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THE COLUMN TREATISE ON HURRYING (PART 1) By Maniac January 14, 2006 NOTE: This is The Column, a regular feature on Apolyton where anyone can write about anything to do with Civilization or the gaming industry as a whole. If you feel like writing, please visit the article submission page.
INTRODUCTION
Hurrying involves the use of energy credits to gain minerals and speed up the production of a certain item being constructed in your base. The amount of credits you need to spend per mineral depends on what kind of item you are building: a unit, base facility or secret project. The exact formula are all very well explained in this document, but to make it easier for the reader I will also provide a short summary here.
#224 CIVILIZATION IV'S FIRST TOTAL CONVERSION
#223 SEVEN IS SWEETER
The main purpose for this treatise is certainly not giving yet another summary of hurry costs though. I rather wanted to discuss tricks and methods that make the hurry costs lower than those you see described above. While these methods - some might say exploits - were probably not intented by the game desigers, the good news is that they have become commonplace and accepted in the SMAC multiplayer world, so you can use them freely as much as you want! Those "tricks" I talk about all involve either using crawlers, using unit upgrading, or both of them combined: upgraded crawlers!
CALCULATING UNIT UPGRADE COST
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The opinions expressed on this page do not necessarily reflect those of Apolyton CS. They are just the personal opinions of the writer.
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