Originally posted by GeoModder
Start the HC this turn, we can always delay the AC hurry a bit.
Start the HC this turn, we can always delay the AC hurry a bit.
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Btw, I thought that you planned to let more boreholes be mined by Sunshine Coast?
so therefore I thought about first maximizing nutrient production there to let it grow to size 3 and only then switch to the boreholes.
What cost? I'm not proposing to hurry that production (for now). Just let it start.

Also for the same mineral cost of a tree farm we would probably be able to build for example 3 crawlers and 2 formers. These would most likely give us a bigger profit than a tree farm.
We would also start getting that profit much earlier than when building a tree farm: eg while the tree farm would still be in mid-production, there could already be a few formers or crawlers running around doing terraformations or harvesting minerals. That's called "comparative turn advantage" IIRC among SMAC vets.
And due the stockpile energy bug it's in general better to build several small things than one large thing. Eg in my example above with 3 crawlers and 2 formers compared to a tree farm, Daintree would get five times more profit of the stockpile energy bug.
These are the reasons why I will usually argue against starting large production projects unless we can hurry them immediately.
. Anyway, you seem to forget that about all possible places were crawlers can do most good, are already in use. Also, I'm not proposing to slow produce it, just that it starts and after a few turns when (hopefully) all RC's in CyCon are finished, then to hurry it. Even that amount of turns is barely enough to build a crawler in Daintree, thus making your explanation a bit overdone. Besides, as Daintree continues to grow, it will generate more ec's as well, nullifying the loss of that in due time.

To explain why I so strongly argue against: Daintree is only a rather unproductive size 2 base. At the moment with its low mineral and energy production there isn't any facility that is worth building there, besides perhaps a recycling tanks. But even for recycling tanks there are many bases where it would be more profitable to build tanks there first - due to those other bases having a higher mineral production bonus (and thus gain more from the stockpile energy bug). So as far as I see Daintree would be best used to construct relatively cheap units, such as formers, colony pods, crawlers or probe teams.
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