Difference between revisions of "Claming new room"

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=== Requirements ===
If You have claimed less rooms than your Global Control Level (GCL)You can claim another one.
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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.
   
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=== Simple overview of how to claim a new room ===
To do so You need to do 6(7) things:
 
- send a creep with CLAIM body part to an un-owned room
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To claim a new room, you need to do 6(7) things:
- have said creep successfully perform .claimController() action
 
- put construction site of Spawn
 
- bring builders from already-owned rooms
 
- build Spawn
 
- keep Controller from Downgrade and loosing Room Control Level (RCL)
 
- optional - Defend new room from Invaders / ther Players
 
   
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* send a creep with at least one CLAIM body part to an unowned room
Things to consider before considering claiming a new room:
 
 
* have this creep successfully perform the [https://docs.screeps.com/api/#Creep.claimController .claimController()] action
- do i have enough CPU
 
 
* place a spawn construction site
- do I have a room that can support setting up a new room
 
 
* bring builders from at least one of the rooms you already own
 
* build the spawn
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* keep the controller from downgrading and losing a [https://docs.screeps.com/control.html#Room-Controller-Level Room Control Level] (RCL)
   
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Optional (quite often required)
If both answers are true, then there is another set of things to consider regarding choosing of a room:
 
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- how far/close i want the new room to be from my base
 
 
* Defend the new room from invaders / other Players
- does new room have 2 sources ? 1 source rooms tend to develop slower
 
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- how many potential remotes are available, how many sources they have
 
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=== Things to think about ===
- what mineral does new room should have
 
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- does new room has other (aggressive) players around
 
 
===== Before considering claiming a new room: =====
- does new room can overlap some other player Remote Mining Rooms in future ?
 
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Claiming a new room comes with some cost:
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* spawn time required to spawn builders
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* energy cost of builders
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* possible initial energy load of builder (if you're not sending them empty)
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* possible need of sending combat creeps to defend new room
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* CPU cost of multiple creeps going on multi-room voyage
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* CPU cost of some extra creeps building new room
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* fully developed rooms require more CPU
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'''Which can be summed up as:'''
 
* Do you have enough CPU?
 
* Do you have a room that can support setting up a new room?
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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.
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The same applies to the situation when your rooms are attacked or energy-starved.
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===== Things to consider when picking new Room =====
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If your empire is healthy, then you need to find a suitable room to claim. These are some things to consider while picking:
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* 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)?''
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* 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?
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** Are they aggressive?
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** Do they have Remote Mining Rooms close to / overlapping with your room?
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** Will they want to expand towards you / your new room?
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* What's the purpose of the room?
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** access to [https://docs.screeps.com/power.html PowerBanks] or [https://docs.screeps.com/resources.html#Commodities Deposits]
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** access to highway in general
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** control of area
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===== First-time expansion =====
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If you have just started the game (or did not expand yet), this is a special situation that adds another 3 questions:
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* Do you have code organized in a way that can run multiple rooms?
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* In case of a bug or an error in one room, can you still run your other rooms without crashing your code?
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* Is your code ready for edge cases that might come with the new room?
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=== Strategies of claiming a new room ===
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* Refilling spawn builders by harvesting sources in the new room
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* Spawning big spawn builders that carry a lot of energy to the new room
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* Spawning small spawn builders that swarm neighbouring rooms' sources for energy
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* Sending big hauler creeps to provide energy to build the spawn
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* Protecting the spawn construction site with rampart(s) or walls
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* Protecting the controller from [https://docs.screeps.com/api/#Creep.attackController .attackController()] actions of other players using rampart(s)/wall(s)
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* 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
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=== After claiming the new room ===
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In theory, you should already have code that can support this room on its own, but you can still help it develop by
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* sending big hauler creeps with energy (and recycling them for more energy)
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* 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
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* 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?
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