air Power, 39
Photon/Wave Mechanics, 40
Mind/Machine Interface, 41
Nanominiaturization, 42
Doctrine: Loyalty, 43
Ethical Calculus, 44
Industrial Economics, 45
Industrial Automation, 46
Centauri Meditation, 47
Secrets of the Human Brain, 48
Gene Splicing, 49
Bio-Engineering, 50
Biomachinery, 51
Neural Grafting, 52
Cyberethics, 53
Eudaimonia, 54
The Will to Power, 55
Threshold of Transcendence, 56
Matter Transmission, 57
Centauri Empathy, 58
Environmental Economics, 59
Ecological Engineering, 60
Planetary Economics, 61
Adv. Ecological Engineering,62
Centauri Psi, 63
Secrets of Alpha Centauri, 64
Secrets of Creation, 65
Advanced Spaceflight, 66
Homo Superior, 67
Organic Superlubricant, 68
Quantum Machinery, 69
deleted, 70
Matter Editation, 71
Optical Computers, 72
Industrial Nanorobotics, 73
Centauri Genetics, 74
Sentient Econometrics, 75
Retroviral Engineering, 76
Orbital Spaceflight, 77
User Technology 0, 78
User Technology 1, 79
User Technology 2, 80
User Technology 3, 81
User Technology 4, 82
User Technology 5, 83
User Technology 6, 84
User Technology 7, 85
User Technology 8, 86
User Technology 9, 87
Transcendent Thought, 88
The answer to your question is now, alpha.txt chart number exists.
Now I can answer your other question regarding techs available for third choice.
Assume first choice is Centauri Ecology and second choice is Doctrine: Mobility. Assume we don't get tech from supply pod east former has discovered.
Then available techs, values of t + n + s (remember b is zero for us and discovery of Doctrine: Mobility means Doctrine: Flexibility is available) and type of tech is
Biogenetics 9 Discover
Industrial Base 10 Build
Information Networks is 11 Discover
Applied Physics is 12 Conquer
Social Psych is 13 Build
Doctrine: Flexibility is 2 + 36 + 7 = 45 Explore
The joker tech is the Explore tech closest to the beginning of the list: Doctrine: Flexibiltiy
9 (Biogenetics), 12 (Applied Physics) and 45 (Doctrine: Flexibility) are all divisible by 3 so they would be unavailable under the rule.
But Doctrine: Flexibility is the joker and so available techs are:
Doctrine: Flexibility
Information Networks
Industrial Base
Social Psych
Last edited by vyeh on 18-08-2008 at 19:47
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The SMAX chart is on the SMAX disc. SMAX tech chart is SMAC with additional techs.
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When I was given command of the formers, I moved the east former 1 sq. SW. Although moving it into the base and subsequently to the sq. W of the base to build a road was a possibility, the reason I moved it there was because I was interested in three squares as potential sites for the first expansion base (the squares W, SW and S of the former's current position). If I moved the former to the square W of the base and later we decided the expansion site should be the squares SW or S of the former's current position, then the former would have to move back into the base and to the former's current position.
If a former is traveling, it is not forming.
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When I made the former move for 2102, I took advantage of a special (and undocumented) ability of formers: If it has 1 mp, it will always enter a fungus square.
Also note: If there is a unit in a fungus square, another unit will be able to enter that square.
So if you want to move both a scout and a former into a fungus square, move the former first.
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The Unity Supply Droids share a characteristic of crawlers:
They can still crawl after exhausting all movement points.
So, the East supply droid can harvest a single nutrient this turn by moving 1 sq. W and then harvesting the nutrient. In the next turn, it can move another sq. W and harvest 2 nutritents from the monolith that turn.
If that is done, East will grow to 2 pop six turns from now. While there will be enough minerals for the CP six turns from now, we'll have to wait until 7 turns from now because production occurs before growth. Producing a CP from a pop 1 base causes the base to be abandoned.
Gov. dacole, can I execute this supply droid plan over the next two moves? (Crawling minerals would be a waste since the minerals accumulated over the amount needed for the CP while waiting to reach pop 2 are wasted.)
Last edited by vyeh on 17-06-2008 at 17:46
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From the Datalinks:

There is a correction:
In steps 5 and 7, replace "16 plus # of previous damages" by "16 plus # of previous damages plus # of Tree Farms, Hybrid Forests, Centauri Preserves and Temples of Planet constructed by your faction since the first Fungal Bloom."
Notes
(1) Worked squares containing improvements count double unworked squares (including squares that are being crawled).
(2) A forest cancels out one unworked improvement.
(3) A fungal bloom increases the number of clean minerals for every base, i.e. ecological damage at one base permits every base to produce one more mineral without risk of ecological damage.
Last edited by vyeh on 21-06-2008 at 17:06
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We've picked Centauri Ecology and Doctrine: Mobility. What are the implications for the fourth tech choice for each of the possible third tech choices (Doctrine: Flexibility, Information Networks, Industrial Base and Social Psych)?
Assume we've picked Doctrine: Flexibiltiy. What are our choices for the fourth tech?
Following the procedure:
Available tech, values of t+n+s and type of tech is
Biogenetics 10 Discover
Industrial Base 11 Build
Information Networks 12 Discover
Applied Physics 13 Conquer
Social Psych 14 Build
Since there are no Explore techs on the list, the joker tech is the Discover tech nearest the beginning of the list, Biogenetics. Since 12 is evenly divisible by 3, Information Networks will not be available.
If we choose Information Networks, what are our choices for the fourth tech?
Biogenetics 10 Discover
Industrial Base 11 Build
Applied Physics 13 Conquer
Social Psych 14 Build
Planetary Networks 32 + 3 + 7 = 42 Discover
Doctrine: Flexibility 46 Explore
The joker tech is Doctrine: Flexibility. Since 42 is evenly divisible by 3, Planetary Networks is not available.
For our Industrial Base as our third choice:
Biogenetics 10 Discover
Information Networks 12 Discover
Applied Physics 13 Conquer
Social Psych 14 Build
Doctrine: Flexibility 46 Explore
Industrial Economics 45 + 3 + 7 = 55 Build
The joker tech is Doctrine: Flexibility. Since 12 is evenly divisible by 3, Information Networks will not be available.
For Social Psych as our third choice:
Biogenetics 10 Discover
Industrial Base 11 Build
Information Networks 12 Discover
Applied Physics 13 Conquer
Doctrine: Flexibility 46 Explore
Doctrine: Loyalty 43 + 3 + 7 = 53 Conquer
Ethical Calculus 44 + 3 + 7 = 54 Explore
The joker tech is Doctrine: Flexibility. Since 12 and 54 are evenly divisible by 3, Information Networks and Ethical Calculus will not be available.
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BRCM Former moved 1 sq. S onto monolith. Next turn it will move 1 sq. E. In subsequent turns, it will complete the road to East and then move to the first expansion site to help clear fungus.
East Former built road. In subsequent turns, it will move 1 sq. W into the first expansion siteand help clear fungus.
HQ former continues to clear fungus 1 sq. NE of HQ. In subsequent turns, it will build road to complete the interbase road network.
BRCM crawler moved into HQ and convoys 1 min from BRCM to HQ. By taking one min from BRCM, we will delay the completion of the colony pod until the turn after BRCM grows to 2 pop., which is the earliest BRCM can build a colony pod. This also contributes one min to the SP. Next turn the supply droid will re-home to HQ and move 1 sq. NW and crawl 2 mins/year.
HQ crawler moved 1 sq. NW, convoyed 2 min to HQ and revealed two more monoliths. In subsequent turns, it will move another sq. NW and convoy 2 mins/year to HQ. If it hadn't discovered a suitable square for crawling either NW or W of its current position, the crawler currently in HQ could have moved downriver to the mouth of the river and crawled 1 min.
East crawler moved 1 sq. W and convoyed 2 nuts to East. It will continue to crawl 2 nuts/year until East is on the verge of growing to pop. 2. Then it will move into HQ and convoy 1 min (which would have been wasted since the colony pod will have one more min than necessary the same turn East grows to pop. 2 and be forced to wait a turn). After that it will be re-homed to HQ and convoy 2 mins/year to HQ (of the six monoliths, one goes to BRCM, two are available for HQ workers and 3 are available to be crawled for HQ).
Last edited by vyeh on 04-07-2008 at 13:38
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BRCM Former moved 1 sq. E. In subsequent turns, it will complete the road to East and then move to the first expansion site to help clear fungus.
East Former continues to build road. In subsequent turns, it will move 1 sq. W into the first expansion site and help clear fungus.
HQ former continues to clear fungus 1 sq. NE of HQ. In subsequent turns, it will build road to complete the interbase road network.
HQ crawler moved 1 sq. NW, discovered 1 more monolith and convoyed 2 min to HQ. By moving, it is clearing the monolith for the HQ worker.
HQ worker moved from monolith 1 sq. NW of HQ to monolith 2 sq. NW of HQ. This clears monolith for the crawler newly homed to HQ.
BRCM crawler re-homed to HQ, moved to monolith 1 sq. NW of HQ and convoyed 2 mins.
East crawler continues to crawl 2 nuts/year until East is on the verge of growing to pop. 2. Then it will move into HQ and convoy 1 min (which would have been wasted since the colony pod will have one more min than necessary the same turn East grows to pop. 2 and be forced to wait a turn). After that it will be re-homed to HQ and convoy 2 mins/year to HQ (of the seven monoliths, one goes to BRCM, two are available for HQ workers and 4 are available to be crawled for HQ).
BRCM scout moved 1 sq. S onto monolith and promoted to disciplined status. This completed move from the last year.
HQ scout moved 1 sq. NW. The HQ scout is moving to protect the first HQ crawler.
East scout attempted to move 2 sq. S onto the former (only made 1 sq.). The East scout is moving to support the East former when it moves into the fungus.
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