In SMAC, the price is halved after the first ten minerals had been accumulated, does that still hold true, or is there a set exchange for people/engery -> minerals?
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is rushbuying linear or logrithmic?
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Originally posted by MattPilot
in an earlier post i had all the factors written out. I'm not 100% anymore, but i think if you haven't started production yet, its 25 + 4.5 x # of hammers left or if you already started the project its 25 + 3 x # of hammers left
DeepO
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Originally posted by MattPilot
in an earlier post i had all the factors written out. I'm not 100% anymore, but i think if you haven't started production yet, its 25 + 4.5 x # of hammers left or if you already started the project its 25 + 3 x # of hammers left
The additional 25 is charged when you are upgrading a unit.
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In normal circumstances, one population is worth 30 shields. Though, if you want to spend only one unit of population, there needs to be at most 29 shields left; if you want to spend only two units, the remaining cost can't be more than 59, etc. So there will always be some overflow, which you get to keep.
There is the 1.5x penalty if you try to rushbuy from zero.
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Which almost always only comes into play if you just rushed an item the previous turn.
Originally posted by Dog of Justice
There is the 1.5x penalty if you try to rushbuy from zero.1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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Originally posted by Dog of Justice
In normal circumstances, one population is worth 30 shields. Though, if you want to spend only one unit of population, there needs to be at most 29 shields left; if you want to spend only two units, the remaining cost can't be more than 59, etc. So there will always be some overflow, which you get to keep.
There is the 1.5x penalty if you try to rushbuy from zero.
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When you go in the city screen the very next turn after the rush buy, the excess hammers are added to the "per turn production"...
For example, say your city produces 30 hammers per turn, and you just rush built something, and now have 15 hammers in excess, the next turn the base will actually produce 45 hammers...
This is different from "carrying over" the hammers, as it makes it more difficult to do several rush buys in a row...
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Originally posted by Commy
When you go in the city screen the very next turn after the rush buy, the excess hammers are added to the "per turn production"...
For example, say your city produces 30 hammers per turn, and you just rush built something, and now have 15 hammers in excess, the next turn the base will actually produce 45 hammers...
This is different from "carrying over" the hammers, as it makes it more difficult to do several rush buys in a row...
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