StrikerX22
Chieftain
The effect of Economy and Efficiency is distributed among all three energy related factors (income, psych and research). As long as there is inefficiency in moving the slider, I would rather have the Research boost in the early and mid games when tech is so important.
It's easy to say that the effect of econ/eff is simply "distributed" among 3 energy results and therefore have a lesser effect to each, but as I just said, they still affect research about as much, and that's without touching sliders, in addition to giving a bonus to the other 2 energies.
Additionally, if you take Research over Efficiency, you won't get a decent slider at all when you want it. And really, it isn't that bad to have a tiny bit of inefficiency still when using the slider. It can be quite effective at certain times with sub 4 Eff.
Also, in my notes, could you clarify your part?
-vyeh: "I think that if solar collectors were faster to build, then a size 2 base could be producing more energy than 2 size 1 bases (it is the energy of the base square that makes ICS so attractive)." Keep in mind that terraforming is already faster, so what alternative does it need to be faster than? And changing Solars affects Tidals as well.
and just an fyi of what I'll be working with now:
-*Changed focus on AI's to default + build or explore and total 3 (or 4 if already 3 and strong), while changing aggressiveness to 0 or -1. Exception is I put Cyborgs to all C-D-B-E 1 with -1 aggro.
-*Mines and Sea Mines now require Industrial Economics, aka Free Market, to encourage AI to Forest more.
-*Trying out Smacksim's Worldbuilder settings, 2nd set. (http://apolyton.net/forums/showthread.php?t=118426)
-*Put back base square and Rec Tanks to default resource production for now to go against ICS, testing.