Another short update; again, five turns took two evenings with this many formers and bases to micromanage.
One thing I didn't mention about the Genejacks is that they also supercharge the Stockpile Energy bug. The Genejack itself contributes to the Stockpiled minerals on that very same turn. Each Genejack resulted in an extra 10-20 energy credits from the bug, over 400 nationwide. That will continue to happen as I keep completing every round of new facilities: the tree farms, hab complexes, fusion labs. With that plus the eco-damage worm harvesting, I'm making several hundred extra credits per turn. I don't even need the money coming in from the economy slider. Wish I could tilt the slider more towards labs, and I did go to 60% or 70% for a turn or two, but almost all of that just got lost to the unbalancing inefficiency penalty.
Yikes. Yeah, that eco-damage. The first rise was 66 meters, now Planet is threatening me with 600! Well, 20 turns from now is more than enough time to reach Advanced Spaceflight to launch a solar shade. I just have to remember not to call the council for anything else before that, since it's a 10-turn delay between any proposals can be made.
And sea levels just rose for the first time. Looks like the poor Believers weren't prepared for that; they lost this base and also one other. (I guess their God couldn't walk on water after all.) But I lost nothing significant (a few forest tiles and one former), since I'd prepared.
Here's how to save land imperiled by a sea level rise. Don't do the obvious thing of raising the tile that says endangered. Instead, raise a bunch of endangered tiles indirectly. In this picture, each of the circled tiles is at low enough altitude to be threatened, including The Hive base itself. But I can save all of those tiles simultaneously by applying former effort the right way. When a tile is raised, it also forces upwards as much surrounding land as necessary to make sure that no adjacent tiles ever differ by more than one altitude category (1-999m, 1000-1999m, etc.) By raising the tile where all those formers are to over 3000m, each tile adjacent to that goes to over 2000m, and each tile adjacent to those, including all the circled tiles, is forced to be pulled up to over 1000m and therefore safe.
Here's another peculiar effect of eco-damage. After that sea level rise, look at that strip of tiles that suddenly lost all their terrain improvements. This is a phenomenon described as "washing". What happened was that the game wanted to sink these tiles below sea level... but each of them was adjacent to another tile over 1000m. It's never allowed (no loopholes) for adjacent tiles to differ by more than one altitude category; a sea tile below 0m can never be adjacent to a tile over 1000m. Each of these tiles instantaneously sank below sea level but then was restored above 0m to comply with that adjacency rule. Although the tiles are never visibly water, they do invisibly sink just long enough to wipe the improvements and any units sitting on them. This happened to these tiles even though they were never listed as Endangered; that happens sometimes but I don't know exactly how.
But then... all that eco-damage abruptly halted. This base that was making a crazy 190 eco-damage a few turns ago is now all the way down to 6. I'd been using the extra worm-harvest and stockpile-bug energy to buy tree farms in newer bases. As mentioned, each incident of eco-damage and each ecological facility you build increases your global damage tolerance by 1. I've now had over 20 of each, which increased the threshold from the default 16 up to somewhere over 60. It'll be quite some time if ever until my bases substantially exceed 60 minerals per turn; there are no good mineral multipliers beyond the Genejacks, they're all expensive (200+ mineral cost) and come late enough to never pay back their cost before the end. I still have to deal with the coming sea level rise already triggered, but it seems I've stopped incurring more now. Although that also means no more juicy eco-damage worms.
All that happened over a sequence of these five turns, rearranged for the narrative. Back to domestic development.
2197: Doctrine Air Power discovered, start Mind-Machine Interface.
I built one missile needlejet to get that prototype out of the way for both items, then a few more to try to pick off some Spartan units, although they kept getting lucky and winning even when my jets had the combat advantage. I'm not sure exactly if or when or how I intend to conquer Sparta. Probably not worth it with current units, but it'll be a great opportunity to show off fusion copters.
With Doctrine Air Power, I also order up several Aerospace Complexes. These went in bases that could fit that build order between their tree farm and the hab complex that they will need by the time of the Cloning Vats. An Aerospace Complex is required to build orbital food satellites, which are coming soon.
2198: Mind-Machine Interface discovered. Unfortunately (and I knew this was coming) Biomachinery falls into the missing-tech hole at this moment, so I have to pick something else before we can get to the Cloning Vats, which is Centauri Empathy.
But I have a plan with that. Now the Hive will take a new surprisingly un-Hive-like turn. First I switch out of Police State into FRONTIER (default) politics. Then next turn when Centauri Empathy completes, I also switch out of Planned, to GREEN economics.
That +3 Efficiency is what I need to finally get that labs slider up. That jumps from 600 labs/turn to over 900. More than two-thirds of a tech per turn, or equivalently under 1.5 turns/tech. I did still have to stop at 80% labs for the moment, to have money to upgrade crawlers for the Cloning Vats. That apparent -96 income will be basically offset by the Stockpile bug each turn.
I expected to overhaul my SE like this sometime, but it came sooner than I'd anticipated. It's actually quite okay to give up Police State and Planned now. Genejacks and forests and boreholes will overwhelm the support and industry concerns. They also overwhelm the low economy slider via the Stockpile bug. The growth bonus of Planned and penalty of Green are both irrelevant. (They were anyway ever since the last Golden Age population-boom since I was never slow-growing; but soon entirely so with the Cloning Vats.)
I don't really care about the +Planet rating, although it's convenient; adopting Green is really for the +Efficiency rating to get that labs slider up. Any other faction that could would be running Democratic/Free Market at this point, with some psych slider to handle drones. Both of those are barred or useless for the Hive, and the negatives of Police State, Fundamentalism, and Planned each outweigh the positives. So the best large-scale setup now is Frontier/Green, with the efficiency from Knowledge also mattering.
The piece that came into place sooner than I expected was drone control after giving up Police State. Largely thanks to capturing the Virtual World, and also I'd forgotten about the Longevity Vaccine until it showed up when you guys pointed my tech path through Bio-Engineering. Here's a detailed look at drone control now that it's not all just police.
Every size-9 base is handling its drones exactly this way. I need to subdue 9 drones in total, like this:
- Facilities: 2 from the free Hologram Theater from the Virtual World, plus the Research Hospital, minus the Genejack drone.
- Police: 4 from two police infantry units, still at +1 Police SE rating from the Ascetic Virtues.
- Secret Projects: 1 from Longevity Vaccine, 1 talent from Human Genome Project.
And the 9th drone is handled by making him a specialist instead. That funky-looking guy on the end is a Thinker specialist enabled by Mind-Machine Interface, who yields +1 psych along with +3 labs. That +1 psych picks up a lot of multipliers (tree farm, hologram theater, research hospital), but notice that it doesn't actually help anything; it goes into negating one superdrone, which is irrelevant because everything else directly handles superdrones.
Each base will now need a Recreation Commons to handle drones once it starts booming again, with the upcoming Cloning Vats and a hab complex. That will allow up to 10 non-specialists in each base. Any beyond that will have to be specialists. That's fine, we don't have any more land tiles to work anyway; but what it does mean is that I gotta hurry up to orbital satellite food in order to boom all the way up to the max size 16. It would be fun to get the UN charter repealed and nerve staple everything; but calling that council would lock me out for 10 turns from calling the solar shade which is what I'll need sooner.
No overview screenshot needed again, no real change from last time, but next time after the pop-boom we'll see it.
One thing I didn't mention about the Genejacks is that they also supercharge the Stockpile Energy bug. The Genejack itself contributes to the Stockpiled minerals on that very same turn. Each Genejack resulted in an extra 10-20 energy credits from the bug, over 400 nationwide. That will continue to happen as I keep completing every round of new facilities: the tree farms, hab complexes, fusion labs. With that plus the eco-damage worm harvesting, I'm making several hundred extra credits per turn. I don't even need the money coming in from the economy slider. Wish I could tilt the slider more towards labs, and I did go to 60% or 70% for a turn or two, but almost all of that just got lost to the unbalancing inefficiency penalty.
Yikes. Yeah, that eco-damage. The first rise was 66 meters, now Planet is threatening me with 600! Well, 20 turns from now is more than enough time to reach Advanced Spaceflight to launch a solar shade. I just have to remember not to call the council for anything else before that, since it's a 10-turn delay between any proposals can be made.
And sea levels just rose for the first time. Looks like the poor Believers weren't prepared for that; they lost this base and also one other. (I guess their God couldn't walk on water after all.) But I lost nothing significant (a few forest tiles and one former), since I'd prepared.
Here's how to save land imperiled by a sea level rise. Don't do the obvious thing of raising the tile that says endangered. Instead, raise a bunch of endangered tiles indirectly. In this picture, each of the circled tiles is at low enough altitude to be threatened, including The Hive base itself. But I can save all of those tiles simultaneously by applying former effort the right way. When a tile is raised, it also forces upwards as much surrounding land as necessary to make sure that no adjacent tiles ever differ by more than one altitude category (1-999m, 1000-1999m, etc.) By raising the tile where all those formers are to over 3000m, each tile adjacent to that goes to over 2000m, and each tile adjacent to those, including all the circled tiles, is forced to be pulled up to over 1000m and therefore safe.
Here's another peculiar effect of eco-damage. After that sea level rise, look at that strip of tiles that suddenly lost all their terrain improvements. This is a phenomenon described as "washing". What happened was that the game wanted to sink these tiles below sea level... but each of them was adjacent to another tile over 1000m. It's never allowed (no loopholes) for adjacent tiles to differ by more than one altitude category; a sea tile below 0m can never be adjacent to a tile over 1000m. Each of these tiles instantaneously sank below sea level but then was restored above 0m to comply with that adjacency rule. Although the tiles are never visibly water, they do invisibly sink just long enough to wipe the improvements and any units sitting on them. This happened to these tiles even though they were never listed as Endangered; that happens sometimes but I don't know exactly how.
But then... all that eco-damage abruptly halted. This base that was making a crazy 190 eco-damage a few turns ago is now all the way down to 6. I'd been using the extra worm-harvest and stockpile-bug energy to buy tree farms in newer bases. As mentioned, each incident of eco-damage and each ecological facility you build increases your global damage tolerance by 1. I've now had over 20 of each, which increased the threshold from the default 16 up to somewhere over 60. It'll be quite some time if ever until my bases substantially exceed 60 minerals per turn; there are no good mineral multipliers beyond the Genejacks, they're all expensive (200+ mineral cost) and come late enough to never pay back their cost before the end. I still have to deal with the coming sea level rise already triggered, but it seems I've stopped incurring more now. Although that also means no more juicy eco-damage worms.
All that happened over a sequence of these five turns, rearranged for the narrative. Back to domestic development.
2197: Doctrine Air Power discovered, start Mind-Machine Interface.
I built one missile needlejet to get that prototype out of the way for both items, then a few more to try to pick off some Spartan units, although they kept getting lucky and winning even when my jets had the combat advantage. I'm not sure exactly if or when or how I intend to conquer Sparta. Probably not worth it with current units, but it'll be a great opportunity to show off fusion copters.
With Doctrine Air Power, I also order up several Aerospace Complexes. These went in bases that could fit that build order between their tree farm and the hab complex that they will need by the time of the Cloning Vats. An Aerospace Complex is required to build orbital food satellites, which are coming soon.
2198: Mind-Machine Interface discovered. Unfortunately (and I knew this was coming) Biomachinery falls into the missing-tech hole at this moment, so I have to pick something else before we can get to the Cloning Vats, which is Centauri Empathy.
But I have a plan with that. Now the Hive will take a new surprisingly un-Hive-like turn. First I switch out of Police State into FRONTIER (default) politics. Then next turn when Centauri Empathy completes, I also switch out of Planned, to GREEN economics.
That +3 Efficiency is what I need to finally get that labs slider up. That jumps from 600 labs/turn to over 900. More than two-thirds of a tech per turn, or equivalently under 1.5 turns/tech. I did still have to stop at 80% labs for the moment, to have money to upgrade crawlers for the Cloning Vats. That apparent -96 income will be basically offset by the Stockpile bug each turn.
I expected to overhaul my SE like this sometime, but it came sooner than I'd anticipated. It's actually quite okay to give up Police State and Planned now. Genejacks and forests and boreholes will overwhelm the support and industry concerns. They also overwhelm the low economy slider via the Stockpile bug. The growth bonus of Planned and penalty of Green are both irrelevant. (They were anyway ever since the last Golden Age population-boom since I was never slow-growing; but soon entirely so with the Cloning Vats.)
I don't really care about the +Planet rating, although it's convenient; adopting Green is really for the +Efficiency rating to get that labs slider up. Any other faction that could would be running Democratic/Free Market at this point, with some psych slider to handle drones. Both of those are barred or useless for the Hive, and the negatives of Police State, Fundamentalism, and Planned each outweigh the positives. So the best large-scale setup now is Frontier/Green, with the efficiency from Knowledge also mattering.
The piece that came into place sooner than I expected was drone control after giving up Police State. Largely thanks to capturing the Virtual World, and also I'd forgotten about the Longevity Vaccine until it showed up when you guys pointed my tech path through Bio-Engineering. Here's a detailed look at drone control now that it's not all just police.
Every size-9 base is handling its drones exactly this way. I need to subdue 9 drones in total, like this:
- Facilities: 2 from the free Hologram Theater from the Virtual World, plus the Research Hospital, minus the Genejack drone.
- Police: 4 from two police infantry units, still at +1 Police SE rating from the Ascetic Virtues.
- Secret Projects: 1 from Longevity Vaccine, 1 talent from Human Genome Project.
And the 9th drone is handled by making him a specialist instead. That funky-looking guy on the end is a Thinker specialist enabled by Mind-Machine Interface, who yields +1 psych along with +3 labs. That +1 psych picks up a lot of multipliers (tree farm, hologram theater, research hospital), but notice that it doesn't actually help anything; it goes into negating one superdrone, which is irrelevant because everything else directly handles superdrones.
Each base will now need a Recreation Commons to handle drones once it starts booming again, with the upcoming Cloning Vats and a hab complex. That will allow up to 10 non-specialists in each base. Any beyond that will have to be specialists. That's fine, we don't have any more land tiles to work anyway; but what it does mean is that I gotta hurry up to orbital satellite food in order to boom all the way up to the max size 16. It would be fun to get the UN charter repealed and nerve staple everything; but calling that council would lock me out for 10 turns from calling the solar shade which is what I'll need sooner.
No overview screenshot needed again, no real change from last time, but next time after the pop-boom we'll see it.