resurrecting this thread, and veering slightly to discussion on Specialty bases
I suggest the following for consideration:
Science & Research
Arcadia University
Has the Merchant Exchange there, plus a Hab Complex, so can grow to size 14. Also has a Rec Commons and a Holotheater. Will have its Tree Farm in 2179. I suggest the next build be a Research Hospital, followed by a Hybrid Forest, then a Biology Lab after we get Centauri Empathy
Air Force Academies
we have 3 bases with Aerospace Centers. I suggest that we take 2 of them - they don't need to be one on each continent as we're talking aircraft here - and build Bioenhancement Centers, and have them produce our aircraft as needed:
Fort Superiority
Currently produces 24 minerals, with the potential for around 40. But with its 2 boreholes is also a good research base, and perhaps with Arcadia University, Argos (2 energy specials!!) and Ironholm maybe should form our Research nexus rather than be an Air Academy
Fort Buster
Currently producing 15 minerals, with the potential of growing to 30 with forestation, or beyond with a borehole or two
Olympus Academy
Currently 10 minerals. Needs some terraforming - or imaginative crawler deployment - to get to that critical mas of 25 or so for churning out aircraft
Military Academies
As all bases have a Command Center, the only criteria should be inland (so as not to waste a potential naval base), not have an Aerospace Center (obviously) and good mineral output. One on each continent would be ideal. Candidates are:
Santiago Citadel
Currently stalled at size 7, so needs a Hab Complex to grow and a Holotheater, possibly a Tree Farm and Research Hospital as well, to handle drones. Would need a Bioenhancement center to produce instant Elites. Is a good minerals base, currently producing 17 per.
Rio Grande
Currently size 3, and will be size 4 in 20 turns, so no foreseeable drones. Currently produces 15 minerals, with quick (crawler) potential to 20, or mega with a borehole or two.
This is a strong candidate, but needs a Bioenhancement Center (100 minerals), so I suggest that we produce another crawler then either MM one or let one build naturally in three or four turns.
UN Headquarters (Kassiopeia's Citadel?)
Will be a great minerals-producing base with 4 mines. I suggest that after we stabilize the drones we get crawlers working those mines, get it to size 7 (with 2 cdf's, a rec commons and a Librarian), then focus on a Bioenhancement Center and maintain it as our Arcadian Military Headquarters
Naval Academies
As all bases also have Naval Yards (even the landlocked inland bases!!), maybe our decision where to build BioCenters and produce naval craft is more strategic than minerals-driven.
Candidates would be
They'd need their minerals ramped up, as well as Bioenhancement Centers built in each base (again, for the instant Elites). Current minerals - and short term potential - are
I suggest the following for consideration:
Science & Research
Arcadia University
Has the Merchant Exchange there, plus a Hab Complex, so can grow to size 14. Also has a Rec Commons and a Holotheater. Will have its Tree Farm in 2179. I suggest the next build be a Research Hospital, followed by a Hybrid Forest, then a Biology Lab after we get Centauri Empathy
Air Force Academies
we have 3 bases with Aerospace Centers. I suggest that we take 2 of them - they don't need to be one on each continent as we're talking aircraft here - and build Bioenhancement Centers, and have them produce our aircraft as needed:
Fort Superiority
Currently produces 24 minerals, with the potential for around 40. But with its 2 boreholes is also a good research base, and perhaps with Arcadia University, Argos (2 energy specials!!) and Ironholm maybe should form our Research nexus rather than be an Air Academy
Fort Buster
Currently producing 15 minerals, with the potential of growing to 30 with forestation, or beyond with a borehole or two
Olympus Academy
Currently 10 minerals. Needs some terraforming - or imaginative crawler deployment - to get to that critical mas of 25 or so for churning out aircraft
Military Academies
As all bases have a Command Center, the only criteria should be inland (so as not to waste a potential naval base), not have an Aerospace Center (obviously) and good mineral output. One on each continent would be ideal. Candidates are:
Santiago Citadel
Currently stalled at size 7, so needs a Hab Complex to grow and a Holotheater, possibly a Tree Farm and Research Hospital as well, to handle drones. Would need a Bioenhancement center to produce instant Elites. Is a good minerals base, currently producing 17 per.
Rio Grande
Currently size 3, and will be size 4 in 20 turns, so no foreseeable drones. Currently produces 15 minerals, with quick (crawler) potential to 20, or mega with a borehole or two.
This is a strong candidate, but needs a Bioenhancement Center (100 minerals), so I suggest that we produce another crawler then either MM one or let one build naturally in three or four turns.
UN Headquarters (Kassiopeia's Citadel?)
Will be a great minerals-producing base with 4 mines. I suggest that after we stabilize the drones we get crawlers working those mines, get it to size 7 (with 2 cdf's, a rec commons and a Librarian), then focus on a Bioenhancement Center and maintain it as our Arcadian Military Headquarters
Naval Academies
As all bases also have Naval Yards (even the landlocked inland bases!!), maybe our decision where to build BioCenters and produce naval craft is more strategic than minerals-driven.
Candidates would be
- Messena, for our Northern Fleet HQ
- Gythium Harbour or Minas Tirith for our Buster Ocean Fleet
- Vladivostok ot 2 Nuts Strand for our western Arcadian Ocean Fleet
Argos(see Research topic), Tegea Harbour, Iaci Base, Bunker 112, or Kel Harbour for our eastern Arcadian Ocean Fleet HQ- UN High Commission or UN Aid Station for our eastern Arcadian fleet (that ocean still to be named)
They'd need their minerals ramped up, as well as Bioenhancement Centers built in each base (again, for the instant Elites). Current minerals - and short term potential - are
- Messena - 3 (12 with mines and farms/mines; 18 with a borehole)
- Gythium Harbour (11, then 13 with next citizen, potential around 20 or so with little terraforming effort)
- Kel Harbour (3, but 5 when the cdf is built and the citizens take to working the forest and 9 to 13 with crawler deployment)
- UN Aid Station (currently 4, but would have been 6 if we hadn't had the flying ginfreighter instabuild. Can grow to 18 minerals with population growth and/or crawler deployment)
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