Impaler
I think that we should prepare a list of each Bases purpose/task to be updated each turn, their would be a limit of 3-5 things for each base and by making the list highly public we can help to keep everyone on the same page and prevent short turm consernes from pulling us away from long term goals. The Executive department would create the list and take advice from all the Departments on the best places for each of the various activties to take place, so for Example the Reserch Department wants a Science City and thinks X is a good candidate, but Security thinks its a good place for a Navel Base, Executive needs to deside what the base will be tasked with. The tasks should stay in effect for a long period of time and not be changed often, the task them acts as a guide for all further desision making on that base. Here is a simple example.
Morgan HeadQuarters - Pod Production, Crawler Production, Secret Projects
Morgan Mines - Crawler Production, Science Center, Former Production
Morgan Hydroponics - Pod Production, Ground troops Training Center, Probe Team Training Center
Morgan Banks - AiroSpace Manufacturing Center, Border Fortress
-- Fear is the Mind Killer
jtsisyoda
Sounds helpful. You can get a lot of efficiency gains by specializing bases.
As with all things, including this, the mini-game, etc. the strategic goals will occasionally override mechanisms we might invent to help us.
AndiD
Just gathering wise words Googlie said elsewhere, buried deep within other threads here...
and...
I think that we should prepare a list of each Bases purpose/task to be updated each turn, their would be a limit of 3-5 things for each base and by making the list highly public we can help to keep everyone on the same page and prevent short turm consernes from pulling us away from long term goals. The Executive department would create the list and take advice from all the Departments on the best places for each of the various activties to take place, so for Example the Reserch Department wants a Science City and thinks X is a good candidate, but Security thinks its a good place for a Navel Base, Executive needs to deside what the base will be tasked with. The tasks should stay in effect for a long period of time and not be changed often, the task them acts as a guide for all further desision making on that base. Here is a simple example.
Morgan HeadQuarters - Pod Production, Crawler Production, Secret Projects
Morgan Mines - Crawler Production, Science Center, Former Production
Morgan Hydroponics - Pod Production, Ground troops Training Center, Probe Team Training Center
Morgan Banks - AiroSpace Manufacturing Center, Border Fortress
-- Fear is the Mind Killer
jtsisyoda
Sounds helpful. You can get a lot of efficiency gains by specializing bases.
As with all things, including this, the mini-game, etc. the strategic goals will occasionally override mechanisms we might invent to help us.
AndiD
Just gathering wise words Googlie said elsewhere, buried deep within other threads here...
Base clusters - after the core group, which would be fairly generic producers in the beginning - could be along the lines of
Morgan Terraforming (terraformers); Morgan Minerals (crawlers); Morgan Transport (transports)
Morgan Armaments (defensive and offensive troops); Morgan Aerospace (noodles, choppers and missiles)
Morgan Naval Yard (coastguard vessels); Morgan Admiralty (attack cruisers, subs, aircraft carriers, etc)
Morgan Research (with the Supercollider); Morgan Discovery (with the ToE);
And so on - with other clusters focussing on native wildlife, or probe operations, etc
Morgan Terraforming (terraformers); Morgan Minerals (crawlers); Morgan Transport (transports)
Morgan Armaments (defensive and offensive troops); Morgan Aerospace (noodles, choppers and missiles)
Morgan Naval Yard (coastguard vessels); Morgan Admiralty (attack cruisers, subs, aircraft carriers, etc)
Morgan Research (with the Supercollider); Morgan Discovery (with the ToE);
And so on - with other clusters focussing on native wildlife, or probe operations, etc
I find i do that quite a bit in my early Morgan games (not necessarily CP's). After the first 50 years I'll have 2 or 3 good mineral producing bases (maybe 2 or 3 crawlers) that can produce a crawler in 3 or 4 turns. They get sent to other bases and rehomed. I'll build a Command center just at one base and that's my "Miitary Academy" - produces my synthsentinals and trance plasma guards and they go to other bases, via a monolith if there's one en route
Same with noodles. I'll get a punishment sphere early on, and that base will work minerals like crazy, while others produce the noodles which get sent there and rehomed, then dispersed back to the front line bases.
My Naval Academy will be slightly different - will also have a punishment sphere but will get an early Naval yard and will be the prime producer of my navy. So it, too, gets crawlers sent and rehomed there to assist in the minerals production for that base. 'Cos of the research penalty (although 50% of a whole bunch is still a whole bunch) I don't spend much time energy-upgrading those 2 bases, so will be building faster mines rather than leisurely boreholes (and surplus citizens will be engineers for the ec kick rather than librarians) When the Punishment Sphere goes up I'll disband rec commons and any holotheatres in those 2 bases, but will leave Childrens' Creches, Tree Farms and Research Hospitals standing (see my earlier comment about 50% of something still being something)
After clean reactors, the bases can be retooled with genejacks and other drone inducing enhancements, being immune as they are and they can then get skunkworks (for that planetbuster prototype - can shave 10 turns off its production [and every weapon thereafter comes already prototyped])and aerospaces so that they can quickly get nutsats thrown into orbit. They also become good bases for SP's, being minerals intensive (by 2300 or so we're talking over 100 mins for each of those 2 bases)
Morgan just lends itself so well to those specialist bases (eg a costal base with a naval yard, bioenhancement center and covert ops facility for instant elite 7-tile movement cruiser probes (9 if i have the MCC).
Same with noodles. I'll get a punishment sphere early on, and that base will work minerals like crazy, while others produce the noodles which get sent there and rehomed, then dispersed back to the front line bases.
My Naval Academy will be slightly different - will also have a punishment sphere but will get an early Naval yard and will be the prime producer of my navy. So it, too, gets crawlers sent and rehomed there to assist in the minerals production for that base. 'Cos of the research penalty (although 50% of a whole bunch is still a whole bunch) I don't spend much time energy-upgrading those 2 bases, so will be building faster mines rather than leisurely boreholes (and surplus citizens will be engineers for the ec kick rather than librarians) When the Punishment Sphere goes up I'll disband rec commons and any holotheatres in those 2 bases, but will leave Childrens' Creches, Tree Farms and Research Hospitals standing (see my earlier comment about 50% of something still being something)
After clean reactors, the bases can be retooled with genejacks and other drone inducing enhancements, being immune as they are and they can then get skunkworks (for that planetbuster prototype - can shave 10 turns off its production [and every weapon thereafter comes already prototyped])and aerospaces so that they can quickly get nutsats thrown into orbit. They also become good bases for SP's, being minerals intensive (by 2300 or so we're talking over 100 mins for each of those 2 bases)
Morgan just lends itself so well to those specialist bases (eg a costal base with a naval yard, bioenhancement center and covert ops facility for instant elite 7-tile movement cruiser probes (9 if i have the MCC).