Difference between revisions of "Claming new room"
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=== Requirements === |
=== Requirements === |
||
− | If |
+ | If you have claimed fewer rooms than your [https://docs.screeps.com/control.html#Global-Control-Level Global Control Level] (GCL) allows, you can claim another one. |
− | === Simple overview how to claim new |
+ | === Simple overview of how to claim a new room === |
− | To claim new room |
+ | To claim a new room, you need to do 6(7) things: |
− | * send a creep with CLAIM body part to |
+ | * send a creep with at least one CLAIM body part to an unowned room |
− | * have |
+ | * have this creep successfully perform the [https://docs.screeps.com/api/#Creep.claimController .claimController()] action |
− | * |
+ | * place a spawn construction site |
− | * bring builders from |
+ | * bring builders from at least one of the rooms you already own |
− | * build |
+ | * build the spawn |
− | * keep |
+ | * keep the controller from downgrading and losing a [https://docs.screeps.com/control.html#Room-Controller-Level Room Control Level] (RCL) |
Optional (quite often required) |
Optional (quite often required) |
||
− | * Defend new room from |
+ | * Defend the new room from invaders / other Players |
=== Things to think about === |
=== Things to think about === |
||
− | ===== Before considering claiming a new |
+ | ===== Before considering claiming a new room: ===== |
− | Claiming new room comes with some cost: |
+ | Claiming a new room comes with some cost: |
− | * |
+ | * spawn time required to spawn builders |
− | * |
+ | * energy cost of builders |
− | * possible initial energy load of builder (if |
+ | * possible initial energy load of builder (if you're not sending them empty) |
* possible need of sending combat creeps to defend new room |
* possible need of sending combat creeps to defend new room |
||
* CPU cost of multiple creeps going on multi-room voyage |
* CPU cost of multiple creeps going on multi-room voyage |
||
* CPU cost of some extra creeps building new room |
* CPU cost of some extra creeps building new room |
||
+ | * fully developed rooms require more CPU |
||
− | * do i have enough CPU to run this room after it's developed fully |
||
'''Which can be summed up as:''' |
'''Which can be summed up as:''' |
||
− | * |
+ | * Do you have enough CPU? |
− | * |
+ | * Do you have a room that can support setting up a new room? |
− | If |
+ | If you're short on CPU (i.e. on shard3) or would need to disable some parts of your code to claim a new room it should be well thought before. |
− | + | The same applies to the situation when your rooms are attacked or energy-starved. |
|
===== Things to consider when picking new Room ===== |
===== Things to consider when picking new Room ===== |
||
− | If |
+ | If your empire is healthy, then you need to find a suitable room to claim. These are some things to consider while picking: |
− | * |
+ | * How close/far should the new room be from my base? |
− | * |
+ | * Does the new room have 2 sources''? (1 source rooms usually develop more slowly)'' |
− | * |
+ | * How many potential [[Remote Harvesting|remotes]] are available? How many sources do they have ''(the more the better)?'' |
− | * |
+ | * Which mineral should the new room have ''(In general it's best to pick a room with a mineral you don't have yet. In the beginning it's good to have O or H for basic boosts, focusing on X early on is not always the best choice.)'' |
− | * |
+ | * Does the new room have other players around? |
− | ** |
+ | ** Are they aggressive? |
− | ** |
+ | ** Do they have Remote Mining Rooms close to / overlapping with your room? |
+ | ** Will they want to expand towards you / your new room? |
||
− | * |
+ | * What's the purpose of the room? |
− | ** access to PowerBanks or Deposits |
||
+ | ** access to [https://docs.screeps.com/power.html PowerBanks] or [https://docs.screeps.com/resources.html#Commodities Deposits] |
||
** access to highway in general |
** access to highway in general |
||
** control of area |
** control of area |
||
===== First-time expansion ===== |
===== First-time expansion ===== |
||
− | If |
+ | If you have just started the game (or did not expand yet), this is a special situation that adds another 3 questions: |
− | * |
+ | * Do you have code organized in a way that can run multiple rooms? |
− | * |
+ | * In case of a bug or an error in one room, can you still run your other rooms without crashing your code? |
− | * |
+ | * Is your code ready for edge cases that might come with the new room? |
− | === |
+ | === Strategies of claiming a new room === |
− | * Refilling builders by harvesting sources in |
+ | * Refilling spawn builders by harvesting sources in the new room |
− | * Spawning big builders that carry lot of energy to new room |
+ | * Spawning big spawn builders that carry a lot of energy to the new room |
− | * Spawning small builders that swarm |
+ | * Spawning small spawn builders that swarm neighbouring rooms' sources for energy |
− | * Sending big hauler creeps to provide energy to build |
+ | * Sending big hauler creeps to provide energy to build the spawn |
− | * Protecting |
+ | * Protecting the spawn construction site with rampart(s) or walls |
− | * |
+ | * Protecting the controller from [https://docs.screeps.com/api/#Creep.attackController .attackController()] actions of other players using rampart(s)/wall(s) |
+ | * Creating a path with [https://docs.screeps.com/api/#PathFinder.search PathFinder.search()] between your owned Room and the new room and storing it for later use by creeps to save CPU |
||
− | === After claiming new |
+ | === After claiming the new room === |
− | In theory |
+ | In theory, you should already have code that can support this room on its own, but you can still help it develop by |
− | * |
+ | * sending big hauler creeps with energy (and recycling them for more energy) |
− | * |
+ | * sending big upgrading / mining / building creeps and renewing them, to provide the room with creeps that would not be available to it because of its lack of extensions |
− | * |
+ | * ensuring its protection with combat creeps sent from more developed rooms |
Latest revision as of 22:53, 6 January 2021
Requirements[edit | edit source]
If you have claimed fewer rooms than your Global Control Level (GCL) allows, you can claim another one.
Simple overview of how to claim a new room[edit | edit source]
To claim a new room, you need to do 6(7) things:
- send a creep with at least one CLAIM body part to an unowned room
- have this creep successfully perform the .claimController() action
- place a spawn construction site
- bring builders from at least one of the rooms you already own
- build the spawn
- keep the controller from downgrading and losing a Room Control Level (RCL)
Optional (quite often required)
- Defend the new room from invaders / other Players
Things to think about[edit | edit source]
Before considering claiming a new room:[edit | edit source]
Claiming a new room comes with some cost:
- spawn time required to spawn builders
- energy cost of builders
- possible initial energy load of builder (if you're not sending them empty)
- possible need of sending combat creeps to defend new room
- CPU cost of multiple creeps going on multi-room voyage
- CPU cost of some extra creeps building new room
- fully developed rooms require more CPU
Which can be summed up as:
- Do you have enough CPU?
- Do you have a room that can support setting up a new room?
If you're short on CPU (i.e. on shard3) or would need to disable some parts of your code to claim a new room it should be well thought before.
The same applies to the situation when your rooms are attacked or energy-starved.
Things to consider when picking new Room[edit | edit source]
If your empire is healthy, then you need to find a suitable room to claim. These are some things to consider while picking:
- How close/far should the new room be from my base?
- Does the new room have 2 sources? (1 source rooms usually develop more slowly)
- How many potential remotes are available? How many sources do they have (the more the better)?
- Which mineral should the new room have (In general it's best to pick a room with a mineral you don't have yet. In the beginning it's good to have O or H for basic boosts, focusing on X early on is not always the best choice.)
- Does the new room have other players around?
- Are they aggressive?
- Do they have Remote Mining Rooms close to / overlapping with your room?
- Will they want to expand towards you / your new room?
- What's the purpose of the room?
- access to PowerBanks or Deposits
- access to highway in general
- control of area
First-time expansion[edit | edit source]
If you have just started the game (or did not expand yet), this is a special situation that adds another 3 questions:
- Do you have code organized in a way that can run multiple rooms?
- In case of a bug or an error in one room, can you still run your other rooms without crashing your code?
- Is your code ready for edge cases that might come with the new room?
Strategies of claiming a new room[edit | edit source]
- Refilling spawn builders by harvesting sources in the new room
- Spawning big spawn builders that carry a lot of energy to the new room
- Spawning small spawn builders that swarm neighbouring rooms' sources for energy
- Sending big hauler creeps to provide energy to build the spawn
- Protecting the spawn construction site with rampart(s) or walls
- Protecting the controller from .attackController() actions of other players using rampart(s)/wall(s)
- Creating a path with PathFinder.search() between your owned Room and the new room and storing it for later use by creeps to save CPU
After claiming the new room[edit | edit source]
In theory, you should already have code that can support this room on its own, but you can still help it develop by
- sending big hauler creeps with energy (and recycling them for more energy)
- sending big upgrading / mining / building creeps and renewing them, to provide the room with creeps that would not be available to it because of its lack of extensions
- ensuring its protection with combat creeps sent from more developed rooms