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- ASCENDANCY ANALYSIS
- ===================
-
- 12/20/95 version
-
- Mike Fay, Ph.D.
- mikef@mindspring.com or CompuServe 73717,250
- Atlanta GA
-
- These are the results of a fairly deep analysis of how Ascendancy by Logic
- Factory works under the hood, followed by a discussion of the game in
- general. Comments invited; two heads are always better than one. Also, if
- anybody wants to summarize all this, have at it; my writing can be pretty
- thick! Just be sure to credit me.
-
-
- DISCLAIMER
- ==========
-
- Like a lot of other folks, I found Ascendancy certifiably lame as a
- strategy game. The producers made a nice, pretty shell for a game, and
- could have done a lot more--but didn't. The AI is a certifiable moron, and
- the game is wall-to-wall micromanagement. The Antagonizer has made the AIs
- begin to be tough, but their poor management skill still leaves them in the
- dust.
-
- Still, I like to analyze numbers. And I suppose I'm just desperate for a
- good space strategy game. Thus, I did this analysis.
-
-
- DISCLAIMER # 2
- ==============
-
- This report was largely written in mid-November, before the Antagonizer was
- released. Although I have stuck in a few notes here and there, not all
- changes due to the Antagonizer are likely to have been incorporated. In the
- meantime, while trying to polish this doc, I got into numerous other
- projects (as usual) and pretty much lost interest in Ascendancy. Therefore,
- you will have to read this entire document keeping in mind that some things
- *might* no longer apply. I would be willing to bet that few or none of them
- have, however.
-
-
- BEFORE WE GET STARTED
- =====================
-
- What about the red, green and blue squares? How do they work?
-
- Unlike what I thought (prior to analysis), they do not *multiply* the
- effects of the structure on them, they simply add one point if an
- appropriate structure is on them. So it makes no difference, for example,
- if you put an Industrial Megafacility, Metroplex, Factory, or Colony Base
- on a red square: As long as the structure produces industry, it will add
- the one point from the red square to your raw total Industry Points.
-
- As a result, it makes a lot of sense to put your Colony Base directly on a
- red or green square. This way, you get its benefit right off the bat. I
- recommend a green square, if you have a choice, because Prosperity is
- generally the more challenging aspect of colony growth.
-
- The exception would be planets with a lot of black spaces--a small or tiny
- planet with any black spaces, a medium with a fair number of black, or a
- larger planet with PILES of black spaces. Here, the more pressing problem
- is simply a lack of space, so grab a little right off the bat by putting
- your colony on a black square. You'll get to the colored square soon
- enough.
-
- Note: Red squares do not increase the *multiplicative* effect of a
- Hyperpower Plant. It might still add one point; I didn't test enough to
- tease this out. But I know it doesn't multiply. So, there is no particular
- advantage to putting a Hyperpower on a red, an Internet on a blue, etc.
-
- Note #2: In the following, I frequently use the terms "raw", "observed",
- and "actual" when referring to Research, Industry, and Population Points.
- To make sure there is no confusion: "observed" is always the same as
- "actual"; both mean what you actually see when you click to see your
- Industry IPs, for example. "Raw" is what you get when you total up how much
- your people and structures input. Read on...
-
- RESEARCH, easiest and therefore first
- =====================================
-
- Research simply adds up the research points for your research structures
- (see below). As usual, one point is added for each research structure on a
- blue square.
-
- Internet adds 50% more points to your raw research.
-
- Example:
-
- # Type Points Adds
- 2 Labs on white 2x1 2
- 2 Labs on blue 2x2 4
- 2 Res. Camp. on white 2x3 6
- 1 Res. Camp. on blue 1x4 4
- --
- Total 16
-
- x 1.5 for Internet 24 total RPs for this planet
-
- ** RESEARCH BUILDINGS
-
- RP=Research points, IP=Industry points, PP=Prosperity points:
-
- Cost $/RP Points
- Laboratory 50 50 1 RP
- Research Campus 160 53 3 RPs
- Metroplex 200 200 1 RP, 1 IP & 1 PP; +2 spaces
- Engineering Retreat 80 80 1 RP & 1 IP
- Logic Factory 80 80 1 RP & 1 PP
-
- Obviously, the Research Campus will let you pack the most RPs into a planet
- in the long term. Other buildings are shown just for completeness
- (everything that makes an RP); not necessarily because I recommend them. I
- never make Retreats or Logic Factories.
-
-
- INDUSTRY, a little tougher but not too bad
- ==========================================
-
- Industry starts off with your raw IPs (Industry Points), much as for
- research, but modifies them using an exponential function:
-
- Observed IPs = Round ( (Raw IPs)^0.85 )
-
- This exponential leveling causes the amounts of IPs produced to drop off as
- the raw IPs increase. You get a 1-to-1 raw-to-observed only up to three
- IPs, then it starts slacking off. The curve drops off quickly then is less
- severe. For example, when going from 1 to 2 raw IPs, you only add 0.803
- observed IPs (80%, but rounding obscures it); from 3 to 4 raw IPs adds only
- 70.3% observed (or actual) IPs (and observed stays at 3), from 9 to 10 raw
- IPs adds only 0.606 (observed goes from 6 to 7), by 30 raw IPs each raw IP
- adds only about 0.50 actual IPs (now in the 18 observed IPs range), by 140
- raw IPs each new one adds only 0.40 (in the 67 observed IPs range), by 360
- raw, each adds 0.35 (the 150 observed range). So your facilities always add
- something, but it is progressively less. IMFs already add only two actual
- IPs instead of their three raw IPs by the time raw is at about 5, and are
- down to 1.5 actual at around 30 raw/18 observed. It approaches 1 observed
- way out past 400 raw/163 observed. (Note, all the preceding are WITHOUT
- Hyperpower; see below--multiply observed by 1.4 for Hyperpower.) See
- Appendix A for a detailed tabulation of Raw vs. Observed IPs.
-
- As usual, red squares just add one Raw IP to your total, if an IP-producing
- structure is on them. It does NOT multiply what is on the square; there is
- no difference between putting a factory, IMF, or colony base on a red
- square.
-
- If you want to calculate your IPs, you have to examine your colony and add
- up all your Raw IPs, then run it through the above equation. (Or just use
- Appendix A as a look-up table!) I tested this function with dozens of
- datapoints from one of my games, and it seems very predictable. There were
- some very minor variations of +/- one point that seemed to be due to some
- rounding within Ascendancy's algorithm; they only happened when the decimal
- remainder was very close to one half (.47 to .53), and went in
- unpredictable directions. It only caused my sample to be off 3 times, so
- the correlation seems very good.
-
- ** INDUSTRY BUILDINGS
-
- RP=Research points, IP=Industry points, PP=Prosperity points:
-
- Cost $/RP Points
- Factory 30 30 1 IP
- Ind. Megafacility 110 37 3 IPs
- Metroplex 200 200 1 IP, 1 RP & 1 PP; +2 spaces
- Colony Base (120) 120 1 IP & 1 PP
- Engineering Retreat 80 80 1 IP & 1 RP
- Shipyard 240 240 1 IP
- Orbital Docks 170 170 1 IP
-
- Obviously, the IMF will let you pack the most IPs into a planet in the long
- term (see Discussion of Planet Packing). As usual, this is everything that
- makes an IP, not necessarily something recommended *for* making IPs. If you
- are trying to use or check my equation, don't forget to add in IPs from,
- e.g., your Shipyard, Colony Base, Orbital Docks, and Metroplexes, including
- adding a point for each one on a red square.
-
- EFFECT OF HYPERPOWER
- ====================
-
- The equation seems to be:
-
- Observed IPs = Truncate ( (Raw IPs)^0.85 x 1.4 )
-
- In other words, almost exactly Observed IPs plus 40%. It is important that
- the 1.4 is outside the ^0.85; you wind up with a bit more (because it's not
- "held down" by the 0.85), especially with a high number of IPs.
-
- I didn't do a whole lot of sampling on this one (about a dozen datapoints),
- because it seemed very straightforward. However, it definitely suffered
- worse from the rounding error (i.e., observed was randomly +/- 1 versus
- predicted). For one of the planets I sampled, my predicted was correct if
- values were *rounded* instead of truncated, but that threw most of the
- other samples off by one. "Shrug."
-
- SCIENTIST TAKEOVER
- ==================
-
- This appears to be a straightforward calculation:
-
- *ADD* to existing RPs: TRUNCATE (Raw IPs)/4
-
- In other words, ST adds (not replaces) 25% of your Raw IPs to your Research
- IPs.
-
- If you have Hyperpower:
-
- ADD: TRUNCATE 1.5 x (Raw IPs)/4
-
- In other words, Hyperpower adds 1.*5*, not 1.*4*, to ST, unlike how it
- usually affects IPs.
-
- We don't see the 0.85 that enters into the observed IPs equation here; just
- your raw IPs, which means your IPs are used better (linearly)--30 to 50%
- better, depending on how many IPs you have (see discussion of observed vs.
- raw IP drop-off, above).
-
- [If you don't want to add up your raw IPs, you can always use Appendix A as
- a sort of "look up table"--find your Observed IPs (with or without
- Hyperpower) and slide over to the left to get a raw IP estimate. (It's an
- estimate because more than one raw IP can have the same observed IP, after
- rounding.)]
-
- Also note, Internet does NOT help (i.e., increase) Scientist-Takeover RPs.
-
- The net effect is that ST is a very poor substitute for "real" (Research
- Campus) research. Each colonist devoted to an Industrial Megafacility (IMF)
- generates 3 raw IPs which converts to 0.75 RPs vs. 3 for a Research Campus.
- Best case: an IMF on a red square with Hyperpower generates 1.5 RPs
- ((3+1)x1.*5*/4), but a Research Campus on a blue square with Internet
- generates 6 RPs. So Scientist Takeover is definitely just something
- optional to do with otherwise wasted IPs; it is *not* somehow a better way
- to make RPs.
-
- Actually, I suppose it is marginally better if you have IMFs and/or
- Hyperpower before you get Research Campuses and Internet (so you're stuck
- with Labs), but at that point in the game I'm usually furiously building
- stuff, and otherwise just putting Labs on all blue squares.
-
- Note that I did not test whether having industry on blue squares helps you
- with Scientist Takeover. I would guess that it wouldn't, though. And--"what
- does it matter". :)
-
- PROSPERITY POINTS (pretty messy)
- ================================
-
- First things first: it takes 50 Prosperity Points (PPs) to give birth to a
- new colonist.
-
- HOW PPs ARE CALCULATED
- ======================
-
- Unlike Research and Industry, where I could just take off structures one by
- one and generate a long list of datapoints, most of my colonies only had a
- few to a dozen Prosperity points, no matter what their size, so there
- wasn't a whole lot I could take off. Neither was there much room to avoid
- rounding ambiguities, since all observed PPs were low (max 12 or so; most
- in 1-5 range). I wasn't able to make my predicted algorithm real pretty;
- there may be a number of roundings compounding within Ascendancy's calcs,
- or I may have my algorithm slightly off.
-
- That's the problem with black-box reverse engineering: There are a dozen
- ways to do anything mathematically. For example, their program might walk
- through each of the structures on a planet, compounding something as it
- goes--this could make an exponential-like function, while possibly also
- introducing subtle rounding differences, depending on their level of
- precision. While it makes a reverse engineer wince, they had no obligation
- to make their algorithms precise and predictable to the Nth decimal for
- reverse engineers; they just had to make the game playable. So, who knows.
-
- Anyway: The best I can figure the Prosperity Points equation is:
-
- PPs = Round( (Raw PPs)^0.85 - Round( (0.4 x Pop)^.85 ) ) + 1
-
- (Pop = Total Population, used and unused)
-
- In other words, add up your raw PPs on one hand, but subtract a PP for
- every 2.5 people, too -- and muddle both with 0.85 exponentiation. If you
- compare your planets' populations and raw PPs, you will see that you only
- get observable PPs if you have more raw PPs than people/2.5.
-
- I had 63 datapoints (planet results from the game), and this equation got
- all but 9 correct; for 7 of these, my calculated value was one less than
- the observed value, the eighth value was one more, and the ninth, two more
- than the observed. (Yes, I triple-checked the latter planet to make sure I
- got its data right, sigh.)
-
- With this kind of equation, there are any number of ways to play around --
- round or truncate before or after exponentiation, add 1 inside the first
- exponent, subtract it inside the second, etc. etc. etc. I feel confident in
- my general approach toward Ascendancy under the hood, since the IP equation
- was such a good match. But this is the closest I could get to PPs before
- getting tired of trying yet one more variation (I tried dozens). See
- Appendix B for a table of PPs, but be warned, 10% of the time my result was
- one lower than I observed, and a couple of times it was off by more.
-
- FWIW, I did test for effects from Industry, number of buildings, and used
- vs. unemployed people. I could not see any real effect (try it; just take a
- saved game and whack off lots of stuff). Some things are quite difficult to
- test, though, such as the number of free spaces left in a planet. If you've
- got the time, let me/us know if you can pin it down better!
-
- In summary, Prosperity points are like a "tip of the iceberg" effect: Your
- raw PPs have to rise to the point where they are higher than people/2.5
- (since both have the 0.85 factor). Then, raw PPs suffer from the same
- exponential reduction as IPs. Thus, if you have 9 raw PPs, a Hydroponifer
- only adds approx. 1.8 observed PPs (3 x 0.6 raw PPs).
-
- ** PROSPERITY BUILDINGS
-
- RP=Research points, IP=Industry points, PP=Prosperity points:
-
- Cost $/RP Points
- Agriplot 30 15 2 PPs
- Art. Hydroponifer 100 33 3 PPs
- Metroplex 200 200 1 PP, 1 RP & 1 IP; +2 spaces
- Habitat 160 80 2 PPs; +3 spaces
- Colony Base (120) 120 1 PP & 1 IP
- Logic Factory 80 80 1 PP & 1 RP
-
- As you can see, the Agriplot is a *much* better deal than the Hydroponifer.
-
- ***News Flash: I initially wrote the Prosperity section without having
- realized how easy Automation can make things, if you have it and want to
- spend the bucks. So, read this all with a grain of salt if you lean toward
- Automation. A discussion of Automation has been put at the end of the
- Prosperity section.
-
- FERTILIZATION PLANT
- ===================
-
- By this point, I was getting quite tired of sampling data from the game and
- playing with it, only to find something always off by one <g>. Anyway,
- based on nine planets, the effect of the Fertilizer Plant (FP) appears to
- be that it increases the raw exponential PP half of the equation by 40%,
- much as Hyperpower does. Then, the Population factor is subtracted. If you
- *really* want to see the best (god-awful) function I could come up with,
- here it is:
-
- TRUNCATE ( ROUND( (Raw PPs)^0.85 ) * 1.4 - [Raw PP part]
-
- ROUND( ROUND( 0.4*Pop ) ^.085 ) + 1 ) [Pop part]
-
- With this equation, my predicated PPs were one less than observed PPs for
- two of the 9 samples; the rest were dead-on. Here, though, the frustration
- of tweaking can be seen clearly. There must be dozens of permutations to
- try, and however I flipped these around, a different set of datapoints
- would be off by one. So, the general observation is that the FP increases
- PPs by 40%, but exactly how it rounds, I can't say.
-
- Throughout this article, I make no claims to have totally figured out what
- the algorithm is doing. I just know in general what's going on, and may
- have actually hit a few of them pretty closely <g>.
-
- The above shows why you can see something strange with the FP: It has
- little apparent effect on some planets, but lights a few planets up like
- Christmas trees. A big change means you had a large PP base (i.e., a large,
- developed planet) that was just barely at the Population/2.5 hurdle. When
- the FP was added, "the rest was gravy"--the 40% shot the large PP base way
- up over the Population factor. On small planets there is not enough PP base
- to have a big effect (or observed PP would have been large already, given
- the small Population), and it will have no observable effect on large
- planets that still don't have enough raw PPs to make it to the
- Population/2.5 cutoff.
-
- Although I haven't looked at it closely, I would imagine that the FP starts
- being a viable proposition just like the Hyperpower plant: When raw PPs are
- around 9, the FP is equivalent to adding another Hydroponifer, and above 9
- raw PPs, the FP does better (for the one colony space utilized) than a
- Hydroponifer. But, since your Pop may be masking your PPs, you will have to
- look at your colony to estimate how many raw PPs you have. Appendix B can
- also be used to estimate it, *if* you have observable PPs.
-
- CLONING PLANT
- =============
-
- What it says: It just increases your Pop by two, instead of one, when each
- new colonist is born. An alternative way to build your pop. It still
- requires enough raw PP base to get your observed PPs above the Pop/2.5
- cutoff, so it is not a "magic bullet" for the problem of a highly developed
- planet with no PP base that needs to increase its Population. Its
- advantage is that it does not require ever more and more Prosperity
- buildings to double what little you might have on a large planet; it just
- needs the one clone plant, and all your Pop increases are doubled. It's a
- bargain in anyone's book; indeed, it may even be "too powerful" (wasting
- excess generated Pop) in some circumstances--but, who cares?
-
- A Cloning Plant is probably best used for situations where rapid growth is
- needed, such as very large planets with lots of space to fill.
-
- ENDLESS PARTY
- =============
-
- If I thought Fertilizer Plants were bad, Endless Party (EP) was the worst.
- Like a drunk who couldn't remember what he did the night before (but was
- sure it must have been dumb), by this point I had swum through so many
- numbers I didn't want to see another one--and I still had EP to do.
-
- I took 15 data points for EP. The equation is something like:
-
- ROUND ( (raw PPs)^0.85 + (Observed IPs)/3 -
-
- ROUND( (0.4xPop)^0.85) ) + 1 )
-
- If you look closely, it's simpler than it seems: It's pretty much the
- regular PP equation, but adds in PPs equal to observed IPs divided by
- three. (After all, the description of EP basically says it converts IPs to
- PPs.) You still subtract out the Pop/2.5, so you can still have masking.
- This equation was correct for 10 of the 15 datapoints, and was off by +/- 1
- to 3 for the other five. (This was for observed PPs, with EP, ranging from
- 0 to 23. That both the highest value and many of the lowest ones were
- precisely correct tells me I'm on the right track.) So it's close, but not
- totally there. You are welcome to tweak the equation all you want. Just
- make sure you get all the input data right! <smile>
-
- You will remember that Scientist Takeover is based on Raw IPs, as opposed
- to EP, which uses Observed IPs. It's consistent, though, with how RPs are
- generated linearly, but PPs attenuate by ^.85.
-
- Sorry, but I did not test for the effects of the Fertilizer Plant or
- Hyperpower on Endless Party. I know informally that Hyperpower increases
- it; I can only imagine, by the 40% it increases observed IPs. I don't know
- if the FP increases it, since Internet did not increase the effect of
- Scientist Takeover (there was just a straight conversion of IPs to RPs).
-
- PARTY OR PRODUCE, the perennial question (for me, anyway):
-
- Should you build more Prosperity structures or just say "screw it" and
- start Partying, if your colony has gotten fairly advanced and you're short
- of PPs?
-
- * * BIG MATH WARNING * * -- Skip all the way down to the "Conclusion"
- paragraph at the end of this section to avoid a lot of numbers!
-
- It takes 100 observed IPs to make a Hydroponifer, which provides 3 raw PPs
- on a continuous basis. These 3 raw PPs will be decreased by exponentiation
- to approx. 50 or 60%, depending on the size of your raw PP base. In other
- words, the Hydroponifer will actually contribute approx. 1.6 observed PPs
- on a continuous basis.
-
- (I'm discussing Hydroponifers instead of Agriplots because, using
- Agriplots, your colony is probably well advanced before you start running
- into Population problems. At that point, you will probably have plenty of
- Industry but little space. So the question will probably be whether to make
- more Hydroponifers, not Agriplots. Increase the 1.6 PPs to 3.3 PPs per 100
- IPs, if you are considering whether to make more Agriplots to increase
- population.)
-
- By comparison, with Endless Party, 100 observed IPs would contribute 33
- actual PPs (before subtracting Pop) on a one-time basis.
-
- Obviously, Partying is a *very* cost-effective way to increase PPs in the
- short term. It would take approx. 21 turns (33/1.6) before the Hydroponifer
- has "broken even" with Partying, and generated more than 33 actual PPs. Ten
- turns if you're talking Agriplots. To understand the difference, let's look
- at a colony in progress.
-
- Colony Murgleblast is an enormous planet (73 spaces) with about 30
- colonists, and about 40 left to go. The player has all relevant research
- (IMFs, Hyperpower, Hydroponifers, etc.) done and has developed a strong
- industrial nucleus. How to strategize the rest of the planet's population
- development? Let's say this is a highly industrialized planet (best case
- scenario), and the player has 80% of his Pop in IMFs at any given time.
-
- If he used Endless Party exclusively, it would take 6,000 IPs (40 colonists
- x 50 PPs/colonist x 3 IPs/PP) at face value, *but* this would be reduced by
- the growing population. Here we go; skip to the next paragraph to avoid
- this math: At 30 pop, subtract 8 observed IPs ( (0.4*30)^0.85 ); with 80%
- in IMFs, he's making 53 IPs (30x.8=24; (24x3)^0.85 x 1.4 for Hyperpower).
- So he puts 45 IPs (53-9) into EP, generating 15 PPs/turn, and gets a new
- colonist in 3.3 turns. When he's up to 50 colonists, he's generating 82
- IPs, subtracting 13 for Pop, leaving 69 for EP, or 23 PPs a turn: a new
- colonist every 2 turns. When he tops out around 70 colonists, it's 109 IPs
- minus 17 equals 92; divided by three is 30.7 PPs/turn, or a colonist every
- 1.6 turns. Doing a weighted average of the three snapshots (In case you
- haven't gathered, by this point, I'm just writing stuff on paper; this is
- not solid modeling off of a spreadsheet. I told you I'm getting tired of
- these numbers!): The player devoted 10x3.3 turns of production to go from
- 30 to 40, 20x2 for 41 to 60, and 10x2 for 61 to 70 (but it doesn't let you
- carry forward PPs *when generating a new colonist*, so anything below two
- turns is wasted unless you have enough IPs to do it in one turn (thought
- that would be 150 observed IPs, equal to 250 raw IPs with Hyperpower, or 83
- IMFs--more than an enormous planet can hold). However, all through this
- time, the player will also have been planting Metroplexes or Habitats,
- which add some PPs already. Let's say that these reduce the needed turns
- from 90 to 80 (that two-turn minimum cutoff is a bitch!).
-
- In total, you will have used very roughly 80 turns of production to take a
- planet from 30 to 70 colonists using Endless Party alone (with a minimum of
- PPs thrown in from structures). Now let's look at using Hydroponifers. Skip
- to the next "In total" paragraph to avoid the math. :)
-
- First, the player wants enough PPs to be able to keep building constantly.
- 50 points are needed for each colonist, and let's say he wants a new
- colonist every three turns. (If he's already at 53 observed IPs, he can
- soon make a new IMF in two turns, but will also be sprinkling in
- Metroplexes, which take 3 or 4 turns (2 turns at the very end of
- development), Hydroponifers, Internet, etc.
-
- So, he needs 13 *observed* PPs to make a colonist every four turns (50/4).
- Since we're looking at the sum total, by the time he reaches 70 colonists,
- he will need to overcome (0.4*70)^0.85 = 17 base PPs, and still generate 13
- observed PPs. Based on the Prosperity equation, this will be about 52 raw
- PPs ( 52^0.85 - 17 + 1 = 13). That's about 17 Hydroponifers (we're pressed
- for space). Let's give the chap a break (and also account for longer
- projects that let Pop grow by itself) and say we have a Fertilization
- Plant. This adds 40% to the 52^0.85 part; to make 13 observed PPs, we then
- need about 36 raw PPs, or 12 Hydroponifers. (This is for *70* colonists;
- they will have been constructed evenly over time to keep up with Pop
- growth.) By the time he reaches 70 colonists, he will have used 1,400 IPs
- (12x100+200 for FP) to make his 12 Hydroponifers and FP. Using the same
- 53/82/109 IPs/turn weighted average from the previous discussion, the
- player will have wound up devoting about 22 turns to Prosperity structure
- development. Finally, there will have been quite a bit of Habitat and
- Metroplex development that will have added Prosperity, so let's drop that
- number to say 15 or 18 turns.
-
- Conclusion: It is *much* better to develop and rely on your Prosperity
- infrastructure *for long term population growth*, and much better in the
- short term to use Partying to your full advantage.
-
- Sounds like a good recipe for life to me! (ooh, bad)
-
- ===========
- GROWTH BOMB
- ===========
-
- As far as I can tell, the Growth Bomb adds ten more population slots to
- your planet, period. In very informal observations, it does not seem to
- have any effect on PPs/fertility or how many black squares you have (IOW, I
- didn't actually check this very much, but can't remember it happening).
- Growth Bombs can only be used once, as far as I can tell.
-
- One serious drawback to these babies: You CAN'T TELL WHO YOU'VE USED IT ON.
- Ascendancy is stupid enough to let you use it again without warning. Your
- two options would appear to be (1) keep an exhaustive list of Bombed
- planets (holy shit, thanks very much LF!), or (2) build some cheapo thing
- on the planet that you wouldn't normally build, that is a "flag" that This
- Planet Has Been Bombed.
-
- I make one cheap orbital shield in the lower left space slot of all planets
- RIGHT after they have been bombed. This means you have to pay attention and
- not fly through your "this planet made." notices real fast. I consider it
- pretty important to always make the shield immediately, so that I don't
- forget (I make myself a little note in cases where it can't be avoided.
- with SO much micromanagement, it's triple easy to forget).
-
- Making something in space means it doesn't take up important ground/IMF
- space. Making it super-cheap means it's easy to crank out, and easy to
- Automate. Finally, it never hurts to have shields around, especially with
- the Antagonizer.
-
- =================================
- MY PLANET'S MAXXED OUT, NOW WHAT?
- =================================
-
- If your planet is maxxed out with useful structures and you have a lot of
- Prosperity infrastructure hanging around, you will ask yourself, do I
- really need all those Hydroponifers any more? If it's a tiny colony,
- probably not; scrap'em once you've used up all the space you can. Let's
- look at the situation for larger colonies a little more closely.
-
- An enormous colony has 73 spaces for people, and you will likely have a
- couple of spare bodies hanging around, for a total of 75. (I keep a couple
- in my closet, how about you?) I usually have approx. 25 Metroplexes (23-28;
- maybe 17 Habitats) on such a large planet. So you already have 25 to 35
- base PPs, while the amount subtracted for the Population is 18 (
- (0.4x75)^0.85 ). This means just about exactly even ( 30^0.85 = 18 + 1; see
- equation). So you're basically already set for instant pop-up of the
- Population with either Endless Party or, for a more chronic situation (like
- a Ship production planet), a Fertilization Plant.
-
- Smaller planet sizes will work on a similar basis. The smaller the planet
- is, the less Prosperity you will have built into Metroplexes (MPs) or
- Habitats, but you will also have fewer Population. A large planet has 45
- spaces + 2 = 47, and I generally have about 16 MPs on full Larges. This
- works out to about 12-12+1=1 observed PP, for a similar situation. So,
- scrap all your Agriplots and Hydroponifers when your larger planets are
- maxxed. This will be a little tighter if you use the Growth Bomb because
- it doesn't require you to build more structures that provide prosperity.
- (It might be severe if you are the Mebes; I don't know how much their
- special ability increases the max colony size).
-
- PROSPERITY WRAP-UP AND ETC.
- ===========================
-
- As your Pop goes up, you must continually build your Prosperity base.
- Agriplots are *much* better deals for the buck *early on*, so use them
- liberally until available planet space is maxxed. I watch my observed PPs
- and if my next Factory (or whatever) will be ready before my next person,
- bam: another Agriplot. (A.k.a., "farm in advance" so it's working for you
- while you construct something else.)
-
- Once the initial planet space is maxxed, you probably have a fairly
- powerful Industrial base (25 observed IPs, possibly much more) that can
- crank out the more expensive Hydroponifers and other Prosperity structures
- much better, when the squeeze is on space. And, as each old Agriplot is
- abandoned, a new person is freed up for another Prosperity structure (or
- whatever). As shown, 12 observed PPs is a great clip to keep your
- Population rolling along--possibly a bit too good. Just look at what you're
- building with a planet; how long it takes to build the Campuses or IMFs
- you're concentrating on (with Metroplexes, Hydroponifers, and/or Habitats
- thrown in), and have enough observable PPs that you will be generating 50
- PPs every x number of turns it takes you to make whatever you're making, on
- the average.
-
- As your planet maxxes out and you want to cut out most of your Prosperity
- structures, you might find the Fertilization Plant a better choice than the
- Cloning Plant. If your observed PPs (without an FP) are hovering right
- around 0 or 1, as shown above, a Cloning Plant could mean a long time is
- taken to make another person, although it will be two when it is made. A
- Fertilization Plant on top of PPs hovering around 0 or 1, though, means
- about 6 or 7 observed PPs, for Pop growth every 8 turns or so. Buttressed
- by a planet-wide Party and it will likely just be 2 or 4 days. (WHAT are
- they DOING when they PARTY?)
-
- For maxxed-out Ship-producing planets, try to leave *two* unused colonists
- around (via Metroplexes, etc.). Then, when each Ship leaves and takes a
- colonist for crew, you will immediately have another available--no waiting
- for the PPs to add to 50--and you will meanwhile be producing the
- replacement colonist while working on the ship, assuming you have a modicum
- of PPs. Much smoother than the other way around. (Why don't they roll the
- 50 forward and let somebody appear as soon as one leaves, if a planet is
- maxxed??)
-
- Another recommendation is to put your Colony Base on a green square,
- whenever possible. This gets your Population building faster right off the
- bat (*while* you work on other things), and continues to contribute for the
- rest of time.
-
- Unlike IPs, PPs can be masked and carry over from previous turns. Thus, a
- brand new colony always says it will take 50 turns to make a new colonist
- (25 if the Base is on Green). But, later in the game, you might drop to
- zero PPs, then later come back up. You might then see something like "3 PPs
- per turn; population will grow in 2 turns". In this situation, previously-
- generated PPs are being carried forward.
-
- The thing that struck me after this work is how strongly Prosperity is
- likely to take a hit if you don't develop it smoothly. Remember, Prosperity
- works *against* what it is *for*--every 2.5 colonists eat another PP. Any
- time you stop building Prosperity, growth will eventually halt. Indeed, in
- my first game (before this analysis) my highly developed planets were often
- waiting on Pop (Partying their fool heads off) so they could increase. By
- using Agriplots liberally at first, then keeping a better eye on it, it's
- not nearly so much of a problem this time around.
-
- ==========
- AUTOMATION
- ==========
-
- After having written all the above, Viper on CompuServe made me realize
- that I had overlooked the benefit of automation. I had gotten it late in
- the one game I had completed, and I have yet to reach it in my current
- game, so I hadn't really had much chance to play with it.
-
- In a nutshell, automation is a simple way to stop worrying about making
- space for more people (so you can put structures down on all the squares of
- a planet). With Automation, you can simply automate another structure when
- your population maxxes out. There is no reason to have as many "population
- holes" as there are squares on a planet.
-
- Automating a structure costs the same amount as the structure does (e.g.,
- an IMF costs 110 IPs to automate). Therefore, it makes beaucoup sense to
- automate your cheaper structures first. For the successful emperor, this
- usually means IMFs. And, while you might automate very cheap structures
- that you are going to remove later (such as agriplots), you wouldn't want
- to automate expensive structures that you'll remove later (assuming there
- are any cheaper structures around!). In general, though, there will
- probably be plenty of permanent structures.
-
- Let's look at the economics.
-
- The preferred population structure is the Metroplex (MP). If you were to
- build a planet to full capacity using MPs, you could fit in two IMFs for
- each MP. That's 200 plus 2x110 = 420 observed IPs per three squares, plus
- some IPs sunk into population growth, one way or another. Final cost,
- approx. 450 observed IPs. This configuration produces seven raw IPs and
- approximately four actual IPs (six with HPP) for every three squares in a
- largish colony.
-
- In contrast, you can use automation to get three IMFs on those three
- squares. That's 3x110 plus 3x110 for automation = 660 observed IPs. These
- IMFs will make nine raw IPs or something over five observed IPs (approx.
- eight with HPP) in a large colony.
-
- In summary, the MP route costs 450 IPs and makes six, while automation
- costs 660 and makes eight. So, the automation route has about 200 observed
- IPs to amortize. Since it makes a surplus of two IPs, it will take about a
- hundred turns to break even.
-
- Given the nauseating length of this game, probably automation is the better
- buy in the long run. :) Just be sure to automate your cheap, permanent
- structures first.
-
- ========
- OUTPOSTS
- ========
-
- On CompuServe, Viper (among others) argued with me that Outposts did have a
- use in the game. Perhaps I am dense, but I simply see no usefulness for
- Outposts, and _never_ make them. Here's my reasoning.
-
- Outposts give you another population slot (period), but they take up a
- surface square and cost money. Usually at this point in the game, you are
- hard up for all your bucks; meanwhile, there is always something more to be
- done with your IPs, while waiting for better population-control technology.
- You'd undoubtedly want to rip up your Outposts later. To me, it smacks of
- IPs and time poorly spent, at a critical growth time. Therefore, I
- concentrate on other stuff and don't make them.
-
- ===========
- AUTOMANAGER
- ===========
-
- The "automangler" does exactly that: Mangles what your colony will build. I
- never use it. What a shame this is not better; not even in the Antagonizer,
- I hear. as usual, LF won't tell the full poop on what they did in the
- Antagonizer's planet AI, although folks say it will use colored squares
- better now. The AI would probably be much more of a challenge if only it
- could build worth squat.
-
- I have heard some folks say that they will set their smaller, unimportant
- planets to Automanage, and concentrate their attention on better ones.
- Sounds good to me.
-
- =============================================================
- END OF MATH & FINDINGS, BEGINNING OF GENERAL STRATEGY SECTION
- =============================================================
-
- GENERAL OBSERVATIONS
- ====================
-
- ** ALERT ALERT **
-
- Most of this FAQ was originally written prior to the release of the
- Antagonizer, and I simply don't have the oomph to play this game more (I
- have six recent blockbusters sitting unopened on my desk!). So, take it all
- with a grain of salt. Most of it is still relevant.
-
- ASCENDANCY, A STRATEGY GAME? I THINK NOT
- ========================================
-
- Like most of the folks on Internet c.s.i.p.games.strategic, I have found
- Ascendancy an absolute pushover. The AI is a total moron; by around Turn
- 1,000 of a regular-density game, I hold most of the planets in the galaxy
- while the AIs only have 3 or 5 each, and half of my planets individually
- produce more than all of any given AI's planets. While you may not do quite
- this good (or may do better!), suffice it to say, You may not be a very
- experienced strategy gamer if you lose to the Ascendancy AI <smile>. (They
- have promised an update to the AI; we'll see that when we see it.)
-
- That having been said, I have still gotten pleasure out of playing the game
- as a software toy, like SimCity. I like to play with numbers (aw, who told
- you??), and it lets me do that. For those who are still hanging in there,
- here are my notes on playing the game. Discussion welcomed!!
-
- GENERAL STRATEGY
- ================
-
- PLANET DEVELOPMENT
- ==================
-
- One of these days, I may write a little program to model the ideal planet
- development. It's hard to guess exactly how everything works together.
- Until then, here's what I do.
-
- Build up Industry as soon as possible, but *keep laying down Agriplots to
- keep pace*. Usually, an Agriplot is the first structure I put down, even if
- the Base is on a green square. (I'm not totally sure this is the best
- route, though.) For an all-white planet, I build something like: Agriplot,
- Factory, Agriplot, Agriplot, Factory, Agriplot, etc., gradually edging over
- toward industry, but making sure I always have enough of the cheapo
- Agriplot Prosperity.
-
- Switch over to IMFs (Industrial Megafacilities) as soon as you get to 3 or
- 4 IPs. (From here on out, I mean Observed Points--what you see on the
- screen--unless otherwise indicated.) Once you get to about 9 or 10
- (observed) IPs, make a Hyperpower.
-
- When you make your first IMFs, there will be a long lull where your
- population gets a chance to grow. I usually find myself plopping down one
- more Agriplot to get PPs up to 3+ before plunging into IMFs, so the little
- population dudes will make plenty of babies during construction. (Reminds
- me of the Pepsi commercial with the office girls watching the construction
- worker.)
-
- ALWAYS be laying down your structures so as to build toward special
- (colored) squares, even if you don't currently need them--be there for them
- when you do. ("I was there for ya, man! Where WERE you??")
-
- During lulls in production (waiting for Pop to increase), plop down a Lab
- or Research Campus if blue squares are available. Both take longer to build
- and so will let your Pop grow in the meantime. Once you have Research
- Campus technology, only put *them* down, *once* your planet has decent IPs
- (at LEAST 10, preferably 20+). Prior to Research Campus technology, make
- Labs for blue squares at the slightest hint of a wait for Population. (You
- need all the research help you can get if you don't have Campuses yet! Use
- those blues!)
-
- If