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THE COLUMN TREATISE ON HURRYING (PART 2) By Maniac January 21, 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.
HURRY SECRET PROJECTS -- THE USE OF UPGRADED CRAWLERS
But there is a way to hurry secret projects faster than by having to build and cash in a whole bunch of 3-row crawlers. Namely by upgrading your crawlers before cashing them in.
#225 TREATISE ON MORALE (PT. 2)
#224 CIVILIZATION IV'S FIRST TOTAL CONVERSION
HURRYING UNIT PRODUCTION -- THE USE OF SKUNKWORKS
Besides the straightforward method of upgrading unit shells, there is also a way to hurry unit production using crawlers, just like you would use them to hurry secret projects: adding their full mineral cost. This method envolves the Skunkworks base facility. That facility has an undocumented advantage besides cancelling the +50% prototype cost: in the base the skunkworks is built, it allows you to switch production between items of the same kind (unit, facility, project) without the usual mineral penalty.
This feature can be used as follows. Initiate production of a unit prototype. Next cash in a few supply crawlers (upgraded for an even bigger benefit): just like for SPs crawlers add their full cost to prototype hurrying. Thirdly switch production (without any penalty) to the unit you really wanted to build.
Now your desired unit is under production, with already lots of the required minerals accumulated. Should be very handy if one wants to build expensive units.
The only catch is that you have to be able to build a unit prototype to use this method. This means denying yourself your best weapon, armour or a chassis type. After researching Orbital Spaceflight (and missiles) this problem is somewhat alleviated though. You could for example always keep the planet buster weapon unprototyped. While an effective weapon against annoying enemies, it has lots of downsides and isn't really crucial to win the game. So after acquiring those you could always use your best convential weapons and armour.
THE "MANIAC MANOEUVRE" -- HURRYING ALL PRODUCTION
There is a way around this though, called the "Maniac Manoeuvre" or simply crawler-hurrying in Spartan ACDG circles. If you are building a unit in a base, but then go into the unit workshop and retire that design, the base production is switched to "stockpile energy". If you then set production to something else in that base, the minerals you had accumulated before the design retirement still fully stay.
This can be used in combination with the method described above. Set production to an unprototyped unit design, cash in a few (upgraded) crawlers, go into the unit workshop to delete the design. and then switch the base production to whatever you originally intended to build. For this method you don't need Skunkworks. And what's more, while with Skunkworks you can only switch to a different unit, with this "retire unit design" method you can switch to anything, including facilities. Taken together, this implies - under the condition that you have a unit you can prototype - you could use crawlers to hurry ALL production, and no longer only secret projects. It also negates the 50% production penalty normally connected to switching production. So in theory you could set production in all bases to a unit prototype - allowing you to switch production whenever you want - and only change to your real intended production item the turn before it would be normally finished.
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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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