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Robotic Controls and Factory Upgrades

In the Ground Pounder thread, several players were discussing how the game calculates the cost of new factories and upgrades once a new level of Robotic Controls is discovered. . If you haven't read it, the Strategy Guide claims that the game only charges you the base tech price for your first Pop*2 factories, then charges the refit cost, then the full 1.5*base cost for the remaining factories until you reach Pop*3. However, Sirian has mentioned that in fact you pay the increased cost immediately. I had noticed that it didn't work quite how I expected, but wasn't sure why. I discussed my 'theory' in
This Post.. I thought it had something to do with the game starting the refits when factories hit CurrentPop*2, not after they max out the planet at MaxPop*2, and the costs wouldn't kick in until then.

Since we are at the point of transition now in our SG, I just looked through several planets in the save, and adjusted sliders to determine what is going on. It turns out Sirian is right (no suprise), and that my CurrentPop*2 is also partially right. Once a new level of robotics is discovered, ALL new factories from that point forward cost 1.5*Base Cost (or 2*Base for level IV, etc). So, in fact, new colonies are buying even their initial factories at a 50% premium. In our case, Industrial Tech 8 means we are paying 1.2BC/factory. The odd thing is that it stops building factories at CurrentPop*2, and everything else goes into refitting existing factories, rather than letting you at least build out to the normal MaxPop*2 and then refit. For growing colonies, that means they will hit an early wall, at which time new factories beyond 2*CurrentPop will not be built until existing factories are refitted. Because their pop is still growing, however, each turn some will go back into building a few factories for new growth, then the rest into refit, but it will not 'build ahead' so there are factories waiting to be used by next turn's new growth.

Hopefully that didn't confuse anyone. The main thing to take away is to emphasize Sirian's earlier point, that if you get Robotics too early, it can actually cripple your growth curve. Maxed out colonies can increase their potential production, but growing ones have just had their growth cut by 50%, PLUS a pause while they upgrade what factories they have built once they hit CurrentPop*2. If most of your colonies are still in the growth cycle, avoid Robotics! If a majority of your colonies are maxed out, then it will result in a net increase in productivity, although you must take into account the stunting of newer colonies, and if they are critical border areas, you may want to use some reserves to at least help them over the Refit Hump. If you have a mix of Maxed and growing colonies, it's a judgement call, but hey, that's why they call it a strategy game! wink
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I verified the 1.5x cost increase in *all* factories with Robotic Controls III by checking one of my saved games. Wow - I thought I knew this game pretty well, but never noticed this (and also never knew about Scout 2 being cheaper than Scouts). Thanks for the education, everyone!
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Most strat guides aren't worth the paper they're printed on. How so many continue to sell is beyond me, considering how far the standards have fallen. Mr. Emrich's guides are among the best ever produced, but that doesn't mean they're perfect, and he could not account for anything changed in patches after they were produced. Then there are issues that are described one way but work another, so he may have been given bad data in a few instances and not had time to check everything.

The game manual is highly accurate, having been written by the lead designer, but it too has a few items that are either inaccurate or were changed in the patches. I'm still in the process of re-assembling an ACCURATE list of AI personality ranges. So far I have pinned down with certainly only the Sakkra, for all six options.

Here's where my newly created record stands. Anything without a question mark has been confirmed. Question mark items are my best memory and probably mostly accurate.


MOO1 Racial Personalities Chart


Psilons

Pacifistic
Honorable
Xenophobic ?

Technologist
Militarist
Industrialist ?


Klackons

Erratic
Aggressive ?
Ruthless

Industrialist
Expansionist
Technologist


Humans

Honorable
Erratic
Pacifistic

Diplomat
Technologist
?


Silicoids

Aggressive
Erratic
Honorable ?

Expansionist
Militarist
Technologist ?


Meklars

Xenophobic
Ruthless
?

Industrialist
Technologist
?


Sakkras

Aggressive
Ruthless
Pacifistic

Expansionist
Diplomat
Militarist


Alkari

Honorable
Xenophobic
?

Militarist
Expansionist
?


Darlok

Xenophobic
?
?

Diplomat
Industrialist
?


Bulrathi

Aggressive
Erratic
?

Ecologist ?
Diplomat
Industrialist


Mrrshan

Ruthless
Xenophobic
Pacifistic

Militarist
Expansionist
?



The striking thing to me so far is the low number of Ecologists. I have not seen a single one since I started playing again. I wonder what is up with that?

If anybody sees (from here forward, and please confirm you see it, rather than remember it) any race displaying traits not listed above as confirmed, I invite you to let me know, here or elsewhere, so that the list may be completed sooner rather than later. Could take a while to hit the last few items by random chance.


- Sirian
Fortune favors the bold.
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In a game I am playing now I see the following racial characteristics:

Psilon: Pacifistic Industrialist
Klackon: Erratic Ecologist
Mrrshans: Ruthless Expansionist
Sakkra: Erratic Technologist
Bulrathi: Aggressive Ecologist

Seems some of these were missing from the list. smile Hope this helps.
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Thanks.

That's a fourth item in some cases. My understanding was always that the splits were 60-20-20. If they are, then some items on Impossible are replaced by others. (The absence of ecologists in my games, for example, could be due to difficulty level changes to personality). Or, perhaps, 60-20-20 is not the split, and some races have more possible traits than others.

All I can do is gather the data. smile


- Sirian
Fortune favors the bold.
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I remember reading in the strategy guide that the AIs could have a revoution (if more than 1/2 their planets are in revolt, I think), and would then choose new racial goals calculated to correct their shortfalls. I'm not sure I've ever seen this, but it could explain some unexpected personalities. And, of course, there's always the scramble personality cheat to consider...
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Ok, just checked my saved games the only two of interest are:

Alkari: Aggressive Expansionist
Bulrathi: Xenophobic Expansionist
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My latest game gives four hits out of five for different traits--this one on impossible.

Alkaris: Xenophobic Technologist
Meklars: Xenophobic Expansionist
Klackons: Erratic Militarist
Mrrshans: Ruthless Technologist.
also had pacifistic expansionist Sakkra


Last game before that had
Klackons: Erratic Technologist
Psilon: Honorable Technologist
Silicoid: Aggressive Industrialist
Bulrathi: Aggressive Expansionist
I never met the Sakkra. This one was also on impossible

I have also seen Aggressive Technologist Silicoids on Hard.

Hope that helps.
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