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Old February 14, 2001, 11:34   #1
lbores
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Been lookin' but can't find answer to ...
... the following:

1) '5 on the die'?
2) why build a base on a sensor?

BTW - I'm playing with SMAC - not with the add-on SMACx
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Old February 14, 2001, 11:54   #2
Garth Vader
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You build a base on a sensor because when defending you get the sensor benefit, but the sensor can't be destroyed.
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Old February 14, 2001, 18:32   #3
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Hey lbores, you have been asking lots of really good questions lately, keep it up.

One piece of advice, try to see SMAC without the eyes of a Civ player. Lots of things carry over, but if you play SMAC just like you play CIV, you will be crippling yourself. This was probably intentional as a design decision.

Don't be afraid to experiment with all sorts of weird things and don't assume anything. That's how Vel and the rest of us learned the intricacies of this game. If something doesn't work, no big loss, and you just might find a use for it later!
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Old February 14, 2001, 19:32   #4
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Y'know, I almost never allow bases to overlap - I tend to play the "interlocking corners" strategy, which with favourable terrain results in one unused square between three bases. I realsie now that, what with hab complexes and domes and unit movement, this is foolish. I shall rectify at some point.
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Old February 15, 2001, 01:13   #5
Ogie Oglethorpe
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5 on the die was term coined for a specific type of base spacing once proposed by Vel.

What it describes is a pattern of dots on a standard dice. The 5 pips represent the base layout. Also think of it as a big X with bases in the center and in each corner.

In this case the central base is the central pip.
To the Northwest with two free squares of space (3 total squares distant) lies another base (pip.) Same holds true for Northeast,Southwest, and Southeast.

The 5 on the die approach allows for roading from the central base to the outerbases. Assuming a sensor is prebuilt under these outer base(pips) then you have complete sensor coverage of your cluster of 5 bases. Since the bases are but three squares distant immediate shift of units to outer bases from the central or 2 adjacent bases can happen easily. A speeder can come in one turn from the diametrically opposed base as well. Overall base growth is normally not a problem in order to achieve size 14(16) in most cases with proper t-forming.

Vel went on to describe potentially making the center base a science center and no squares worked (all specialists) allowing outermost bases teh full complement of squares to be worked. He supported the science center by huge numbers of crawlers transporting nutrients (from outerbases running excess nuts) thereby allowing huge numbers of specialists. In practicality though the number of crawlers/trawlers produced is proabably better served harvesting a few selected condensor/farms and or kelp farms to achieve complete specialization as the number of crawlers/trawlers is significantly less.

Og
[This message has been edited by Ogie Oglethorpe (edited February 14, 2001).]
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Old February 15, 2001, 01:37   #6
lbores
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Thnx Og. I've been spacing the bases on the 4th tile but I see they should be on the 3rd tile so that each base essentially controls some of the squares of the adjacent base right up to the base itself.

What's been holding me back is my CivII experience wherein I tried to limit city overlap to no more than a square or 2.
[This message has been edited by lbores (edited February 14, 2001).]
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Old February 15, 2001, 09:38   #7
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Chowlett et al,

A large degree of overlap is possible due to hab limitations and high per square productivity. I can lay down bases such that each one only has about 10 squares to work, and they still will grow to size 14 (16 with a food crawler) before soil enrichers. I use soil enrichers and satelites to grow them in the late game. I like to 'dense pack' my bases for a large number of reasons, but speed and defense are probably the biggest two advantages.
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Old February 15, 2001, 11:09   #8
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quote:

Originally posted by Garth Vader on 02-14-2001 10:54 AM
You build a base on a sensor because when defending you get the sensor benefit, but the sensor can't be destroyed.


As to that, I found something interesting. It takes 4 turns to make the sensor even with a Roving Former (early game). I found that I can start the sensor construction and then lay a base down on the former whilst it's working. The sensor still gets built and meanwhile I have a base doing its basic builds. Saves turns which are as good as gold IMHO.

You veterans probably know that you can do that but us FNG's may not.


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Old February 15, 2001, 15:19   #9
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quote:

Originally posted by lbores on 02-15-2001 10:09 AM
As to that, I found something interesting. It takes 4 turns to make the sensor even with a Roving Former (early game). I found that I can start the sensor construction and then lay a base down on the former whilst it's working. The sensor still gets built and meanwhile I have a base doing its basic builds. Saves turns which are as good as gold IMHO.

You veterans probably know that you can do that but us FNG's may not.




That definetley doesn't work in SMAX though.
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