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  • #16
    I'll also support a switch to rec tanks, but I have a question...

    What are the exact rules for cost to rush builds? I've always been a bit unclear on this point, and the exact costs per mineral.
    Comrade Corellion, Secretary of Science and Social Engineering for the Human Hive in the Alpha Centauri Police State Game (ACPSG).
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    • #17
      They vary.. for a new item they are doubled, its higher for the first 10, and lower for the last half IIRC. It's also higher for military and SPs than for base facilities. Maybe someone can point you to a page with the breakdown, but I think it is 2 ec per min at the lowest point.
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      For though he was master of the world, he was not quite sure what to do next
      But he would think of something

      "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

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      • #18
        I don't know it all either, but I knew it for the most frequent rushes done. If my memory still serves me well after not playing SMAC for a long time:
        • 2 credits per mineral for a facility with more than 10 minerals accumulated
        • 4(?) credits per mineral for a facility with less than 10 minerals accumulated
        • 4 credits per mineral for a secret project more than 15/30%(?) completed
        • 8(?) credits per mineral for a secret project less than 15/30%(?) completed
        • Way too complex for me to remember for military units. The cost of the unit, the ratio already completed, whether more than ten mins are accumulated, whether it is already prototyped all play a part! I think there was once a thread about it where it was explained, but even then I didn't get it (largely because I didn't even bother to read it thoroughly though).
        Contraria sunt Complementa. -- Niels Bohr
        Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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