A few questions about the customization of map

nutnutwin

Chieftain
Joined
Jul 26, 2005
Messages
45
Location
Shanghai, China
I have always wondered about the customization of game in the beginning. I already know(open for correction:p) that erosive forces influence the elevation, native life form for fungus/mind worms(or just the fungus and indirectly the mind worms?). But what about cloud cover? Does it determine the waterfall or something? I started several map with respectively sparse and dense cloud but do not see big difference (I am no statisticist surely~)

BTW, how do you guys use those natural units (mind worms, isles of the deep so on) in late game? Their power(hit points) are just so low and whatever advantage given by fungus, Planet advantage, life cycle or so just can't compensate for the Quantum Chamber/Singularity Chamber. They just need no support in fungus so that you can produce unlimited of them?

Thank you.:p
 
I generated three maps with the same settings except for cloud cover (standard size, 30-50% ocean, average erosion, average alien life forms) I use the scenario editor to look at the maps.

This is sparse cloud coverage:



Bases will have a hard time growing in all those arid areas. Until you get Tree Farms or Condensors, the most nutrients you can get from an improved arid square is 1 (forest is 1-2-1, irrigated arid square is 1-(0 if flat, 1 if rolling)-depends on solar collectors & elevation). Slow growing bases means low mineral production and low energy production. It will take time to build infrastructure and research technology.

This is average cloud coverage:



There are less great swaths of deserts. Bases can grow normally, as there are plenty of moist squares which can be improved to 2 nutrients. Until you get crawlers, Condensors, Tree Farms, mineral production will be so-so.

This is dense cloud coverage:



Here you can see lots of green, both moist and rainy. You will easily be able to harvest two nutrients from a square (unimproved rainy or farmed moist). Once you've researched Gene Splicing (Biogenetics, Social Psych, Ethical Calculus are the three precursor technologies), you'll be able to harvest three nutrients from a square (farmed rainy), which means you can work forests and mines prior to crawlers. So there will be excellent mineral production.

So, you don't speak for me when you say:

Well it just does not work out so significant...
 
Back
Top Bottom